Files
tbd-station-14/Content.Server/GameObjects/Components/Movement/ShuttleControllerComponent.cs
metalgearsloth 4d064abcd7 Physics (#3485)
* Content side new physics structure

* BroadPhase outline done

* But we need to fix WorldAABB

* Fix static pvs AABB

* Fix import

* Rando fixes

* B is for balloon

* Change human mob hitbox to circle

* Decent movement

* Start adding friction to player controller

I think it's the best way to go about it to keep other objects somewhat consistent for physics.

* This baby can fit so many physics bugs in it.

* Slight mob mover optimisations.

* Player mover kinda works okay.

* Beginnings of testbed

* More testbed

* Circlestack bed

* Namespaces

* BB fixes

* Pull WorldAABB

* Joint pulling

* Semi-decent movement I guess.

* Pulling better

* Bullet controller + old movement

* im too dumb for this shit

* Use kinematic mob controller again

It's probably for the best TBH

* Stashed shitcode

* Remove SlipController

* In which movement code is entirely refactored

* Singularity fix

* Fix ApplyLinearImpulse

* MoveRelay fix

* Fix door collisions

* Disable subfloor collisions

Saves on broadphase a fair bit

* Re-implement ClimbController

* Zumzum's pressure

* Laggy item throwing

* Minor atmos change

* Some caching

* Optimise controllers

* Optimise CollideWith to hell and back

* Re-do throwing and tile friction

* Landing too

* Optimise controllers

* Move CCVars and other stuff swept is beautiful

* Cleanup a bunch of controllers

* Fix shooting and high pressure movement controller

* Flashing improvements

* Stuff and things

* Combat collisions

* Combat mode collisions

* Pulling distance joint again

* Cleanup physics interfaces

* More like scuffedularity

* Shit's fucked

* Haha tests go green

* Bigmoneycrab

* Fix dupe pulling

* Zumzum's based fix

* Don't run tile friction for non-predicted bodies

* Experimental pulling improvement

* Everything's a poly now

* Optimise AI region debugging a bit

Could still be better but should improve default performance a LOT

* Mover no updater

* Crazy kinematic body idea

* Good collisions

* KinematicController

* Fix aghost

* Throwing refactor

* Pushing cleanup

* Fix throwing and footstep sounds

* Frametime in ICollideBehavior

* Fix stuff

* Actually fix weightlessness

* Optimise collision behaviors a lot

* Make open lockers still collide with walls

* powwweeerrrrr

* Merge master proper

* AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

* AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

* AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

* Ch ch ch changesss

* SHIP IT

* Fix #if DEBUG

* Fix vaulting and item locker collision

* Fix throwing

* Editing yaml by hand what can go wrong

* on

* Last yaml fixes

* Okay now it's fixed

* Linter

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
Co-authored-by: Vera Aguilera Puerto <zddm@outlook.es>
2021-03-08 04:09:59 +11:00

205 lines
6.2 KiB
C#

#nullable enable
using Content.Server.GameObjects.Components.Buckle;
using Content.Server.GameObjects.Components.Mobs;
using Content.Shared.Alert;
using Content.Shared.GameObjects.Components.Movement;
using Content.Shared.GameObjects.Components.Strap;
using Content.Shared.Physics;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Prototypes;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Dynamics;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Movement
{
[RegisterComponent]
[ComponentReference(typeof(IMoverComponent))]
internal class ShuttleControllerComponent : Component, IMoverComponent
{
private bool _movingUp;
private bool _movingDown;
private bool _movingLeft;
private bool _movingRight;
/// <summary>
/// ID of the alert to show when piloting
/// </summary>
[DataField("pilotingAlertType")]
private AlertType _pilotingAlertType = AlertType.PilotingShuttle;
/// <summary>
/// The entity that's currently controlling this component.
/// Changed from <see cref="SetController"/> and <see cref="RemoveController"/>
/// </summary>
private IEntity? _controller;
public override string Name => "ShuttleController";
public bool IgnorePaused => false;
[ViewVariables(VVAccess.ReadWrite)]
public float CurrentWalkSpeed { get; } = 8;
public float CurrentSprintSpeed => 0;
public bool Sprinting => false;
public (Vector2 walking, Vector2 sprinting) VelocityDir { get; set; } = (Vector2.Zero, Vector2.Zero);
public void SetVelocityDirection(Direction direction, ushort subTick, bool enabled)
{
VelocityDir = (CalcNewVelocity(direction, enabled), Vector2.Zero);
}
public void SetSprinting(ushort subTick, bool walking)
{
// Shuttles can't sprint.
}
private Vector2 CalcNewVelocity(Direction direction, bool enabled)
{
switch (direction)
{
case Direction.East:
_movingRight = enabled;
break;
case Direction.North:
_movingUp = enabled;
break;
case Direction.West:
_movingLeft = enabled;
break;
case Direction.South:
_movingDown = enabled;
break;
}
// key directions are in screen coordinates
// _moveDir is in world coordinates
// if the camera is moved, this needs to be changed
var x = 0;
x -= _movingLeft ? 1 : 0;
x += _movingRight ? 1 : 0;
var y = 0;
y -= _movingDown ? 1 : 0;
y += _movingUp ? 1 : 0;
var result = new Vector2(x, y);
// can't normalize zero length vector
if (result.LengthSquared > 1.0e-6)
{
result = result.Normalized;
}
return result;
}
/// <summary>
/// Changes the entity currently controlling this shuttle controller
/// </summary>
/// <param name="entity">The entity to set</param>
private void SetController(IEntity entity)
{
if (_controller != null ||
!entity.TryGetComponent(out MindComponent? mind) ||
mind.Mind == null ||
!Owner.TryGetComponent(out ServerAlertsComponent? status))
{
return;
}
mind.Mind.Visit(Owner);
_controller = entity;
status.ShowAlert(_pilotingAlertType);
}
/// <summary>
/// Removes the current controller
/// </summary>
/// <param name="entity">The entity to remove, or null to force the removal of any current controller</param>
public void RemoveController(IEntity? entity = null)
{
if (_controller == null)
{
return;
}
// If we are not forcing a controller removal and the entity is not the current controller
if (entity != null && entity != _controller)
{
return;
}
UpdateRemovedEntity(entity ?? _controller);
_controller = null;
}
/// <summary>
/// Updates the state of an entity that is no longer controlling this shuttle controller.
/// Called from <see cref="RemoveController"/>
/// </summary>
/// <param name="entity">The entity to update</param>
private void UpdateRemovedEntity(IEntity entity)
{
if (Owner.TryGetComponent(out ServerAlertsComponent? status))
{
status.ClearAlert(_pilotingAlertType);
}
if (entity.TryGetComponent(out MindComponent? mind))
{
mind.Mind?.UnVisit();
}
if (entity.TryGetComponent(out BuckleComponent? buckle))
{
buckle.TryUnbuckle(entity, true);
}
}
private void BuckleChanged(IEntity entity, in bool buckled)
{
Logger.DebugS("shuttle", $"Pilot={entity.Name}, buckled={buckled}");
if (buckled)
{
SetController(entity);
}
else
{
RemoveController(entity);
}
}
public override void Initialize()
{
base.Initialize();
Owner.EnsureComponent<ServerAlertsComponent>();
}
/// <inheritdoc />
public override void HandleMessage(ComponentMessage message, IComponent? component)
{
base.HandleMessage(message, component);
switch (message)
{
case StrapChangeMessage strap:
BuckleChanged(strap.Entity, strap.Buckled);
break;
}
}
}
}