* Pulling rework Fixing up the FOUR systems managing pulling, all the shitcode, and also making it nicer ingame. * More pulling cleanup * stats * More cleanup * First draft * More pulling * weh * Fix puller * Pulling working * Fix merge * Dunked * Self-merge time * Fix hotkey * Fix container changes * oop * Fix multi-pulling * Move alerts cleanup. * pulling fixes
221 lines
8.2 KiB
C#
221 lines
8.2 KiB
C#
using System.Numerics;
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using Content.Shared.CCVar;
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using Content.Shared.Gravity;
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using Content.Shared.Movement.Events;
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using Content.Shared.Movement.Pulling.Components;
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using Content.Shared.Movement.Systems;
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using JetBrains.Annotations;
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using Robust.Shared.Configuration;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Controllers;
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using Robust.Shared.Physics.Dynamics;
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using Robust.Shared.Physics.Systems;
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namespace Content.Shared.Friction
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{
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public sealed class TileFrictionController : VirtualController
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{
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[Dependency] private readonly IConfigurationManager _configManager = default!;
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[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
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[Dependency] private readonly SharedGravitySystem _gravity = default!;
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[Dependency] private readonly SharedMoverController _mover = default!;
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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private EntityQuery<TileFrictionModifierComponent> _frictionQuery;
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private EntityQuery<TransformComponent> _xformQuery;
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private EntityQuery<PullerComponent> _pullerQuery;
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private EntityQuery<PullableComponent> _pullableQuery;
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private EntityQuery<MapGridComponent> _gridQuery;
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private float _stopSpeed;
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private float _frictionModifier;
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public const float DefaultFriction = 0.3f;
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public override void Initialize()
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{
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base.Initialize();
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Subs.CVar(_configManager, CCVars.TileFrictionModifier, value => _frictionModifier = value, true);
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Subs.CVar(_configManager, CCVars.StopSpeed, value => _stopSpeed = value, true);
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_frictionQuery = GetEntityQuery<TileFrictionModifierComponent>();
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_xformQuery = GetEntityQuery<TransformComponent>();
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_pullerQuery = GetEntityQuery<PullerComponent>();
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_pullableQuery = GetEntityQuery<PullableComponent>();
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_gridQuery = GetEntityQuery<MapGridComponent>();
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}
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public override void UpdateBeforeMapSolve(bool prediction, PhysicsMapComponent mapComponent, float frameTime)
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{
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base.UpdateBeforeMapSolve(prediction, mapComponent, frameTime);
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foreach (var body in mapComponent.AwakeBodies)
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{
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var uid = body.Owner;
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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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_mover.UseMobMovement(uid))
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{
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continue;
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}
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if (body.LinearVelocity.Equals(Vector2.Zero) && body.AngularVelocity.Equals(0f))
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continue;
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if (!_xformQuery.TryGetComponent(uid, out var xform))
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{
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Log.Error($"Unable to get transform for {ToPrettyString(uid)} in tilefrictioncontroller");
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continue;
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}
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var surfaceFriction = GetTileFriction(uid, body, xform);
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var bodyModifier = 1f;
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if (_frictionQuery.TryGetComponent(uid, out var frictionComp))
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{
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bodyModifier = frictionComp.Modifier;
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}
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var ev = new TileFrictionEvent(bodyModifier);
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RaiseLocalEvent(uid, ref ev);
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bodyModifier = ev.Modifier;
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// If we're sandwiched between 2 pullers reduce friction
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// Might be better to make this dynamic and check how many are in the pull chain?
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// Either way should be much faster for now.
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if (_pullerQuery.TryGetComponent(uid, out var puller) && puller.Pulling != null &&
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_pullableQuery.TryGetComponent(uid, out var pullable) && pullable.BeingPulled)
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{
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bodyModifier *= 0.2f;
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}
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var friction = _frictionModifier * surfaceFriction * bodyModifier;
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ReduceLinearVelocity(uid, prediction, body, friction, frameTime);
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ReduceAngularVelocity(uid, prediction, body, friction, frameTime);
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}
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}
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private void ReduceLinearVelocity(EntityUid uid, 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)
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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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_physics.SetLinearVelocity(uid, body.LinearVelocity * newSpeed, body: body);
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}
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private void ReduceAngularVelocity(EntityUid uid, 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)
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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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_physics.SetAngularVelocity(uid, body.AngularVelocity * newSpeed, body: body);
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}
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[Pure]
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private float GetTileFriction(
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EntityUid uid,
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PhysicsComponent body,
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TransformComponent xform)
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{
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// TODO: Make IsWeightless event-based; we already have grid traversals tracked so just raise events
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if (_gravity.IsWeightless(uid, body, xform))
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return 0.0f;
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if (!xform.Coordinates.IsValid(EntityManager))
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return 0.0f;
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// If not on a grid then return the map's friction.
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if (!_gridQuery.TryGetComponent(xform.GridUid, out var grid))
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{
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return _frictionQuery.TryGetComponent(xform.MapUid, out var friction)
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? friction.Modifier
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: DefaultFriction;
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}
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var tile = grid.GetTileRef(xform.Coordinates);
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// If it's a map but on an empty tile then just assume it has gravity.
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if (tile.Tile.IsEmpty &&
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HasComp<MapComponent>(xform.GridUid) &&
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(!TryComp<GravityComponent>(xform.GridUid, out var gravity) || gravity.Enabled))
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{
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return DefaultFriction;
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}
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// If there's an anchored ent that modifies friction then fallback to that instead.
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var anc = grid.GetAnchoredEntitiesEnumerator(tile.GridIndices);
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while (anc.MoveNext(out var tileEnt))
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{
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if (_frictionQuery.TryGetComponent(tileEnt, out var friction))
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return friction.Modifier;
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}
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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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public void SetModifier(EntityUid entityUid, float value, TileFrictionModifierComponent? friction = null)
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{
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if (!Resolve(entityUid, ref friction) || value.Equals(friction.Modifier))
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return;
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friction.Modifier = value;
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Dirty(friction);
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}
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}
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}
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