Files
tbd-station-14/Content.Shared/Friction/SharedTileFrictionController.cs
DrSmugleaf 9b8185db23 Deprecate IActionBlocker in favour of cancellable events (#4193)
* Deprecate IActionBlocker in favour of cancellable events

* Bring back old speech/emoting component restrictions

* Rename action blocker listener methods

* Use Entity System public methods instead of extension methods

Co-authored-by: Vera Aguilera Puerto <gradientvera@outlook.com>
2021-06-19 10:03:24 +02:00

144 lines
5.0 KiB
C#

using System;
using Content.Shared.CCVar;
using Content.Shared.Movement;
using Content.Shared.Movement.Components;
using JetBrains.Annotations;
using Robust.Shared.Configuration;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Physics.Broadphase;
using Robust.Shared.Physics.Controllers;
using Robust.Shared.Physics.Dynamics;
#nullable enable
namespace Content.Shared.Friction
{
public sealed class SharedTileFrictionController : VirtualController
{
[Dependency] private readonly IConfigurationManager _configManager = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
private SharedBroadPhaseSystem _broadPhaseSystem = default!;
private float _stopSpeed;
private float _frictionModifier;
public override void Initialize()
{
base.Initialize();
_broadPhaseSystem = EntitySystem.Get<SharedBroadPhaseSystem>();
_frictionModifier = _configManager.GetCVar(CCVars.TileFrictionModifier);
_configManager.OnValueChanged(CCVars.TileFrictionModifier, value => _frictionModifier = value);
_stopSpeed = _configManager.GetCVar(CCVars.StopSpeed);
_configManager.OnValueChanged(CCVars.StopSpeed, value => _stopSpeed = value);
}
public override void UpdateBeforeMapSolve(bool prediction, PhysicsMap map, float frameTime)
{
base.UpdateBeforeMapSolve(prediction, map, frameTime);
foreach (var body in map.AwakeBodies)
{
// Only apply friction when it's not a mob (or the mob doesn't have control)
if (prediction && !body.Predict ||
body.BodyStatus == BodyStatus.InAir ||
SharedMoverController.UseMobMovement(_broadPhaseSystem, body, _mapManager)) continue;
var surfaceFriction = GetTileFriction(body);
var bodyModifier = body.Owner.GetComponentOrNull<SharedTileFrictionModifier>()?.Modifier ?? 1.0f;
var friction = _frictionModifier * surfaceFriction * bodyModifier;
ReduceLinearVelocity(prediction, body, friction, frameTime);
ReduceAngularVelocity(prediction, body, friction, frameTime);
}
}
private void ReduceLinearVelocity(bool prediction, PhysicsComponent body, float friction, float frameTime)
{
var speed = body.LinearVelocity.Length;
if (speed <= 0.0f) return;
// This is the *actual* amount that speed will drop by, we just do some multiplication around it to be easier.
var drop = 0.0f;
float control;
if (friction > 0.0f)
{
// TBH I can't really tell if this makes a difference.
if (!prediction)
{
control = speed < _stopSpeed ? _stopSpeed : speed;
}
else
{
control = speed;
}
drop += control * friction * frameTime;
}
var newSpeed = MathF.Max(0.0f, speed - drop);
newSpeed /= speed;
body.LinearVelocity *= newSpeed;
}
private void ReduceAngularVelocity(bool prediction, PhysicsComponent body, float friction, float frameTime)
{
var speed = MathF.Abs(body.AngularVelocity);
if (speed <= 0.0f) return;
// This is the *actual* amount that speed will drop by, we just do some multiplication around it to be easier.
var drop = 0.0f;
float control;
if (friction > 0.0f)
{
// TBH I can't really tell if this makes a difference.
if (!prediction)
{
control = speed < _stopSpeed ? _stopSpeed : speed;
}
else
{
control = speed;
}
drop += control * friction * frameTime;
}
var newSpeed = MathF.Max(0.0f, speed - drop);
newSpeed /= speed;
body.AngularVelocity *= newSpeed;
}
[Pure]
private float GetTileFriction(PhysicsComponent body)
{
var transform = body.Owner.Transform;
var coords = transform.Coordinates;
// TODO: Make IsWeightless event-based; we already have grid traversals tracked so just raise events
if (body.BodyStatus == BodyStatus.InAir ||
body.Owner.IsWeightless(body, coords, _mapManager) ||
!_mapManager.TryGetGrid(transform.GridID, out var grid))
return 0.0f;
if (!coords.IsValid(EntityManager)) return 0.0f;
var tile = grid.GetTileRef(coords);
var tileDef = _tileDefinitionManager[tile.Tile.TypeId];
return tileDef.Friction;
}
}
}