* Vector2.Dot copied from system library * Slightly clearer workaround --------- Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
573 lines
23 KiB
C#
573 lines
23 KiB
C#
using System.Numerics;
|
|
using System.Runtime.CompilerServices;
|
|
using Content.Server.Shuttles.Components;
|
|
using Content.Server.Shuttles.Systems;
|
|
using Content.Shared.Movement.Components;
|
|
using Content.Shared.Movement.Systems;
|
|
using Content.Shared.Shuttles.Components;
|
|
using Content.Shared.Shuttles.Systems;
|
|
using Robust.Shared.Map;
|
|
using Robust.Shared.Physics.Components;
|
|
using Robust.Shared.Player;
|
|
using DroneConsoleComponent = Content.Server.Shuttles.DroneConsoleComponent;
|
|
using DependencyAttribute = Robust.Shared.IoC.DependencyAttribute;
|
|
|
|
namespace Content.Server.Physics.Controllers
|
|
{
|
|
public sealed class MoverController : SharedMoverController
|
|
{
|
|
[Dependency] private readonly IMapManager _mapManager = default!;
|
|
[Dependency] private readonly ThrusterSystem _thruster = default!;
|
|
[Dependency] private readonly SharedTransformSystem _xformSystem = default!;
|
|
|
|
private Dictionary<EntityUid, (ShuttleComponent, List<(EntityUid, PilotComponent, InputMoverComponent, TransformComponent)>)> _shuttlePilots = new();
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
SubscribeLocalEvent<RelayInputMoverComponent, PlayerAttachedEvent>(OnRelayPlayerAttached);
|
|
SubscribeLocalEvent<RelayInputMoverComponent, PlayerDetachedEvent>(OnRelayPlayerDetached);
|
|
SubscribeLocalEvent<InputMoverComponent, PlayerAttachedEvent>(OnPlayerAttached);
|
|
SubscribeLocalEvent<InputMoverComponent, PlayerDetachedEvent>(OnPlayerDetached);
|
|
}
|
|
|
|
private void OnRelayPlayerAttached(EntityUid uid, RelayInputMoverComponent component, PlayerAttachedEvent args)
|
|
{
|
|
if (MoverQuery.TryGetComponent(component.RelayEntity, out var inputMover))
|
|
SetMoveInput(inputMover, MoveButtons.None);
|
|
}
|
|
|
|
private void OnRelayPlayerDetached(EntityUid uid, RelayInputMoverComponent component, PlayerDetachedEvent args)
|
|
{
|
|
if (MoverQuery.TryGetComponent(component.RelayEntity, out var inputMover))
|
|
SetMoveInput(inputMover, MoveButtons.None);
|
|
}
|
|
|
|
private void OnPlayerAttached(EntityUid uid, InputMoverComponent component, PlayerAttachedEvent args)
|
|
{
|
|
SetMoveInput(component, MoveButtons.None);
|
|
}
|
|
|
|
private void OnPlayerDetached(EntityUid uid, InputMoverComponent component, PlayerDetachedEvent args)
|
|
{
|
|
SetMoveInput(component, MoveButtons.None);
|
|
}
|
|
|
|
protected override bool CanSound()
|
|
{
|
|
return true;
|
|
}
|
|
|
|
public override void UpdateBeforeSolve(bool prediction, float frameTime)
|
|
{
|
|
base.UpdateBeforeSolve(prediction, frameTime);
|
|
|
|
var inputQueryEnumerator = AllEntityQuery<InputMoverComponent>();
|
|
|
|
while (inputQueryEnumerator.MoveNext(out var uid, out var mover))
|
|
{
|
|
var physicsUid = uid;
|
|
|
|
if (RelayQuery.HasComponent(uid))
|
|
continue;
|
|
|
|
if (!XformQuery.TryGetComponent(uid, out var xform))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
PhysicsComponent? body;
|
|
var xformMover = xform;
|
|
|
|
if (mover.ToParent && RelayQuery.HasComponent(xform.ParentUid))
|
|
{
|
|
if (!PhysicsQuery.TryGetComponent(xform.ParentUid, out body) ||
|
|
!XformQuery.TryGetComponent(xform.ParentUid, out xformMover))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
physicsUid = xform.ParentUid;
|
|
}
|
|
else if (!PhysicsQuery.TryGetComponent(uid, out body))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
HandleMobMovement(uid,
|
|
mover,
|
|
physicsUid,
|
|
body,
|
|
xformMover,
|
|
frameTime);
|
|
}
|
|
|
|
HandleShuttleMovement(frameTime);
|
|
}
|
|
|
|
public (Vector2 Strafe, float Rotation, float Brakes) GetPilotVelocityInput(PilotComponent component)
|
|
{
|
|
if (!Timing.InSimulation)
|
|
{
|
|
// Outside of simulation we'll be running client predicted movement per-frame.
|
|
// So return a full-length vector as if it's a full tick.
|
|
// Physics system will have the correct time step anyways.
|
|
ResetSubtick(component);
|
|
ApplyTick(component, 1f);
|
|
return (component.CurTickStrafeMovement, component.CurTickRotationMovement, component.CurTickBraking);
|
|
}
|
|
|
|
float remainingFraction;
|
|
|
|
if (Timing.CurTick > component.LastInputTick)
|
|
{
|
|
component.CurTickStrafeMovement = Vector2.Zero;
|
|
component.CurTickRotationMovement = 0f;
|
|
component.CurTickBraking = 0f;
|
|
remainingFraction = 1;
|
|
}
|
|
else
|
|
{
|
|
remainingFraction = (ushort.MaxValue - component.LastInputSubTick) / (float) ushort.MaxValue;
|
|
}
|
|
|
|
ApplyTick(component, remainingFraction);
|
|
|
|
// Logger.Info($"{curDir}{walk}{sprint}");
|
|
return (component.CurTickStrafeMovement, component.CurTickRotationMovement, component.CurTickBraking);
|
|
}
|
|
|
|
private void ResetSubtick(PilotComponent component)
|
|
{
|
|
if (Timing.CurTick <= component.LastInputTick) return;
|
|
|
|
component.CurTickStrafeMovement = Vector2.Zero;
|
|
component.CurTickRotationMovement = 0f;
|
|
component.CurTickBraking = 0f;
|
|
component.LastInputTick = Timing.CurTick;
|
|
component.LastInputSubTick = 0;
|
|
}
|
|
|
|
protected override void HandleShuttleInput(EntityUid uid, ShuttleButtons button, ushort subTick, bool state)
|
|
{
|
|
if (!TryComp<PilotComponent>(uid, out var pilot) || pilot.Console == null)
|
|
return;
|
|
|
|
ResetSubtick(pilot);
|
|
|
|
if (subTick >= pilot.LastInputSubTick)
|
|
{
|
|
var fraction = (subTick - pilot.LastInputSubTick) / (float) ushort.MaxValue;
|
|
|
|
ApplyTick(pilot, fraction);
|
|
pilot.LastInputSubTick = subTick;
|
|
}
|
|
|
|
var buttons = pilot.HeldButtons;
|
|
|
|
if (state)
|
|
{
|
|
buttons |= button;
|
|
}
|
|
else
|
|
{
|
|
buttons &= ~button;
|
|
}
|
|
|
|
pilot.HeldButtons = buttons;
|
|
}
|
|
|
|
private static void ApplyTick(PilotComponent component, float fraction)
|
|
{
|
|
var x = 0;
|
|
var y = 0;
|
|
var rot = 0;
|
|
int brake;
|
|
|
|
if ((component.HeldButtons & ShuttleButtons.StrafeLeft) != 0x0)
|
|
{
|
|
x -= 1;
|
|
}
|
|
|
|
if ((component.HeldButtons & ShuttleButtons.StrafeRight) != 0x0)
|
|
{
|
|
x += 1;
|
|
}
|
|
|
|
component.CurTickStrafeMovement.X += x * fraction;
|
|
|
|
if ((component.HeldButtons & ShuttleButtons.StrafeUp) != 0x0)
|
|
{
|
|
y += 1;
|
|
}
|
|
|
|
if ((component.HeldButtons & ShuttleButtons.StrafeDown) != 0x0)
|
|
{
|
|
y -= 1;
|
|
}
|
|
|
|
component.CurTickStrafeMovement.Y += y * fraction;
|
|
|
|
if ((component.HeldButtons & ShuttleButtons.RotateLeft) != 0x0)
|
|
{
|
|
rot -= 1;
|
|
}
|
|
|
|
if ((component.HeldButtons & ShuttleButtons.RotateRight) != 0x0)
|
|
{
|
|
rot += 1;
|
|
}
|
|
|
|
component.CurTickRotationMovement += rot * fraction;
|
|
|
|
if ((component.HeldButtons & ShuttleButtons.Brake) != 0x0)
|
|
{
|
|
brake = 1;
|
|
}
|
|
else
|
|
{
|
|
brake = 0;
|
|
}
|
|
|
|
component.CurTickBraking += brake * fraction;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Helper function to extrapolate max velocity for a given Vector2 (really, its angle) and shuttle.
|
|
/// </summary>
|
|
private Vector2 ObtainMaxVel(Vector2 vel, ShuttleComponent shuttle)
|
|
{
|
|
if (vel.Length() == 0f)
|
|
return Vector2.Zero;
|
|
|
|
// this math could PROBABLY be simplified for performance
|
|
// probably
|
|
// __________________________________
|
|
// / / __ __ \2 / __ __ \2
|
|
// O = I : _ / |I * | 1/H | | + |I * | 0 | |
|
|
// V \ |_ 0 _| / \ |_1/V_| /
|
|
|
|
var horizIndex = vel.X > 0 ? 1 : 3; // east else west
|
|
var vertIndex = vel.Y > 0 ? 2 : 0; // north else south
|
|
var horizComp = vel.X != 0 ? MathF.Pow(Vector2.Dot(vel, new (shuttle.BaseLinearThrust[horizIndex] / shuttle.LinearThrust[horizIndex], 0f)), 2) : 0;
|
|
var vertComp = vel.Y != 0 ? MathF.Pow(Vector2.Dot(vel, new (0f, shuttle.BaseLinearThrust[vertIndex] / shuttle.LinearThrust[vertIndex])), 2) : 0;
|
|
|
|
return shuttle.BaseMaxLinearVelocity * vel * MathF.ReciprocalSqrtEstimate(horizComp + vertComp);
|
|
}
|
|
|
|
private void HandleShuttleMovement(float frameTime)
|
|
{
|
|
var newPilots = new Dictionary<EntityUid, (ShuttleComponent Shuttle, List<(EntityUid PilotUid, PilotComponent Pilot, InputMoverComponent Mover, TransformComponent ConsoleXform)>)>();
|
|
|
|
// We just mark off their movement and the shuttle itself does its own movement
|
|
var activePilotQuery = EntityQueryEnumerator<PilotComponent, InputMoverComponent>();
|
|
var shuttleQuery = GetEntityQuery<ShuttleComponent>();
|
|
while (activePilotQuery.MoveNext(out var uid, out var pilot, out var mover))
|
|
{
|
|
var consoleEnt = pilot.Console;
|
|
|
|
// TODO: This is terrible. Just make a new mover and also make it remote piloting + device networks
|
|
if (TryComp<DroneConsoleComponent>(consoleEnt, out var cargoConsole))
|
|
{
|
|
consoleEnt = cargoConsole.Entity;
|
|
}
|
|
|
|
if (!TryComp<TransformComponent>(consoleEnt, out var xform)) continue;
|
|
|
|
var gridId = xform.GridUid;
|
|
// This tries to see if the grid is a shuttle and if the console should work.
|
|
if (!_mapManager.TryGetGrid(gridId, out var _) ||
|
|
!shuttleQuery.TryGetComponent(gridId, out var shuttleComponent) ||
|
|
!shuttleComponent.Enabled)
|
|
continue;
|
|
|
|
if (!newPilots.TryGetValue(gridId!.Value, out var pilots))
|
|
{
|
|
pilots = (shuttleComponent, new List<(EntityUid, PilotComponent, InputMoverComponent, TransformComponent)>());
|
|
newPilots[gridId.Value] = pilots;
|
|
}
|
|
|
|
pilots.Item2.Add((uid, pilot, mover, xform));
|
|
}
|
|
|
|
// Reset inputs for non-piloted shuttles.
|
|
foreach (var (shuttleUid, (shuttle, _)) in _shuttlePilots)
|
|
{
|
|
if (newPilots.ContainsKey(shuttleUid) || CanPilot(shuttleUid))
|
|
continue;
|
|
|
|
_thruster.DisableLinearThrusters(shuttle);
|
|
}
|
|
|
|
_shuttlePilots = newPilots;
|
|
|
|
// Collate all of the linear / angular velocites for a shuttle
|
|
// then do the movement input once for it.
|
|
var xformQuery = GetEntityQuery<TransformComponent>();
|
|
foreach (var (shuttleUid, (shuttle, pilots)) in _shuttlePilots)
|
|
{
|
|
if (Paused(shuttleUid) || CanPilot(shuttleUid) || !TryComp<PhysicsComponent>(shuttleUid, out var body))
|
|
continue;
|
|
|
|
var shuttleNorthAngle = _xformSystem.GetWorldRotation(shuttleUid, xformQuery);
|
|
|
|
// Collate movement linear and angular inputs together
|
|
var linearInput = Vector2.Zero;
|
|
var brakeInput = 0f;
|
|
var angularInput = 0f;
|
|
|
|
foreach (var (pilotUid, pilot, _, consoleXform) in pilots)
|
|
{
|
|
var (strafe, rotation, brakes) = GetPilotVelocityInput(pilot);
|
|
|
|
if (brakes > 0f)
|
|
{
|
|
brakeInput += brakes;
|
|
}
|
|
|
|
if (strafe.Length() > 0f)
|
|
{
|
|
var offsetRotation = consoleXform.LocalRotation;
|
|
linearInput += offsetRotation.RotateVec(strafe);
|
|
}
|
|
|
|
if (rotation != 0f)
|
|
{
|
|
angularInput += rotation;
|
|
}
|
|
}
|
|
|
|
var count = pilots.Count;
|
|
linearInput /= count;
|
|
angularInput /= count;
|
|
brakeInput /= count;
|
|
|
|
// Handle shuttle movement
|
|
if (brakeInput > 0f)
|
|
{
|
|
if (body.LinearVelocity.Length() > 0f)
|
|
{
|
|
// Minimum brake velocity for a direction to show its thrust appearance.
|
|
const float appearanceThreshold = 0.1f;
|
|
|
|
// Get velocity relative to the shuttle so we know which thrusters to fire
|
|
var shuttleVelocity = (-shuttleNorthAngle).RotateVec(body.LinearVelocity);
|
|
var force = Vector2.Zero;
|
|
|
|
if (shuttleVelocity.X < 0f)
|
|
{
|
|
_thruster.DisableLinearThrustDirection(shuttle, DirectionFlag.West);
|
|
|
|
if (shuttleVelocity.X < -appearanceThreshold)
|
|
_thruster.EnableLinearThrustDirection(shuttle, DirectionFlag.East);
|
|
|
|
var index = (int) Math.Log2((int) DirectionFlag.East);
|
|
force.X += shuttle.LinearThrust[index];
|
|
}
|
|
else if (shuttleVelocity.X > 0f)
|
|
{
|
|
_thruster.DisableLinearThrustDirection(shuttle, DirectionFlag.East);
|
|
|
|
if (shuttleVelocity.X > appearanceThreshold)
|
|
_thruster.EnableLinearThrustDirection(shuttle, DirectionFlag.West);
|
|
|
|
var index = (int) Math.Log2((int) DirectionFlag.West);
|
|
force.X -= shuttle.LinearThrust[index];
|
|
}
|
|
|
|
if (shuttleVelocity.Y < 0f)
|
|
{
|
|
_thruster.DisableLinearThrustDirection(shuttle, DirectionFlag.South);
|
|
|
|
if (shuttleVelocity.Y < -appearanceThreshold)
|
|
_thruster.EnableLinearThrustDirection(shuttle, DirectionFlag.North);
|
|
|
|
var index = (int) Math.Log2((int) DirectionFlag.North);
|
|
force.Y += shuttle.LinearThrust[index];
|
|
}
|
|
else if (shuttleVelocity.Y > 0f)
|
|
{
|
|
_thruster.DisableLinearThrustDirection(shuttle, DirectionFlag.North);
|
|
|
|
if (shuttleVelocity.Y > appearanceThreshold)
|
|
_thruster.EnableLinearThrustDirection(shuttle, DirectionFlag.South);
|
|
|
|
var index = (int) Math.Log2((int) DirectionFlag.South);
|
|
force.Y -= shuttle.LinearThrust[index];
|
|
}
|
|
|
|
var impulse = force * brakeInput * ShuttleComponent.BrakeCoefficient;
|
|
impulse = shuttleNorthAngle.RotateVec(impulse);
|
|
var forceMul = frameTime * body.InvMass;
|
|
var maxVelocity = (-body.LinearVelocity).Length() / forceMul;
|
|
|
|
// Don't overshoot
|
|
if (impulse.Length() > maxVelocity)
|
|
impulse = impulse.Normalized() * maxVelocity;
|
|
|
|
PhysicsSystem.ApplyForce(shuttleUid, impulse, body: body);
|
|
}
|
|
else
|
|
{
|
|
_thruster.DisableLinearThrusters(shuttle);
|
|
}
|
|
|
|
if (body.AngularVelocity != 0f)
|
|
{
|
|
var torque = shuttle.AngularThrust * brakeInput * (body.AngularVelocity > 0f ? -1f : 1f) * ShuttleComponent.BrakeCoefficient;
|
|
var torqueMul = body.InvI * frameTime;
|
|
|
|
if (body.AngularVelocity > 0f)
|
|
{
|
|
torque = MathF.Max(-body.AngularVelocity / torqueMul, torque);
|
|
}
|
|
else
|
|
{
|
|
torque = MathF.Min(-body.AngularVelocity / torqueMul, torque);
|
|
}
|
|
|
|
if (!torque.Equals(0f))
|
|
{
|
|
PhysicsSystem.ApplyTorque(shuttleUid, torque, body: body);
|
|
_thruster.SetAngularThrust(shuttle, true);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
_thruster.SetAngularThrust(shuttle, false);
|
|
}
|
|
}
|
|
|
|
if (linearInput.Length().Equals(0f))
|
|
{
|
|
PhysicsSystem.SetSleepingAllowed(shuttleUid, body, true);
|
|
|
|
if (brakeInput.Equals(0f))
|
|
_thruster.DisableLinearThrusters(shuttle);
|
|
}
|
|
else
|
|
{
|
|
PhysicsSystem.SetSleepingAllowed(shuttleUid, body, false);
|
|
var angle = linearInput.ToWorldAngle();
|
|
var linearDir = angle.GetDir();
|
|
var dockFlag = linearDir.AsFlag();
|
|
var totalForce = Vector2.Zero;
|
|
|
|
// Won't just do cardinal directions.
|
|
foreach (DirectionFlag dir in Enum.GetValues(typeof(DirectionFlag)))
|
|
{
|
|
// Brain no worky but I just want cardinals
|
|
switch (dir)
|
|
{
|
|
case DirectionFlag.South:
|
|
case DirectionFlag.East:
|
|
case DirectionFlag.North:
|
|
case DirectionFlag.West:
|
|
break;
|
|
default:
|
|
continue;
|
|
}
|
|
|
|
if ((dir & dockFlag) == 0x0)
|
|
{
|
|
_thruster.DisableLinearThrustDirection(shuttle, dir);
|
|
continue;
|
|
}
|
|
|
|
var force = Vector2.Zero;
|
|
var index = (int) Math.Log2((int) dir);
|
|
var thrust = shuttle.LinearThrust[index];
|
|
|
|
switch (dir)
|
|
{
|
|
case DirectionFlag.North:
|
|
force.Y += thrust;
|
|
break;
|
|
case DirectionFlag.South:
|
|
force.Y -= thrust;
|
|
break;
|
|
case DirectionFlag.East:
|
|
force.X += thrust;
|
|
break;
|
|
case DirectionFlag.West:
|
|
force.X -= thrust;
|
|
break;
|
|
default:
|
|
throw new ArgumentOutOfRangeException($"Attempted to apply thrust to shuttle {shuttleUid} along invalid dir {dir}.");
|
|
}
|
|
|
|
_thruster.EnableLinearThrustDirection(shuttle, dir);
|
|
var impulse = force * linearInput.Length();
|
|
totalForce += impulse;
|
|
}
|
|
|
|
var forceMul = frameTime * body.InvMass;
|
|
|
|
var localVel = (-shuttleNorthAngle).RotateVec(body.LinearVelocity);
|
|
var maxVelocity = ObtainMaxVel(localVel, shuttle); // max for current travel dir
|
|
var maxWishVelocity = ObtainMaxVel(totalForce, shuttle);
|
|
var properAccel = (maxWishVelocity - localVel) / forceMul;
|
|
|
|
var finalForce = Vector2Dot(totalForce, properAccel.Normalized()) * properAccel.Normalized();
|
|
|
|
if (localVel.Length() >= maxVelocity.Length() && Vector2.Dot(totalForce, localVel) > 0f)
|
|
finalForce = Vector2.Zero; // burn would be faster if used as such
|
|
|
|
if (finalForce.Length() > properAccel.Length())
|
|
finalForce = properAccel; // don't overshoot
|
|
|
|
//Log.Info($"shuttle: maxVelocity {maxVelocity} totalForce {totalForce} finalForce {finalForce} forceMul {forceMul} properAccel {properAccel}");
|
|
|
|
finalForce = shuttleNorthAngle.RotateVec(finalForce);
|
|
|
|
if (finalForce.Length() > 0f)
|
|
PhysicsSystem.ApplyForce(shuttleUid, finalForce, body: body);
|
|
}
|
|
|
|
if (MathHelper.CloseTo(angularInput, 0f))
|
|
{
|
|
PhysicsSystem.SetSleepingAllowed(shuttleUid, body, true);
|
|
|
|
if (brakeInput <= 0f)
|
|
_thruster.SetAngularThrust(shuttle, false);
|
|
}
|
|
else
|
|
{
|
|
PhysicsSystem.SetSleepingAllowed(shuttleUid, body, false);
|
|
var torque = shuttle.AngularThrust * -angularInput;
|
|
|
|
// Need to cap the velocity if 1 tick of input brings us over cap so we don't continuously
|
|
// edge onto the cap over and over.
|
|
var torqueMul = body.InvI * frameTime;
|
|
|
|
torque = Math.Clamp(torque,
|
|
(-ShuttleComponent.MaxAngularVelocity - body.AngularVelocity) / torqueMul,
|
|
(ShuttleComponent.MaxAngularVelocity - body.AngularVelocity) / torqueMul);
|
|
|
|
if (!torque.Equals(0f))
|
|
{
|
|
PhysicsSystem.ApplyTorque(shuttleUid, torque, body: body);
|
|
_thruster.SetAngularThrust(shuttle, true);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// .NET 8 seem to miscompile usage of Vector2.Dot above. This manual outline fixes it pending an upstream fix.
|
|
// See PR #24008
|
|
[MethodImpl(MethodImplOptions.NoInlining)]
|
|
public static float Vector2Dot(Vector2 value1, Vector2 value2)
|
|
{
|
|
return Vector2.Dot(value1, value2);
|
|
}
|
|
|
|
private bool CanPilot(EntityUid shuttleUid)
|
|
{
|
|
return TryComp<FTLComponent>(shuttleUid, out var ftl)
|
|
&& (ftl.State & (FTLState.Starting | FTLState.Travelling | FTLState.Arriving)) != 0x0
|
|
|| HasComp<PreventPilotComponent>(shuttleUid);
|
|
}
|
|
|
|
}
|
|
}
|