120 lines
4.3 KiB
C#
120 lines
4.3 KiB
C#
using System;
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using System.Collections.Generic;
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using Content.Server.Conveyor;
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using Content.Server.Recycling.Components;
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using Content.Shared.Movement.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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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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internal sealed class ConveyorController : VirtualController
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{
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public override List<Type> UpdatesAfter => new() {typeof(MoverController)};
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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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foreach (var comp in ComponentManager.EntityQuery<ConveyorComponent>())
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{
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Convey(comp, frameTime);
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}
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// TODO: Uhh you can probably wrap the recycler's conveying properties into... conveyor
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foreach (var comp in ComponentManager.EntityQuery<RecyclerComponent>())
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{
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ConveyRecycler(comp, frameTime);
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}
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}
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private void Convey(ConveyorComponent comp, float frameTime)
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{
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// TODO: Use ICollideBehavior and cache intersecting
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// Use an event for conveyors to know what needs to run
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if (!comp.CanRun())
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{
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return;
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}
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var intersecting = IoCManager.Resolve<IEntityLookup>().GetEntitiesIntersecting(comp.Owner, LookupFlags.Approximate | LookupFlags.IncludeAnchored);
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var direction = comp.GetAngle().ToVec();
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Vector2? ownerPos = null;
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foreach (var entity in intersecting)
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{
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if (!comp.CanMove(entity)) continue;
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if (!entity.TryGetComponent(out IPhysBody? physics) || physics.BodyStatus == BodyStatus.InAir ||
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entity.IsWeightless()) continue;
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ownerPos ??= comp.Owner.Transform.WorldPosition;
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var itemRelativeToConveyor = entity.Transform.WorldPosition - ownerPos.Value;
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physics.LinearVelocity += Convey(direction * comp.Speed, frameTime, itemRelativeToConveyor);
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}
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}
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// TODO Uhhh I did a shit job plz fix smug
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private Vector2 Convey(Vector2 velocityDirection, float frameTime, Vector2 itemRelativeToConveyor)
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{
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//gravitating item towards center
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//http://csharphelper.com/blog/2016/09/find-the-shortest-distance-between-a-point-and-a-line-segment-in-c/
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Vector2 centerPoint;
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var t = 0f;
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if (velocityDirection.Length > 0) // if velocitydirection is 0, this calculation will divide by 0
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{
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t = Vector2.Dot(itemRelativeToConveyor, velocityDirection) /
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Vector2.Dot(velocityDirection, velocityDirection);
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}
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if (t < 0)
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{
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centerPoint = new Vector2();
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}
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else if (t > 1)
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{
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centerPoint = velocityDirection;
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}
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else
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{
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centerPoint = velocityDirection * t;
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}
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var delta = centerPoint - itemRelativeToConveyor;
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return delta * (400 * delta.Length) * frameTime;
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}
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private void ConveyRecycler(RecyclerComponent comp, float frameTime)
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{
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if (!comp.CanRun())
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{
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comp.Intersecting.Clear();
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return;
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}
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var direction = Vector2.UnitX;
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Vector2? ownerPos = null;
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// TODO: I know it sucks but conveyors need a refactor
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for (var i = comp.Intersecting.Count - 1; i >= 0; i--)
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{
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var entity = comp.Intersecting[i];
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if (entity.Deleted || !comp.CanMove(entity) || !IoCManager.Resolve<IEntityLookup>().IsIntersecting(comp.Owner, entity))
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{
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comp.Intersecting.RemoveAt(i);
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continue;
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}
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if (!entity.TryGetComponent(out IPhysBody? physics)) continue;
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ownerPos ??= comp.Owner.Transform.WorldPosition;
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physics.LinearVelocity += Convey(direction, frameTime, entity.Transform.WorldPosition - ownerPos.Value);
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}
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}
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}
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}
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