Files
tbd-station-14/Content.Server/Shuttles/EntitySystems/DockingSystem.cs
metalgearsloth 72da2db62d Content changes for grid splitting (#7645) (#7746)
Co-authored-by: Vera Aguilera Puerto <gradientvera@outlook.com>
2022-04-24 13:54:25 +10:00

507 lines
18 KiB
C#

using System;
using Content.Server.Doors.Components;
using Content.Server.Doors.Systems;
using Content.Server.Power.Components;
using Content.Server.Shuttles.Components;
using Content.Shared.Doors;
using Content.Shared.Doors.Components;
using Content.Shared.Verbs;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Log;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Collision.Shapes;
using Robust.Shared.Physics.Dynamics;
using Robust.Shared.Physics.Dynamics.Joints;
using Robust.Shared.Utility;
namespace Content.Server.Shuttles.EntitySystems
{
public sealed class DockingSystem : EntitySystem
{
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly FixtureSystem _fixtureSystem = default!;
[Dependency] private readonly SharedJointSystem _jointSystem = default!;
[Dependency] private readonly DoorSystem _doorSystem = default!;
private const string DockingFixture = "docking";
private const string DockingJoint = "docking";
private const float DockingRadius = 0.20f;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<DockingComponent, ComponentStartup>(OnStartup);
SubscribeLocalEvent<DockingComponent, ComponentShutdown>(OnShutdown);
SubscribeLocalEvent<DockingComponent, PowerChangedEvent>(OnPowerChange);
SubscribeLocalEvent<DockingComponent, AnchorStateChangedEvent>(OnAnchorChange);
SubscribeLocalEvent<DockingComponent, ReAnchorEvent>(OnDockingReAnchor);
SubscribeLocalEvent<DockingComponent, GetVerbsEvent<InteractionVerb>>(OnVerb);
SubscribeLocalEvent<DockingComponent, BeforeDoorAutoCloseEvent>(OnAutoClose);
}
private void OnAutoClose(EntityUid uid, DockingComponent component, BeforeDoorAutoCloseEvent args)
{
// We'll just pin the door open when docked.
if (component.Docked)
args.Cancel();
}
private void OnVerb(EntityUid uid, DockingComponent component, GetVerbsEvent<InteractionVerb> args)
{
if (!args.CanInteract ||
!args.CanAccess) return;
InteractionVerb? verb;
// TODO: Have it open the UI and have the UI do this.
if (!component.Docked &&
TryComp(uid, out PhysicsComponent? body) &&
TryComp(uid, out TransformComponent? xform))
{
DockingComponent? otherDock = null;
if (component.Enabled)
otherDock = GetDockable(body, xform);
verb = new InteractionVerb
{
Disabled = otherDock == null,
Text = Loc.GetString("docking-component-dock"),
Act = () =>
{
if (otherDock == null) return;
TryDock(component, otherDock);
}
};
}
else if (component.Docked)
{
verb = new InteractionVerb
{
Disabled = !component.Docked,
Text = Loc.GetString("docking-component-undock"),
Act = () =>
{
if (component.DockedWith == null || !component.Enabled) return;
Undock(component);
}
};
}
else
{
return;
}
args.Verbs.Add(verb);
}
private DockingComponent? GetDockable(PhysicsComponent body, TransformComponent dockingXform)
{
// Did you know Saltern is the most dockable station?
// Assume the docking port itself (and its body) is valid
if (!_mapManager.TryGetGrid(dockingXform.GridID, out var grid) ||
!HasComp<ShuttleComponent>(grid.GridEntityId)) return null;
var transform = body.GetTransform();
var dockingFixture = _fixtureSystem.GetFixtureOrNull(body, DockingFixture);
if (dockingFixture == null)
{
DebugTools.Assert(false);
Logger.ErrorS("docking", $"Found null fixture on {(body).Owner}");
return null;
}
Box2? aabb = null;
for (var i = 0; i < dockingFixture.Shape.ChildCount; i++)
{
aabb = aabb?.Union(dockingFixture.Shape.ComputeAABB(transform, i)) ?? dockingFixture.Shape.ComputeAABB(transform, i);
}
if (aabb == null) return null;
var enlargedAABB = aabb.Value.Enlarged(DockingRadius * 1.5f);
// Get any docking ports in range on other grids.
_mapManager.FindGridsIntersectingEnumerator(dockingXform.MapID, enlargedAABB, out var enumerator);
while (enumerator.MoveNext(out var otherGrid))
{
if (otherGrid.Index == dockingXform.GridID) continue;
foreach (var ent in otherGrid.GetAnchoredEntities(enlargedAABB))
{
if (!TryComp(ent, out DockingComponent? otherDocking) ||
!otherDocking.Enabled ||
!TryComp(ent, out PhysicsComponent? otherBody)) continue;
var otherTransform = otherBody.GetTransform();
var otherDockingFixture = _fixtureSystem.GetFixtureOrNull(otherBody, DockingFixture);
if (otherDockingFixture == null)
{
DebugTools.Assert(false);
Logger.ErrorS("docking", $"Found null docking fixture on {ent}");
continue;
}
for (var i = 0; i < otherDockingFixture.Shape.ChildCount; i++)
{
var otherAABB = otherDockingFixture.Shape.ComputeAABB(otherTransform, i);
if (!aabb.Value.Intersects(otherAABB)) continue;
// TODO: Need CollisionManager's GJK for accurate bounds
// Realistically I want 2 fixtures anyway but I'll deal with that later.
return otherDocking;
}
}
}
return null;
}
private void OnShutdown(EntityUid uid, DockingComponent component, ComponentShutdown args)
{
if (component.DockedWith == null ||
EntityManager.GetComponent<MetaDataComponent>(uid).EntityLifeStage > EntityLifeStage.MapInitialized) return;
Cleanup(component);
}
private void Cleanup(DockingComponent dockA)
{
_jointSystem.RemoveJoint(dockA.DockJoint!);
var dockBUid = dockA.DockedWith;
if (dockBUid == null ||
dockA.DockJoint == null ||
!TryComp(dockBUid, out DockingComponent? dockB))
{
DebugTools.Assert(false);
Logger.Error("docking", $"Tried to cleanup {dockA.Owner} but not docked?");
dockA.DockedWith = null;
if (dockA.DockJoint != null)
{
// We'll still cleanup the dock joint on release at least
_jointSystem.RemoveJoint(dockA.DockJoint);
}
return;
}
dockB.DockedWith = null;
dockB.DockJoint = null;
dockA.DockJoint = null;
dockA.DockedWith = null;
// If these grids are ever invalid then need to look at fixing ordering for unanchored events elsewhere.
var gridAUid = _mapManager.GetGrid(EntityManager.GetComponent<TransformComponent>(dockA.Owner).GridID).GridEntityId;
var gridBUid = _mapManager.GetGrid(EntityManager.GetComponent<TransformComponent>(dockB.Owner).GridID).GridEntityId;
var msg = new UndockEvent
{
DockA = dockA,
DockB = dockB,
GridAUid = gridAUid,
GridBUid = gridBUid,
};
EntityManager.EventBus.RaiseLocalEvent(dockA.Owner, msg, false);
EntityManager.EventBus.RaiseLocalEvent(dockB.Owner, msg, false);
EntityManager.EventBus.RaiseEvent(EventSource.Local, msg);
}
private void OnStartup(EntityUid uid, DockingComponent component, ComponentStartup args)
{
// Use startup so transform already initialized
if (!EntityManager.GetComponent<TransformComponent>(uid).Anchored) return;
EnableDocking(uid, component);
// This little gem is for docking deserialization
if (component.DockedWith != null)
{
// They're still initialising so we'll just wait for both to be ready.
if (MetaData(component.DockedWith.Value).EntityLifeStage < EntityLifeStage.Initialized) return;
var otherDock = EntityManager.GetComponent<DockingComponent>(component.DockedWith.Value);
DebugTools.Assert(otherDock.DockedWith != null);
Dock(component, otherDock);
DebugTools.Assert(component.Docked && otherDock.Docked);
}
}
private void OnAnchorChange(EntityUid uid, DockingComponent component, ref AnchorStateChangedEvent args)
{
if (args.Anchored)
{
EnableDocking(uid, component);
}
else
{
DisableDocking(uid, component);
}
}
private void OnDockingReAnchor(EntityUid uid, DockingComponent component, ref ReAnchorEvent args)
{
if (!component.Docked) return;
var other = Comp<DockingComponent>(component.DockedWith!.Value);
Undock(component);
Dock(component, other);
}
private void OnPowerChange(EntityUid uid, DockingComponent component, PowerChangedEvent args)
{
// This is because power can change during startup for <Reasons> and undock
if (MetaData(uid).EntityLifeStage < EntityLifeStage.MapInitialized) return;
if (args.Powered)
{
EnableDocking(uid, component);
}
else
{
DisableDocking(uid, component);
}
}
private void DisableDocking(EntityUid uid, DockingComponent component)
{
if (!component.Enabled) return;
component.Enabled = false;
if (component.DockedWith != null)
{
Undock(component);
}
if (!TryComp(uid, out PhysicsComponent? physicsComponent))
{
return;
}
_fixtureSystem.DestroyFixture(physicsComponent, DockingFixture);
}
private void EnableDocking(EntityUid uid, DockingComponent component)
{
if (component.Enabled)
return;
if (!TryComp(uid, out PhysicsComponent? physicsComponent))
return;
component.Enabled = true;
// TODO: WTF IS THIS GARBAGE
var shape = new PhysShapeCircle
{
// Want half of the unit vector
Position = new Vector2(0f, -0.5f),
Radius = DockingRadius
};
// Listen it makes intersection tests easier; you can probably dump this but it requires a bunch more boilerplate
var fixture = new Fixture(physicsComponent, shape)
{
ID = DockingFixture,
Hard = false,
};
// TODO: I want this to ideally be 2 fixtures to force them to have some level of alignment buuuttt
// I also need collisionmanager for that yet again so they get dis.
_fixtureSystem.TryCreateFixture(physicsComponent, fixture);
}
/// <summary>
/// Docks 2 ports together and assumes it is valid.
/// </summary>
public void Dock(DockingComponent dockA, DockingComponent dockB)
{
Logger.DebugS("docking", $"Docking between {dockA.Owner} and {dockB.Owner}");
// https://gamedev.stackexchange.com/questions/98772/b2distancejoint-with-frequency-equal-to-0-vs-b2weldjoint
// We could also potentially use a prismatic joint? Depending if we want clamps that can extend or whatever
var dockAXform = EntityManager.GetComponent<TransformComponent>(dockA.Owner);
var dockBXform = EntityManager.GetComponent<TransformComponent>(dockB.Owner);
var gridA = _mapManager.GetGrid(dockAXform.GridID).GridEntityId;
var gridB = _mapManager.GetGrid(dockBXform.GridID).GridEntityId;
SharedJointSystem.LinearStiffness(
2f,
0.7f,
EntityManager.GetComponent<PhysicsComponent>(gridA).Mass,
EntityManager.GetComponent<PhysicsComponent>(gridB).Mass,
out var stiffness,
out var damping);
// These need playing around with
// Could also potentially have collideconnected false and stiffness 0 but it was a bit more suss???
var joint = _jointSystem.GetOrCreateWeldJoint(gridA, gridB, DockingJoint + dockA.Owner);
var gridAXform = EntityManager.GetComponent<TransformComponent>(gridA);
var gridBXform = EntityManager.GetComponent<TransformComponent>(gridB);
var anchorA = dockAXform.LocalPosition + dockAXform.LocalRotation.ToWorldVec() / 2f;
var anchorB = dockBXform.LocalPosition + dockBXform.LocalRotation.ToWorldVec() / 2f;
joint.LocalAnchorA = anchorA;
joint.LocalAnchorB = anchorB;
joint.ReferenceAngle = (float) (gridBXform.WorldRotation - gridAXform.WorldRotation);
joint.CollideConnected = true;
joint.Stiffness = stiffness;
joint.Damping = damping;
dockA.DockedWith = dockB.Owner;
dockB.DockedWith = dockA.Owner;
dockA.DockJoint = joint;
dockB.DockJoint = joint;
if (TryComp(dockA.Owner, out DoorComponent? doorA))
{
doorA.ChangeAirtight = false;
_doorSystem.StartOpening(doorA.Owner, doorA);
}
if (TryComp(dockB.Owner, out DoorComponent? doorB))
{
doorB.ChangeAirtight = false;
_doorSystem.StartOpening(doorB.Owner, doorB);
}
var msg = new DockEvent
{
DockA = dockA,
DockB = dockB,
GridAUid = gridA,
GridBUid = gridB,
};
EntityManager.EventBus.RaiseLocalEvent(dockA.Owner, msg, false);
EntityManager.EventBus.RaiseLocalEvent(dockB.Owner, msg, false);
EntityManager.EventBus.RaiseEvent(EventSource.Local, msg);
}
/// <summary>
/// Attempts to dock 2 ports together and will return early if it's not possible.
/// </summary>
private void TryDock(DockingComponent dockA, DockingComponent dockB)
{
if (!TryComp(dockA.Owner, out PhysicsComponent? bodyA) ||
!TryComp(dockB.Owner, out PhysicsComponent? bodyB) ||
!dockA.Enabled ||
!dockB.Enabled ||
dockA.DockedWith != null ||
dockB.DockedWith != null)
{
return;
}
var fixtureA = _fixtureSystem.GetFixtureOrNull(bodyA, DockingFixture);
var fixtureB = _fixtureSystem.GetFixtureOrNull(bodyB, DockingFixture);
if (fixtureA == null || fixtureB == null)
{
return;
}
var transformA = bodyA.GetTransform();
var transformB = bodyB.GetTransform();
var intersect = false;
for (var i = 0; i < fixtureA.Shape.ChildCount; i++)
{
var aabb = fixtureA.Shape.ComputeAABB(transformA, i);
for (var j = 0; j < fixtureB.Shape.ChildCount; j++)
{
var otherAABB = fixtureB.Shape.ComputeAABB(transformB, j);
if (!aabb.Intersects(otherAABB)) continue;
// TODO: Need collisionmanager's GJK for accurate checks don't @ me son
intersect = true;
break;
}
if (intersect) break;
}
if (!intersect) return;
Dock(dockA, dockB);
}
private void Undock(DockingComponent dock)
{
if (dock.DockedWith == null)
{
DebugTools.Assert(false);
Logger.ErrorS("docking", $"Tried to undock {(dock).Owner} but not docked with anything?");
return;
}
if (TryComp(dock.Owner, out DoorComponent? doorA))
{
doorA.ChangeAirtight = true;
_doorSystem.TryClose(doorA.Owner, doorA);
}
if (TryComp(dock.DockedWith, out DoorComponent? doorB))
{
doorB.ChangeAirtight = true;
_doorSystem.TryClose(doorB.Owner, doorB);
}
// Could maybe give the shuttle a light push away, or at least if there's no other docks left?
Cleanup(dock);
}
/// <summary>
/// Raised whenever 2 airlocks dock.
/// </summary>
public sealed class DockEvent : EntityEventArgs
{
public DockingComponent DockA = default!;
public DockingComponent DockB = default!;
public EntityUid GridAUid = default!;
public EntityUid GridBUid = default!;
}
/// <summary>
/// Raised whenever 2 grids undock.
/// </summary>
public sealed class UndockEvent : EntityEventArgs
{
public DockingComponent DockA = default!;
public DockingComponent DockB = default!;
public EntityUid GridAUid = default!;
public EntityUid GridBUid = default!;
}
}
}