Files
tbd-station-14/Content.Shared/Friction/SharedTileFrictionController.cs
metalgearsloth 8878f4dc8f Update content for PhysicsMapComponent (#4462)
* Update content for PhysicsMapComponent

* Fix command

* Cache broadphasesystem
2021-08-23 15:02:03 +10:00

152 lines
5.2 KiB
C#

using System;
using Content.Shared.CCVar;
using Content.Shared.Movement;
using Content.Shared.Movement.Components;
using JetBrains.Annotations;
using Robust.Shared.Configuration;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Physics.Controllers;
using Robust.Shared.Physics.Dynamics;
namespace Content.Shared.Friction
{
public abstract class SharedTileFrictionController : VirtualController
{
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
protected SharedMoverController Mover = default!;
private float _stopSpeed;
private float _frictionModifier;
public override void Initialize()
{
base.Initialize();
var configManager = IoCManager.Resolve<IConfigurationManager>();
configManager.OnValueChanged(CCVars.TileFrictionModifier, SetFrictionModifier, true);
configManager.OnValueChanged(CCVars.StopSpeed, SetStopSpeed, true);
}
private void SetStopSpeed(float value) => _stopSpeed = value;
private void SetFrictionModifier(float value) => _frictionModifier = value;
public override void Shutdown()
{
base.Shutdown();
var configManager = IoCManager.Resolve<IConfigurationManager>();
configManager.UnsubValueChanged(CCVars.TileFrictionModifier, SetFrictionModifier);
configManager.UnsubValueChanged(CCVars.StopSpeed, SetStopSpeed);
}
public override void UpdateBeforeMapSolve(bool prediction, SharedPhysicsMapComponent mapComponent, float frameTime)
{
base.UpdateBeforeMapSolve(prediction, mapComponent, frameTime);
foreach (var body in mapComponent.AwakeBodies)
{
// Only apply friction when it's not a mob (or the mob doesn't have control)
if (body.Deleted ||
prediction && !body.Predict ||
body.BodyStatus == BodyStatus.InAir ||
Mover.UseMobMovement(body.Owner.Uid)) continue;
var surfaceFriction = GetTileFriction(body);
var bodyModifier = body.Owner.GetComponentOrNull<SharedTileFrictionModifier>()?.Modifier ?? 1.0f;
var friction = _frictionModifier * surfaceFriction * bodyModifier;
ReduceLinearVelocity(prediction, body, friction, frameTime);
ReduceAngularVelocity(prediction, body, friction, frameTime);
}
}
private void ReduceLinearVelocity(bool prediction, PhysicsComponent body, float friction, float frameTime)
{
var speed = body.LinearVelocity.Length;
if (speed <= 0.0f) return;
// This is the *actual* amount that speed will drop by, we just do some multiplication around it to be easier.
var drop = 0.0f;
float control;
if (friction > 0.0f)
{
// TBH I can't really tell if this makes a difference.
if (!prediction)
{
control = speed < _stopSpeed ? _stopSpeed : speed;
}
else
{
control = speed;
}
drop += control * friction * frameTime;
}
var newSpeed = MathF.Max(0.0f, speed - drop);
newSpeed /= speed;
body.LinearVelocity *= newSpeed;
}
private void ReduceAngularVelocity(bool prediction, PhysicsComponent body, float friction, float frameTime)
{
var speed = MathF.Abs(body.AngularVelocity);
if (speed <= 0.0f) return;
// This is the *actual* amount that speed will drop by, we just do some multiplication around it to be easier.
var drop = 0.0f;
float control;
if (friction > 0.0f)
{
// TBH I can't really tell if this makes a difference.
if (!prediction)
{
control = speed < _stopSpeed ? _stopSpeed : speed;
}
else
{
control = speed;
}
drop += control * friction * frameTime;
}
var newSpeed = MathF.Max(0.0f, speed - drop);
newSpeed /= speed;
body.AngularVelocity *= newSpeed;
}
[Pure]
private float GetTileFriction(PhysicsComponent body)
{
var transform = body.Owner.Transform;
var coords = transform.Coordinates;
// TODO: Make IsWeightless event-based; we already have grid traversals tracked so just raise events
if (body.BodyStatus == BodyStatus.InAir ||
body.Owner.IsWeightless(body, coords, _mapManager) ||
!_mapManager.TryGetGrid(transform.GridID, out var grid))
return 0.0f;
if (!coords.IsValid(EntityManager)) return 0.0f;
var tile = grid.GetTileRef(coords);
var tileDef = _tileDefinitionManager[tile.Tile.TypeId];
return tileDef.Friction;
}
}
}