Files
tbd-station-14/Content.Server/Physics/Controllers/MoverController.cs
2022-03-11 12:48:03 +11:00

257 lines
10 KiB
C#

using Content.Server.Shuttles.Components;
using Content.Server.Shuttles.EntitySystems;
using Content.Shared.Movement;
using Content.Shared.Movement.Components;
using Content.Shared.Shuttles.Components;
using Robust.Shared.Map;
using Robust.Shared.Player;
using Robust.Shared.Utility;
namespace Content.Server.Physics.Controllers
{
public sealed class MoverController : SharedMoverController
{
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly ShuttleSystem _shuttle = default!;
[Dependency] private readonly ThrusterSystem _thruster = default!;
private HashSet<EntityUid> _excludedMobs = new();
private Dictionary<ShuttleComponent, List<(PilotComponent, IMoverComponent)>> _shuttlePilots = new();
protected override Filter GetSoundPlayers(EntityUid mover)
{
return Filter.Pvs(mover, entityManager: EntityManager).RemoveWhereAttachedEntity(o => o == mover);
}
protected override bool CanSound()
{
return true;
}
public override void UpdateBeforeSolve(bool prediction, float frameTime)
{
base.UpdateBeforeSolve(prediction, frameTime);
_excludedMobs.Clear();
foreach (var (mobMover, mover, physics, xform) in EntityManager.EntityQuery<IMobMoverComponent, IMoverComponent, PhysicsComponent, TransformComponent>())
{
_excludedMobs.Add(mover.Owner);
HandleMobMovement(mover, physics, mobMover, xform);
}
HandleShuttleMovement(frameTime);
foreach (var (mover, physics) in EntityManager.EntityQuery<IMoverComponent, PhysicsComponent>(true))
{
if (_excludedMobs.Contains(mover.Owner)) continue;
HandleKinematicMovement(mover, physics);
}
}
private void HandleShuttleMovement(float frameTime)
{
var newPilots = new Dictionary<ShuttleComponent, List<(PilotComponent, IMoverComponent)>>();
// We just mark off their movement and the shuttle itself does its own movement
foreach (var (pilot, mover, xform) in EntityManager.EntityQuery<PilotComponent, SharedPlayerInputMoverComponent, TransformComponent>())
{
if (pilot.Console == null) continue;
_excludedMobs.Add(mover.Owner);
var gridId = xform.GridID;
if (!_mapManager.TryGetGrid(gridId, out var grid) ||
!EntityManager.TryGetComponent(grid.GridEntityId, out ShuttleComponent? shuttleComponent)) continue;
if (!newPilots.TryGetValue(shuttleComponent, out var pilots))
{
pilots = new List<(PilotComponent, IMoverComponent)>();
newPilots[shuttleComponent] = pilots;
}
pilots.Add((pilot, mover));
}
// Reset inputs for non-piloted shuttles.
foreach (var (shuttle, _) in _shuttlePilots)
{
if (newPilots.ContainsKey(shuttle)) continue;
_thruster.DisableLinearThrusters(shuttle);
}
_shuttlePilots = newPilots;
// Collate all of the linear / angular velocites for a shuttle
// then do the movement input once for it.
foreach (var (shuttle, pilots) in _shuttlePilots)
{
if (Paused(shuttle.Owner) || !TryComp(shuttle.Owner, out PhysicsComponent? body)) continue;
// Collate movement linear and angular inputs together
var linearInput = Vector2.Zero;
var angularInput = 0f;
switch (shuttle.Mode)
{
case ShuttleMode.Cruise:
foreach (var (pilot, mover) in pilots)
{
var console = pilot.Console;
if (console == null)
{
DebugTools.Assert(false);
continue;
}
var sprint = mover.VelocityDir.sprinting;
if (sprint.Equals(Vector2.Zero)) continue;
var offsetRotation = EntityManager.GetComponent<TransformComponent>(console.Owner).LocalRotation;
linearInput += offsetRotation.RotateVec(new Vector2(0f, sprint.Y));
angularInput += sprint.X;
}
break;
case ShuttleMode.Docking:
// No angular input possible
foreach (var (pilot, mover) in pilots)
{
var console = pilot.Console;
if (console == null)
{
DebugTools.Assert(false);
continue;
}
var sprint = mover.VelocityDir.sprinting;
if (sprint.Equals(Vector2.Zero)) continue;
var offsetRotation = EntityManager.GetComponent<TransformComponent>((console).Owner).LocalRotation;
sprint = offsetRotation.RotateVec(sprint);
linearInput += sprint;
}
break;
default:
throw new ArgumentOutOfRangeException();
}
var count = pilots.Count;
linearInput /= count;
angularInput /= count;
// Handle shuttle movement
if (linearInput.Length.Equals(0f))
{
_thruster.DisableLinearThrusters(shuttle);
body.LinearDamping = _shuttle.ShuttleIdleLinearDamping * body.InvMass;
if (body.LinearVelocity.Length < 0.08)
{
body.LinearVelocity = Vector2.Zero;
}
}
else
{
body.LinearDamping = 0;
var angle = linearInput.ToWorldAngle();
var linearDir = angle.GetDir();
var dockFlag = linearDir.AsFlag();
var shuttleNorth = EntityManager.GetComponent<TransformComponent>(body.Owner).WorldRotation.ToWorldVec();
var totalForce = new Vector2();
// Won't just do cardinal directions.
foreach (DirectionFlag dir in Enum.GetValues(typeof(DirectionFlag)))
{
// Brain no worky but I just want cardinals
switch (dir)
{
case DirectionFlag.South:
case DirectionFlag.East:
case DirectionFlag.North:
case DirectionFlag.West:
break;
default:
continue;
}
if ((dir & dockFlag) == 0x0)
{
_thruster.DisableLinearThrustDirection(shuttle, dir);
continue;
}
float length;
Angle thrustAngle;
switch (dir)
{
case DirectionFlag.North:
length = linearInput.Y;
thrustAngle = new Angle(MathF.PI);
break;
case DirectionFlag.South:
length = -linearInput.Y;
thrustAngle = new Angle(0f);
break;
case DirectionFlag.East:
length = linearInput.X;
thrustAngle = new Angle(MathF.PI / 2f);
break;
case DirectionFlag.West:
length = -linearInput.X;
thrustAngle = new Angle(-MathF.PI / 2f);
break;
default:
throw new ArgumentOutOfRangeException();
}
_thruster.EnableLinearThrustDirection(shuttle, dir);
var index = (int) Math.Log2((int) dir);
var force = thrustAngle.RotateVec(shuttleNorth) * shuttle.LinearThrust[index] * length;
totalForce += force;
}
var dragForce = body.LinearVelocity * (totalForce.Length / _shuttle.ShuttleMaxLinearSpeed);
body.ApplyLinearImpulse((totalForce - dragForce) * frameTime);
}
if (MathHelper.CloseTo(angularInput, 0f))
{
_thruster.SetAngularThrust(shuttle, false);
body.AngularDamping = _shuttle.ShuttleIdleAngularDamping * body.InvI;
body.SleepingAllowed = true;
if (Math.Abs(body.AngularVelocity) < 0.01f)
{
body.AngularVelocity = 0f;
}
}
else
{
body.AngularDamping = 0;
body.SleepingAllowed = false;
var maxSpeed = Math.Min(_shuttle.ShuttleMaxAngularMomentum * body.InvI, _shuttle.ShuttleMaxAngularSpeed);
var maxTorque = body.Inertia * _shuttle.ShuttleMaxAngularAcc;
var torque = Math.Min(shuttle.AngularThrust, maxTorque);
var dragTorque = body.AngularVelocity * (torque / maxSpeed);
body.ApplyAngularImpulse((-angularInput * torque - dragTorque) * frameTime);
_thruster.SetAngularThrust(shuttle, true);
}
}
}
}
}