* Broadphase refactor (content) * Shuttle jank * Fixes * Testing jank * Features and things * Balance stuffsies * AHHHHHHHHHHHHHHHH * Mass and stuff working * Fix drops * Another balance pass * Balance AGEN * Add in stuff for rotating shuttles for debugging * Nothing to see here * Testbed stuffsies * Fix some tests * Fixen test * Try fixing map * Shuttle movement balance pass * lasaggne * Basic Helmsman console working * Slight docking cleanup * Helmsman requires power * Basic shuttle test * Stuff * Fix computations * Add shuttle console to saltern * Rename helmsman to shuttleconsole * Final stretch * More tweaks * Fix piloting prediction for now.
143 lines
5.0 KiB
C#
143 lines
5.0 KiB
C#
using System;
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using Content.Shared.CCVar;
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using Content.Shared.Movement;
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using Content.Shared.Movement.Components;
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using JetBrains.Annotations;
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using Robust.Shared.Configuration;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Controllers;
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using Robust.Shared.Physics.Dynamics;
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namespace Content.Shared.Friction
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{
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public sealed class SharedTileFrictionController : VirtualController
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{
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[Dependency] private readonly IConfigurationManager _configManager = default!;
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
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private SharedBroadphaseSystem _broadPhaseSystem = default!;
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private float _stopSpeed;
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private float _frictionModifier;
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public override void Initialize()
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{
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base.Initialize();
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_broadPhaseSystem = EntitySystem.Get<SharedBroadphaseSystem>();
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_frictionModifier = _configManager.GetCVar(CCVars.TileFrictionModifier);
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_configManager.OnValueChanged(CCVars.TileFrictionModifier, value => _frictionModifier = value);
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_stopSpeed = _configManager.GetCVar(CCVars.StopSpeed);
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_configManager.OnValueChanged(CCVars.StopSpeed, value => _stopSpeed = value);
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}
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public override void UpdateBeforeMapSolve(bool prediction, PhysicsMap map, float frameTime)
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{
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base.UpdateBeforeMapSolve(prediction, map, frameTime);
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foreach (var body in map.AwakeBodies)
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{
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// Only apply friction when it's not a mob (or the mob doesn't have control)
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if (prediction && !body.Predict ||
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body.BodyStatus == BodyStatus.InAir ||
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SharedMoverController.UseMobMovement(_broadPhaseSystem, body, _mapManager)) continue;
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var surfaceFriction = GetTileFriction(body);
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var bodyModifier = body.Owner.GetComponentOrNull<SharedTileFrictionModifier>()?.Modifier ?? 1.0f;
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var friction = _frictionModifier * surfaceFriction * bodyModifier;
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ReduceLinearVelocity(prediction, body, friction, frameTime);
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ReduceAngularVelocity(prediction, body, friction, frameTime);
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}
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}
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private void ReduceLinearVelocity(bool prediction, PhysicsComponent body, float friction, float frameTime)
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{
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var speed = body.LinearVelocity.Length;
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if (speed <= 0.0f) return;
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// This is the *actual* amount that speed will drop by, we just do some multiplication around it to be easier.
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var drop = 0.0f;
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float control;
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if (friction > 0.0f)
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{
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// TBH I can't really tell if this makes a difference.
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if (!prediction)
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{
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control = speed < _stopSpeed ? _stopSpeed : speed;
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}
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else
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{
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control = speed;
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}
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drop += control * friction * frameTime;
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}
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var newSpeed = MathF.Max(0.0f, speed - drop);
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newSpeed /= speed;
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body.LinearVelocity *= newSpeed;
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}
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private void ReduceAngularVelocity(bool prediction, PhysicsComponent body, float friction, float frameTime)
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{
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var speed = MathF.Abs(body.AngularVelocity);
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if (speed <= 0.0f) return;
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// This is the *actual* amount that speed will drop by, we just do some multiplication around it to be easier.
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var drop = 0.0f;
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float control;
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if (friction > 0.0f)
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{
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// TBH I can't really tell if this makes a difference.
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if (!prediction)
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{
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control = speed < _stopSpeed ? _stopSpeed : speed;
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}
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else
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{
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control = speed;
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}
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drop += control * friction * frameTime;
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}
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var newSpeed = MathF.Max(0.0f, speed - drop);
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newSpeed /= speed;
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body.AngularVelocity *= newSpeed;
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}
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[Pure]
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private float GetTileFriction(PhysicsComponent body)
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{
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var transform = body.Owner.Transform;
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var coords = transform.Coordinates;
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// TODO: Make IsWeightless event-based; we already have grid traversals tracked so just raise events
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if (body.BodyStatus == BodyStatus.InAir ||
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body.Owner.IsWeightless(body, coords, _mapManager) ||
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!_mapManager.TryGetGrid(transform.GridID, out var grid))
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return 0.0f;
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if (!coords.IsValid(EntityManager)) return 0.0f;
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var tile = grid.GetTileRef(coords);
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var tileDef = _tileDefinitionManager[tile.Tile.TypeId];
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return tileDef.Friction;
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}
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}
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}
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