218 lines
8.1 KiB
C#
218 lines
8.1 KiB
C#
using Content.Shared.CCVar;
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using Content.Shared.Gravity;
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using Content.Shared.Movement.Events;
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using Content.Shared.Movement.Systems;
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using Content.Shared.Pulling.Components;
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using JetBrains.Annotations;
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using Robust.Shared.Configuration;
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using Robust.Shared.GameStates;
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using Robust.Shared.Map;
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using Robust.Shared.Physics.Controllers;
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using Robust.Shared.Physics.Dynamics;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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namespace Content.Shared.Friction
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{
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public sealed class TileFrictionController : VirtualController
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{
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
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[Dependency] private readonly SharedGravitySystem _gravity = default!;
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[Dependency] private readonly SharedMoverController _mover = default!;
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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private float _stopSpeed;
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private float _frictionModifier;
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private const float DefaultFriction = 0.3f;
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public override void Initialize()
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{
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base.Initialize();
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var configManager = IoCManager.Resolve<IConfigurationManager>();
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configManager.OnValueChanged(CCVars.TileFrictionModifier, SetFrictionModifier, true);
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configManager.OnValueChanged(CCVars.StopSpeed, SetStopSpeed, true);
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SubscribeLocalEvent<TileFrictionModifierComponent, ComponentGetState>(OnGetState);
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SubscribeLocalEvent<TileFrictionModifierComponent, ComponentHandleState>(OnHandleState);
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}
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private void OnHandleState(EntityUid uid, TileFrictionModifierComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not TileFrictionComponentState tileState) return;
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component.Modifier = tileState.Modifier;
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}
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private void OnGetState(EntityUid uid, TileFrictionModifierComponent component, ref ComponentGetState args)
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{
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args.State = new TileFrictionComponentState(component.Modifier);
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}
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private void SetStopSpeed(float value) => _stopSpeed = value;
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private void SetFrictionModifier(float value) => _frictionModifier = value;
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public override void Shutdown()
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{
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base.Shutdown();
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var configManager = IoCManager.Resolve<IConfigurationManager>();
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configManager.UnsubValueChanged(CCVars.TileFrictionModifier, SetFrictionModifier);
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configManager.UnsubValueChanged(CCVars.StopSpeed, SetStopSpeed);
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}
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public override void UpdateBeforeMapSolve(bool prediction, SharedPhysicsMapComponent mapComponent, float frameTime)
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{
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base.UpdateBeforeMapSolve(prediction, mapComponent, frameTime);
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var frictionQuery = GetEntityQuery<TileFrictionModifierComponent>();
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var xformQuery = GetEntityQuery<TransformComponent>();
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var pullerQuery = GetEntityQuery<SharedPullerComponent>();
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var pullableQuery = GetEntityQuery<SharedPullableComponent>();
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foreach (var body in mapComponent.AwakeBodies)
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{
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// Only apply friction when it's not a mob (or the mob doesn't have control)
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if (prediction && !body.Predict ||
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body.BodyStatus == BodyStatus.InAir ||
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_mover.UseMobMovement(body.Owner))
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{
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continue;
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}
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if (body.LinearVelocity.Equals(Vector2.Zero) && body.AngularVelocity.Equals(0f)) continue;
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DebugTools.Assert(!Deleted(body.Owner));
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if (!xformQuery.TryGetComponent(body.Owner, out var xform))
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{
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Logger.ErrorS("physics", $"Unable to get transform for {ToPrettyString(body.Owner)} in tilefrictioncontroller");
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continue;
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}
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var surfaceFriction = GetTileFriction(body, xform);
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var bodyModifier = 1f;
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if (frictionQuery.TryGetComponent(body.Owner, out var frictionComp))
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{
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bodyModifier = frictionComp.Modifier;
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}
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var ev = new TileFrictionEvent(bodyModifier);
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RaiseLocalEvent(body.Owner, ref ev);
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bodyModifier = ev.Modifier;
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// If we're sandwiched between 2 pullers reduce friction
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// Might be better to make this dynamic and check how many are in the pull chain?
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// Either way should be much faster for now.
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if (pullerQuery.TryGetComponent(body.Owner, out var puller) && puller.Pulling != null &&
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pullableQuery.TryGetComponent(body.Owner, out var pullable) && pullable.BeingPulled)
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{
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bodyModifier *= 0.2f;
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}
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var friction = _frictionModifier * surfaceFriction * bodyModifier;
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ReduceLinearVelocity(prediction, body, friction, frameTime);
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ReduceAngularVelocity(prediction, body, friction, frameTime);
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}
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}
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private void ReduceLinearVelocity(bool prediction, PhysicsComponent body, float friction, float frameTime)
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{
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var speed = body.LinearVelocity.Length;
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if (speed <= 0.0f) return;
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// This is the *actual* amount that speed will drop by, we just do some multiplication around it to be easier.
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var drop = 0.0f;
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float control;
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if (friction > 0.0f)
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{
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// TBH I can't really tell if this makes a difference.
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if (!prediction)
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{
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control = speed < _stopSpeed ? _stopSpeed : speed;
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}
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else
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{
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control = speed;
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}
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drop += control * friction * frameTime;
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}
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var newSpeed = MathF.Max(0.0f, speed - drop);
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newSpeed /= speed;
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_physics.SetLinearVelocity(body, body.LinearVelocity * newSpeed);
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}
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private void ReduceAngularVelocity(bool prediction, PhysicsComponent body, float friction, float frameTime)
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{
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var speed = MathF.Abs(body.AngularVelocity);
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if (speed <= 0.0f) return;
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// This is the *actual* amount that speed will drop by, we just do some multiplication around it to be easier.
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var drop = 0.0f;
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float control;
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if (friction > 0.0f)
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{
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// TBH I can't really tell if this makes a difference.
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if (!prediction)
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{
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control = speed < _stopSpeed ? _stopSpeed : speed;
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}
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else
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{
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control = speed;
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}
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drop += control * friction * frameTime;
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}
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var newSpeed = MathF.Max(0.0f, speed - drop);
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newSpeed /= speed;
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_physics.SetAngularVelocity(body, body.AngularVelocity * newSpeed);
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}
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[Pure]
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private float GetTileFriction(PhysicsComponent body, TransformComponent xform)
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{
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// TODO: Make IsWeightless event-based; we already have grid traversals tracked so just raise events
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if (_gravity.IsWeightless(body.Owner, body, xform))
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return 0.0f;
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if (!xform.Coordinates.IsValid(EntityManager)) return 0.0f;
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if (_mapManager.TryGetGrid(xform.GridUid, out var grid))
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{
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var tile = grid.GetTileRef(xform.Coordinates);
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var tileDef = _tileDefinitionManager[tile.Tile.TypeId];
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return tileDef.Friction;
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}
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return TryComp<TileFrictionModifierComponent>(xform.MapUid, out var friction) ? friction.Modifier : DefaultFriction;
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}
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[NetSerializable, Serializable]
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private sealed class TileFrictionComponentState : ComponentState
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{
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public float Modifier;
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public TileFrictionComponentState(float modifier)
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{
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Modifier = modifier;
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}
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}
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}
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}
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