Files
tbd-station-14/Content.Server/Physics/Controllers/ConveyorController.cs
metalgearsloth 0b38589728 Raise power events by ref and not broadcast (#11923)
Also some other minor stuff.
2022-10-14 23:08:15 -05:00

310 lines
12 KiB
C#

using Content.Server.Conveyor;
using Content.Server.Gravity.EntitySystems;
using Content.Server.MachineLinking.Events;
using Content.Server.MachineLinking.System;
using Content.Server.Power.Components;
using Content.Server.Power.EntitySystems;
using Content.Server.Recycling;
using Content.Server.Recycling.Components;
using Content.Shared.Conveyor;
using Content.Shared.Item;
using Content.Shared.Maps;
using Content.Shared.Movement.Components;
using Content.Shared.Physics;
using Robust.Shared.Containers;
using Robust.Shared.Map;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Collision.Shapes;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Controllers;
using Robust.Shared.Physics.Dynamics;
using Robust.Shared.Physics.Events;
using Robust.Shared.Physics.Systems;
namespace Content.Server.Physics.Controllers
{
public sealed class ConveyorController : VirtualController
{
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly EntityLookupSystem _lookup = default!;
[Dependency] private readonly FixtureSystem _fixtures = default!;
[Dependency] private readonly GravitySystem _gravity = default!;
[Dependency] private readonly RecyclerSystem _recycler = default!;
[Dependency] private readonly SignalLinkerSystem _signalSystem = default!;
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
public const string ConveyorFixture = "conveyor";
public override void Initialize()
{
UpdatesAfter.Add(typeof(MoverController));
SubscribeLocalEvent<ConveyorComponent, ComponentInit>(OnInit);
SubscribeLocalEvent<ConveyorComponent, ComponentShutdown>(OnConveyorShutdown);
SubscribeLocalEvent<ConveyorComponent, SignalReceivedEvent>(OnSignalReceived);
SubscribeLocalEvent<ConveyorComponent, PowerChangedEvent>(OnPowerChanged);
SubscribeLocalEvent<ConveyorComponent, StartCollideEvent>(OnConveyorStartCollide);
SubscribeLocalEvent<ConveyorComponent, EndCollideEvent>(OnConveyorEndCollide);
base.Initialize();
}
private void OnConveyorEndCollide(EntityUid uid, ConveyorComponent component, ref EndCollideEvent args)
{
component.Intersecting.Remove(args.OtherFixture.Body.Owner);
if (component.Intersecting.Count == 0)
{
RemComp<ActiveConveyorComponent>(uid);
}
}
private void OnConveyorStartCollide(EntityUid uid, ConveyorComponent component, ref StartCollideEvent args)
{
var otherUid = args.OtherFixture.Body.Owner;
if (args.OtherFixture.Body.BodyType == BodyType.Static)
return;
component.Intersecting.Add(otherUid);
EnsureComp<ActiveConveyorComponent>(uid);
}
private void OnInit(EntityUid uid, ConveyorComponent component, ComponentInit args)
{
_signalSystem.EnsureReceiverPorts(uid, component.ReversePort, component.ForwardPort, component.OffPort);
if (TryComp<PhysicsComponent>(uid, out var body))
{
var shape = new PolygonShape();
shape.SetAsBox(0.55f, 0.55f);
_fixtures.TryCreateFixture(body, new Fixture(body, shape)
{
ID = ConveyorFixture,
CollisionLayer = (int) (CollisionGroup.LowImpassable | CollisionGroup.MidImpassable | CollisionGroup.Impassable),
Hard = false,
});
}
}
private void OnPowerChanged(EntityUid uid, ConveyorComponent component, ref PowerChangedEvent args)
{
UpdateAppearance(component);
}
private void UpdateAppearance(ConveyorComponent component)
{
if (!EntityManager.TryGetComponent<AppearanceComponent?>(component.Owner, out var appearance)) return;
var isPowered = this.IsPowered(component.Owner, EntityManager);
appearance.SetData(ConveyorVisuals.State, isPowered ? component.State : ConveyorState.Off);
}
private void OnSignalReceived(EntityUid uid, ConveyorComponent component, SignalReceivedEvent args)
{
if (args.Port == component.OffPort)
SetState(component, ConveyorState.Off);
else if (args.Port == component.ForwardPort)
{
AwakenEntities(component);
SetState(component, ConveyorState.Forward);
}
else if (args.Port == component.ReversePort)
{
AwakenEntities(component);
SetState(component, ConveyorState.Reverse);
}
}
private void SetState(ConveyorComponent component, ConveyorState state)
{
component.State = state;
if (TryComp<RecyclerComponent>(component.Owner, out var recycler))
{
if (component.State != ConveyorState.Off)
_recycler.EnableRecycler(recycler);
else
_recycler.DisableRecycler(recycler);
}
UpdateAppearance(component);
}
/// <summary>
/// Awakens sleeping entities on the conveyor belt's tile when it's turned on.
/// Fixes an issue where non-hard/sleeping entities refuse to wake up + collide if a belt is turned off and on again.
/// </summary>
private void AwakenEntities(ConveyorComponent component)
{
var xformQuery = GetEntityQuery<TransformComponent>();
var bodyQuery = GetEntityQuery<PhysicsComponent>();
if (!xformQuery.TryGetComponent(component.Owner, out var xform))
return;
var beltTileRef = xform.Coordinates.GetTileRef(EntityManager, _mapManager);
if (beltTileRef != null)
{
var intersecting = _lookup.GetEntitiesIntersecting(beltTileRef.Value);
foreach (var entity in intersecting)
{
if (!bodyQuery.TryGetComponent(entity, out var physics))
continue;
if (physics.BodyType != BodyType.Static)
{
_physics.WakeBody(physics);
}
}
}
}
public bool CanRun(ConveyorComponent component)
{
return component.State != ConveyorState.Off && this.IsPowered(component.Owner, EntityManager);
}
private void OnConveyorShutdown(EntityUid uid, ConveyorComponent component, ComponentShutdown args)
{
RemComp<ActiveConveyorComponent>(uid);
if (!TryComp<PhysicsComponent>(uid, out var body))
return;
_fixtures.DestroyFixture(body, ConveyorFixture);
}
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>();
foreach (var (_, comp) in EntityQuery<ActiveConveyorComponent, ConveyorComponent>())
{
Convey(comp, xformQuery, bodyQuery, conveyed, frameTime);
}
}
private void Convey(ConveyorComponent comp, EntityQuery<TransformComponent> xformQuery, EntityQuery<PhysicsComponent> bodyQuery, HashSet<EntityUid> conveyed, float frameTime)
{
// Use an event for conveyors to know what needs to run
if (!CanRun(comp))
{
return;
}
var speed = comp.Speed;
if (speed <= 0f ||
!xformQuery.TryGetComponent(comp.Owner, 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))
continue;
var localPos = transform.LocalPosition;
var itemRelative = conveyorPos - localPos;
localPos += Convey(direction, speed, frameTime, itemRelative);
transform.LocalPosition = localPos;
// Force it awake for collisionwake reasons.
body.Awake = true;
body.SleepTime = 0f;
}
}
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 != grid.GridEntityId)
{
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 - 0.1f, entityXform.LocalPosition + 0.1f);
if (!conveyorBounds.Intersects(gridAABB))
continue;
yield return (entity, entityXform, physics);
}
}
}
}