Files
OldThink/Content.Server/Solar/EntitySystems/PowerSolarSystem.cs

150 lines
6.4 KiB
C#
Raw Normal View History

2021-02-02 05:20:24 -06:00
using System;
using System.Linq;
2021-06-09 22:19:39 +02:00
using Content.Server.Solar.Components;
using Content.Shared.Physics;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
2020-05-21 20:08:03 +01:00
using Robust.Shared.Maths;
using Robust.Shared.Physics;
Physics (#3485) * Content side new physics structure * BroadPhase outline done * But we need to fix WorldAABB * Fix static pvs AABB * Fix import * Rando fixes * B is for balloon * Change human mob hitbox to circle * Decent movement * Start adding friction to player controller I think it's the best way to go about it to keep other objects somewhat consistent for physics. * This baby can fit so many physics bugs in it. * Slight mob mover optimisations. * Player mover kinda works okay. * Beginnings of testbed * More testbed * Circlestack bed * Namespaces * BB fixes * Pull WorldAABB * Joint pulling * Semi-decent movement I guess. * Pulling better * Bullet controller + old movement * im too dumb for this shit * Use kinematic mob controller again It's probably for the best TBH * Stashed shitcode * Remove SlipController * In which movement code is entirely refactored * Singularity fix * Fix ApplyLinearImpulse * MoveRelay fix * Fix door collisions * Disable subfloor collisions Saves on broadphase a fair bit * Re-implement ClimbController * Zumzum's pressure * Laggy item throwing * Minor atmos change * Some caching * Optimise controllers * Optimise CollideWith to hell and back * Re-do throwing and tile friction * Landing too * Optimise controllers * Move CCVars and other stuff swept is beautiful * Cleanup a bunch of controllers * Fix shooting and high pressure movement controller * Flashing improvements * Stuff and things * Combat collisions * Combat mode collisions * Pulling distance joint again * Cleanup physics interfaces * More like scuffedularity * Shit's fucked * Haha tests go green * Bigmoneycrab * Fix dupe pulling * Zumzum's based fix * Don't run tile friction for non-predicted bodies * Experimental pulling improvement * Everything's a poly now * Optimise AI region debugging a bit Could still be better but should improve default performance a LOT * Mover no updater * Crazy kinematic body idea * Good collisions * KinematicController * Fix aghost * Throwing refactor * Pushing cleanup * Fix throwing and footstep sounds * Frametime in ICollideBehavior * Fix stuff * Actually fix weightlessness * Optimise collision behaviors a lot * Make open lockers still collide with walls * powwweeerrrrr * Merge master proper * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * Ch ch ch changesss * SHIP IT * Fix #if DEBUG * Fix vaulting and item locker collision * Fix throwing * Editing yaml by hand what can go wrong * on * Last yaml fixes * Okay now it's fixed * Linter Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> Co-authored-by: Vera Aguilera Puerto <zddm@outlook.es>
2021-03-08 04:09:59 +11:00
using Robust.Shared.Physics.Broadphase;
using Robust.Shared.Random;
using Robust.Shared.Timing;
2020-05-21 20:08:03 +01:00
2021-06-09 22:19:39 +02:00
namespace Content.Server.Solar.EntitySystems
2020-05-21 20:08:03 +01:00
{
/// <summary>
/// Responsible for maintaining the solar-panel sun angle and updating <see cref='SolarPanelComponent'/> coverage.
/// </summary>
[UsedImplicitly]
internal sealed class PowerSolarSystem : EntitySystem
2020-05-21 20:08:03 +01:00
{
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly IRobustRandom _robustRandom = default!;
2020-05-21 20:08:03 +01:00
/// <summary>
/// The current sun angle.
/// </summary>
public Angle TowardsSun = Angle.Zero;
2020-05-21 20:08:03 +01:00
/// <summary>
/// The current sun angular velocity. (This is changed in Initialize)
/// </summary>
public Angle SunAngularVelocity = Angle.Zero;
/// <summary>
/// The distance before the sun is considered to have been 'visible anyway'.
/// This value, like the occlusion semantics, is borrowed from all the other SS13 stations with solars.
/// </summary>
public float SunOcclusionCheckDistance = 20;
/// <summary>
/// This is the per-second value used to reduce solar panel coverage updates
/// (and the resulting occlusion raycasts)
/// to within sane boundaries.
/// Keep in mind, this is not exact, as the random interval is also applied.
/// </summary>
public TimeSpan SolarCoverageUpdateInterval = TimeSpan.FromSeconds(0.5);
/// <summary>
/// A random interval used to stagger solar coverage updates reliably.
/// </summary>
public TimeSpan SolarCoverageUpdateRandomInterval = TimeSpan.FromSeconds(0.5);
/// <summary>
/// TODO: *Should be moved into the solar tracker when powernet allows for it.*
/// The current target panel rotation.
/// </summary>
public Angle TargetPanelRotation = Angle.Zero;
/// <summary>
/// TODO: *Should be moved into the solar tracker when powernet allows for it.*
/// The current target panel velocity.
/// </summary>
public Angle TargetPanelVelocity = Angle.Zero;
/// <summary>
/// TODO: *Should be moved into the solar tracker when powernet allows for it.*
/// Last update of total panel power.
/// </summary>
public float TotalPanelPower = 0;
2020-05-21 20:08:03 +01:00
public override void Initialize()
{
// Initialize the sun to something random
2020-08-12 21:09:56 +02:00
TowardsSun = MathHelper.TwoPi * _robustRandom.NextDouble();
SunAngularVelocity = Angle.FromDegrees(0.1 + ((_robustRandom.NextDouble() - 0.5) * 0.05));
2020-05-21 20:08:03 +01:00
}
public override void Update(float frameTime)
{
TowardsSun += SunAngularVelocity * frameTime;
2020-05-21 20:08:03 +01:00
TowardsSun = TowardsSun.Reduced();
TargetPanelRotation += TargetPanelVelocity * frameTime;
TargetPanelRotation = TargetPanelRotation.Reduced();
TotalPanelPower = 0;
foreach (var panel in EntityManager.EntityQuery<SolarPanelComponent>())
2020-05-21 20:08:03 +01:00
{
// There's supposed to be rotational logic here, but that implies putting it somewhere.
panel.Owner.Transform.WorldRotation = TargetPanelRotation;
if (panel.TimeOfNextCoverageUpdate < _gameTiming.CurTime)
{
// Setup the next coverage check.
TimeSpan future = SolarCoverageUpdateInterval + (SolarCoverageUpdateRandomInterval * _robustRandom.NextDouble());
panel.TimeOfNextCoverageUpdate = _gameTiming.CurTime + future;
UpdatePanelCoverage(panel);
}
TotalPanelPower += panel.Coverage * panel.MaxSupply;
2020-05-21 20:08:03 +01:00
}
}
private void UpdatePanelCoverage(SolarPanelComponent panel) {
IEntity entity = panel.Owner;
// So apparently, and yes, I *did* only find this out later,
// this is just a really fancy way of saying "Lambert's law of cosines".
// ...I still think this explaination makes more sense.
// In the 'sunRelative' coordinate system:
// the sun is considered to be an infinite distance directly up.
// this is the rotation of the panel relative to that.
// directly upwards (theta = 0) = coverage 1
// left/right 90 degrees (abs(theta) = (pi / 2)) = coverage 0
// directly downwards (abs(theta) = pi) = coverage -1
// as TowardsSun + = CCW,
// panelRelativeToSun should - = CW
var panelRelativeToSun = entity.Transform.WorldRotation - TowardsSun;
// essentially, given cos = X & sin = Y & Y is 'downwards',
// then for the first 90 degrees of rotation in either direction,
// this plots the lower-right quadrant of a circle.
// now basically assume a line going from the negated X/Y to there,
// and that's the hypothetical solar panel.
//
// since, again, the sun is considered to be an infinite distance upwards,
// this essentially means Cos(panelRelativeToSun) is half of the cross-section,
// and since the full cross-section has a max of 2, effectively-halving it is fine.
//
// as for when it goes negative, it only does that when (abs(theta) > pi)
// and that's expected behavior.
float coverage = (float)Math.Max(0, Math.Cos(panelRelativeToSun));
if (coverage > 0)
{
// Determine if the solar panel is occluded, and zero out coverage if so.
// FIXME: The "Opaque" collision group doesn't seem to work right now.
var ray = new CollisionRay(entity.Transform.WorldPosition, TowardsSun.ToWorldVec(), (int) CollisionGroup.Opaque);
var rayCastResults = Get<SharedPhysicsSystem>().IntersectRay(entity.Transform.MapID, ray, SunOcclusionCheckDistance, entity);
if (rayCastResults.Any())
coverage = 0;
}
// Total coverage calculated; apply it to the panel.
panel.Coverage = coverage;
}
2020-05-21 20:08:03 +01:00
}
}