Use RMC movement values General feedback was it's too slow to push through people but this still prevents stacking so.
340 lines
11 KiB
C#
340 lines
11 KiB
C#
using System.Numerics;
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using Content.Shared.CCVar;
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using Content.Shared.Movement.Components;
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using Robust.Shared;
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using Robust.Shared.Configuration;
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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.Random;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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namespace Content.Shared.Movement.Systems;
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public abstract class SharedMobCollisionSystem : EntitySystem
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{
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[Dependency] protected readonly IConfigurationManager CfgManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly MovementSpeedModifierSystem _moveMod = default!;
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[Dependency] protected readonly SharedPhysicsSystem Physics = default!;
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[Dependency] private readonly SharedTransformSystem _xformSystem = default!;
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protected EntityQuery<MobCollisionComponent> MobQuery;
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protected EntityQuery<PhysicsComponent> PhysicsQuery;
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/// <summary>
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/// <see cref="CCVars.MovementPushingCap"/>
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/// </summary>
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private float _pushingCap;
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/// <summary>
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/// <see cref="CCVars.MovementPushingVelocityProduct"/>
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/// </summary>
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private float _pushingDotProduct;
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/// <summary>
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/// <see cref="CCVars.MovementMinimumPush"/>
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/// </summary>
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private float _minimumPushSquared = 0.01f;
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private float _penCap;
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/// <summary>
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/// Time after we stop colliding with another mob before adjusting the movespeedmodifier.
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/// This is required so if we stop colliding for a frame we don't fully reset and get jerky movement.
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/// </summary>
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public const float BufferTime = 0.2f;
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private float _massDiffCap;
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public override void Initialize()
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{
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base.Initialize();
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UpdatePushCap();
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Subs.CVar(CfgManager, CVars.NetTickrate, _ => UpdatePushCap());
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Subs.CVar(CfgManager, CCVars.MovementMinimumPush, val => _minimumPushSquared = val * val, true);
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Subs.CVar(CfgManager, CCVars.MovementPenetrationCap, val => _penCap = val, true);
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Subs.CVar(CfgManager, CCVars.MovementPushingCap, _ => UpdatePushCap());
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Subs.CVar(CfgManager, CCVars.MovementPushingVelocityProduct,
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value =>
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{
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_pushingDotProduct = value;
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}, true);
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Subs.CVar(CfgManager, CCVars.MovementPushMassCap, val => _massDiffCap = val, true);
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MobQuery = GetEntityQuery<MobCollisionComponent>();
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PhysicsQuery = GetEntityQuery<PhysicsComponent>();
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SubscribeAllEvent<MobCollisionMessage>(OnCollision);
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SubscribeLocalEvent<MobCollisionComponent, RefreshMovementSpeedModifiersEvent>(OnMoveModifier);
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UpdatesBefore.Add(typeof(SharedPhysicsSystem));
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}
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private void UpdatePushCap()
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{
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_pushingCap = (1f / CfgManager.GetCVar(CVars.NetTickrate)) * CfgManager.GetCVar(CCVars.MovementPushingCap);
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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var query = AllEntityQuery<MobCollisionComponent>();
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while (query.MoveNext(out var uid, out var comp))
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{
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if (!comp.Colliding)
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continue;
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comp.BufferAccumulator -= frameTime;
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DirtyField(uid, comp, nameof(MobCollisionComponent.BufferAccumulator));
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var direction = comp.Direction;
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if (comp.BufferAccumulator <= 0f)
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{
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SetColliding((uid, comp), false, 1f);
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}
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// Apply the mob collision; if it's too low ignore it (e.g. if mob friction would overcome it).
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// This is so we don't spam velocity changes every tick. It's not that expensive for physics but
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// avoids the networking side.
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else if (direction != Vector2.Zero && PhysicsQuery.TryComp(uid, out var physics))
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{
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DebugTools.Assert(direction.LengthSquared() >= _minimumPushSquared);
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if (direction.Length() > _pushingCap)
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{
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direction = direction.Normalized() * _pushingCap;
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}
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Physics.ApplyLinearImpulse(uid, direction * physics.Mass, body: physics);
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comp.Direction = Vector2.Zero;
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DirtyField(uid, comp, nameof(MobCollisionComponent.Direction));
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}
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}
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}
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private void OnMoveModifier(Entity<MobCollisionComponent> ent, ref RefreshMovementSpeedModifiersEvent args)
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{
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if (!ent.Comp.Colliding)
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return;
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args.ModifySpeed(ent.Comp.SpeedModifier);
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}
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private void SetColliding(Entity<MobCollisionComponent> entity, bool value, float speedMod)
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{
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if (value)
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{
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entity.Comp.BufferAccumulator = BufferTime;
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DirtyField(entity.Owner, entity.Comp, nameof(MobCollisionComponent.BufferAccumulator));
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}
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else
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{
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DebugTools.Assert(speedMod.Equals(1f));
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}
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if (entity.Comp.Colliding != value)
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{
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entity.Comp.Colliding = value;
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DirtyField(entity.Owner, entity.Comp, nameof(MobCollisionComponent.Colliding));
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}
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if (!entity.Comp.SpeedModifier.Equals(speedMod))
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{
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entity.Comp.SpeedModifier = speedMod;
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_moveMod.RefreshMovementSpeedModifiers(entity.Owner);
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DirtyField(entity.Owner, entity.Comp, nameof(MobCollisionComponent.SpeedModifier));
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}
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}
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private void OnCollision(MobCollisionMessage msg, EntitySessionEventArgs args)
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{
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var player = args.SenderSession.AttachedEntity;
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if (!MobQuery.TryComp(player, out var comp))
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return;
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var xform = Transform(player.Value);
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// If not parented directly to a grid then fail it.
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if (xform.ParentUid != xform.GridUid && xform.ParentUid != xform.MapUid)
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return;
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var direction = msg.Direction;
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MoveMob((player.Value, comp, xform), direction, msg.SpeedModifier);
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}
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protected void MoveMob(Entity<MobCollisionComponent, TransformComponent> entity, Vector2 direction, float speedMod)
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{
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// Length too short to do anything.
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var pushing = true;
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if (direction.LengthSquared() < _minimumPushSquared)
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{
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pushing = false;
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direction = Vector2.Zero;
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speedMod = 1f;
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}
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else if (float.IsNaN(direction.X) || float.IsNaN(direction.Y))
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{
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direction = Vector2.Zero;
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}
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speedMod = Math.Clamp(speedMod, 0f, 1f);
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SetColliding(entity, pushing, speedMod);
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if (direction == entity.Comp1.Direction)
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return;
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entity.Comp1.Direction = direction;
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DirtyField(entity.Owner, entity.Comp1, nameof(MobCollisionComponent.Direction));
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}
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protected bool HandleCollisions(Entity<MobCollisionComponent, PhysicsComponent> entity, float frameTime)
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{
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var physics = entity.Comp2;
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if (physics.ContactCount == 0)
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return false;
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var ourVelocity = entity.Comp2.LinearVelocity;
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if (ourVelocity == Vector2.Zero && !CfgManager.GetCVar(CCVars.MovementPushingStatic))
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return false;
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var xform = Transform(entity.Owner);
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if (xform.ParentUid != xform.GridUid && xform.ParentUid != xform.MapUid)
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return false;
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var ev = new AttemptMobCollideEvent();
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RaiseLocalEvent(entity.Owner, ref ev);
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if (ev.Cancelled)
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return false;
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var (worldPos, worldRot) = _xformSystem.GetWorldPositionRotation(xform);
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var ourTransform = new Transform(worldPos, worldRot);
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var contacts = Physics.GetContacts(entity.Owner);
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var direction = Vector2.Zero;
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var contactCount = 0;
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var ourMass = physics.FixturesMass;
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var speedMod = 1f;
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while (contacts.MoveNext(out var contact))
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{
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if (!contact.IsTouching)
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continue;
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var ourFixture = contact.OurFixture(entity.Owner);
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if (ourFixture.Id != entity.Comp1.FixtureId)
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continue;
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var other = contact.OtherEnt(entity.Owner);
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if (!MobQuery.TryComp(other, out var otherComp) || !PhysicsQuery.TryComp(other, out var otherPhysics))
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continue;
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var velocityProduct = Vector2.Dot(ourVelocity, otherPhysics.LinearVelocity);
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// If we're moving opposite directions for example then ignore (based on cvar).
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if (velocityProduct < _pushingDotProduct)
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{
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continue;
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}
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var targetEv = new AttemptMobTargetCollideEvent();
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RaiseLocalEvent(other, ref targetEv);
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if (targetEv.Cancelled)
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continue;
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// TODO: More robust overlap detection.
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var otherTransform = Physics.GetPhysicsTransform(other);
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var diff = ourTransform.Position - otherTransform.Position;
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if (diff == Vector2.Zero)
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{
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diff = _random.NextVector2(0.01f);
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}
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// 0.7 for 0.35 + 0.35 for mob bounds (see TODO above).
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// Clamp so we don't get a heap of penetration depth and suddenly lurch other mobs.
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// This is also so we don't have to trigger the speed-cap above.
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// Maybe we just do speedcap and dump this? Though it's less configurable and the cap is just there for cheaters.
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var penDepth = Math.Clamp(0.7f - diff.Length(), 0f, _penCap);
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// Sum the strengths so we get pushes back the same amount (impulse-wise, ignoring prediction).
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var mobMovement = penDepth * diff.Normalized() * (entity.Comp1.Strength + otherComp.Strength);
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// Big mob push smaller mob, needs fine-tuning and potentially another co-efficient.
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if (_massDiffCap > 0f)
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{
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var modifier = Math.Clamp(
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otherPhysics.FixturesMass / ourMass,
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1f / _massDiffCap,
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_massDiffCap);
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mobMovement *= modifier;
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var speedReduction = 1f - entity.Comp1.MinimumSpeedModifier;
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speedReduction /= _penCap / penDepth;
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var speedModifier = Math.Clamp(
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1f - speedReduction * modifier,
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entity.Comp1.MinimumSpeedModifier, 1f);
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speedMod = MathF.Min(speedModifier, 1f);
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}
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// Need the push strength proportional to penetration depth.
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direction += mobMovement;
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contactCount++;
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}
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if (direction == Vector2.Zero)
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{
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return contactCount > 0;
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}
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direction *= frameTime;
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RaiseCollisionEvent(entity.Owner, direction, speedMod);
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return true;
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}
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protected abstract void RaiseCollisionEvent(EntityUid uid, Vector2 direction, float speedmodifier);
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/// <summary>
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/// Raised from client -> server indicating mob push direction OR server -> server for NPC mob pushes.
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/// </summary>
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[Serializable, NetSerializable]
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protected sealed class MobCollisionMessage : EntityEventArgs
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{
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public Vector2 Direction;
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public float SpeedModifier;
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}
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}
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/// <summary>
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/// Raised on the entity itself when attempting to handle mob collisions.
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/// </summary>
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[ByRefEvent]
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public record struct AttemptMobCollideEvent
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{
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public bool Cancelled;
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}
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/// <summary>
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/// Raised on the other entity when attempting mob collisions.
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/// </summary>
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[ByRefEvent]
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public record struct AttemptMobTargetCollideEvent
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{
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public bool Cancelled;
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}
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