Files
tbd-station-14/Content.Server/Physics/Controllers/MoverController.cs
2022-07-16 21:31:22 -07:00

411 lines
15 KiB
C#

using Content.Server.Cargo.Components;
using Content.Server.Shuttles.Components;
using Content.Server.Shuttles.Systems;
using Content.Shared.Movement.Components;
using Content.Shared.Movement.Systems;
using Content.Shared.Shuttles.Components;
using Content.Shared.Shuttles.Systems;
using Robust.Shared.Map;
using Robust.Shared.Player;
namespace Content.Server.Physics.Controllers
{
public sealed class MoverController : SharedMoverController
{
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly ShuttleSystem _shuttle = default!;
[Dependency] private readonly ThrusterSystem _thruster = default!;
private Dictionary<ShuttleComponent, List<(PilotComponent, InputMoverComponent, TransformComponent)>> _shuttlePilots = new();
protected override Filter GetSoundPlayers(EntityUid mover)
{
return Filter.Pvs(mover, entityManager: EntityManager).RemoveWhereAttachedEntity(o => o == mover);
}
protected override bool CanSound()
{
return true;
}
public override void UpdateBeforeSolve(bool prediction, float frameTime)
{
base.UpdateBeforeSolve(prediction, frameTime);
var bodyQuery = GetEntityQuery<PhysicsComponent>();
var relayQuery = GetEntityQuery<RelayInputMoverComponent>();
foreach (var (mover, xform) in EntityQuery<InputMoverComponent, TransformComponent>(true))
{
if (relayQuery.TryGetComponent(mover.Owner, out var relayed) && relayed != null)
{
continue;
}
PhysicsComponent? body = null;
if (mover.ToParent && relayQuery.HasComponent(xform.ParentUid))
{
if (!bodyQuery.TryGetComponent(xform.ParentUid, out body)) continue;
}
else if (!bodyQuery.TryGetComponent(mover.Owner, out body))
{
continue;
}
HandleMobMovement(mover, body, xform, frameTime);
}
HandleShuttleMovement(frameTime);
}
public (Vector2 Strafe, float Rotation, float Brakes) GetPilotVelocityInput(PilotComponent component)
{
if (!Timing.InSimulation)
{
// Outside of simulation we'll be running client predicted movement per-frame.
// So return a full-length vector as if it's a full tick.
// Physics system will have the correct time step anyways.
ResetSubtick(component);
ApplyTick(component, 1f);
return (component.CurTickStrafeMovement, component.CurTickRotationMovement, component.CurTickBraking);
}
float remainingFraction;
if (Timing.CurTick > component.LastInputTick)
{
component.CurTickStrafeMovement = Vector2.Zero;
component.CurTickRotationMovement = 0f;
component.CurTickBraking = 0f;
remainingFraction = 1;
}
else
{
remainingFraction = (ushort.MaxValue - component.LastInputSubTick) / (float) ushort.MaxValue;
}
ApplyTick(component, remainingFraction);
// Logger.Info($"{curDir}{walk}{sprint}");
return (component.CurTickStrafeMovement, component.CurTickRotationMovement, component.CurTickBraking);
}
private void ResetSubtick(PilotComponent component)
{
if (Timing.CurTick <= component.LastInputTick) return;
component.CurTickStrafeMovement = Vector2.Zero;
component.CurTickRotationMovement = 0f;
component.CurTickBraking = 0f;
component.LastInputTick = Timing.CurTick;
component.LastInputSubTick = 0;
}
protected override void HandleShuttleInput(EntityUid uid, ShuttleButtons button, ushort subTick, bool state)
{
if (!TryComp<PilotComponent>(uid, out var pilot) || pilot.Console == null) return;
ResetSubtick(pilot);
if (subTick >= pilot.LastInputSubTick)
{
var fraction = (subTick - pilot.LastInputSubTick) / (float) ushort.MaxValue;
ApplyTick(pilot, fraction);
pilot.LastInputSubTick = subTick;
}
var buttons = pilot.HeldButtons;
if (state)
{
buttons |= button;
}
else
{
buttons &= ~button;
}
pilot.HeldButtons = buttons;
}
private void ApplyTick(PilotComponent component, float fraction)
{
var x = 0;
var y = 0;
var rot = 0;
int brake;
if ((component.HeldButtons & ShuttleButtons.StrafeLeft) != 0x0)
{
x -= 1;
}
if ((component.HeldButtons & ShuttleButtons.StrafeRight) != 0x0)
{
x += 1;
}
component.CurTickStrafeMovement.X += x * fraction;
if ((component.HeldButtons & ShuttleButtons.StrafeUp) != 0x0)
{
y += 1;
}
if ((component.HeldButtons & ShuttleButtons.StrafeDown) != 0x0)
{
y -= 1;
}
component.CurTickStrafeMovement.Y += y * fraction;
if ((component.HeldButtons & ShuttleButtons.RotateLeft) != 0x0)
{
rot -= 1;
}
if ((component.HeldButtons & ShuttleButtons.RotateRight) != 0x0)
{
rot += 1;
}
component.CurTickRotationMovement += rot * fraction;
if ((component.HeldButtons & ShuttleButtons.Brake) != 0x0)
{
brake = 1;
}
else
{
brake = 0;
}
component.CurTickBraking += brake * fraction;
}
private void HandleShuttleMovement(float frameTime)
{
var newPilots = new Dictionary<ShuttleComponent, List<(PilotComponent Pilot, InputMoverComponent Mover, TransformComponent ConsoleXform)>>();
// We just mark off their movement and the shuttle itself does its own movement
foreach (var (pilot, mover) in EntityManager.EntityQuery<PilotComponent, InputMoverComponent>())
{
var consoleEnt = pilot.Console?.Owner;
// TODO: This is terrible. Just make a new mover and also make it remote piloting + device networks
if (TryComp<CargoPilotConsoleComponent>(consoleEnt, out var cargoConsole))
{
consoleEnt = cargoConsole.Entity;
}
if (!TryComp<TransformComponent>(consoleEnt, out var xform)) continue;
var gridId = xform.GridUid;
// This tries to see if the grid is a shuttle and if the console should work.
if (!_mapManager.TryGetGrid(gridId, out var grid) ||
!EntityManager.TryGetComponent(grid.GridEntityId, out ShuttleComponent? shuttleComponent) ||
!shuttleComponent.Enabled) continue;
if (!newPilots.TryGetValue(shuttleComponent, out var pilots))
{
pilots = new List<(PilotComponent, InputMoverComponent, TransformComponent)>();
newPilots[shuttleComponent] = pilots;
}
pilots.Add((pilot, mover, xform));
}
// Reset inputs for non-piloted shuttles.
foreach (var (shuttle, _) in _shuttlePilots)
{
if (newPilots.ContainsKey(shuttle) || FTLLocked(shuttle)) continue;
_thruster.DisableLinearThrusters(shuttle);
}
_shuttlePilots = newPilots;
// Collate all of the linear / angular velocites for a shuttle
// then do the movement input once for it.
foreach (var (shuttle, pilots) in _shuttlePilots)
{
if (Paused(shuttle.Owner) || FTLLocked(shuttle) || !TryComp(shuttle.Owner, out PhysicsComponent? body)) continue;
// Collate movement linear and angular inputs together
var linearInput = Vector2.Zero;
var angularInput = 0f;
foreach (var (pilot, _, consoleXform) in pilots)
{
var pilotInput = GetPilotVelocityInput(pilot);
// On the one hand we could just make it relay inputs to brake
// but uhh may be disorienting? n
if (pilotInput.Brakes > 0f)
{
if (body.LinearVelocity.Length > 0f)
{
var force = body.LinearVelocity.Normalized * pilotInput.Brakes / body.InvMass * 3f;
var impulse = force * body.InvMass * frameTime;
if (impulse.Length > body.LinearVelocity.Length)
{
body.LinearVelocity = Vector2.Zero;
}
else
{
body.ApplyLinearImpulse(-force * frameTime);
}
}
if (body.AngularVelocity != 0f)
{
var force = body.AngularVelocity * pilotInput.Brakes / body.InvI * 2f;
var impulse = force * body.InvI * frameTime;
if (MathF.Abs(impulse) > MathF.Abs(body.AngularVelocity))
{
body.AngularVelocity = 0f;
}
else
{
body.ApplyAngularImpulse(-force * frameTime);
}
}
continue;
}
if (pilotInput.Strafe.Length > 0f)
{
var offsetRotation = consoleXform.LocalRotation;
linearInput += offsetRotation.RotateVec(pilotInput.Strafe);
}
if (pilotInput.Rotation != 0f)
{
angularInput += pilotInput.Rotation;
}
}
var count = pilots.Count;
linearInput /= count;
angularInput /= count;
// Handle shuttle movement
if (linearInput.Length.Equals(0f))
{
_thruster.DisableLinearThrusters(shuttle);
body.LinearDamping = _shuttle.ShuttleIdleLinearDamping * body.InvMass;
if (body.LinearVelocity.Length < 0.08)
{
body.LinearVelocity = Vector2.Zero;
}
}
else
{
body.LinearDamping = 0;
var angle = linearInput.ToWorldAngle();
var linearDir = angle.GetDir();
var dockFlag = linearDir.AsFlag();
var shuttleNorth = EntityManager.GetComponent<TransformComponent>(body.Owner).WorldRotation.ToWorldVec();
var totalForce = new Vector2();
// Won't just do cardinal directions.
foreach (DirectionFlag dir in Enum.GetValues(typeof(DirectionFlag)))
{
// Brain no worky but I just want cardinals
switch (dir)
{
case DirectionFlag.South:
case DirectionFlag.East:
case DirectionFlag.North:
case DirectionFlag.West:
break;
default:
continue;
}
if ((dir & dockFlag) == 0x0)
{
_thruster.DisableLinearThrustDirection(shuttle, dir);
continue;
}
float length;
Angle thrustAngle;
switch (dir)
{
case DirectionFlag.North:
length = linearInput.Y;
thrustAngle = new Angle(MathF.PI);
break;
case DirectionFlag.South:
length = -linearInput.Y;
thrustAngle = new Angle(0f);
break;
case DirectionFlag.East:
length = linearInput.X;
thrustAngle = new Angle(MathF.PI / 2f);
break;
case DirectionFlag.West:
length = -linearInput.X;
thrustAngle = new Angle(-MathF.PI / 2f);
break;
default:
throw new ArgumentOutOfRangeException();
}
_thruster.EnableLinearThrustDirection(shuttle, dir);
var index = (int) Math.Log2((int) dir);
var force = thrustAngle.RotateVec(shuttleNorth) * shuttle.LinearThrust[index] * length;
totalForce += force;
}
body.ApplyLinearImpulse(totalForce * frameTime);
}
if (MathHelper.CloseTo(angularInput, 0f))
{
_thruster.SetAngularThrust(shuttle, false);
body.AngularDamping = _shuttle.ShuttleIdleAngularDamping * body.InvI;
body.SleepingAllowed = true;
if (Math.Abs(body.AngularVelocity) < 0.01f)
{
body.AngularVelocity = 0f;
}
}
else
{
body.AngularDamping = 0;
body.SleepingAllowed = false;
var maxSpeed = Math.Min(_shuttle.ShuttleMaxAngularMomentum * body.InvI, _shuttle.ShuttleMaxAngularSpeed);
var maxTorque = body.Inertia * _shuttle.ShuttleMaxAngularAcc;
var torque = Math.Min(shuttle.AngularThrust, maxTorque);
var dragTorque = body.AngularVelocity * (torque / maxSpeed);
body.ApplyAngularImpulse((-angularInput * torque - dragTorque) * frameTime);
_thruster.SetAngularThrust(shuttle, true);
}
}
}
private bool FTLLocked(ShuttleComponent shuttle)
{
return (TryComp<FTLComponent>(shuttle.Owner, out var ftl) &&
(ftl.State & (FTLState.Starting | FTLState.Travelling | FTLState.Arriving)) != 0x0);
}
}
}