307 lines
12 KiB
C#
307 lines
12 KiB
C#
using Content.Server.Conveyor;
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using Content.Server.Gravity.EntitySystems;
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using Content.Server.MachineLinking.Events;
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using Content.Server.MachineLinking.System;
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using Content.Server.Power.Components;
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using Content.Server.Power.EntitySystems;
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using Content.Server.Recycling;
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using Content.Server.Recycling.Components;
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using Content.Shared.Conveyor;
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using Content.Shared.Item;
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using Content.Shared.Maps;
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using Content.Shared.Movement.Components;
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using Content.Shared.Physics;
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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.Collision.Shapes;
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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.Events;
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using Robust.Shared.Physics.Systems;
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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 IMapManager _mapManager = default!;
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[Dependency] private readonly EntityLookupSystem _lookup = default!;
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[Dependency] private readonly FixtureSystem _fixtures = default!;
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[Dependency] private readonly GravitySystem _gravity = default!;
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[Dependency] private readonly RecyclerSystem _recycler = default!;
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[Dependency] private readonly SignalLinkerSystem _signalSystem = default!;
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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public const string ConveyorFixture = "conveyor";
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public override void Initialize()
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{
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UpdatesAfter.Add(typeof(MoverController));
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SubscribeLocalEvent<ConveyorComponent, ComponentInit>(OnInit);
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SubscribeLocalEvent<ConveyorComponent, ComponentShutdown>(OnConveyorShutdown);
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SubscribeLocalEvent<ConveyorComponent, SignalReceivedEvent>(OnSignalReceived);
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SubscribeLocalEvent<ConveyorComponent, PowerChangedEvent>(OnPowerChanged);
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SubscribeLocalEvent<ConveyorComponent, StartCollideEvent>(OnConveyorStartCollide);
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SubscribeLocalEvent<ConveyorComponent, EndCollideEvent>(OnConveyorEndCollide);
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base.Initialize();
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}
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private void OnConveyorEndCollide(EntityUid uid, ConveyorComponent component, ref EndCollideEvent args)
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{
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component.Intersecting.Remove(args.OtherFixture.Body.Owner);
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if (component.Intersecting.Count == 0)
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{
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RemComp<ActiveConveyorComponent>(uid);
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}
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}
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private void OnConveyorStartCollide(EntityUid uid, ConveyorComponent component, ref StartCollideEvent args)
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{
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var otherUid = args.OtherFixture.Body.Owner;
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if (args.OtherFixture.Body.BodyType == BodyType.Static)
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return;
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component.Intersecting.Add(otherUid);
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EnsureComp<ActiveConveyorComponent>(uid);
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}
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private void OnInit(EntityUid uid, ConveyorComponent component, ComponentInit args)
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{
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_signalSystem.EnsureReceiverPorts(uid, component.ReversePort, component.ForwardPort, component.OffPort);
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if (TryComp<PhysicsComponent>(uid, out var body))
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{
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var shape = new PolygonShape();
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shape.SetAsBox(0.55f, 0.55f);
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_fixtures.TryCreateFixture(body, new Fixture(body, shape)
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{
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ID = ConveyorFixture,
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CollisionLayer = (int) (CollisionGroup.LowImpassable | CollisionGroup.MidImpassable | CollisionGroup.Impassable),
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Hard = false,
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});
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}
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}
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private void OnPowerChanged(EntityUid uid, ConveyorComponent component, PowerChangedEvent args)
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{
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UpdateAppearance(component);
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}
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private void UpdateAppearance(ConveyorComponent component)
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{
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if (!EntityManager.TryGetComponent<AppearanceComponent?>(component.Owner, out var appearance)) return;
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var isPowered = this.IsPowered(component.Owner, EntityManager);
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appearance.SetData(ConveyorVisuals.State, isPowered ? component.State : ConveyorState.Off);
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}
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private void OnSignalReceived(EntityUid uid, ConveyorComponent component, SignalReceivedEvent args)
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{
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if (args.Port == component.OffPort)
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SetState(component, ConveyorState.Off);
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else if (args.Port == component.ForwardPort)
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{
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AwakenEntities(component);
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SetState(component, ConveyorState.Forward);
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}
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else if (args.Port == component.ReversePort)
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{
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AwakenEntities(component);
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SetState(component, ConveyorState.Reverse);
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}
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}
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private void SetState(ConveyorComponent component, ConveyorState state)
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{
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component.State = state;
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if (TryComp<RecyclerComponent>(component.Owner, out var recycler))
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{
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if (component.State != ConveyorState.Off)
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_recycler.EnableRecycler(recycler);
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else
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_recycler.DisableRecycler(recycler);
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}
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UpdateAppearance(component);
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}
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/// <summary>
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/// Awakens sleeping entities on the conveyor belt's tile when it's turned on.
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/// Fixes an issue where non-hard/sleeping entities refuse to wake up + collide if a belt is turned off and on again.
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/// </summary>
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private void AwakenEntities(ConveyorComponent component)
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{
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var xformQuery = GetEntityQuery<TransformComponent>();
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var bodyQuery = GetEntityQuery<PhysicsComponent>();
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if (!xformQuery.TryGetComponent(component.Owner, out var xform))
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return;
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var beltTileRef = xform.Coordinates.GetTileRef(EntityManager, _mapManager);
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if (beltTileRef != null)
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{
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var intersecting = _lookup.GetEntitiesIntersecting(beltTileRef.Value);
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foreach (var entity in intersecting)
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{
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if (!bodyQuery.TryGetComponent(entity, out var physics))
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continue;
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_physics.WakeBody(physics);
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}
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}
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}
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public bool CanRun(ConveyorComponent component)
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{
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return component.State != ConveyorState.Off && this.IsPowered(component.Owner, EntityManager);
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}
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private void OnConveyorShutdown(EntityUid uid, ConveyorComponent component, ComponentShutdown args)
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{
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RemComp<ActiveConveyorComponent>(uid);
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if (!TryComp<PhysicsComponent>(uid, out var body))
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return;
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_fixtures.DestroyFixture(body, ConveyorFixture);
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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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// Don't use it directly in EntityQuery because we may be able to save getcomponents.
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var xformQuery = GetEntityQuery<TransformComponent>();
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var bodyQuery = GetEntityQuery<PhysicsComponent>();
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foreach (var (_, comp) in EntityQuery<ActiveConveyorComponent, ConveyorComponent>())
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{
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Convey(comp, xformQuery, bodyQuery, conveyed, frameTime);
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}
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}
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private void Convey(ConveyorComponent comp, EntityQuery<TransformComponent> xformQuery, EntityQuery<PhysicsComponent> bodyQuery, 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 (!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 ||
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!xformQuery.TryGetComponent(comp.Owner, out var xform) ||
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xform.GridUid == null)
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return;
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var conveyorPos = xform.LocalPosition;
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var conveyorRot = xform.LocalRotation;
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conveyorRot += comp.Angle;
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if (comp.State == ConveyorState.Reverse)
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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, body) in GetEntitiesToMove(comp, xform, xformQuery, bodyQuery))
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{
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if (!conveyed.Add(entity))
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continue;
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var localPos = transform.LocalPosition;
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var itemRelative = conveyorPos - localPos;
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localPos += Convey(direction, speed, frameTime, itemRelative);
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transform.LocalPosition = localPos;
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// Force it awake for collisionwake reasons.
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body.Awake = true;
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body.SleepTime = 0f;
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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)
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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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// Give a slight nudge in the direction of the conveyor to prevent
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// to collidable objects (e.g. crates) on the locker from getting stuck
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// pushing each other when rounding a corner.
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var velocity = (r + direction*0.2f).Normalized * speed;
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return velocity * frameTime;
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}
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}
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private IEnumerable<(EntityUid, TransformComponent, PhysicsComponent)> GetEntitiesToMove(
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ConveyorComponent comp,
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TransformComponent xform,
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EntityQuery<TransformComponent> xformQuery,
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EntityQuery<PhysicsComponent> bodyQuery)
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{
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// Check if the thing's centre overlaps the grid tile.
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var grid = _mapManager.GetGrid(xform.GridUid!.Value);
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var tile = grid.GetTileRef(xform.Coordinates);
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var conveyorBounds = _lookup.GetLocalBounds(tile, grid.TileSize);
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foreach (var entity in comp.Intersecting)
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{
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if (!xformQuery.TryGetComponent(entity, out var entityXform) ||
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entityXform.ParentUid != grid.GridEntityId)
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{
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continue;
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}
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if (!bodyQuery.TryGetComponent(entity, out var physics) ||
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physics.BodyType == BodyType.Static ||
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physics.BodyStatus == BodyStatus.InAir ||
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_gravity.IsWeightless(entity, physics, entityXform))
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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 gridAABB = new Box2(entityXform.LocalPosition - 0.1f, entityXform.LocalPosition + 0.1f);
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if (!conveyorBounds.Intersects(gridAABB))
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continue;
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yield return (entity, entityXform, physics);
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}
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}
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}
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}
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