170 lines
7.4 KiB
C#
170 lines
7.4 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.Interaction.Events;
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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;
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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 SharedMapSystem _map = 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 _frictionModifier;
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private float _minDamping;
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private float _airDamping;
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private float _offGridDamping;
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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.MinFriction, value => _minDamping = value, true);
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Subs.CVar(_configManager, CCVars.AirFriction, value => _airDamping = value, true);
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Subs.CVar(_configManager, CCVars.OffgridFriction, value => _offGridDamping = 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 UpdateBeforeSolve(bool prediction, float frameTime)
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{
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base.UpdateBeforeSolve(prediction, frameTime);
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foreach (var ent in PhysicsSystem.AwakeBodies)
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{
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var uid = ent.Owner;
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var body = ent.Comp1;
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// Only apply friction when it's not a mob (or the mob doesn't have control)
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// We may want to instead only apply friction to dynamic entities and not mobs ever.
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if (prediction && !body.Predict || _mover.UseMobMovement(uid))
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continue;
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if (body.LinearVelocity.Equals(Vector2.Zero) && body.AngularVelocity.Equals(0f))
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continue;
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var xform = ent.Comp2;
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float friction;
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// If we're not touching the ground, don't use tileFriction.
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// TODO: Make IsWeightless event-based; we already have grid traversals tracked so just raise events
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if (body.BodyStatus == BodyStatus.InAir || _gravity.IsWeightless(uid, body, xform) || !xform.Coordinates.IsValid(EntityManager))
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friction = xform.GridUid == null || !_gridQuery.HasComp(xform.GridUid) ? _offGridDamping : _airDamping;
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else
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friction = _frictionModifier * 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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friction *= bodyModifier;
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friction = Math.Max(_minDamping, friction);
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PhysicsSystem.SetLinearDamping(uid, body, friction);
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PhysicsSystem.SetAngularDamping(uid, body, friction);
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if (body.BodyType != BodyType.KinematicController)
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continue;
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// Physics engine doesn't apply damping to Kinematic Controllers so we have to do it here.
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// BEWARE YE TRAVELLER:
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// You may think you can just pass the body.LinearVelocity to the Friction function and edit it there!
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// But doing so is unpredicted! And you will doom yourself to 1000 years of rubber banding!
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var velocity = body.LinearVelocity;
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var angVelocity = body.AngularVelocity;
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_mover.Friction(0f, frameTime, friction, ref velocity);
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_mover.Friction(0f, frameTime, friction, ref angVelocity);
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PhysicsSystem.SetLinearVelocity(uid, velocity, body: body);
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PhysicsSystem.SetAngularVelocity(uid, angVelocity, body: body);
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}
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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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var tileModifier = 1f;
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// If not on a grid and not in the air 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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: tileModifier;
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}
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var tile = _map.GetTileRef(xform.GridUid.Value, grid, 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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return tileModifier;
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// Check for anchored ents that modify friction
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var anc = _map.GetAnchoredEntitiesEnumerator(xform.GridUid.Value, grid, 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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tileModifier *= friction.Modifier;
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}
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var tileDef = _tileDefinitionManager[tile.Tile.TypeId];
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return tileDef.Friction * tileModifier;
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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(entityUid, friction);
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}
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}
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}
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