* Gravity well improvements - Fixed persistence - Removed dummy fields - Performance * Update Content.Server/Singularity/Components/GravityWellComponent.cs --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
277 lines
14 KiB
C#
277 lines
14 KiB
C#
using System.Numerics;
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using Content.Server.Singularity.Components;
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using Content.Shared.Atmos.Components;
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using Content.Shared.Ghost;
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using Content.Shared.Physics;
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using Content.Shared.Singularity.EntitySystems;
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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;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Timing;
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namespace Content.Server.Singularity.EntitySystems;
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/// <summary>
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/// The server side version of <see cref="SharedGravityWellSystem"/>.
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/// Primarily responsible for managing <see cref="GravityWellComponent"/>s.
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/// Handles the gravitational pulses they can emit.
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/// </summary>
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public sealed class GravityWellSystem : SharedGravityWellSystem
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{
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#region Dependencies
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly IViewVariablesManager _vvManager = default!;
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[Dependency] private readonly EntityLookupSystem _lookup = default!;
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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#endregion Dependencies
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/// <summary>
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/// The minimum range at which gravpulses will act.
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/// Prevents division by zero problems.
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/// </summary>
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public const float MinGravPulseRange = 0.00001f;
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private EntityQuery<GravityWellComponent> _wellQuery;
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private EntityQuery<MapComponent> _mapQuery;
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private EntityQuery<MapGridComponent> _gridQuery;
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private EntityQuery<PhysicsComponent> _physicsQuery;
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private HashSet<EntityUid> _entSet = new();
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public override void Initialize()
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{
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base.Initialize();
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_wellQuery = GetEntityQuery<GravityWellComponent>();
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_mapQuery = GetEntityQuery<MapComponent>();
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_gridQuery = GetEntityQuery<MapGridComponent>();
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_physicsQuery = GetEntityQuery<PhysicsComponent>();
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SubscribeLocalEvent<GravityWellComponent, MapInitEvent>(OnGravityWellMapInit);
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var vvHandle = _vvManager.GetTypeHandler<GravityWellComponent>();
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vvHandle.AddPath(nameof(GravityWellComponent.TargetPulsePeriod), (_, comp) => comp.TargetPulsePeriod, SetPulsePeriod);
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}
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private void OnGravityWellMapInit(Entity<GravityWellComponent> ent, ref MapInitEvent args)
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{
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ent.Comp.NextPulseTime = _timing.CurTime + ent.Comp.TargetPulsePeriod;
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}
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public override void Shutdown()
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{
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var vvHandle = _vvManager.GetTypeHandler<GravityWellComponent>();
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vvHandle.RemovePath(nameof(GravityWellComponent.TargetPulsePeriod));
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base.Shutdown();
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}
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/// <summary>
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/// Updates the pulse cooldowns of all gravity wells.
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/// If they are off cooldown it makes them emit a gravitational pulse and reset their cooldown.
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/// </summary>
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/// <param name="frameTime">The time elapsed since the last set of updates.</param>
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public override void Update(float frameTime)
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{
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if(!_timing.IsFirstTimePredicted)
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return;
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var query = EntityQueryEnumerator<GravityWellComponent, TransformComponent>();
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while (query.MoveNext(out var uid, out var gravWell, out var xform))
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{
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var curTime = _timing.CurTime;
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if (gravWell.NextPulseTime <= curTime)
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Update(uid, curTime - gravWell.LastPulseTime, gravWell, xform);
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}
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}
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/// <summary>
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/// Makes a gravity well emit a gravitational pulse and puts it on cooldown.
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/// The longer since the last gravitational pulse the more force it applies on affected entities.
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/// </summary>
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/// <param name="uid">The uid of the gravity well to make pulse.</param>
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/// <param name="gravWell">The state of the gravity well to make pulse.</param>
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/// <param name="xform">The transform of the gravity well to make pulse.</param>
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private void Update(EntityUid uid, GravityWellComponent? gravWell = null, TransformComponent? xform = null)
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{
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if (Resolve(uid, ref gravWell))
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Update(uid, _timing.CurTime - gravWell.LastPulseTime, gravWell, xform);
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}
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/// <summary>
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/// Makes a gravity well emit a gravitational pulse and puts it on cooldown.
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/// </summary>
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/// <param name="uid">The uid of the gravity well to make pulse.</param>
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/// <param name="gravWell">The state of the gravity well to make pulse.</param>
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/// <param name="frameTime">The amount to consider as having passed since the last gravitational pulse by the gravity well. Pulse force scales with this.</param>
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/// <param name="xform">The transform of the gravity well to make pulse.</param>
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private void Update(EntityUid uid, TimeSpan frameTime, GravityWellComponent? gravWell = null, TransformComponent? xform = null)
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{
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if(!Resolve(uid, ref gravWell))
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return;
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gravWell.NextPulseTime += gravWell.TargetPulsePeriod;
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if (gravWell.MaxRange < 0.0f || !Resolve(uid, ref xform))
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return;
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var scale = (float)frameTime.TotalSeconds;
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GravPulse(uid, gravWell.MaxRange, gravWell.MinRange, gravWell.BaseRadialAcceleration * scale, gravWell.BaseTangentialAcceleration * scale, xform);
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}
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#region GravPulse
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/// <summary>
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/// Checks whether an entity can be affected by gravity pulses.
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/// TODO: Make this an event or such.
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/// </summary>
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/// <param name="entity">The entity to check.</param>
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private bool CanGravPulseAffect(EntityUid entity)
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{
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if (_physicsQuery.TryComp(entity, out var physics))
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{
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if (physics.CollisionLayer == (int) CollisionGroup.GhostImpassable)
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return false;
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}
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return !(_gridQuery.HasComp(entity) ||
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_mapQuery.HasComp(entity) ||
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_wellQuery.HasComp(entity)
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);
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}
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/// <summary>
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/// Greates a gravitational pulse, shoving around all entities within some distance of an epicenter.
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/// </summary>
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/// <param name="uid">The entity at the epicenter of the gravity pulse.</param>
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/// <param name="maxRange">The maximum distance at which entities can be affected by the gravity pulse.</param>
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/// <param name="minRange">The minimum distance at which entities can be affected by the gravity pulse.</param>
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/// <param name="baseMatrixDeltaV">The base velocity added to any entities within affected by the gravity pulse scaled by the displacement of those entities from the epicenter.</param>
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/// <param name="xform">(optional) The transform of the entity at the epicenter of the gravitational pulse.</param>
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public void GravPulse(EntityUid uid, float maxRange, float minRange, in Matrix3x2 baseMatrixDeltaV, TransformComponent? xform = null)
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{
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if (Resolve(uid, ref xform))
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GravPulse(xform.Coordinates, maxRange, minRange, in baseMatrixDeltaV);
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}
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/// <summary>
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/// Greates a gravitational pulse, shoving around all entities within some distance of an epicenter.
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/// </summary>
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/// <param name="uid">The entity at the epicenter of the gravity pulse.</param>
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/// <param name="maxRange">The maximum distance at which entities can be affected by the gravity pulse.</param>
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/// <param name="minRange">The minimum distance at which entities can be affected by the gravity pulse.</param>
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/// <param name="baseRadialDeltaV">The base radial velocity that will be added to entities within range towards the center of the gravitational pulse.</param>
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/// <param name="baseTangentialDeltaV">The base tangential velocity that will be added to entities within countrclockwise around the center of the gravitational pulse.</param>
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/// <param name="xform">(optional) The transform of the entity at the epicenter of the gravitational pulse.</param>
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public void GravPulse(EntityUid uid, float maxRange, float minRange, float baseRadialDeltaV = 0.0f, float baseTangentialDeltaV = 0.0f, TransformComponent? xform = null)
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{
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if (Resolve(uid, ref xform))
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GravPulse(xform.Coordinates, maxRange, minRange, baseRadialDeltaV, baseTangentialDeltaV);
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}
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/// <summary>
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/// Greates a gravitational pulse, shoving around all entities within some distance of an epicenter.
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/// </summary>
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/// <param name="entityPos">The epicenter of the gravity pulse.</param>
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/// <param name="maxRange">The maximum distance at which entities can be affected by the gravity pulse.</param>
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/// <param name="minRange">The minimum distance at which entities can be affected by the gravity pulse.</param>
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/// <param name="baseMatrixDeltaV">The base velocity added to any entities within affected by the gravity pulse scaled by the displacement of those entities from the epicenter.</param>
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public void GravPulse(EntityCoordinates entityPos, float maxRange, float minRange, in Matrix3x2 baseMatrixDeltaV)
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=> GravPulse(_transform.ToMapCoordinates(entityPos), maxRange, minRange, in baseMatrixDeltaV);
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/// <summary>
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/// Greates a gravitational pulse, shoving around all entities within some distance of an epicenter.
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/// </summary>
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/// <param name="entityPos">The epicenter of the gravity pulse.</param>
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/// <param name="maxRange">The maximum distance at which entities can be affected by the gravity pulse.</param>
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/// <param name="minRange">The minimum distance at which entities can be affected by the gravity pulse.</param>
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/// <param name="baseRadialDeltaV">The base radial velocity that will be added to entities within range towards the center of the gravitational pulse.</param>
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/// <param name="baseTangentialDeltaV">The base tangential velocity that will be added to entities within countrclockwise around the center of the gravitational pulse.</param>
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public void GravPulse(EntityCoordinates entityPos, float maxRange, float minRange, float baseRadialDeltaV = 0.0f, float baseTangentialDeltaV = 0.0f)
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=> GravPulse(_transform.ToMapCoordinates(entityPos), maxRange, minRange, baseRadialDeltaV, baseTangentialDeltaV);
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/// <summary>
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/// Causes a gravitational pulse, shoving around all entities within some distance of an epicenter.
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/// </summary>
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/// <param name="mapPos">The epicenter of the gravity pulse.</param>
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/// <param name="maxRange">The maximum distance at which entities can be affected by the gravity pulse.</param>
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/// <param name="minRange">The minimum distance at which entities can be affected by the gravity pulse. Exists to prevent div/0 errors.</param>
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/// <param name="baseMatrixDeltaV">The base velocity added to any entities within affected by the gravity pulse scaled by the displacement of those entities from the epicenter.</param>
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public void GravPulse(MapCoordinates mapPos, float maxRange, float minRange, in Matrix3x2 baseMatrixDeltaV)
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{
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if (mapPos == MapCoordinates.Nullspace)
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return; // No gravpulses in nullspace please.
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_entSet.Clear();
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var epicenter = mapPos.Position;
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var minRange2 = MathF.Max(minRange * minRange, MinGravPulseRange); // Cache square value for speed. Also apply a sane minimum value to the minimum value so that div/0s don't happen.
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_lookup.GetEntitiesInRange(mapPos.MapId,
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epicenter,
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maxRange,
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_entSet,
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flags: LookupFlags.Dynamic | LookupFlags.Sundries);
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foreach (var entity in _entSet)
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{
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if (!_physicsQuery.TryGetComponent(entity, out var physics))
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{
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continue;
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}
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if (TryComp<MovedByPressureComponent>(entity, out var movedPressure) && !movedPressure.Enabled) //Ignore magboots users
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continue;
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if(!CanGravPulseAffect(entity))
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continue;
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var displacement = epicenter - _transform.GetWorldPosition(entity);
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var distance2 = displacement.LengthSquared();
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if (distance2 < minRange2)
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continue;
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var scaling = (1f / distance2) * physics.Mass; // TODO: Variable falloff gradiants.
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_physics.ApplyLinearImpulse(entity, Vector2.TransformNormal(displacement, baseMatrixDeltaV) * scaling, body: physics);
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}
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}
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/// <summary>
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/// Causes a gravitational pulse, shoving around all entities within some distance of an epicenter.
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/// </summary>
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/// <param name="mapPos">The epicenter of the gravity pulse.</param>
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/// <param name="maxRange">The maximum distance at which entities can be affected by the gravity pulse.</param>
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/// <param name="minRange">The minimum distance at which entities can be affected by the gravity pulse. Exists to prevent div/0 errors.</param>
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/// <param name="baseRadialDeltaV">The base amount of velocity that will be added to entities in range towards the epicenter of the pulse.</param>
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/// <param name="baseTangentialDeltaV">The base amount of velocity that will be added to entities in range counterclockwise relative to the epicenter of the pulse.</param>
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public void GravPulse(MapCoordinates mapPos, float maxRange, float minRange = 0.0f, float baseRadialDeltaV = 0.0f, float baseTangentialDeltaV = 0.0f)
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=> GravPulse(mapPos, maxRange, minRange, new Matrix3x2(baseRadialDeltaV, -baseTangentialDeltaV, baseTangentialDeltaV, baseRadialDeltaV, 0.0f, 0.0f));
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#endregion GravPulse
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#region Getters/Setters
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/// <summary>
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/// Sets the pulse period for a gravity well.
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/// If the new pulse period implies that the gravity well was intended to pulse already it does so immediately.
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/// </summary>
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/// <param name="uid">The uid of the gravity well to set the pulse period for.</param>
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/// <param name="value">The new pulse period for the gravity well.</param>
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/// <param name="gravWell">The state of the gravity well to set the pulse period for.</param>
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public void SetPulsePeriod(EntityUid uid, TimeSpan value, GravityWellComponent? gravWell = null)
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{
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if(!Resolve(uid, ref gravWell))
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return;
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if (MathHelper.CloseTo(gravWell.TargetPulsePeriod.TotalSeconds, value.TotalSeconds))
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return;
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gravWell.TargetPulsePeriod = value;
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gravWell.NextPulseTime = gravWell.LastPulseTime + gravWell.TargetPulsePeriod;
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var curTime = _timing.CurTime;
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if (gravWell.NextPulseTime <= curTime)
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Update(uid, curTime - gravWell.LastPulseTime, gravWell);
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}
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#endregion Getters/Setters
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}
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