Files
tbd-station-14/Content.Server/Physics/Controllers/MoverController.cs
2023-07-27 17:38:03 +10:00

548 lines
21 KiB
C#

using System.Numerics;
using Content.Server.Cargo.Components;
using Content.Server.Shuttle.Components;
using Content.Server.Shuttles.Components;
using Content.Server.Shuttles.Systems;
using Content.Shared.Movement.Components;
using Content.Shared.Movement.Systems;
using Content.Shared.Pulling.Components;
using Content.Shared.Shuttles.Components;
using Content.Shared.Shuttles.Systems;
using Robust.Server.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Physics.Components;
namespace Content.Server.Physics.Controllers
{
public sealed class MoverController : SharedMoverController
{
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly ThrusterSystem _thruster = default!;
[Dependency] private readonly SharedTransformSystem _xformSystem = default!;
private Dictionary<EntityUid, (ShuttleComponent, List<(EntityUid, PilotComponent, InputMoverComponent, TransformComponent)>)> _shuttlePilots = new();
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<RelayInputMoverComponent, PlayerAttachedEvent>(OnRelayPlayerAttached);
SubscribeLocalEvent<RelayInputMoverComponent, PlayerDetachedEvent>(OnRelayPlayerDetached);
SubscribeLocalEvent<InputMoverComponent, PlayerAttachedEvent>(OnPlayerAttached);
SubscribeLocalEvent<InputMoverComponent, PlayerDetachedEvent>(OnPlayerDetached);
}
private void OnRelayPlayerAttached(EntityUid uid, RelayInputMoverComponent component, PlayerAttachedEvent args)
{
if (TryComp<InputMoverComponent>(component.RelayEntity, out var inputMover))
SetMoveInput(inputMover, MoveButtons.None);
}
private void OnRelayPlayerDetached(EntityUid uid, RelayInputMoverComponent component, PlayerDetachedEvent args)
{
if (TryComp<InputMoverComponent>(component.RelayEntity, out var inputMover))
SetMoveInput(inputMover, MoveButtons.None);
}
private void OnPlayerAttached(EntityUid uid, InputMoverComponent component, PlayerAttachedEvent args)
{
SetMoveInput(component, MoveButtons.None);
}
private void OnPlayerDetached(EntityUid uid, InputMoverComponent component, PlayerDetachedEvent args)
{
SetMoveInput(component, MoveButtons.None);
}
protected override bool CanSound()
{
return true;
}
public override void UpdateBeforeSolve(bool prediction, float frameTime)
{
base.UpdateBeforeSolve(prediction, frameTime);
var bodyQuery = GetEntityQuery<PhysicsComponent>();
var relayQuery = GetEntityQuery<RelayInputMoverComponent>();
var relayTargetQuery = GetEntityQuery<MovementRelayTargetComponent>();
var xformQuery = GetEntityQuery<TransformComponent>();
var moverQuery = GetEntityQuery<InputMoverComponent>();
var mobMoverQuery = GetEntityQuery<MobMoverComponent>();
var pullableQuery = GetEntityQuery<SharedPullableComponent>();
var inputQueryEnumerator = AllEntityQuery<InputMoverComponent>();
var modifierQuery = GetEntityQuery<MovementSpeedModifierComponent>();
while (inputQueryEnumerator.MoveNext(out var uid, out var mover))
{
var physicsUid = uid;
if (relayQuery.HasComponent(uid))
continue;
if (!xformQuery.TryGetComponent(uid, out var xform))
{
continue;
}
PhysicsComponent? body;
var xformMover = xform;
if (mover.ToParent && relayQuery.HasComponent(xform.ParentUid))
{
if (!bodyQuery.TryGetComponent(xform.ParentUid, out body) ||
!TryComp(xform.ParentUid, out xformMover))
{
continue;
}
physicsUid = xform.ParentUid;
}
else if (!bodyQuery.TryGetComponent(uid, out body))
{
continue;
}
HandleMobMovement(uid,
mover,
physicsUid,
body,
xformMover,
frameTime,
xformQuery,
moverQuery,
mobMoverQuery,
relayTargetQuery,
pullableQuery,
modifierQuery);
}
HandleShuttleMovement(frameTime);
}
public (Vector2 Strafe, float Rotation, float Brakes) GetPilotVelocityInput(PilotComponent component)
{
if (!Timing.InSimulation)
{
// Outside of simulation we'll be running client predicted movement per-frame.
// So return a full-length vector as if it's a full tick.
// Physics system will have the correct time step anyways.
ResetSubtick(component);
ApplyTick(component, 1f);
return (component.CurTickStrafeMovement, component.CurTickRotationMovement, component.CurTickBraking);
}
float remainingFraction;
if (Timing.CurTick > component.LastInputTick)
{
component.CurTickStrafeMovement = Vector2.Zero;
component.CurTickRotationMovement = 0f;
component.CurTickBraking = 0f;
remainingFraction = 1;
}
else
{
remainingFraction = (ushort.MaxValue - component.LastInputSubTick) / (float) ushort.MaxValue;
}
ApplyTick(component, remainingFraction);
// Logger.Info($"{curDir}{walk}{sprint}");
return (component.CurTickStrafeMovement, component.CurTickRotationMovement, component.CurTickBraking);
}
private void ResetSubtick(PilotComponent component)
{
if (Timing.CurTick <= component.LastInputTick) return;
component.CurTickStrafeMovement = Vector2.Zero;
component.CurTickRotationMovement = 0f;
component.CurTickBraking = 0f;
component.LastInputTick = Timing.CurTick;
component.LastInputSubTick = 0;
}
protected override void HandleShuttleInput(EntityUid uid, ShuttleButtons button, ushort subTick, bool state)
{
if (!TryComp<PilotComponent>(uid, out var pilot) || pilot.Console == null)
return;
ResetSubtick(pilot);
if (subTick >= pilot.LastInputSubTick)
{
var fraction = (subTick - pilot.LastInputSubTick) / (float) ushort.MaxValue;
ApplyTick(pilot, fraction);
pilot.LastInputSubTick = subTick;
}
var buttons = pilot.HeldButtons;
if (state)
{
buttons |= button;
}
else
{
buttons &= ~button;
}
pilot.HeldButtons = buttons;
}
private static void ApplyTick(PilotComponent component, float fraction)
{
var x = 0;
var y = 0;
var rot = 0;
int brake;
if ((component.HeldButtons & ShuttleButtons.StrafeLeft) != 0x0)
{
x -= 1;
}
if ((component.HeldButtons & ShuttleButtons.StrafeRight) != 0x0)
{
x += 1;
}
component.CurTickStrafeMovement.X += x * fraction;
if ((component.HeldButtons & ShuttleButtons.StrafeUp) != 0x0)
{
y += 1;
}
if ((component.HeldButtons & ShuttleButtons.StrafeDown) != 0x0)
{
y -= 1;
}
component.CurTickStrafeMovement.Y += y * fraction;
if ((component.HeldButtons & ShuttleButtons.RotateLeft) != 0x0)
{
rot -= 1;
}
if ((component.HeldButtons & ShuttleButtons.RotateRight) != 0x0)
{
rot += 1;
}
component.CurTickRotationMovement += rot * fraction;
if ((component.HeldButtons & ShuttleButtons.Brake) != 0x0)
{
brake = 1;
}
else
{
brake = 0;
}
component.CurTickBraking += brake * fraction;
}
private void HandleShuttleMovement(float frameTime)
{
var newPilots = new Dictionary<EntityUid, (ShuttleComponent Shuttle, List<(EntityUid PilotUid, PilotComponent Pilot, InputMoverComponent Mover, TransformComponent ConsoleXform)>)>();
// We just mark off their movement and the shuttle itself does its own movement
var activePilotQuery = EntityQueryEnumerator<PilotComponent, InputMoverComponent>();
var shuttleQuery = GetEntityQuery<ShuttleComponent>();
while (activePilotQuery.MoveNext(out var uid, out var pilot, out var mover))
{
var consoleEnt = pilot.Console;
// TODO: This is terrible. Just make a new mover and also make it remote piloting + device networks
if (TryComp<DroneConsoleComponent>(consoleEnt, out var cargoConsole))
{
consoleEnt = cargoConsole.Entity;
}
if (!TryComp<TransformComponent>(consoleEnt, out var xform)) continue;
var gridId = xform.GridUid;
// This tries to see if the grid is a shuttle and if the console should work.
if (!_mapManager.TryGetGrid(gridId, out var _) ||
!shuttleQuery.TryGetComponent(gridId, out var shuttleComponent) ||
!shuttleComponent.Enabled)
continue;
if (!newPilots.TryGetValue(gridId!.Value, out var pilots))
{
pilots = (shuttleComponent, new List<(EntityUid, PilotComponent, InputMoverComponent, TransformComponent)>());
newPilots[gridId.Value] = pilots;
}
pilots.Item2.Add((uid, pilot, mover, xform));
}
// Reset inputs for non-piloted shuttles.
foreach (var (shuttleUid, (shuttle, _)) in _shuttlePilots)
{
if (newPilots.ContainsKey(shuttleUid) || CanPilot(shuttleUid))
continue;
_thruster.DisableLinearThrusters(shuttle);
}
_shuttlePilots = newPilots;
// Collate all of the linear / angular velocites for a shuttle
// then do the movement input once for it.
var xformQuery = GetEntityQuery<TransformComponent>();
foreach (var (shuttleUid, (shuttle, pilots)) in _shuttlePilots)
{
if (Paused(shuttleUid) || CanPilot(shuttleUid) || !TryComp<PhysicsComponent>(shuttleUid, out var body))
continue;
var shuttleNorthAngle = _xformSystem.GetWorldRotation(shuttleUid, xformQuery);
// Collate movement linear and angular inputs together
var linearInput = Vector2.Zero;
var brakeInput = 0f;
var angularInput = 0f;
foreach (var (pilotUid, pilot, _, consoleXform) in pilots)
{
var (strafe, rotation, brakes) = GetPilotVelocityInput(pilot);
if (brakes > 0f)
{
brakeInput += brakes;
}
if (strafe.Length() > 0f)
{
var offsetRotation = consoleXform.LocalRotation;
linearInput += offsetRotation.RotateVec(strafe);
}
if (rotation != 0f)
{
angularInput += rotation;
}
}
var count = pilots.Count;
linearInput /= count;
angularInput /= count;
brakeInput /= count;
// Handle shuttle movement
if (brakeInput > 0f)
{
if (body.LinearVelocity.Length() > 0f)
{
// Minimum brake velocity for a direction to show its thrust appearance.
const float appearanceThreshold = 0.1f;
// Get velocity relative to the shuttle so we know which thrusters to fire
var shuttleVelocity = (-shuttleNorthAngle).RotateVec(body.LinearVelocity);
var force = Vector2.Zero;
if (shuttleVelocity.X < 0f)
{
_thruster.DisableLinearThrustDirection(shuttle, DirectionFlag.West);
if (shuttleVelocity.X < -appearanceThreshold)
_thruster.EnableLinearThrustDirection(shuttle, DirectionFlag.East);
var index = (int) Math.Log2((int) DirectionFlag.East);
force.X += shuttle.LinearThrust[index];
}
else if (shuttleVelocity.X > 0f)
{
_thruster.DisableLinearThrustDirection(shuttle, DirectionFlag.East);
if (shuttleVelocity.X > appearanceThreshold)
_thruster.EnableLinearThrustDirection(shuttle, DirectionFlag.West);
var index = (int) Math.Log2((int) DirectionFlag.West);
force.X -= shuttle.LinearThrust[index];
}
if (shuttleVelocity.Y < 0f)
{
_thruster.DisableLinearThrustDirection(shuttle, DirectionFlag.South);
if (shuttleVelocity.Y < -appearanceThreshold)
_thruster.EnableLinearThrustDirection(shuttle, DirectionFlag.North);
var index = (int) Math.Log2((int) DirectionFlag.North);
force.Y += shuttle.LinearThrust[index];
}
else if (shuttleVelocity.Y > 0f)
{
_thruster.DisableLinearThrustDirection(shuttle, DirectionFlag.North);
if (shuttleVelocity.Y > appearanceThreshold)
_thruster.EnableLinearThrustDirection(shuttle, DirectionFlag.South);
var index = (int) Math.Log2((int) DirectionFlag.South);
force.Y -= shuttle.LinearThrust[index];
}
var impulse = force * brakeInput * ShuttleComponent.BrakeCoefficient;
impulse = shuttleNorthAngle.RotateVec(impulse);
var forceMul = frameTime * body.InvMass;
var maxVelocity = (-body.LinearVelocity).Length() / forceMul;
// Don't overshoot
if (impulse.Length() > maxVelocity)
impulse = impulse.Normalized() * maxVelocity;
PhysicsSystem.ApplyForce(shuttleUid, impulse, body: body);
}
else
{
_thruster.DisableLinearThrusters(shuttle);
}
if (body.AngularVelocity != 0f)
{
var torque = shuttle.AngularThrust * brakeInput * (body.AngularVelocity > 0f ? -1f : 1f) * ShuttleComponent.BrakeCoefficient;
var torqueMul = body.InvI * frameTime;
if (body.AngularVelocity > 0f)
{
torque = MathF.Max(-body.AngularVelocity / torqueMul, torque);
}
else
{
torque = MathF.Min(-body.AngularVelocity / torqueMul, torque);
}
if (!torque.Equals(0f))
{
PhysicsSystem.ApplyTorque(shuttleUid, torque, body: body);
_thruster.SetAngularThrust(shuttle, true);
}
}
else
{
_thruster.SetAngularThrust(shuttle, false);
}
}
if (linearInput.Length().Equals(0f))
{
PhysicsSystem.SetSleepingAllowed(shuttleUid, body, true);
if (brakeInput.Equals(0f))
_thruster.DisableLinearThrusters(shuttle);
}
else
{
PhysicsSystem.SetSleepingAllowed(shuttleUid, body, false);
var angle = linearInput.ToWorldAngle();
var linearDir = angle.GetDir();
var dockFlag = linearDir.AsFlag();
var totalForce = Vector2.Zero;
// Won't just do cardinal directions.
foreach (DirectionFlag dir in Enum.GetValues(typeof(DirectionFlag)))
{
// Brain no worky but I just want cardinals
switch (dir)
{
case DirectionFlag.South:
case DirectionFlag.East:
case DirectionFlag.North:
case DirectionFlag.West:
break;
default:
continue;
}
if ((dir & dockFlag) == 0x0)
{
_thruster.DisableLinearThrustDirection(shuttle, dir);
continue;
}
var force = Vector2.Zero;
var index = (int) Math.Log2((int) dir);
var thrust = shuttle.LinearThrust[index];
switch (dir)
{
case DirectionFlag.North:
force.Y += thrust;
break;
case DirectionFlag.South:
force.Y -= thrust;
break;
case DirectionFlag.East:
force.X += thrust;
break;
case DirectionFlag.West:
force.X -= thrust;
break;
default:
throw new ArgumentOutOfRangeException($"Attempted to apply thrust to shuttle {shuttleUid} along invalid dir {dir}.");
}
_thruster.EnableLinearThrustDirection(shuttle, dir);
var impulse = force * linearInput.Length();
totalForce += impulse;
}
totalForce = shuttleNorthAngle.RotateVec(totalForce);
var forceMul = frameTime * body.InvMass;
var maxVelocity = (ShuttleComponent.MaxLinearVelocity - body.LinearVelocity.Length()) / forceMul;
if (maxVelocity != 0f)
{
// Don't overshoot
if (totalForce.Length() > maxVelocity)
totalForce = totalForce.Normalized() * maxVelocity;
PhysicsSystem.ApplyForce(shuttleUid, totalForce, body: body);
}
}
if (MathHelper.CloseTo(angularInput, 0f))
{
PhysicsSystem.SetSleepingAllowed(shuttleUid, body, true);
if (brakeInput <= 0f)
_thruster.SetAngularThrust(shuttle, false);
}
else
{
PhysicsSystem.SetSleepingAllowed(shuttleUid, body, false);
var torque = shuttle.AngularThrust * -angularInput;
// Need to cap the velocity if 1 tick of input brings us over cap so we don't continuously
// edge onto the cap over and over.
var torqueMul = body.InvI * frameTime;
torque = Math.Clamp(torque,
(-ShuttleComponent.MaxAngularVelocity - body.AngularVelocity) / torqueMul,
(ShuttleComponent.MaxAngularVelocity - body.AngularVelocity) / torqueMul);
if (!torque.Equals(0f))
{
PhysicsSystem.ApplyTorque(shuttleUid, torque, body: body);
_thruster.SetAngularThrust(shuttle, true);
}
}
}
}
private bool CanPilot(EntityUid shuttleUid)
{
return TryComp<FTLComponent>(shuttleUid, out var ftl)
&& (ftl.State & (FTLState.Starting | FTLState.Travelling | FTLState.Arriving)) != 0x0
|| HasComp<PreventPilotComponent>(shuttleUid);
}
}
}