539 lines
21 KiB
C#
539 lines
21 KiB
C#
using Content.Server.Cargo.Components;
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using Content.Server.Shuttles.Components;
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using Content.Server.Shuttles.Systems;
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using Content.Shared.Movement.Components;
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using Content.Shared.Movement.Systems;
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using Content.Shared.Shuttles.Components;
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using Content.Shared.Shuttles.Systems;
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using Robust.Shared.Map;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Player;
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namespace Content.Server.Physics.Controllers
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{
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public sealed class MoverController : SharedMoverController
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{
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly ThrusterSystem _thruster = default!;
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private Dictionary<ShuttleComponent, List<(PilotComponent, InputMoverComponent, TransformComponent)>> _shuttlePilots = new();
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protected override bool CanSound()
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{
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return true;
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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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var bodyQuery = GetEntityQuery<PhysicsComponent>();
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var relayQuery = GetEntityQuery<RelayInputMoverComponent>();
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var xformQuery = GetEntityQuery<TransformComponent>();
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var moverQuery = GetEntityQuery<InputMoverComponent>();
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foreach (var mover in EntityQuery<InputMoverComponent>(true))
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{
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if (relayQuery.TryGetComponent(mover.Owner, out var relayed) && relayed.RelayEntity != null)
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{
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if (moverQuery.TryGetComponent(relayed.RelayEntity, out var relayMover))
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{
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relayMover.RelativeEntity = mover.RelativeEntity;
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relayMover.RelativeRotation = mover.RelativeRotation;
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relayMover.TargetRelativeRotation = mover.TargetRelativeRotation;
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continue;
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}
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}
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if (!xformQuery.TryGetComponent(mover.Owner, out var xform))
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{
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continue;
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}
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PhysicsComponent? body = null;
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TransformComponent? xformMover = xform;
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if (mover.ToParent && relayQuery.HasComponent(xform.ParentUid))
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{
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if (!bodyQuery.TryGetComponent(xform.ParentUid, out body) ||
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!TryComp(xform.ParentUid, out xformMover))
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{
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continue;
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}
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}
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else if (!bodyQuery.TryGetComponent(mover.Owner, out body))
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{
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continue;
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}
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HandleMobMovement(mover, body, xformMover, frameTime, xformQuery);
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}
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HandleShuttleMovement(frameTime);
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}
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public (Vector2 Strafe, float Rotation, float Brakes) GetPilotVelocityInput(PilotComponent component)
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{
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if (!Timing.InSimulation)
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{
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// Outside of simulation we'll be running client predicted movement per-frame.
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// So return a full-length vector as if it's a full tick.
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// Physics system will have the correct time step anyways.
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ResetSubtick(component);
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ApplyTick(component, 1f);
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return (component.CurTickStrafeMovement, component.CurTickRotationMovement, component.CurTickBraking);
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}
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float remainingFraction;
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if (Timing.CurTick > component.LastInputTick)
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{
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component.CurTickStrafeMovement = Vector2.Zero;
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component.CurTickRotationMovement = 0f;
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component.CurTickBraking = 0f;
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remainingFraction = 1;
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}
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else
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{
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remainingFraction = (ushort.MaxValue - component.LastInputSubTick) / (float) ushort.MaxValue;
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}
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ApplyTick(component, remainingFraction);
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// Logger.Info($"{curDir}{walk}{sprint}");
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return (component.CurTickStrafeMovement, component.CurTickRotationMovement, component.CurTickBraking);
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}
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private void ResetSubtick(PilotComponent component)
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{
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if (Timing.CurTick <= component.LastInputTick) return;
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component.CurTickStrafeMovement = Vector2.Zero;
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component.CurTickRotationMovement = 0f;
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component.CurTickBraking = 0f;
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component.LastInputTick = Timing.CurTick;
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component.LastInputSubTick = 0;
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}
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protected override void HandleShuttleInput(EntityUid uid, ShuttleButtons button, ushort subTick, bool state)
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{
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if (!TryComp<PilotComponent>(uid, out var pilot) || pilot.Console == null) return;
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ResetSubtick(pilot);
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if (subTick >= pilot.LastInputSubTick)
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{
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var fraction = (subTick - pilot.LastInputSubTick) / (float) ushort.MaxValue;
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ApplyTick(pilot, fraction);
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pilot.LastInputSubTick = subTick;
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}
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var buttons = pilot.HeldButtons;
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if (state)
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{
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buttons |= button;
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}
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else
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{
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buttons &= ~button;
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}
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pilot.HeldButtons = buttons;
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}
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private void ApplyTick(PilotComponent component, float fraction)
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{
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var x = 0;
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var y = 0;
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var rot = 0;
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int brake;
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if ((component.HeldButtons & ShuttleButtons.StrafeLeft) != 0x0)
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{
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x -= 1;
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}
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if ((component.HeldButtons & ShuttleButtons.StrafeRight) != 0x0)
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{
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x += 1;
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}
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component.CurTickStrafeMovement.X += x * fraction;
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if ((component.HeldButtons & ShuttleButtons.StrafeUp) != 0x0)
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{
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y += 1;
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}
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if ((component.HeldButtons & ShuttleButtons.StrafeDown) != 0x0)
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{
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y -= 1;
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}
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component.CurTickStrafeMovement.Y += y * fraction;
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if ((component.HeldButtons & ShuttleButtons.RotateLeft) != 0x0)
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{
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rot -= 1;
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}
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if ((component.HeldButtons & ShuttleButtons.RotateRight) != 0x0)
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{
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rot += 1;
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}
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component.CurTickRotationMovement += rot * fraction;
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if ((component.HeldButtons & ShuttleButtons.Brake) != 0x0)
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{
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brake = 1;
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}
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else
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{
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brake = 0;
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}
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component.CurTickBraking += brake * fraction;
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}
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private void HandleShuttleMovement(float frameTime)
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{
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var newPilots = new Dictionary<ShuttleComponent, List<(PilotComponent Pilot, InputMoverComponent Mover, TransformComponent ConsoleXform)>>();
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// We just mark off their movement and the shuttle itself does its own movement
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foreach (var (pilot, mover) in EntityManager.EntityQuery<PilotComponent, InputMoverComponent>())
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{
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var consoleEnt = pilot.Console?.Owner;
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// TODO: This is terrible. Just make a new mover and also make it remote piloting + device networks
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if (TryComp<CargoPilotConsoleComponent>(consoleEnt, out var cargoConsole))
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{
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consoleEnt = cargoConsole.Entity;
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}
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if (!TryComp<TransformComponent>(consoleEnt, out var xform)) continue;
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var gridId = xform.GridUid;
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// This tries to see if the grid is a shuttle and if the console should work.
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if (!_mapManager.TryGetGrid(gridId, out var grid) ||
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!EntityManager.TryGetComponent(grid.GridEntityId, out ShuttleComponent? shuttleComponent) ||
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!shuttleComponent.Enabled) continue;
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if (!newPilots.TryGetValue(shuttleComponent, out var pilots))
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{
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pilots = new List<(PilotComponent, InputMoverComponent, TransformComponent)>();
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newPilots[shuttleComponent] = pilots;
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}
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pilots.Add((pilot, mover, xform));
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}
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// Reset inputs for non-piloted shuttles.
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foreach (var (shuttle, _) in _shuttlePilots)
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{
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if (newPilots.ContainsKey(shuttle) || FTLLocked(shuttle)) continue;
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_thruster.DisableLinearThrusters(shuttle);
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}
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_shuttlePilots = newPilots;
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// Collate all of the linear / angular velocites for a shuttle
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// then do the movement input once for it.
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foreach (var (shuttle, pilots) in _shuttlePilots)
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{
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if (Paused(shuttle.Owner) || FTLLocked(shuttle) || !TryComp(shuttle.Owner, out PhysicsComponent? body)) continue;
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var shuttleNorthAngle = Transform(body.Owner).WorldRotation;
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// Collate movement linear and angular inputs together
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var linearInput = Vector2.Zero;
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var brakeInput = 0f;
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var angularInput = 0f;
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foreach (var (pilot, _, consoleXform) in pilots)
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{
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var pilotInput = GetPilotVelocityInput(pilot);
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if (pilotInput.Brakes > 0f)
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{
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brakeInput += pilotInput.Brakes;
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}
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if (pilotInput.Strafe.Length > 0f)
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{
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var offsetRotation = consoleXform.LocalRotation;
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linearInput += offsetRotation.RotateVec(pilotInput.Strafe);
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}
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if (pilotInput.Rotation != 0f)
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{
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angularInput += pilotInput.Rotation;
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}
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}
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var count = pilots.Count;
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linearInput /= count;
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angularInput /= count;
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brakeInput /= count;
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/*
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* So essentially:
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* 1. We do the same calcs for braking as we do for linear thrust so it's similar to a player pressing it
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* but we also need to handle when they get close to 0 hence why it sets velocity directly.
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*
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* 2. We do a similar calculation to mob movement where the closer you are to your speed cap the slower you accelerate
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*
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* TODO: Could combine braking linear input and thrust more but my brain was just not working debugging
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* TODO: Need to have variable speed caps based on thruster count or whatever
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*/
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// Handle shuttle movement
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if (brakeInput > 0f)
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{
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if (body.LinearVelocity.Length > 0f)
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{
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// Get velocity relative to the shuttle so we know which thrusters to fire
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var shuttleVelocity = (-shuttleNorthAngle).RotateVec(body.LinearVelocity);
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var force = Vector2.Zero;
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if (shuttleVelocity.X < 0f)
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{
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_thruster.DisableLinearThrustDirection(shuttle, DirectionFlag.West);
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_thruster.EnableLinearThrustDirection(shuttle, DirectionFlag.East);
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var index = (int) Math.Log2((int) DirectionFlag.East);
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force.X += shuttle.LinearThrust[index];
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}
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else if (shuttleVelocity.X > 0f)
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{
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_thruster.DisableLinearThrustDirection(shuttle, DirectionFlag.East);
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_thruster.EnableLinearThrustDirection(shuttle, DirectionFlag.West);
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var index = (int) Math.Log2((int) DirectionFlag.West);
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force.X -= shuttle.LinearThrust[index];
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}
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if (shuttleVelocity.Y < 0f)
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{
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_thruster.DisableLinearThrustDirection(shuttle, DirectionFlag.South);
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_thruster.EnableLinearThrustDirection(shuttle, DirectionFlag.North);
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var index = (int) Math.Log2((int) DirectionFlag.North);
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force.Y += shuttle.LinearThrust[index];
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}
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else if (shuttleVelocity.Y > 0f)
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{
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_thruster.DisableLinearThrustDirection(shuttle, DirectionFlag.North);
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_thruster.EnableLinearThrustDirection(shuttle, DirectionFlag.South);
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var index = (int) Math.Log2((int) DirectionFlag.South);
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force.Y -= shuttle.LinearThrust[index];
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}
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var impulse = force * brakeInput;
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var wishDir = impulse.Normalized;
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// TODO: Adjust max possible speed based on total thrust in particular direction.
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var wishSpeed = 20f;
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var currentSpeed = Vector2.Dot(shuttleVelocity, wishDir);
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var addSpeed = wishSpeed - currentSpeed;
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if (addSpeed > 0f)
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{
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var accelSpeed = impulse.Length * frameTime;
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accelSpeed = MathF.Min(accelSpeed, addSpeed);
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impulse = impulse.Normalized * accelSpeed * body.InvMass;
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// Cap inputs
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if (shuttleVelocity.X < 0f)
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{
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impulse.X = MathF.Min(impulse.X, -shuttleVelocity.X);
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}
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else if (shuttleVelocity.X > 0f)
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{
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impulse.X = MathF.Max(impulse.X, -shuttleVelocity.X);
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}
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if (shuttleVelocity.Y < 0f)
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{
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impulse.Y = MathF.Min(impulse.Y, -shuttleVelocity.Y);
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}
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else if (shuttleVelocity.Y > 0f)
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{
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impulse.Y = MathF.Max(impulse.Y, -shuttleVelocity.Y);
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}
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PhysicsSystem.SetLinearVelocity(body, body.LinearVelocity + shuttleNorthAngle.RotateVec(impulse));
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}
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}
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else
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{
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_thruster.DisableLinearThrusters(shuttle);
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}
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if (body.AngularVelocity != 0f)
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{
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var impulse = shuttle.AngularThrust * brakeInput * (body.AngularVelocity > 0f ? -1f : 1f);
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var wishSpeed = MathF.PI;
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if (impulse < 0f)
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wishSpeed *= -1f;
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var currentSpeed = body.AngularVelocity;
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var addSpeed = wishSpeed - currentSpeed;
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if (!addSpeed.Equals(0f))
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{
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var accelSpeed = impulse * body.InvI * frameTime;
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if (accelSpeed < 0f)
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accelSpeed = MathF.Max(accelSpeed, addSpeed);
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else
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accelSpeed = MathF.Min(accelSpeed, addSpeed);
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if (body.AngularVelocity < 0f && body.AngularVelocity + accelSpeed > 0f)
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accelSpeed = -body.AngularVelocity;
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else if (body.AngularVelocity > 0f && body.AngularVelocity + accelSpeed < 0f)
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accelSpeed = -body.AngularVelocity;
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PhysicsSystem.SetAngularVelocity(body, body.AngularVelocity + accelSpeed);
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_thruster.SetAngularThrust(shuttle, true);
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}
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}
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}
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if (linearInput.Length.Equals(0f))
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{
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body.SleepingAllowed = true;
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if (brakeInput.Equals(0f))
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_thruster.DisableLinearThrusters(shuttle);
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if (body.LinearVelocity.Length < 0.08)
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{
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body.LinearVelocity = Vector2.Zero;
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}
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}
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else
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{
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body.SleepingAllowed = false;
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var angle = linearInput.ToWorldAngle();
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var linearDir = angle.GetDir();
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var dockFlag = linearDir.AsFlag();
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var totalForce = new Vector2();
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// Won't just do cardinal directions.
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foreach (DirectionFlag dir in Enum.GetValues(typeof(DirectionFlag)))
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{
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// Brain no worky but I just want cardinals
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switch (dir)
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{
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case DirectionFlag.South:
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case DirectionFlag.East:
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case DirectionFlag.North:
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case DirectionFlag.West:
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break;
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default:
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continue;
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}
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if ((dir & dockFlag) == 0x0)
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{
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_thruster.DisableLinearThrustDirection(shuttle, dir);
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continue;
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}
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var index = (int) Math.Log2((int) dir);
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var thrust = shuttle.LinearThrust[index];
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switch (dir)
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{
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case DirectionFlag.North:
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totalForce.Y += thrust;
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break;
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case DirectionFlag.South:
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totalForce.Y -= thrust;
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break;
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case DirectionFlag.East:
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totalForce.X += thrust;
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break;
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case DirectionFlag.West:
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totalForce.X -= thrust;
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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_thruster.EnableLinearThrustDirection(shuttle, dir);
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}
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// We don't want to touch damping if no inputs are given
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// so we'll just add an artifical drag to the velocity input.
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var shuttleVelocity = (-shuttleNorthAngle).RotateVec(body.LinearVelocity);
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var wishDir = totalForce.Normalized;
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// TODO: Adjust max possible speed based on total thrust in particular direction.
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var wishSpeed = 20f;
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var currentSpeed = Vector2.Dot(shuttleVelocity, wishDir);
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var addSpeed = wishSpeed - currentSpeed;
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if (addSpeed > 0f)
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{
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var accelSpeed = totalForce.Length * frameTime;
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accelSpeed = MathF.Min(accelSpeed, addSpeed);
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body.ApplyLinearImpulse(shuttleNorthAngle.RotateVec(totalForce.Normalized * accelSpeed));
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}
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}
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if (MathHelper.CloseTo(angularInput, 0f))
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{
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_thruster.SetAngularThrust(shuttle, false);
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body.SleepingAllowed = true;
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if (Math.Abs(body.AngularVelocity) < 0.01f)
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{
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body.AngularVelocity = 0f;
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}
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}
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else
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{
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body.SleepingAllowed = false;
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var impulse = shuttle.AngularThrust * -angularInput;
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var wishSpeed = MathF.PI;
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if (impulse < 0f)
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wishSpeed *= -1f;
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var currentSpeed = body.AngularVelocity;
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var addSpeed = wishSpeed - currentSpeed;
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if (!addSpeed.Equals(0f))
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{
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var accelSpeed = impulse * body.InvI * frameTime;
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if (accelSpeed < 0f)
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accelSpeed = MathF.Max(accelSpeed, addSpeed);
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else
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accelSpeed = MathF.Min(accelSpeed, addSpeed);
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PhysicsSystem.SetAngularVelocity(body, body.AngularVelocity + accelSpeed);
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_thruster.SetAngularThrust(shuttle, true);
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}
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}
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}
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}
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private bool FTLLocked(ShuttleComponent shuttle)
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{
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return (TryComp<FTLComponent>(shuttle.Owner, out var ftl) &&
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(ftl.State & (FTLState.Starting | FTLState.Travelling | FTLState.Arriving)) != 0x0);
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}
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}
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}
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