Files
OldThink/Content.Shared/Friction/TileFrictionController.cs
Remuchi 5e74f6ae53 Merge branch 'master' of https://github.com/space-wizards/space-station-14 into upstream
# Conflicts:
#	Content.Client/Administration/Managers/ClientAdminManager.cs
#	Content.Client/Administration/Systems/BwoinkSystem.cs
#	Content.Client/Alerts/ClientAlertsSystem.cs
#	Content.Client/Audio/BackgroundAudioSystem.cs
#	Content.Client/CardboardBox/CardboardBoxSystem.cs
#	Content.Client/Chemistry/UI/InjectorStatusControl.cs
#	Content.Client/Chemistry/UI/ReagentDispenserWindow.xaml
#	Content.Client/Chemistry/UI/ReagentDispenserWindow.xaml.cs
#	Content.Client/Clothing/ClientClothingSystem.cs
#	Content.Client/CriminalRecords/CriminalRecordsConsoleBoundUserInterface.cs
#	Content.Client/CriminalRecords/CriminalRecordsConsoleWindow.xaml.cs
#	Content.Client/Decals/Overlays/DecalOverlay.cs
#	Content.Client/DoAfter/DoAfterOverlay.cs
#	Content.Client/Doors/AirlockSystem.cs
#	Content.Client/HealthAnalyzer/UI/HealthAnalyzerWindow.xaml
#	Content.Client/HealthAnalyzer/UI/HealthAnalyzerWindow.xaml.cs
#	Content.Client/Launcher/LauncherConnectingGui.xaml
#	Content.Client/Launcher/LauncherConnectingGui.xaml.cs
#	Content.Client/Lobby/LobbyState.cs
#	Content.Client/Lobby/UI/LobbyGui.xaml.cs
#	Content.Client/MainMenu/UI/MainMenuControl.xaml
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#	Content.Client/MassMedia/Ui/MiniArticleCardControl.xaml.cs
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#	Content.Client/MassMedia/Ui/NewsWriteMenu.xaml.cs
#	Content.Client/Options/UI/Tabs/MiscTab.xaml
#	Content.Client/Options/UI/Tabs/MiscTab.xaml.cs
#	Content.Client/Outline/InteractionOutlineSystem.cs
#	Content.Client/Overlays/ShowSecurityIconsSystem.cs
#	Content.Client/Players/PlayTimeTracking/JobRequirementsManager.cs
#	Content.Client/Popups/PopupOverlay.cs
#	Content.Client/Popups/PopupSystem.cs
#	Content.Client/Preferences/ClientPreferencesManager.cs
#	Content.Client/Preferences/UI/HumanoidProfileEditor.xaml
#	Content.Client/Preferences/UI/HumanoidProfileEditor.xaml.cs
#	Content.Client/StatusIcon/StatusIconOverlay.cs
#	Content.Client/Stylesheets/StyleNano.cs
#	Content.Client/UserInterface/Systems/Bwoink/AHelpUIController.cs
#	Content.Client/UserInterface/Systems/Chat/ChatUIController.cs
#	Content.Server/Access/Systems/IdCardConsoleSystem.cs
#	Content.Server/Administration/Commands/BanCommand.cs
#	Content.Server/Administration/Notes/AdminMessageEui.cs
#	Content.Server/Administration/Notes/AdminNotesSystem.cs
#	Content.Server/Administration/Notes/IAdminNotesManager.cs
#	Content.Server/Administration/Systems/AdminVerbSystem.Antags.cs
#	Content.Server/Administration/Systems/BwoinkSystem.cs
#	Content.Server/Administration/UI/PermissionsEui.cs
#	Content.Server/Antag/AntagSelectionSystem.cs
#	Content.Server/Atmos/EntitySystems/BarotraumaSystem.cs
#	Content.Server/Atmos/Piping/Unary/EntitySystems/GasThermoMachineSystem.cs
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#	Content.Server/Chemistry/EntitySystems/InjectorSystem.cs
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#	Content.Server/Connection/ConnectionManager.cs
#	Content.Server/CriminalRecords/Systems/CriminalRecordsConsoleSystem.cs
#	Content.Server/Database/DatabaseRecords.cs
#	Content.Server/Database/ServerDbBase.cs
#	Content.Server/Database/ServerDbManager.cs
#	Content.Server/DeviceLinking/Systems/SignalTimerSystem.cs
#	Content.Server/Doors/Systems/DoorSystem.cs
#	Content.Server/Execution/ExecutionSystem.cs
#	Content.Server/Explosion/EntitySystems/ExplosionSystem.cs
#	Content.Server/Fax/FaxSystem.cs
#	Content.Server/Fluids/EntitySystems/PuddleSystem.Evaporation.cs
#	Content.Server/GameTicking/GameTicker.Replays.cs
#	Content.Server/GameTicking/GameTicker.RoundFlow.cs
#	Content.Server/GameTicking/Rules/Components/ThiefRuleComponent.cs
#	Content.Server/GameTicking/Rules/GameRuleSystem.Utility.cs
#	Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs
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#	Content.Server/GameTicking/Rules/ThiefRuleSystem.cs
#	Content.Server/GameTicking/Rules/TraitorRuleSystem.cs
#	Content.Server/GameTicking/Rules/ZombieRuleSystem.cs
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#	Content.Server/Humanoid/Systems/HumanoidAppearanceSystem.cs
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#	Content.Server/Kitchen/EntitySystems/SharpSystem.cs
#	Content.Server/Magic/MagicSystem.cs
#	Content.Server/MagicMirror/MagicMirrorSystem.cs
#	Content.Server/Mapping/MappingSystem.cs
#	Content.Server/MassMedia/Systems/NewsSystem.cs
#	Content.Server/Medical/Components/HealthAnalyzerComponent.cs
#	Content.Server/Medical/CrewMonitoring/CrewMonitoringServerSystem.cs
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#	Content.Server/Medical/HealthAnalyzerSystem.cs
#	Content.Server/Nutrition/EntitySystems/OpenableSystem.cs
#	Content.Server/Preferences/Managers/ServerPreferencesManager.cs
#	Content.Server/Remotes/DoorRemoteSystem.cs
#	Content.Server/Resist/EscapeInventorySystem.cs
#	Content.Server/Revenant/EntitySystems/RevenantSystem.Abilities.cs
#	Content.Server/Shuttles/Systems/EmergencyShuttleSystem.Console.cs
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#	Content.Server/Shuttles/Systems/ShuttleConsoleSystem.cs
#	Content.Server/Shuttles/Systems/ShuttleSystem.FasterThanLight.cs
#	Content.Server/Species/Systems/NymphSystem.cs
#	Content.Server/StationEvents/Components/GasLeakRuleComponent.cs
#	Content.Server/StationEvents/EventManagerSystem.cs
#	Content.Server/Store/Systems/StoreSystem.Ui.cs
#	Content.Server/Strip/StrippableSystem.cs
#	Content.Server/VendingMachines/VendingMachineSystem.cs
#	Content.Server/Weapons/Ranged/Systems/GunSystem.cs
#	Content.Shared.Database/LogType.cs
#	Content.Shared/Actions/SharedActionsSystem.cs
#	Content.Shared/Administration/AdminFlags.cs
#	Content.Shared/Administration/SharedBwoinkSystem.cs
#	Content.Shared/Anomaly/SharedAnomalySystem.cs
#	Content.Shared/Bed/Sleep/SharedSleepingSystem.cs
#	Content.Shared/Buckle/SharedBuckleSystem.Strap.cs
#	Content.Shared/Chat/ChatChannel.cs
#	Content.Shared/Chemistry/Components/InjectorComponent.cs
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#	Content.Shared/Chemistry/SharedReagentDispenser.cs
#	Content.Shared/Containers/ItemSlot/ItemSlotsComponent.cs
#	Content.Shared/CriminalRecords/Systems/SharedCriminalRecordsConsoleSystem.cs
#	Content.Shared/Cuffs/SharedCuffableSystem.cs
#	Content.Shared/Doors/Systems/SharedDoorSystem.cs
#	Content.Shared/Friction/TileFrictionController.cs
#	Content.Shared/Humanoid/Prototypes/SpeciesPrototype.cs
#	Content.Shared/Humanoid/SharedHumanoidAppearanceSystem.cs
#	Content.Shared/Implants/SharedImplanterSystem.cs
#	Content.Shared/Lock/LockSystem.cs
#	Content.Shared/MedicalScanner/HealthAnalyzerScannedUserMessage.cs
#	Content.Shared/Nutrition/Components/OpenableComponent.cs
#	Content.Shared/Nutrition/EntitySystems/SharedOpenableSystem.cs
#	Content.Shared/Nutrition/EntitySystems/ThirstSystem.cs
#	Content.Shared/Preferences/HumanoidCharacterProfile.cs
#	Content.Shared/Preferences/ICharacterProfile.cs
#	Content.Shared/Projectiles/SharedProjectileSystem.cs
#	Content.Shared/Pulling/Systems/SharedPullingSystem.Actions.cs
#	Content.Shared/Security/SecurityStatus.cs
#	Content.Shared/Security/Systems/DeployableBarrierSystem.cs
#	Content.Shared/Slippery/SlipperySystem.cs
#	Content.Shared/Species/Systems/ReformSystem.cs
#	Content.Shared/Standing/StandingStateSystem.cs
#	Content.Shared/StatusIcon/StatusIconPrototype.cs
#	Content.Shared/Store/ListingPrototype.cs
#	Content.Shared/VendingMachines/SharedVendingMachineSystem.cs
#	Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs
#	README.md
#	Resources/Audio/Ambience/Antag/pirate_start.ogg
#	Resources/Changelog/Changelog.yml
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#	Resources/Prototypes/Entities/Structures/Windows/window.yml
#	Resources/Prototypes/Entities/Structures/stairs.yml
#	Resources/Prototypes/GameRules/events.yml
#	Resources/Prototypes/Hydroponics/seeds.yml
#	Resources/Prototypes/Maps/saltern.yml
#	Resources/Prototypes/Reagents/biological.yml
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2024-03-26 15:52:23 +07:00

221 lines
8.2 KiB
C#

using System.Numerics;
using Content.Shared.CCVar;
using Content.Shared.Gravity;
using Content.Shared.Movement.Events;
using Content.Shared.Movement.Pulling.Components;
using Content.Shared.Movement.Systems;
using JetBrains.Annotations;
using Robust.Shared.Configuration;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Controllers;
using Robust.Shared.Physics.Dynamics;
using Robust.Shared.Physics.Systems;
namespace Content.Shared.Friction
{
public sealed class TileFrictionController : VirtualController
{
[Dependency] private readonly IConfigurationManager _configManager = default!;
[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
[Dependency] private readonly SharedGravitySystem _gravity = default!;
[Dependency] private readonly SharedMoverController _mover = default!;
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
private EntityQuery<TileFrictionModifierComponent> _frictionQuery;
private EntityQuery<TransformComponent> _xformQuery;
private EntityQuery<PullerComponent> _pullerQuery;
private EntityQuery<PullableComponent> _pullableQuery;
private EntityQuery<MapGridComponent> _gridQuery;
private float _stopSpeed;
private float _frictionModifier;
public const float DefaultFriction = 0.3f;
public override void Initialize()
{
base.Initialize();
Subs.CVar(_configManager, CCVars.TileFrictionModifier, value => _frictionModifier = value, true);
Subs.CVar(_configManager, CCVars.StopSpeed, value => _stopSpeed = value, true);
_frictionQuery = GetEntityQuery<TileFrictionModifierComponent>();
_xformQuery = GetEntityQuery<TransformComponent>();
_pullerQuery = GetEntityQuery<PullerComponent>();
_pullableQuery = GetEntityQuery<PullableComponent>();
_gridQuery = GetEntityQuery<MapGridComponent>();
}
public override void UpdateBeforeMapSolve(bool prediction, PhysicsMapComponent mapComponent, float frameTime)
{
base.UpdateBeforeMapSolve(prediction, mapComponent, frameTime);
foreach (var body in mapComponent.AwakeBodies)
{
var uid = body.Owner;
// Only apply friction when it's not a mob (or the mob doesn't have control)
if (prediction && !body.Predict ||
body.BodyStatus == BodyStatus.InAir ||
_mover.UseMobMovement(uid))
{
continue;
}
if (body.LinearVelocity.Equals(Vector2.Zero) && body.AngularVelocity.Equals(0f))
continue;
if (!_xformQuery.TryGetComponent(uid, out var xform))
{
Log.Error($"Unable to get transform for {ToPrettyString(uid)} in tilefrictioncontroller");
continue;
}
var surfaceFriction = GetTileFriction(uid, body, xform);
var bodyModifier = 1f;
if (_frictionQuery.TryGetComponent(uid, out var frictionComp))
{
bodyModifier = frictionComp.Modifier;
}
var ev = new TileFrictionEvent(bodyModifier);
RaiseLocalEvent(uid, ref ev);
bodyModifier = ev.Modifier;
// If we're sandwiched between 2 pullers reduce friction
// Might be better to make this dynamic and check how many are in the pull chain?
// Either way should be much faster for now.
if (_pullerQuery.TryGetComponent(uid, out var puller) && puller.Pulling != null &&
_pullableQuery.TryGetComponent(uid, out var pullable) && pullable.BeingPulled)
{
bodyModifier *= 0.2f;
}
var friction = _frictionModifier * surfaceFriction * bodyModifier;
ReduceLinearVelocity(uid, prediction, body, friction, frameTime);
ReduceAngularVelocity(uid, prediction, body, friction, frameTime);
}
}
private void ReduceLinearVelocity(EntityUid uid, 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;
if (friction > 0.0f)
{
// TBH I can't really tell if this makes a difference.
float control;
if (!prediction)
{
control = speed < _stopSpeed ? _stopSpeed : speed;
}
else
{
control = speed;
}
drop += control * friction * frameTime;
}
var newSpeed = MathF.Max(0.0f, speed - drop);
newSpeed /= speed;
_physics.SetLinearVelocity(uid, body.LinearVelocity * newSpeed, body: body);
}
private void ReduceAngularVelocity(EntityUid uid, 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;
if (friction > 0.0f)
{
// TBH I can't really tell if this makes a difference.
float control;
if (!prediction)
{
control = speed < _stopSpeed ? _stopSpeed : speed;
}
else
{
control = speed;
}
drop += control * friction * frameTime;
}
var newSpeed = MathF.Max(0.0f, speed - drop);
newSpeed /= speed;
_physics.SetAngularVelocity(uid, body.AngularVelocity * newSpeed, body: body);
}
[Pure]
private float GetTileFriction(
EntityUid uid,
PhysicsComponent body,
TransformComponent xform)
{
// TODO: Make IsWeightless event-based; we already have grid traversals tracked so just raise events
if (_gravity.IsWeightless(uid, body, xform))
return 0.0f;
if (!xform.Coordinates.IsValid(EntityManager))
return 0.0f;
// If not on a grid then return the map's friction.
if (!_gridQuery.TryGetComponent(xform.GridUid, out var grid))
{
return _frictionQuery.TryGetComponent(xform.MapUid, out var friction)
? friction.Modifier
: DefaultFriction;
}
var tile = grid.GetTileRef(xform.Coordinates);
// If it's a map but on an empty tile then just assume it has gravity.
if (tile.Tile.IsEmpty &&
HasComp<MapComponent>(xform.GridUid) &&
(!TryComp<GravityComponent>(xform.GridUid, out var gravity) || gravity.Enabled))
{
return DefaultFriction;
}
// If there's an anchored ent that modifies friction then fallback to that instead.
var anc = grid.GetAnchoredEntitiesEnumerator(tile.GridIndices);
while (anc.MoveNext(out var tileEnt))
{
if (_frictionQuery.TryGetComponent(tileEnt, out var friction))
return friction.Modifier;
}
var tileDef = _tileDefinitionManager[tile.Tile.TypeId];
return tileDef.Friction;
}
public void SetModifier(EntityUid entityUid, float value, TileFrictionModifierComponent? friction = null)
{
if (!Resolve(entityUid, ref friction) || value.Equals(friction.Modifier))
return;
friction.Modifier = value;
Dirty(entityUid, friction);
}
}
}