Files
tbd-station-14/Content.Shared/Physics/Controllers/SharedConveyorController.cs
metalgearsloth a9502be29e Revert "Fix chat bubbles (#25643)" (#25645)
* Revert "Fix chat bubbles (#25643)"

This reverts commit 23d2c4d924.

* Revert "Fixes obsolete Transform warnings in Content. (#25256)"

This reverts commit f284b43ff6.
2024-02-28 00:51:20 +11:00

177 lines
6.8 KiB
C#

using System.Numerics;
using Content.Shared.Conveyor;
using Content.Shared.Gravity;
using Content.Shared.Movement.Systems;
using Robust.Shared.Map;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Controllers;
using Robust.Shared.Physics.Events;
using Robust.Shared.Physics.Systems;
namespace Content.Shared.Physics.Controllers;
public abstract class SharedConveyorController : VirtualController
{
[Dependency] protected readonly IMapManager MapManager = default!;
[Dependency] protected readonly EntityLookupSystem Lookup = default!;
[Dependency] protected readonly SharedPhysicsSystem Physics = default!;
[Dependency] private readonly SharedGravitySystem _gravity = default!;
protected const string ConveyorFixture = "conveyor";
private static readonly Vector2 _expansion = new Vector2(0.1f, 0.1f);
public override void Initialize()
{
UpdatesAfter.Add(typeof(SharedMoverController));
SubscribeLocalEvent<ConveyorComponent, StartCollideEvent>(OnConveyorStartCollide);
SubscribeLocalEvent<ConveyorComponent, EndCollideEvent>(OnConveyorEndCollide);
base.Initialize();
}
private void OnConveyorStartCollide(EntityUid uid, ConveyorComponent component, ref StartCollideEvent args)
{
var otherUid = args.OtherEntity;
if (args.OtherBody.BodyType == BodyType.Static || component.State == ConveyorState.Off)
return;
component.Intersecting.Add(otherUid);
EnsureComp<ActiveConveyorComponent>(uid);
}
private void OnConveyorEndCollide(EntityUid uid, ConveyorComponent component, ref EndCollideEvent args)
{
component.Intersecting.Remove(args.OtherEntity);
if (component.Intersecting.Count == 0)
RemComp<ActiveConveyorComponent>(uid);
}
public override void UpdateBeforeSolve(bool prediction, float frameTime)
{
base.UpdateBeforeSolve(prediction, frameTime);
var conveyed = new HashSet<EntityUid>();
// Don't use it directly in EntityQuery because we may be able to save getcomponents.
var xformQuery = GetEntityQuery<TransformComponent>();
var bodyQuery = GetEntityQuery<PhysicsComponent>();
var query = EntityQueryEnumerator<ActiveConveyorComponent, ConveyorComponent>();
while (query.MoveNext(out var uid, out var _, out var comp))
{
Convey(uid, comp, xformQuery, bodyQuery, conveyed, frameTime, prediction);
}
}
private void Convey(EntityUid uid, ConveyorComponent comp, EntityQuery<TransformComponent> xformQuery, EntityQuery<PhysicsComponent> bodyQuery, HashSet<EntityUid> conveyed, float frameTime, bool prediction)
{
// Use an event for conveyors to know what needs to run
if (!CanRun(comp))
return;
var speed = comp.Speed;
if (speed <= 0f || !xformQuery.TryGetComponent(uid, out var xform) || xform.GridUid == null)
return;
var conveyorPos = xform.LocalPosition;
var conveyorRot = xform.LocalRotation;
conveyorRot += comp.Angle;
if (comp.State == ConveyorState.Reverse)
conveyorRot += MathF.PI;
var direction = conveyorRot.ToWorldVec();
foreach (var (entity, transform, body) in GetEntitiesToMove(comp, xform, xformQuery, bodyQuery))
{
if (!conveyed.Add(entity) || prediction && !body.Predict)
continue;
var localPos = transform.LocalPosition;
var itemRelative = conveyorPos - localPos;
localPos += Convey(direction, speed, frameTime, itemRelative);
transform.LocalPosition = localPos;
// Force it awake for collisionwake reasons.
Physics.SetAwake(entity, body, true);
Physics.SetSleepTime(body, 0f);
}
Dirty(comp);
}
private static Vector2 Convey(Vector2 direction, float speed, float frameTime, Vector2 itemRelative)
{
if (speed == 0 || direction.Length() == 0)
return Vector2.Zero;
/*
* Basic idea: if the item is not in the middle of the conveyor in the direction that the conveyor is running,
* move the item towards the middle. Otherwise, move the item along the direction. This lets conveyors pick up
* items that are not perfectly aligned in the middle, and also makes corner cuts work.
*
* We do this by computing the projection of 'itemRelative' on 'direction', yielding a vector 'p' in the direction
* of 'direction'. We also compute the rejection 'r'. If the magnitude of 'r' is not (near) zero, then the item
* is not on the centerline.
*/
var p = direction * (Vector2.Dot(itemRelative, direction) / Vector2.Dot(direction, direction));
var r = itemRelative - p;
if (r.Length() < 0.1)
{
var velocity = direction * speed;
return velocity * frameTime;
}
else
{
// Give a slight nudge in the direction of the conveyor to prevent
// to collidable objects (e.g. crates) on the locker from getting stuck
// pushing each other when rounding a corner.
var velocity = (r + direction*0.2f).Normalized() * speed;
return velocity * frameTime;
}
}
private IEnumerable<(EntityUid, TransformComponent, PhysicsComponent)> GetEntitiesToMove(
ConveyorComponent comp,
TransformComponent xform,
EntityQuery<TransformComponent> xformQuery,
EntityQuery<PhysicsComponent> bodyQuery)
{
// Check if the thing's centre overlaps the grid tile.
var grid = MapManager.GetGrid(xform.GridUid!.Value);
var tile = grid.GetTileRef(xform.Coordinates);
var conveyorBounds = Lookup.GetLocalBounds(tile, grid.TileSize);
foreach (var entity in comp.Intersecting)
{
if (!xformQuery.TryGetComponent(entity, out var entityXform) || entityXform.ParentUid != xform.GridUid!.Value)
continue;
if (!bodyQuery.TryGetComponent(entity, out var physics) || physics.BodyType == BodyType.Static || physics.BodyStatus == BodyStatus.InAir || _gravity.IsWeightless(entity, physics, entityXform))
continue;
// Yes there's still going to be the occasional rounding issue where it stops getting conveyed
// When you fix the corner issue that will fix this anyway.
var gridAABB = new Box2(entityXform.LocalPosition - _expansion, entityXform.LocalPosition + _expansion);
if (!conveyorBounds.Intersects(gridAABB))
continue;
yield return (entity, entityXform, physics);
}
}
public bool CanRun(ConveyorComponent component)
{
return component.State != ConveyorState.Off && component.Powered;
}
}