145 lines
5.4 KiB
C#
145 lines
5.4 KiB
C#
using Content.Server.Conveyor;
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using Content.Shared.Conveyor;
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using Content.Shared.Movement.Components;
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using Robust.Shared.Containers;
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using Robust.Shared.Map;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Controllers;
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namespace Content.Server.Physics.Controllers
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{
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public sealed class ConveyorController : VirtualController
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{
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[Dependency] private readonly EntityLookupSystem _lookup = default!;
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly ConveyorSystem _conveyor = default!;
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[Dependency] private readonly SharedContainerSystem _container = default!;
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public override void Initialize()
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{
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UpdatesAfter.Add(typeof(MoverController));
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base.Initialize();
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}
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public override void UpdateBeforeSolve(bool prediction, float frameTime)
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{
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base.UpdateBeforeSolve(prediction, frameTime);
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var conveyed = new HashSet<EntityUid>();
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// TODO: This won't work if someone wants a massive fuckoff conveyor so look at using StartCollide or something.
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foreach (var (comp, xform) in EntityManager.EntityQuery<ConveyorComponent, TransformComponent>())
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{
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Convey(comp, xform, conveyed, frameTime);
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}
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}
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private void Convey(ConveyorComponent comp, TransformComponent xform, HashSet<EntityUid> conveyed, float frameTime)
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{
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// Use an event for conveyors to know what needs to run
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if (!_conveyor.CanRun(comp))
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{
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return;
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}
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var speed = comp.Speed;
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if (speed <= 0f) return;
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var (conveyorPos, conveyorRot) = xform.GetWorldPositionRotation();
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conveyorRot += comp.Angle;
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if (comp.State == ConveyorState.Reversed)
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{
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conveyorRot += MathF.PI;
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}
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var direction = conveyorRot.ToWorldVec();
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foreach (var (entity, transform) in GetEntitiesToMove(comp, xform))
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{
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if (!conveyed.Add(entity)) continue;
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var worldPos = transform.WorldPosition;
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var itemRelative = conveyorPos - worldPos;
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worldPos += Convey(direction, speed, frameTime, itemRelative);
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transform.WorldPosition = worldPos;
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if (TryComp<PhysicsComponent>(entity, out var body))
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body.Awake = true;
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}
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}
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private static Vector2 Convey(Vector2 direction, float speed, float frameTime, Vector2 itemRelative)
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{
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if (speed == 0 || direction.Length == 0) return Vector2.Zero;
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/*
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* Basic idea: if the item is not in the middle of the conveyor in the direction that the conveyor is running,
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* move the item towards the middle. Otherwise, move the item along the direction. This lets conveyors pick up
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* items that are not perfectly aligned in the middle, and also makes corner cuts work.
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*
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* We do this by computing the projection of 'itemRelative' on 'direction', yielding a vector 'p' in the direction
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* of 'direction'. We also compute the rejection 'r'. If the magnitude of 'r' is not (near) zero, then the item
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* is not on the centerline.
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*/
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var p = direction * (Vector2.Dot(itemRelative, direction) / Vector2.Dot(direction, direction));
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var r = itemRelative - p;
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if (r.Length < 0.1)
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{
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var velocity = direction * speed;
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return velocity * frameTime;
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}
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else
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{
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var velocity = r.Normalized * speed;
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return velocity * frameTime;
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}
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}
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public IEnumerable<(EntityUid, TransformComponent)> GetEntitiesToMove(ConveyorComponent comp, TransformComponent xform)
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{
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if (!_mapManager.TryGetGrid(xform.GridID, out var grid) ||
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!grid.TryGetTileRef(xform.Coordinates, out var tile)) yield break;
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var tileAABB = _lookup.GetLocalBounds(tile, grid.TileSize).Enlarged(0.01f);
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var gridMatrix = Transform(grid.GridEntityId).InvWorldMatrix;
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foreach (var entity in _lookup.GetEntitiesIntersecting(tile))
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{
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if (entity == comp.Owner ||
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Deleted(entity) ||
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HasComp<IMapGridComponent>(entity)) continue;
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if (!TryComp(entity, out PhysicsComponent? physics) ||
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physics.BodyType == BodyType.Static ||
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physics.BodyStatus == BodyStatus.InAir ||
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entity.IsWeightless(physics, entityManager: EntityManager))
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{
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continue;
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}
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if (_container.IsEntityInContainer(entity))
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{
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continue;
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}
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// Yes there's still going to be the occasional rounding issue where it stops getting conveyed
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// When you fix the corner issue that will fix this anyway.
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var transform = Transform(entity);
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var gridPos = gridMatrix.Transform(transform.WorldPosition);
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var gridAABB = new Box2(gridPos - 0.1f, gridPos + 0.1f);
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if (!tileAABB.Intersects(gridAABB)) continue;
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yield return (entity, transform);
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}
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}
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}
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}
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