110 lines
5.0 KiB
C#
110 lines
5.0 KiB
C#
using System;
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using System.Collections.Generic;
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using Content.Shared.Pulling;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Controllers;
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using Robust.Shared.Maths;
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using Robust.Shared.Utility;
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namespace Content.Server.Physics.Controllers
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{
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public class PullController : VirtualController
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{
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// Parameterization for pulling:
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// Speeds. Note that the speed is mass-independent (multiplied by mass).
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// Instead, tuning to mass is done via the mass values below.
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// Note that setting the speed too high results in overshoots (stabilized by drag, but bad)
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private const float AccelModifierHigh = 15f;
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private const float AccelModifierLow = 60.0f;
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// High/low-mass marks. Curve is constant-lerp-constant, i.e. if you can even pull an item,
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// you'll always get at least AccelModifierLow and no more than AccelModifierHigh.
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private const float AccelModifierHighMass = 70.0f; // roundstart saltern emergency closet
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private const float AccelModifierLowMass = 5.0f; // roundstart saltern emergency crowbar
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// Used to control settling (turns off pulling).
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private const float MaximumSettleVelocity = 0.1f;
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private const float MaximumSettleDistance = 0.01f;
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// Settle shutdown control.
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// Mustn't be too massive, as that causes severe mispredicts *and can prevent it ever resolving*.
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// Exists to bleed off "I pulled my crowbar" overshoots.
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// Minimum velocity for shutdown to be necessary. This prevents stuff getting stuck b/c too much shutdown.
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private const float SettleMinimumShutdownVelocity = 0.25f;
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// Distance in which settle shutdown multiplier is at 0. It then scales upwards linearly with closer distances.
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private const float SettleShutdownDistance = 1.0f;
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// Velocity change of -LinearVelocity * frameTime * this
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private const float SettleShutdownMultiplier = 20.0f;
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private SharedPullingSystem _pullableSystem = default!;
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public override List<Type> UpdatesAfter => new() {typeof(MoverController)};
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public override void Initialize()
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{
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base.Initialize();
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_pullableSystem = EntitySystem.Get<SharedPullingSystem>();
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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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foreach (var pullable in _pullableSystem.Moving)
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{
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if (pullable.Deleted)
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{
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continue;
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}
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if (pullable.MovingTo == null)
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{
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continue;
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}
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DebugTools.AssertNotNull(pullable.Puller);
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var pullerPosition = pullable.Puller!.Transform.MapPosition;
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if (pullable.MovingTo.Value.MapId != pullerPosition.MapId)
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{
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pullable.MovingTo = null;
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continue;
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}
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if (!pullable.Owner.TryGetComponent<PhysicsComponent>(out var physics) ||
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physics.BodyType == BodyType.Static ||
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pullable.MovingTo.Value.MapId != pullable.Owner.Transform.MapID)
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{
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pullable.MovingTo = null;
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continue;
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}
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var movingPosition = pullable.MovingTo.Value.Position;
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var ownerPosition = pullable.Owner.Transform.MapPosition.Position;
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if (movingPosition.EqualsApprox(ownerPosition, MaximumSettleDistance) && (physics.LinearVelocity.Length < MaximumSettleVelocity))
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{
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physics.LinearVelocity = Vector2.Zero;
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pullable.MovingTo = null;
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continue;
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}
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var diff = movingPosition - ownerPosition;
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var diffLength = diff.Length;
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var impulseModifierLerp = Math.Min(1.0f, Math.Max(0.0f, (physics.Mass - AccelModifierLowMass) / (AccelModifierHighMass - AccelModifierLowMass)));
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var impulseModifier = MathHelper.Lerp(AccelModifierLow, AccelModifierHigh, impulseModifierLerp);
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var multiplier = diffLength < 1 ? impulseModifier * diffLength : impulseModifier;
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// Note the implication that the real rules of physics don't apply to pulling control.
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var accel = diff.Normalized * multiplier;
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// Now for the part where velocity gets shutdown...
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if ((diffLength < SettleShutdownDistance) && (physics.LinearVelocity.Length >= SettleMinimumShutdownVelocity))
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{
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// Shutdown velocity increases as we get closer to centre
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var scaling = (SettleShutdownDistance - diffLength) / SettleShutdownDistance;
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accel -= physics.LinearVelocity * SettleShutdownMultiplier * scaling;
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}
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physics.ApplyLinearImpulse(accel * physics.Mass * frameTime);
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}
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}
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}
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}
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