* Conveyor optimisations - Optimise movement for moving stuff. Better flags + less resolves + slapped parallelrobustjob on it. - Sleeping for entities getting conveyed into walls. * Blocker version * Finish * Final * Fix conveyor power mispredict * Bagel save * Revert "Bagel save" This reverts commit 1b93fda81fb852d89b89b0beae0b80f8a61165f2. * Conveyor resave * Init Commit * windows yelling at me to update commit * working commit, need prediciton and more dehardcoding * Project 0 warnings * Working Commit (Near Final) * ryder got confused commit * I love Merge Conflicts :) * Working commit, no prediction * Forgot the yaml changes * Comments and typos * Apparently while the reduced launch mult of lube was initialized it was never used so I revered back to default * Fixed an incorrect divisor * bit of cleanup * Prediciton fixed, and puddles now affect all entities * FORGOT TO RENAME A VERY IMPORTANT VARIABLE OOPS * Really big I forgor moment * Even bigger I forgor moment * four more merge conflicts to fix four more oopsies * fixed actual divide by zero moment and also im very dumb * Even bigger I forgor moment * four more merge conflicts to fix four more oopsies * fixed actual divide by zero moment and also im very dumb * Fix all test fails * code cleanup * Webedit whitespace * Code cleaup * whitespace webedit * whitespace webedit * whitespace webedit * whitespace removal * Comments and cleanup * Re-Added 20 warnings as per Ork's request * Cleanups * Spacing fix * bugfixes and cleanup * Small bugfix * Fix prediction * Mob movement rewrite * Bandaid * Working version * Tentatively working * Friction to fix cornering * More fixes * Refactor mob movement Trying to cleanup relay ordering / tryupdaterelative being cooked, purge ToParent, and fix all the eye rotation shenanigans. * Building * Re-implement jetpacks * Reorganise weightless movement * More work * Fix camera * reh * Revert bagel * Revert this * Revert held move buttons * Puddles work but are unpredicted and unoptimized * Fixes * Puddle code... * Actually dirty the slipComp for real * Sliding component done plus an extra suggestion from ArtisticRoomba * Atomized Commit * Added Friction field to Reagent Prototype per design discussion * Cleaned up Working Commit * a * Delete stinkers * Fix this code smell * Reviewed * Funky re-save * Our conveyance * Better conveyor sleeping * Remove this * Revert "Better conveyor sleeping" This reverts commit f5281f64bbae95b7b9feb56295c5cf931f9fb2e1. * Revert that Way too janky * Also this * a * Working Commit - Still a lot to do * Acceleration refactor * Minor jetpack cleanup * frictionnomovement no longer nullable * Shared Mover Feels 99% done * OffGrid/Weightless/Throwing Friction saved * Fix merge conflicts * Fix a debug assert * Final Commit for today * Some fixes * Actually use those CCVars Properly * Need to fix throwing * Second to last Commit for real * Jetpack bug fixed * Jetpack bug fixed * Test fail patch * Small patch * Skates Component cleanup + Bring Accel back to 5 (oops) * Fix test fail oops * yaml cleanup make dragons not fat --------- Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
171 lines
7.4 KiB
C#
171 lines
7.4 KiB
C#
using System.Numerics;
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using Content.Shared.CCVar;
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using Content.Shared.Gravity;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Movement.Events;
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using Content.Shared.Movement.Pulling.Components;
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using Content.Shared.Movement.Systems;
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using JetBrains.Annotations;
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using Robust.Shared.Configuration;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Components;
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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.Physics.Systems;
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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 IConfigurationManager _configManager = 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 SharedMapSystem _map = default!;
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private EntityQuery<TileFrictionModifierComponent> _frictionQuery;
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private EntityQuery<TransformComponent> _xformQuery;
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private EntityQuery<PullerComponent> _pullerQuery;
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private EntityQuery<PullableComponent> _pullableQuery;
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private EntityQuery<MapGridComponent> _gridQuery;
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private float _frictionModifier;
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private float _minDamping;
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private float _airDamping;
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private float _offGridDamping;
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public override void Initialize()
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{
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base.Initialize();
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Subs.CVar(_configManager, CCVars.TileFrictionModifier, value => _frictionModifier = value, true);
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Subs.CVar(_configManager, CCVars.MinFriction, value => _minDamping = value, true);
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Subs.CVar(_configManager, CCVars.AirFriction, value => _airDamping = value, true);
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Subs.CVar(_configManager, CCVars.OffgridFriction, value => _offGridDamping = value, true);
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_frictionQuery = GetEntityQuery<TileFrictionModifierComponent>();
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_xformQuery = GetEntityQuery<TransformComponent>();
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_pullerQuery = GetEntityQuery<PullerComponent>();
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_pullableQuery = GetEntityQuery<PullableComponent>();
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_gridQuery = GetEntityQuery<MapGridComponent>();
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}
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public override void UpdateBeforeMapSolve(bool prediction, PhysicsMapComponent mapComponent, float frameTime)
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{
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base.UpdateBeforeMapSolve(prediction, mapComponent, frameTime);
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foreach (var body in mapComponent.AwakeBodies)
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{
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var uid = body.Owner;
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// Only apply friction when it's not a mob (or the mob doesn't have control)
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// We may want to instead only apply friction to dynamic entities and not mobs ever.
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if (prediction && !body.Predict || _mover.UseMobMovement(uid))
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continue;
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if (body.LinearVelocity.Equals(Vector2.Zero) && body.AngularVelocity.Equals(0f))
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continue;
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if (!_xformQuery.TryGetComponent(uid, out var xform))
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{
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Log.Error($"Unable to get transform for {ToPrettyString(uid)} in tilefrictioncontroller");
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continue;
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}
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float friction;
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// If we're not touching the ground, don't use tileFriction.
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// TODO: Make IsWeightless event-based; we already have grid traversals tracked so just raise events
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if (body.BodyStatus == BodyStatus.InAir || _gravity.IsWeightless(uid, body, xform) || !xform.Coordinates.IsValid(EntityManager))
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friction = xform.GridUid == null || !_gridQuery.HasComp(xform.GridUid) ? _offGridDamping : _airDamping;
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else
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friction = _frictionModifier * GetTileFriction(uid, body, xform);
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var bodyModifier = 1f;
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if (_frictionQuery.TryGetComponent(uid, 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(uid, 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(uid, out var puller) && puller.Pulling != null &&
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_pullableQuery.TryGetComponent(uid, out var pullable) && pullable.BeingPulled)
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{
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bodyModifier *= 0.2f;
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}
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friction *= bodyModifier;
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friction = Math.Max(_minDamping, friction);
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PhysicsSystem.SetLinearDamping(uid, body, friction);
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PhysicsSystem.SetAngularDamping(uid, body, friction);
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if (body.BodyType != BodyType.KinematicController)
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return;
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// Physics engine doesn't apply damping to Kinematic Controllers so we have to do it here.
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// BEWARE YE TRAVELLER:
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// You may think you can just pass the body.LinearVelocity to the Friction function and edit it there!
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// But doing so is unpredicted! And you will doom yourself to 1000 years of rubber banding!
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var velocity = body.LinearVelocity;
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_mover.Friction(0f, frameTime, friction, ref velocity);
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PhysicsSystem.SetLinearVelocity(uid, velocity, body: body);
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}
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}
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[Pure]
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private float GetTileFriction(
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EntityUid uid,
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PhysicsComponent body,
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TransformComponent xform)
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{
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var tileModifier = 1f;
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// If not on a grid and not in the air then return the map's friction.
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if (!_gridQuery.TryGetComponent(xform.GridUid, out var grid))
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{
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return _frictionQuery.TryGetComponent(xform.MapUid, out var friction)
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? friction.Modifier
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: tileModifier;
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}
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var tile = _map.GetTileRef(xform.GridUid.Value, grid, xform.Coordinates);
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// If it's a map but on an empty tile then just assume it has gravity.
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if (tile.Tile.IsEmpty &&
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HasComp<MapComponent>(xform.GridUid) &&
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(!TryComp<GravityComponent>(xform.GridUid, out var gravity) || gravity.Enabled))
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return tileModifier;
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// Check for anchored ents that modify friction
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var anc = _map.GetAnchoredEntitiesEnumerator(xform.GridUid.Value, grid, tile.GridIndices);
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while (anc.MoveNext(out var tileEnt))
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{
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if (_frictionQuery.TryGetComponent(tileEnt, out var friction))
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tileModifier *= friction.Modifier;
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}
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var tileDef = _tileDefinitionManager[tile.Tile.TypeId];
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return tileDef.Friction * tileModifier;
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}
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public void SetModifier(EntityUid entityUid, float value, TileFrictionModifierComponent? friction = null)
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{
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if (!Resolve(entityUid, ref friction) || value.Equals(friction.Modifier))
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return;
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friction.Modifier = value;
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Dirty(entityUid, friction);
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}
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}
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}
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