Files
tbd-station-14/Content.Shared/Movement/Systems/SharedMobCollisionSystem.cs
metalgearsloth 593804b517 Mob collisions (#34580)
* Conveyor optimisations

- Optimise movement for moving stuff. Better flags + less resolves + slapped parallelrobustjob on it.
- Sleeping for entities getting conveyed into walls.

* Blocker version

* Finish

* Final

* Mob collisions

* impulses

* Collision smoothing

* Locked in

* 30tps working

* r

* fixes

* Best

* Fixes + CVars

* CVars in place

* Pushies

* Opt attempt 1

* Revert "Opt attempt 1"

This reverts commit 5ccd72dcbea09261a992aa1f7f05df169a1ce676.

* Fix mispredicts

* Ready-ish

* better

* Cleanup

* Fix conveyor power mispredict

* Forgetting to actually do deltas

* Fix buckle pushes

* Bagel save

* Revert "Bagel save"

This reverts commit 1b93fda81fb852d89b89b0beae0b80f8a61165f2.

* Conveyor resave

* Fix prediction

* Mob movement rewrite

* Bandaid

* Working version

* Tentatively working

* Friction to fix cornering

* More fixes

* Revert bagel

* Revert this

* Bad parity

* Working

* Fixes

* Woops

* Doc comments

* Pen cap cvar

* StandingState cleanup and sub

* Fix downed mobs

* fish

* client

* Disable pushing on tests

* More variables

* Movement mods

* Mass diff

* 1 more tweak

* Cvar
2025-04-05 00:33:52 +11:00

339 lines
11 KiB
C#

using System.Numerics;
using Content.Shared.CCVar;
using Content.Shared.Movement.Components;
using Robust.Shared;
using Robust.Shared.Configuration;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Random;
using Robust.Shared.Serialization;
using Robust.Shared.Utility;
namespace Content.Shared.Movement.Systems;
public abstract class SharedMobCollisionSystem : EntitySystem
{
[Dependency] protected readonly IConfigurationManager CfgManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly MovementSpeedModifierSystem _moveMod = default!;
[Dependency] protected readonly SharedPhysicsSystem Physics = default!;
[Dependency] private readonly SharedTransformSystem _xformSystem = default!;
protected EntityQuery<MobCollisionComponent> MobQuery;
protected EntityQuery<PhysicsComponent> PhysicsQuery;
/// <summary>
/// <see cref="CCVars.MovementPushingCap"/>
/// </summary>
private float _pushingCap;
/// <summary>
/// <see cref="CCVars.MovementPushingVelocityProduct"/>
/// </summary>
private float _pushingDotProduct;
/// <summary>
/// <see cref="CCVars.MovementMinimumPush"/>
/// </summary>
private float _minimumPushSquared = 0.01f;
private float _penCap;
/// <summary>
/// Time after we stop colliding with another mob before adjusting the movespeedmodifier.
/// This is required so if we stop colliding for a frame we don't fully reset and get jerky movement.
/// </summary>
public const float BufferTime = 0.2f;
private float _massDiffCap;
public override void Initialize()
{
base.Initialize();
UpdatePushCap();
Subs.CVar(CfgManager, CVars.NetTickrate, _ => UpdatePushCap());
Subs.CVar(CfgManager, CCVars.MovementMinimumPush, val => _minimumPushSquared = val * val, true);
Subs.CVar(CfgManager, CCVars.MovementPenetrationCap, val => _penCap = val, true);
Subs.CVar(CfgManager, CCVars.MovementPushingCap, _ => UpdatePushCap());
Subs.CVar(CfgManager, CCVars.MovementPushingVelocityProduct,
value =>
{
_pushingDotProduct = value;
}, true);
Subs.CVar(CfgManager, CCVars.MovementPushMassCap, val => _massDiffCap = val, true);
MobQuery = GetEntityQuery<MobCollisionComponent>();
PhysicsQuery = GetEntityQuery<PhysicsComponent>();
SubscribeAllEvent<MobCollisionMessage>(OnCollision);
SubscribeLocalEvent<MobCollisionComponent, RefreshMovementSpeedModifiersEvent>(OnMoveModifier);
UpdatesBefore.Add(typeof(SharedPhysicsSystem));
}
private void UpdatePushCap()
{
_pushingCap = (1f / CfgManager.GetCVar(CVars.NetTickrate)) * CfgManager.GetCVar(CCVars.MovementPushingCap);
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var query = AllEntityQuery<MobCollisionComponent>();
while (query.MoveNext(out var uid, out var comp))
{
if (!comp.Colliding)
continue;
comp.BufferAccumulator -= frameTime;
DirtyField(uid, comp, nameof(MobCollisionComponent.BufferAccumulator));
var direction = comp.Direction;
if (comp.BufferAccumulator <= 0f)
{
SetColliding((uid, comp), false, 1f);
}
// Apply the mob collision; if it's too low ignore it (e.g. if mob friction would overcome it).
// This is so we don't spam velocity changes every tick. It's not that expensive for physics but
// avoids the networking side.
else if (direction != Vector2.Zero && PhysicsQuery.TryComp(uid, out var physics))
{
DebugTools.Assert(direction.LengthSquared() >= _minimumPushSquared);
if (direction.Length() > _pushingCap)
{
direction = direction.Normalized() * _pushingCap;
}
Physics.ApplyLinearImpulse(uid, direction * physics.Mass, body: physics);
comp.Direction = Vector2.Zero;
DirtyField(uid, comp, nameof(MobCollisionComponent.Direction));
}
}
}
private void OnMoveModifier(Entity<MobCollisionComponent> ent, ref RefreshMovementSpeedModifiersEvent args)
{
if (!ent.Comp.Colliding)
return;
args.ModifySpeed(ent.Comp.SpeedModifier);
}
private void SetColliding(Entity<MobCollisionComponent> entity, bool value, float speedMod)
{
if (value)
{
entity.Comp.BufferAccumulator = BufferTime;
DirtyField(entity.Owner, entity.Comp, nameof(MobCollisionComponent.BufferAccumulator));
}
else
{
DebugTools.Assert(speedMod.Equals(1f));
}
if (entity.Comp.Colliding != value)
{
entity.Comp.Colliding = value;
DirtyField(entity.Owner, entity.Comp, nameof(MobCollisionComponent.Colliding));
}
if (!entity.Comp.SpeedModifier.Equals(speedMod))
{
entity.Comp.SpeedModifier = speedMod;
_moveMod.RefreshMovementSpeedModifiers(entity.Owner);
DirtyField(entity.Owner, entity.Comp, nameof(MobCollisionComponent.SpeedModifier));
}
}
private void OnCollision(MobCollisionMessage msg, EntitySessionEventArgs args)
{
var player = args.SenderSession.AttachedEntity;
if (!MobQuery.TryComp(player, out var comp))
return;
var xform = Transform(player.Value);
// If not parented directly to a grid then fail it.
if (xform.ParentUid != xform.GridUid && xform.ParentUid != xform.MapUid)
return;
var direction = msg.Direction;
MoveMob((player.Value, comp, xform), direction, msg.SpeedModifier);
}
protected void MoveMob(Entity<MobCollisionComponent, TransformComponent> entity, Vector2 direction, float speedMod)
{
// Length too short to do anything.
var pushing = true;
if (direction.LengthSquared() < _minimumPushSquared)
{
pushing = false;
direction = Vector2.Zero;
speedMod = 1f;
}
else if (float.IsNaN(direction.X) || float.IsNaN(direction.Y))
{
direction = Vector2.Zero;
}
speedMod = Math.Clamp(speedMod, 0f, 1f);
SetColliding(entity, pushing, speedMod);
if (direction == entity.Comp1.Direction)
return;
entity.Comp1.Direction = direction;
DirtyField(entity.Owner, entity.Comp1, nameof(MobCollisionComponent.Direction));
}
protected bool HandleCollisions(Entity<MobCollisionComponent, PhysicsComponent> entity, float frameTime)
{
var physics = entity.Comp2;
if (physics.ContactCount == 0)
return false;
var ourVelocity = entity.Comp2.LinearVelocity;
if (ourVelocity == Vector2.Zero && !CfgManager.GetCVar(CCVars.MovementPushingStatic))
return false;
var xform = Transform(entity.Owner);
if (xform.ParentUid != xform.GridUid && xform.ParentUid != xform.MapUid)
return false;
var ev = new AttemptMobCollideEvent();
RaiseLocalEvent(entity.Owner, ref ev);
if (ev.Cancelled)
return false;
var (worldPos, worldRot) = _xformSystem.GetWorldPositionRotation(xform);
var ourTransform = new Transform(worldPos, worldRot);
var contacts = Physics.GetContacts(entity.Owner);
var direction = Vector2.Zero;
var contactCount = 0;
var ourMass = physics.FixturesMass;
var speedMod = 1f;
while (contacts.MoveNext(out var contact))
{
if (!contact.IsTouching)
continue;
var ourFixture = contact.OurFixture(entity.Owner);
if (ourFixture.Id != entity.Comp1.FixtureId)
continue;
var other = contact.OtherEnt(entity.Owner);
if (!MobQuery.TryComp(other, out var otherComp) || !PhysicsQuery.TryComp(other, out var otherPhysics))
continue;
var velocityProduct = Vector2.Dot(ourVelocity, otherPhysics.LinearVelocity);
// If we're moving opposite directions for example then ignore (based on cvar).
if (velocityProduct < _pushingDotProduct)
{
continue;
}
var targetEv = new AttemptMobTargetCollideEvent();
RaiseLocalEvent(other, ref targetEv);
if (targetEv.Cancelled)
continue;
// TODO: More robust overlap detection.
var otherTransform = Physics.GetPhysicsTransform(other);
var diff = ourTransform.Position - otherTransform.Position;
if (diff == Vector2.Zero)
{
diff = _random.NextVector2(0.01f);
}
// 0.7 for 0.35 + 0.35 for mob bounds (see TODO above).
// Clamp so we don't get a heap of penetration depth and suddenly lurch other mobs.
// This is also so we don't have to trigger the speed-cap above.
// Maybe we just do speedcap and dump this? Though it's less configurable and the cap is just there for cheaters.
var penDepth = Math.Clamp(0.7f - diff.Length(), 0f, _penCap);
// Sum the strengths so we get pushes back the same amount (impulse-wise, ignoring prediction).
var mobMovement = penDepth * diff.Normalized() * (entity.Comp1.Strength + otherComp.Strength);
// Big mob push smaller mob, needs fine-tuning and potentially another co-efficient.
if (_massDiffCap > 0f)
{
var modifier = Math.Clamp(
otherPhysics.FixturesMass / ourMass,
1f / _massDiffCap,
_massDiffCap);
mobMovement *= modifier;
var speedReduction = 1f - entity.Comp1.MinimumSpeedModifier;
var speedModifier = Math.Clamp(
1f - speedReduction * modifier,
entity.Comp1.MinimumSpeedModifier, 1f);
speedMod = MathF.Min(speedModifier, 1f);
}
// Need the push strength proportional to penetration depth.
direction += mobMovement;
contactCount++;
}
if (direction == Vector2.Zero)
{
return contactCount > 0;
}
direction *= frameTime;
RaiseCollisionEvent(entity.Owner, direction, speedMod);
return true;
}
protected abstract void RaiseCollisionEvent(EntityUid uid, Vector2 direction, float speedmodifier);
/// <summary>
/// Raised from client -> server indicating mob push direction OR server -> server for NPC mob pushes.
/// </summary>
[Serializable, NetSerializable]
protected sealed class MobCollisionMessage : EntityEventArgs
{
public Vector2 Direction;
public float SpeedModifier;
}
}
/// <summary>
/// Raised on the entity itself when attempting to handle mob collisions.
/// </summary>
[ByRefEvent]
public record struct AttemptMobCollideEvent
{
public bool Cancelled;
}
/// <summary>
/// Raised on the other entity when attempting mob collisions.
/// </summary>
[ByRefEvent]
public record struct AttemptMobTargetCollideEvent
{
public bool Cancelled;
}