100 lines
3.7 KiB
C#
100 lines
3.7 KiB
C#
using System;
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using Content.Shared.GameObjects.Components.Mobs.State;
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using Content.Shared.GameObjects.Components.Movement;
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using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
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using JetBrains.Annotations;
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using Robust.Shared;
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using Robust.Shared.Configuration;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Broadphase;
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using Robust.Shared.Physics.Controllers;
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using Robust.Shared.Physics.Dynamics;
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#nullable enable
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namespace Content.Shared.Physics.Controllers
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{
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public sealed class SharedTileFrictionController : VirtualController
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{
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[Dependency] private readonly IConfigurationManager _configManager = default!;
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IPhysicsManager _physicsManager = default!;
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[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
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private SharedBroadPhaseSystem _broadPhaseSystem = default!;
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private float _stopSpeed;
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private float _frictionModifier;
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public override void Initialize()
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{
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base.Initialize();
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_broadPhaseSystem = EntitySystem.Get<SharedBroadPhaseSystem>();
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_frictionModifier = _configManager.GetCVar(CCVars.TileFrictionModifier);
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_configManager.OnValueChanged(CCVars.TileFrictionModifier, value => _frictionModifier = value);
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_stopSpeed = _configManager.GetCVar(CCVars.StopSpeed);
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_configManager.OnValueChanged(CCVars.StopSpeed, value => _stopSpeed = value);
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}
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public override void UpdateBeforeMapSolve(bool prediction, PhysicsMap map, float frameTime)
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{
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base.UpdateBeforeMapSolve(prediction, map, frameTime);
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foreach (var body in map.AwakeBodies)
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{
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var speed = body.LinearVelocity.Length;
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if (speed <= 0.0f || body.BodyStatus == BodyStatus.InAir) continue;
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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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// Only apply friction when it's not a mob (or the mob doesn't have control).
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if (SharedMoverController.UseMobMovement(_broadPhaseSystem, body, _physicsManager)) continue;
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var surfaceFriction = GetTileFriction(body);
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var bodyModifier = body.Owner.GetComponentOrNull<SharedTileFrictionModifier>()?.Modifier ?? 1.0f;
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var friction = _frictionModifier * surfaceFriction * bodyModifier;
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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, player movement is fucking hard.
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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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body.LinearVelocity *= newSpeed;
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}
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}
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[Pure]
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private float GetTileFriction(IPhysBody body)
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{
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if (body.BodyStatus == BodyStatus.InAir || !_mapManager.TryGetGrid(body.Owner.Transform.GridID, out var grid))
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return 0.0f;
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var tile = grid.GetTileRef(body.Owner.Transform.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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}
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}
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