* Fix conveyor mispredicts Instead of tracking active conveyors we instead track the conveyed entities. This also handles things like stacking conveyors more gracely. * Fix ActiveConveyor * Fix lerping
210 lines
7.0 KiB
C#
210 lines
7.0 KiB
C#
using System.Numerics;
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using Content.Shared.Conveyor;
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using Content.Shared.Gravity;
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using Content.Shared.Magic;
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using Content.Shared.Movement.Systems;
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using Robust.Shared.Collections;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Controllers;
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using Robust.Shared.Physics.Events;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Utility;
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namespace Content.Shared.Physics.Controllers;
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public abstract class SharedConveyorController : VirtualController
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{
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[Dependency] protected readonly IMapManager MapManager = default!;
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[Dependency] protected readonly EntityLookupSystem Lookup = default!;
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[Dependency] private readonly SharedMapSystem _maps = default!;
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[Dependency] protected readonly SharedPhysicsSystem Physics = default!;
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[Dependency] private readonly SharedGravitySystem _gravity = default!;
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protected const string ConveyorFixture = "conveyor";
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private EntityQuery<MapGridComponent> _gridQuery;
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private EntityQuery<TransformComponent> _xformQuery;
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private ValueList<EntityUid> _ents = new();
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private HashSet<Entity<ConveyorComponent>> _conveyors = new();
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public override void Initialize()
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{
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_gridQuery = GetEntityQuery<MapGridComponent>();
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_xformQuery = GetEntityQuery<TransformComponent>();
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UpdatesAfter.Add(typeof(SharedMoverController));
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SubscribeLocalEvent<ConveyorComponent, StartCollideEvent>(OnConveyorStartCollide);
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SubscribeLocalEvent<ConveyorComponent, EndCollideEvent>(OnConveyorEndCollide);
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base.Initialize();
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}
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private void OnConveyorStartCollide(EntityUid uid, ConveyorComponent component, ref StartCollideEvent args)
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{
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var otherUid = args.OtherEntity;
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if (!args.OtherFixture.Hard || args.OtherBody.BodyType == BodyType.Static || component.State == ConveyorState.Off)
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return;
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var conveyed = EnsureComp<ConveyedComponent>(otherUid);
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if (conveyed.Colliding.Contains(uid))
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return;
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conveyed.Colliding.Add(uid);
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Dirty(otherUid, conveyed);
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}
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private void OnConveyorEndCollide(Entity<ConveyorComponent> ent, ref EndCollideEvent args)
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{
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if (!TryComp(args.OtherEntity, out ConveyedComponent? conveyed))
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return;
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if (!conveyed.Colliding.Remove(ent.Owner))
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return;
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Dirty(args.OtherEntity, conveyed);
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}
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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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var query = EntityQueryEnumerator<ConveyedComponent, TransformComponent, PhysicsComponent>();
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_ents.Clear();
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while (query.MoveNext(out var uid, out var comp, out var xform, out var physics))
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{
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if (TryConvey((uid, comp, physics, xform), prediction, frameTime))
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continue;
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_ents.Add(uid);
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}
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foreach (var ent in _ents)
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{
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RemComp<ConveyedComponent>(ent);
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}
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}
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private bool TryConvey(Entity<ConveyedComponent, PhysicsComponent, TransformComponent> entity, bool prediction, float frameTime)
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{
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var physics = entity.Comp2;
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var xform = entity.Comp3;
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var contacting = entity.Comp1.Colliding.Count > 0;
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if (!contacting)
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return false;
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// Client moment
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if (!physics.Predict && prediction)
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return true;
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if (physics.BodyType == BodyType.Static)
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return false;
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if (!_gridQuery.TryComp(xform.GridUid, out var grid))
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return true;
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var gridTile = _maps.TileIndicesFor(xform.GridUid.Value, grid, xform.Coordinates);
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_conveyors.Clear();
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// Check for any conveyors on the attached tile.
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Lookup.GetLocalEntitiesIntersecting(xform.GridUid.Value, gridTile, _conveyors);
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DebugTools.Assert(_conveyors.Count <= 1);
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// No more conveyors.
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if (_conveyors.Count == 0)
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return true;
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if (physics.BodyStatus == BodyStatus.InAir ||
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_gravity.IsWeightless(entity, physics, xform))
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{
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return true;
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}
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Entity<ConveyorComponent> bestConveyor = default;
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var bestSpeed = 0f;
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foreach (var conveyor in _conveyors)
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{
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if (conveyor.Comp.Speed > bestSpeed && CanRun(conveyor))
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{
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bestSpeed = conveyor.Comp.Speed;
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bestConveyor = conveyor;
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}
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}
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if (bestSpeed == 0f || bestConveyor == default)
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return true;
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var comp = bestConveyor.Comp!;
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var conveyorXform = _xformQuery.GetComponent(bestConveyor.Owner);
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var conveyorPos = conveyorXform.LocalPosition;
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var conveyorRot = conveyorXform.LocalRotation;
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conveyorRot += bestConveyor.Comp!.Angle;
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if (comp.State == ConveyorState.Reverse)
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conveyorRot += MathF.PI;
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var direction = conveyorRot.ToWorldVec();
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var localPos = xform.LocalPosition;
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var itemRelative = conveyorPos - localPos;
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localPos += Convey(direction, bestSpeed, frameTime, itemRelative);
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TransformSystem.SetLocalPosition(entity, localPos, xform);
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// Force it awake for collisionwake reasons.
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Physics.SetAwake((entity, physics), true);
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Physics.SetSleepTime(physics, 0f);
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return true;
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}
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private static Vector2 Convey(Vector2 direction, float speed, float frameTime, Vector2 itemRelative)
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{
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if (speed == 0 || direction.Length() == 0)
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return Vector2.Zero;
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/*
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* Basic idea: if the item is not in the middle of the conveyor in the direction that the conveyor is running,
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* move the item towards the middle. Otherwise, move the item along the direction. This lets conveyors pick up
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* items that are not perfectly aligned in the middle, and also makes corner cuts work.
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*
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* We do this by computing the projection of 'itemRelative' on 'direction', yielding a vector 'p' in the direction
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* of 'direction'. We also compute the rejection 'r'. If the magnitude of 'r' is not (near) zero, then the item
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* is not on the centerline.
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*/
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var p = direction * (Vector2.Dot(itemRelative, direction) / Vector2.Dot(direction, direction));
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var r = itemRelative - p;
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if (r.Length() < 0.1)
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{
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var velocity = direction * speed;
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return velocity * frameTime;
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}
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else
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{
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// Give a slight nudge in the direction of the conveyor to prevent
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// to collidable objects (e.g. crates) on the locker from getting stuck
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// pushing each other when rounding a corner.
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var velocity = (r + direction*0.2f).Normalized() * speed;
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return velocity * frameTime;
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}
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}
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public bool CanRun(ConveyorComponent component)
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{
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return component.State != ConveyorState.Off && component.Powered;
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}
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}
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