Files
tbd-station-14/Content.Shared/Friction/TileFrictionController.cs
2023-05-13 11:45:53 -04:00

233 lines
8.6 KiB
C#

using Content.Shared.CCVar;
using Content.Shared.Gravity;
using Content.Shared.Movement.Events;
using Content.Shared.Movement.Systems;
using Content.Shared.Pulling.Components;
using JetBrains.Annotations;
using Robust.Shared.Configuration;
using Robust.Shared.GameStates;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Controllers;
using Robust.Shared.Physics.Dynamics;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Serialization;
using Robust.Shared.Utility;
namespace Content.Shared.Friction
{
public sealed class TileFrictionController : VirtualController
{
[Dependency] private readonly IConfigurationManager _configManager = default!;
[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
[Dependency] private readonly SharedGravitySystem _gravity = default!;
[Dependency] private readonly SharedMoverController _mover = default!;
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
private float _stopSpeed;
private float _frictionModifier;
public const float DefaultFriction = 0.3f;
public override void Initialize()
{
base.Initialize();
_configManager.OnValueChanged(CCVars.TileFrictionModifier, SetFrictionModifier, true);
_configManager.OnValueChanged(CCVars.StopSpeed, SetStopSpeed, true);
}
private void SetStopSpeed(float value) => _stopSpeed = value;
private void SetFrictionModifier(float value) => _frictionModifier = value;
public override void Shutdown()
{
base.Shutdown();
_configManager.UnsubValueChanged(CCVars.TileFrictionModifier, SetFrictionModifier);
_configManager.UnsubValueChanged(CCVars.StopSpeed, SetStopSpeed);
}
public override void UpdateBeforeMapSolve(bool prediction, PhysicsMapComponent mapComponent, float frameTime)
{
base.UpdateBeforeMapSolve(prediction, mapComponent, frameTime);
var frictionQuery = GetEntityQuery<TileFrictionModifierComponent>();
var xformQuery = GetEntityQuery<TransformComponent>();
var pullerQuery = GetEntityQuery<SharedPullerComponent>();
var pullableQuery = GetEntityQuery<SharedPullableComponent>();
var gridQuery = GetEntityQuery<MapGridComponent>();
foreach (var body in mapComponent.AwakeBodies)
{
var uid = body.Owner;
// Only apply friction when it's not a mob (or the mob doesn't have control)
if (prediction && !body.Predict ||
body.BodyStatus == BodyStatus.InAir ||
_mover.UseMobMovement(body.Owner))
{
continue;
}
if (body.LinearVelocity.Equals(Vector2.Zero) && body.AngularVelocity.Equals(0f))
continue;
if (!xformQuery.TryGetComponent(uid, out var xform))
{
Logger.ErrorS("physics", $"Unable to get transform for {ToPrettyString(body.Owner)} in tilefrictioncontroller");
continue;
}
var surfaceFriction = GetTileFriction(uid, body, xform, gridQuery, frictionQuery);
var bodyModifier = 1f;
if (frictionQuery.TryGetComponent(uid, out var frictionComp))
{
bodyModifier = frictionComp.Modifier;
}
var ev = new TileFrictionEvent(bodyModifier);
RaiseLocalEvent(uid, ref ev);
bodyModifier = ev.Modifier;
// If we're sandwiched between 2 pullers reduce friction
// Might be better to make this dynamic and check how many are in the pull chain?
// Either way should be much faster for now.
if (pullerQuery.TryGetComponent(uid, out var puller) && puller.Pulling != null &&
pullableQuery.TryGetComponent(uid, out var pullable) && pullable.BeingPulled)
{
bodyModifier *= 0.2f;
}
var friction = _frictionModifier * surfaceFriction * bodyModifier;
ReduceLinearVelocity(uid, prediction, body, friction, frameTime);
ReduceAngularVelocity(uid, prediction, body, friction, frameTime);
}
}
private void ReduceLinearVelocity(EntityUid uid, bool prediction, PhysicsComponent body, float friction, float frameTime)
{
var speed = body.LinearVelocity.Length;
if (speed <= 0.0f)
return;
// This is the *actual* amount that speed will drop by, we just do some multiplication around it to be easier.
var drop = 0.0f;
float control;
if (friction > 0.0f)
{
// TBH I can't really tell if this makes a difference.
if (!prediction)
{
control = speed < _stopSpeed ? _stopSpeed : speed;
}
else
{
control = speed;
}
drop += control * friction * frameTime;
}
var newSpeed = MathF.Max(0.0f, speed - drop);
newSpeed /= speed;
_physics.SetLinearVelocity(uid, body.LinearVelocity * newSpeed, body: body);
}
private void ReduceAngularVelocity(EntityUid uid, bool prediction, PhysicsComponent body, float friction, float frameTime)
{
var speed = MathF.Abs(body.AngularVelocity);
if (speed <= 0.0f)
return;
// This is the *actual* amount that speed will drop by, we just do some multiplication around it to be easier.
var drop = 0.0f;
float control;
if (friction > 0.0f)
{
// TBH I can't really tell if this makes a difference.
if (!prediction)
{
control = speed < _stopSpeed ? _stopSpeed : speed;
}
else
{
control = speed;
}
drop += control * friction * frameTime;
}
var newSpeed = MathF.Max(0.0f, speed - drop);
newSpeed /= speed;
_physics.SetAngularVelocity(uid, body.AngularVelocity * newSpeed, body: body);
}
[Pure]
private float GetTileFriction(
EntityUid uid,
PhysicsComponent body,
TransformComponent xform,
EntityQuery<MapGridComponent> gridQuery,
EntityQuery<TileFrictionModifierComponent> frictionQuery)
{
// TODO: Make IsWeightless event-based; we already have grid traversals tracked so just raise events
if (_gravity.IsWeightless(uid, body, xform))
return 0.0f;
if (!xform.Coordinates.IsValid(EntityManager))
return 0.0f;
// If not on a grid then return the map's friction.
if (!gridQuery.TryGetComponent(xform.GridUid, out var grid))
{
return frictionQuery.TryGetComponent(xform.MapUid, out var friction)
? friction.Modifier
: DefaultFriction;
}
var tile = grid.GetTileRef(xform.Coordinates);
// If it's a map but on an empty tile then just assume it has gravity.
if (tile.Tile.IsEmpty &&
HasComp<MapComponent>(xform.GridUid) &&
(!TryComp<GravityComponent>(xform.GridUid, out var gravity) || gravity.Enabled))
{
return DefaultFriction;
}
// If there's an anchored ent that modifies friction then fallback to that instead.
var anc = grid.GetAnchoredEntitiesEnumerator(tile.GridIndices);
while (anc.MoveNext(out var tileEnt))
{
if (frictionQuery.TryGetComponent(tileEnt, out var friction))
return friction.Modifier;
}
var tileDef = _tileDefinitionManager[tile.Tile.TypeId];
return tileDef.Friction;
}
public void SetModifier(EntityUid entityUid, float value, TileFrictionModifierComponent? friction = null)
{
if (!Resolve(entityUid, ref friction) || value.Equals(friction.Modifier))
return;
friction.Modifier = value;
Dirty(friction);
}
}
}