Files
tbd-station-14/Content.Server/Physics/Controllers/PullController.cs
metalgearsloth a9502be29e Revert "Fix chat bubbles (#25643)" (#25645)
* Revert "Fix chat bubbles (#25643)"

This reverts commit 23d2c4d924.

* Revert "Fixes obsolete Transform warnings in Content. (#25256)"

This reverts commit f284b43ff6.
2024-02-28 00:51:20 +11:00

208 lines
10 KiB
C#

using System.Numerics;
using Content.Shared.ActionBlocker;
using Content.Shared.Gravity;
using Content.Shared.Pulling;
using Content.Shared.Pulling.Components;
using Content.Shared.Rotatable;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Controllers;
namespace Content.Server.Physics.Controllers
{
public sealed class PullController : VirtualController
{
// Parameterization for pulling:
// Speeds. Note that the speed is mass-independent (multiplied by mass).
// Instead, tuning to mass is done via the mass values below.
// Note that setting the speed too high results in overshoots (stabilized by drag, but bad)
private const float AccelModifierHigh = 15f;
private const float AccelModifierLow = 60.0f;
// High/low-mass marks. Curve is constant-lerp-constant, i.e. if you can even pull an item,
// you'll always get at least AccelModifierLow and no more than AccelModifierHigh.
private const float AccelModifierHighMass = 70.0f; // roundstart saltern emergency closet
private const float AccelModifierLowMass = 5.0f; // roundstart saltern emergency crowbar
// Used to control settling (turns off pulling).
private const float MaximumSettleVelocity = 0.1f;
private const float MaximumSettleDistance = 0.1f;
// Settle shutdown control.
// Mustn't be too massive, as that causes severe mispredicts *and can prevent it ever resolving*.
// Exists to bleed off "I pulled my crowbar" overshoots.
// Minimum velocity for shutdown to be necessary. This prevents stuff getting stuck b/c too much shutdown.
private const float SettleMinimumShutdownVelocity = 0.25f;
// Distance in which settle shutdown multiplier is at 0. It then scales upwards linearly with closer distances.
private const float SettleShutdownDistance = 1.0f;
// Velocity change of -LinearVelocity * frameTime * this
private const float SettleShutdownMultiplier = 20.0f;
// How much you must move for the puller movement check to actually hit.
private const float MinimumMovementDistance = 0.005f;
[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
[Dependency] private readonly SharedPullingSystem _pullableSystem = default!;
[Dependency] private readonly SharedGravitySystem _gravity = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
// TODO: Move this stuff to pullingsystem
/// <summary>
/// If distance between puller and pulled entity lower that this threshold,
/// pulled entity will not change its rotation.
/// Helps with small distance jittering
/// </summary>
private const float ThresholdRotDistance = 1;
/// <summary>
/// If difference between puller and pulled angle lower that this threshold,
/// pulled entity will not change its rotation.
/// Helps with diagonal movement jittering
/// As of further adjustments, should divide cleanly into 90 degrees
/// </summary>
private const float ThresholdRotAngle = 22.5f;
public override void Initialize()
{
UpdatesAfter.Add(typeof(MoverController));
SubscribeLocalEvent<SharedPullerComponent, MoveEvent>(OnPullerMove);
base.Initialize();
}
private void OnPullerMove(EntityUid uid, SharedPullerComponent component, ref MoveEvent args)
{
if (component.Pulling is not { } pullable || !TryComp<SharedPullableComponent>(pullable, out var pullableComponent))
return;
UpdatePulledRotation(uid, pullable);
if (args.NewPosition.EntityId == args.OldPosition.EntityId &&
(args.NewPosition.Position - args.OldPosition.Position).LengthSquared() < MinimumMovementDistance * MinimumMovementDistance)
return;
if (TryComp<PhysicsComponent>(pullable, out var physics))
PhysicsSystem.WakeBody(pullable, body: physics);
_pullableSystem.StopMoveTo(pullableComponent);
}
private void UpdatePulledRotation(EntityUid puller, EntityUid pulled)
{
// TODO: update once ComponentReference works with directed event bus.
if (!TryComp(pulled, out RotatableComponent? rotatable))
return;
if (!rotatable.RotateWhilePulling)
return;
var xforms = GetEntityQuery<TransformComponent>();
var pulledXform = xforms.GetComponent(pulled);
var pullerXform = xforms.GetComponent(puller);
var pullerData = TransformSystem.GetWorldPositionRotation(pullerXform, xforms);
var pulledData = TransformSystem.GetWorldPositionRotation(pulledXform, xforms);
var dir = pullerData.WorldPosition - pulledData.WorldPosition;
if (dir.LengthSquared() > ThresholdRotDistance * ThresholdRotDistance)
{
var oldAngle = pulledData.WorldRotation;
var newAngle = Angle.FromWorldVec(dir);
var diff = newAngle - oldAngle;
if (Math.Abs(diff.Degrees) > ThresholdRotAngle / 2f)
{
// Ok, so this bit is difficult because ideally it would look like it's snapping to sane angles.
// Otherwise PIANO DOOR STUCK! happens.
// But it also needs to work with station rotation / align to the local parent.
// So...
var baseRotation = pulledData.WorldRotation - pulledXform.LocalRotation;
var localRotation = newAngle - baseRotation;
var localRotationSnapped = Angle.FromDegrees(Math.Floor((localRotation.Degrees / ThresholdRotAngle) + 0.5f) * ThresholdRotAngle);
TransformSystem.SetLocalRotation(pulledXform, localRotationSnapped);
}
}
}
public override void UpdateBeforeSolve(bool prediction, float frameTime)
{
base.UpdateBeforeSolve(prediction, frameTime);
foreach (var pullable in _pullableSystem.Moving)
{
// There's a 1-frame delay between stopping moving something and it leaving the Moving set.
// This can include if leaving the Moving set due to not being pulled anymore,
// or due to being deleted.
if (pullable.Deleted)
continue;
if (pullable.MovingTo == null)
continue;
if (pullable.Puller is not {Valid: true} puller)
continue;
var pullableEnt = pullable.Owner;
var pullableXform = Transform(pullableEnt);
var pullerXform = Transform(puller);
// Now that's over with...
var pullerPosition = pullerXform.MapPosition;
var movingTo = pullable.MovingTo.Value.ToMap(EntityManager, _transform);
if (movingTo.MapId != pullerPosition.MapId)
{
_pullableSystem.StopMoveTo(pullable);
continue;
}
if (!TryComp<PhysicsComponent>(pullableEnt, out var physics) ||
physics.BodyType == BodyType.Static ||
movingTo.MapId != pullableXform.MapID)
{
_pullableSystem.StopMoveTo(pullable);
continue;
}
var movingPosition = movingTo.Position;
var ownerPosition = pullableXform.MapPosition.Position;
var diff = movingPosition - ownerPosition;
var diffLength = diff.Length();
if (diffLength < MaximumSettleDistance && physics.LinearVelocity.Length() < MaximumSettleVelocity)
{
PhysicsSystem.SetLinearVelocity(pullableEnt, Vector2.Zero, body: physics);
_pullableSystem.StopMoveTo(pullable);
continue;
}
var impulseModifierLerp = Math.Min(1.0f, Math.Max(0.0f, (physics.Mass - AccelModifierLowMass) / (AccelModifierHighMass - AccelModifierLowMass)));
var impulseModifier = MathHelper.Lerp(AccelModifierLow, AccelModifierHigh, impulseModifierLerp);
var multiplier = diffLength < 1 ? impulseModifier * diffLength : impulseModifier;
// Note the implication that the real rules of physics don't apply to pulling control.
var accel = diff.Normalized() * multiplier;
// Now for the part where velocity gets shutdown...
if (diffLength < SettleShutdownDistance && physics.LinearVelocity.Length() >= SettleMinimumShutdownVelocity)
{
// Shutdown velocity increases as we get closer to centre
var scaling = (SettleShutdownDistance - diffLength) / SettleShutdownDistance;
accel -= physics.LinearVelocity * SettleShutdownMultiplier * scaling;
}
PhysicsSystem.WakeBody(pullableEnt, body: physics);
var impulse = accel * physics.Mass * frameTime;
PhysicsSystem.ApplyLinearImpulse(pullableEnt, impulse, body: physics);
// if the puller is weightless or can't move, then we apply the inverse impulse (Newton's third law).
// doing it under gravity produces an unsatisfying wiggling when pulling.
// If player can't move, assume they are on a chair and we need to prevent pull-moving.
if ((_gravity.IsWeightless(puller) && pullerXform.GridUid == null) || !_actionBlockerSystem.CanMove(puller))
{
PhysicsSystem.WakeBody(puller);
PhysicsSystem.ApplyLinearImpulse(puller, -impulse);
}
}
}
}
}