Files
tbd-station-14/Content.Shared/Physics/ConveyedController.cs
Paul Ritter 501156f84c makes conveyors to use machine linking & refactors machine linking a bit (#2464)
* makes conveyors to use machine linking & refactors machine linking a bit

* nullable errors

* temp commit, starting work on construction

* working recipies & graphs

* fixes crash

* makes items gravitate towards the center when on a conveyor

* makes conveyors take bool signal too

* ignores components clientside

* default arm
entitymanager
maxtransmitters
unsubscribe methods

* twowayLEVER

* _

* componentreference
struct

* yaml run
leverDefinitelyNotCopiedFromGirderNoNoNo dies today :(

* nullable

* no divide by 0

* making sloth happy

* space gone - happy?

* final fix

* yes

* adds item to lathe

* conveyor item -> conveyor assembly

* technology

* reviews ADRESSED

* Update Content.Shared/GameObjects/Verbs/VerbUtility.cs

Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-11-19 00:53:46 +11:00

66 lines
1.9 KiB
C#

#nullable enable
using Content.Shared.GameObjects.Components.Movement;
using Robust.Shared.GameObjects.Components;
using Robust.Shared.Interfaces.Random;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Random;
namespace Content.Shared.Physics
{
public class ConveyedController : VirtualController
{
public override IPhysicsComponent? ControlledComponent { protected get; set; }
public void Move(Vector2 velocityDirection, float speed, Vector2 itemRelativeToConveyor)
{
if (ControlledComponent?.Owner.IsWeightless() ?? false)
{
return;
}
if (ControlledComponent?.Status == BodyStatus.InAir)
{
return;
}
LinearVelocity = velocityDirection * speed;
//gravitating item towards center
//http://csharphelper.com/blog/2016/09/find-the-shortest-distance-between-a-point-and-a-line-segment-in-c/
Vector2 centerPoint;
var t = 0f;
if (velocityDirection.Length > 0) //if velocitydirection is 0, this calculation will divide by 0
{
t = Vector2.Dot(itemRelativeToConveyor, velocityDirection) /
Vector2.Dot(velocityDirection, velocityDirection);
}
if (t < 0)
{
centerPoint = new Vector2();
}
else if(t > 1)
{
centerPoint = velocityDirection;
}
else
{
centerPoint = velocityDirection * t;
}
var delta = centerPoint - itemRelativeToConveyor;
LinearVelocity += delta * (4 * delta.Length);
}
public override void UpdateAfterProcessing()
{
base.UpdateAfterProcessing();
LinearVelocity = Vector2.Zero;
}
}
}