Files
tbd-station-14/Content.Server/Movement/Systems/PullController.cs
metalgearsloth af70b9a3c7 Selectively revert PullController (#28126)
I am leaving the issues open and have updated #26547 with more info on what we should do long-term. This is just to bandaid the short-term complaining.
2024-05-26 20:11:17 -04:00

319 lines
13 KiB
C#

using System.Numerics;
using Content.Server.Movement.Components;
using Content.Server.Physics.Controllers;
using Content.Shared.ActionBlocker;
using Content.Shared.Gravity;
using Content.Shared.Input;
using Content.Shared.Movement.Pulling.Components;
using Content.Shared.Movement.Pulling.Events;
using Content.Shared.Movement.Pulling.Systems;
using Content.Shared.Rotatable;
using Robust.Server.Physics;
using Robust.Shared.Containers;
using Robust.Shared.Input.Binding;
using Robust.Shared.Map;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Controllers;
using Robust.Shared.Physics.Dynamics.Joints;
using Robust.Shared.Player;
using Robust.Shared.Timing;
namespace Content.Server.Movement.Systems;
public sealed class PullController : VirtualController
{
/*
* This code is awful. If you try to tweak this without refactoring it I'm gonna revert it.
*/
// Parameterization for pulling:
// Speeds. Note that the speed is mass-independent (multiplied by mass).
// Instead, tuning to mass is done via the mass values below.
// Note that setting the speed too high results in overshoots (stabilized by drag, but bad)
private const float AccelModifierHigh = 15f;
private const float AccelModifierLow = 60.0f;
// High/low-mass marks. Curve is constant-lerp-constant, i.e. if you can even pull an item,
// you'll always get at least AccelModifierLow and no more than AccelModifierHigh.
private const float AccelModifierHighMass = 70.0f; // roundstart saltern emergency closet
private const float AccelModifierLowMass = 5.0f; // roundstart saltern emergency crowbar
// Used to control settling (turns off pulling).
private const float MaximumSettleVelocity = 0.1f;
private const float MaximumSettleDistance = 0.1f;
// Settle shutdown control.
// Mustn't be too massive, as that causes severe mispredicts *and can prevent it ever resolving*.
// Exists to bleed off "I pulled my crowbar" overshoots.
// Minimum velocity for shutdown to be necessary. This prevents stuff getting stuck b/c too much shutdown.
private const float SettleMinimumShutdownVelocity = 0.25f;
// Distance in which settle shutdown multiplier is at 0. It then scales upwards linearly with closer distances.
private const float SettleShutdownDistance = 1.0f;
// Velocity change of -LinearVelocity * frameTime * this
private const float SettleShutdownMultiplier = 20.0f;
// How much you must move for the puller movement check to actually hit.
private const float MinimumMovementDistance = 0.005f;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
[Dependency] private readonly SharedContainerSystem _container = default!;
[Dependency] private readonly SharedGravitySystem _gravity = default!;
/// <summary>
/// If distance between puller and pulled entity lower that this threshold,
/// pulled entity will not change its rotation.
/// Helps with small distance jittering
/// </summary>
private const float ThresholdRotDistance = 1;
/// <summary>
/// If difference between puller and pulled angle lower that this threshold,
/// pulled entity will not change its rotation.
/// Helps with diagonal movement jittering
/// As of further adjustments, should divide cleanly into 90 degrees
/// </summary>
private const float ThresholdRotAngle = 22.5f;
private EntityQuery<PhysicsComponent> _physicsQuery;
private EntityQuery<PullableComponent> _pullableQuery;
private EntityQuery<PullerComponent> _pullerQuery;
private EntityQuery<TransformComponent> _xformQuery;
public override void Initialize()
{
CommandBinds.Builder
.Bind(ContentKeyFunctions.MovePulledObject, new PointerInputCmdHandler(OnRequestMovePulledObject))
.Register<PullingSystem>();
_physicsQuery = GetEntityQuery<PhysicsComponent>();
_pullableQuery = GetEntityQuery<PullableComponent>();
_pullerQuery = GetEntityQuery<PullerComponent>();
_xformQuery = GetEntityQuery<TransformComponent>();
UpdatesAfter.Add(typeof(MoverController));
SubscribeLocalEvent<PullMovingComponent, PullStoppedMessage>(OnPullStop);
SubscribeLocalEvent<PullMoverComponent, MoveEvent>(OnPullerMove);
base.Initialize();
}
public override void Shutdown()
{
base.Shutdown();
CommandBinds.Unregister<PullController>();
}
private void OnPullStop(Entity<PullMovingComponent> ent, ref PullStoppedMessage args)
{
RemCompDeferred<PullMovingComponent>(ent);
}
private bool OnRequestMovePulledObject(ICommonSession? session, EntityCoordinates coords, EntityUid uid)
{
if (session?.AttachedEntity is not { } player ||
!player.IsValid())
{
return false;
}
if (!_pullerQuery.TryComp(player, out var pullerComp))
return false;
var pulled = pullerComp.Pulling;
if (!_pullableQuery.TryComp(pulled, out var pullable))
return false;
if (_container.IsEntityInContainer(player))
return false;
// Cooldown buddy
if (_timing.CurTime < pullerComp.NextThrow)
return false;
pullerComp.NextThrow = _timing.CurTime + pullerComp.ThrowCooldown;
// Cap the distance
var range = 2f;
var fromUserCoords = coords.WithEntityId(player, EntityManager);
var userCoords = new EntityCoordinates(player, Vector2.Zero);
if (!coords.InRange(EntityManager, TransformSystem, userCoords, range))
{
var direction = fromUserCoords.Position - userCoords.Position;
// TODO: Joint API not ass
// with that being said I think throwing is the way to go but.
if (pullable.PullJointId != null &&
TryComp(player, out JointComponent? joint) &&
joint.GetJoints.TryGetValue(pullable.PullJointId, out var pullJoint) &&
pullJoint is DistanceJoint distance)
{
range = MathF.Max(0.01f, distance.MaxLength - 0.01f);
}
fromUserCoords = new EntityCoordinates(player, direction.Normalized() * (range - 0.01f));
coords = fromUserCoords.WithEntityId(coords.EntityId);
}
EnsureComp<PullMoverComponent>(player);
var moving = EnsureComp<PullMovingComponent>(pulled!.Value);
moving.MovingTo = coords;
return false;
}
private void OnPullerMove(EntityUid uid, PullMoverComponent component, ref MoveEvent args)
{
if (!_pullerQuery.TryComp(uid, out var puller))
return;
if (puller.Pulling is not { } pullable)
return;
UpdatePulledRotation(uid, pullable);
// WHY
if (args.NewPosition.EntityId == args.OldPosition.EntityId &&
(args.NewPosition.Position - args.OldPosition.Position).LengthSquared() <
MinimumMovementDistance * MinimumMovementDistance)
{
return;
}
if (_physicsQuery.TryComp(uid, out var physics))
PhysicsSystem.WakeBody(uid, body: physics);
StopMove(uid, pullable);
}
private void StopMove(Entity<PullMoverComponent?> mover, Entity<PullMovingComponent?> moving)
{
RemCompDeferred<PullMoverComponent>(mover.Owner);
RemCompDeferred<PullMovingComponent>(moving.Owner);
}
private void UpdatePulledRotation(EntityUid puller, EntityUid pulled)
{
// TODO: update once ComponentReference works with directed event bus.
if (!TryComp(pulled, out RotatableComponent? rotatable))
return;
if (!rotatable.RotateWhilePulling)
return;
var pulledXform = _xformQuery.GetComponent(pulled);
var pullerXform = _xformQuery.GetComponent(puller);
var pullerData = TransformSystem.GetWorldPositionRotation(pullerXform);
var pulledData = TransformSystem.GetWorldPositionRotation(pulledXform);
var dir = pullerData.WorldPosition - pulledData.WorldPosition;
if (dir.LengthSquared() > ThresholdRotDistance * ThresholdRotDistance)
{
var oldAngle = pulledData.WorldRotation;
var newAngle = Angle.FromWorldVec(dir);
var diff = newAngle - oldAngle;
if (Math.Abs(diff.Degrees) > ThresholdRotAngle / 2f)
{
// Ok, so this bit is difficult because ideally it would look like it's snapping to sane angles.
// Otherwise PIANO DOOR STUCK! happens.
// But it also needs to work with station rotation / align to the local parent.
// So...
var baseRotation = pulledData.WorldRotation - pulledXform.LocalRotation;
var localRotation = newAngle - baseRotation;
var localRotationSnapped = Angle.FromDegrees(Math.Floor((localRotation.Degrees / ThresholdRotAngle) + 0.5f) * ThresholdRotAngle);
TransformSystem.SetLocalRotation(pulled, localRotationSnapped, pulledXform);
}
}
}
public override void UpdateBeforeSolve(bool prediction, float frameTime)
{
base.UpdateBeforeSolve(prediction, frameTime);
var movingQuery = EntityQueryEnumerator<PullMovingComponent, PullableComponent, TransformComponent>();
while (movingQuery.MoveNext(out var pullableEnt, out var mover, out var pullable, out var pullableXform))
{
if (!mover.MovingTo.IsValid(EntityManager))
{
RemCompDeferred<PullMovingComponent>(pullableEnt);
continue;
}
if (pullable.Puller is not {Valid: true} puller)
continue;
var pullerXform = _xformQuery.Get(puller);
var pullerPosition = TransformSystem.GetMapCoordinates(pullerXform);
var movingTo = mover.MovingTo.ToMap(EntityManager, TransformSystem);
if (movingTo.MapId != pullerPosition.MapId)
{
RemCompDeferred<PullMovingComponent>(pullableEnt);
continue;
}
if (!TryComp<PhysicsComponent>(pullableEnt, out var physics) ||
physics.BodyType == BodyType.Static ||
movingTo.MapId != pullableXform.MapID)
{
RemCompDeferred<PullMovingComponent>(pullableEnt);
continue;
}
var movingPosition = movingTo.Position;
var ownerPosition = TransformSystem.GetWorldPosition(pullableXform);
var diff = movingPosition - ownerPosition;
var diffLength = diff.Length();
if (diffLength < MaximumSettleDistance && physics.LinearVelocity.Length() < MaximumSettleVelocity)
{
PhysicsSystem.SetLinearVelocity(pullableEnt, Vector2.Zero, body: physics);
RemCompDeferred<PullMovingComponent>(pullableEnt);
continue;
}
var impulseModifierLerp = Math.Min(1.0f, Math.Max(0.0f, (physics.Mass - AccelModifierLowMass) / (AccelModifierHighMass - AccelModifierLowMass)));
var impulseModifier = MathHelper.Lerp(AccelModifierLow, AccelModifierHigh, impulseModifierLerp);
var multiplier = diffLength < 1 ? impulseModifier * diffLength : impulseModifier;
// Note the implication that the real rules of physics don't apply to pulling control.
var accel = diff.Normalized() * multiplier;
// Now for the part where velocity gets shutdown...
if (diffLength < SettleShutdownDistance && physics.LinearVelocity.Length() >= SettleMinimumShutdownVelocity)
{
// Shutdown velocity increases as we get closer to centre
var scaling = (SettleShutdownDistance - diffLength) / SettleShutdownDistance;
accel -= physics.LinearVelocity * SettleShutdownMultiplier * scaling;
}
PhysicsSystem.WakeBody(pullableEnt, body: physics);
var impulse = accel * physics.Mass * frameTime;
PhysicsSystem.ApplyLinearImpulse(pullableEnt, impulse, body: physics);
// if the puller is weightless or can't move, then we apply the inverse impulse (Newton's third law).
// doing it under gravity produces an unsatisfying wiggling when pulling.
// If player can't move, assume they are on a chair and we need to prevent pull-moving.
if (_gravity.IsWeightless(puller) && pullerXform.Comp.GridUid == null || !_actionBlockerSystem.CanMove(puller))
{
PhysicsSystem.WakeBody(puller);
PhysicsSystem.ApplyLinearImpulse(puller, -impulse);
}
}
// Cleanup PullMover
var moverQuery = EntityQueryEnumerator<PullMoverComponent, PullerComponent>();
while (moverQuery.MoveNext(out var uid, out _, out var puller))
{
if (!HasComp<PullMovingComponent>(puller.Pulling))
{
RemCompDeferred<PullMoverComponent>(uid);
continue;
}
}
}
}