CatStation/Content.Shared/Movement/Systems/FrictionContactsSystem.cs
Dmitry 25c5e59248
Upstream (#3172)
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2025-05-24 11:00:17 +03:00

147 lines
5.2 KiB
C#

using Content.Shared.Gravity;
using Content.Shared.Movement.Components;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Events;
using Robust.Shared.Physics.Systems;
namespace Content.Shared.Movement.Systems;
public sealed class FrictionContactsSystem : EntitySystem
{
[Dependency] private readonly SharedGravitySystem _gravity = default!;
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
[Dependency] private readonly MovementSpeedModifierSystem _speedModifierSystem = default!;
// Comment copied from "original" SlowContactsSystem.cs (now SpeedModifierContactsSystem.cs)
// TODO full-game-save
// Either these need to be processed before a map is saved, or slowed/slowing entities need to update on init.
private readonly HashSet<EntityUid> _toUpdate = new();
private readonly HashSet<EntityUid> _toRemove = new();
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<FrictionContactsComponent, StartCollideEvent>(OnEntityEnter);
SubscribeLocalEvent<FrictionContactsComponent, EndCollideEvent>(OnEntityExit);
SubscribeLocalEvent<FrictionModifiedByContactComponent, RefreshFrictionModifiersEvent>(OnRefreshFrictionModifiers);
SubscribeLocalEvent<FrictionContactsComponent, ComponentShutdown>(OnShutdown);
UpdatesAfter.Add(typeof(SharedPhysicsSystem));
}
public override void Update(float frameTime)
{
base.Update(frameTime);
_toRemove.Clear();
foreach (var ent in _toUpdate)
{
_speedModifierSystem.RefreshFrictionModifiers(ent);
}
foreach (var ent in _toRemove)
{
RemComp<FrictionModifiedByContactComponent>(ent);
}
_toUpdate.Clear();
}
public void ChangeFrictionModifiers(EntityUid uid, float friction, FrictionContactsComponent? component = null)
{
ChangeFrictionModifiers(uid, friction, null, null, component);
}
public void ChangeFrictionModifiers(EntityUid uid, float mobFriction, float? mobFrictionNoInput, float? acceleration, FrictionContactsComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
component.MobFriction = mobFriction;
component.MobFrictionNoInput = mobFrictionNoInput;
if (acceleration.HasValue)
component.MobAcceleration = acceleration.Value;
Dirty(uid, component);
_toUpdate.UnionWith(_physics.GetContactingEntities(uid));
}
private void OnShutdown(EntityUid uid, FrictionContactsComponent component, ComponentShutdown args)
{
if (!TryComp(uid, out PhysicsComponent? phys))
return;
// Note that the entity may not be getting deleted here. E.g., glue puddles.
_toUpdate.UnionWith(_physics.GetContactingEntities(uid, phys));
}
private void OnRefreshFrictionModifiers(Entity<FrictionModifiedByContactComponent> entity, ref RefreshFrictionModifiersEvent args)
{
if (!EntityManager.TryGetComponent<PhysicsComponent>(entity, out var physicsComponent))
return;
var friction = 0.0f;
var frictionNoInput = 0.0f;
var acceleration = 0.0f;
var isAirborne = physicsComponent.BodyStatus == BodyStatus.InAir || _gravity.IsWeightless(entity, physicsComponent);
var remove = true;
var entries = 0;
foreach (var ent in _physics.GetContactingEntities(entity, physicsComponent))
{
if (!TryComp<FrictionContactsComponent>(ent, out var contacts))
continue;
// Entities that are airborne should not be affected by contact slowdowns that are specified to not affect airborne entities.
if (isAirborne && !contacts.AffectAirborne)
continue;
friction += contacts.MobFriction;
frictionNoInput += contacts.MobFrictionNoInput ?? contacts.MobFriction;
acceleration += contacts.MobAcceleration;
remove = false;
entries++;
}
if (entries > 0)
{
if (!MathHelper.CloseTo(friction, entries) || !MathHelper.CloseTo(frictionNoInput, entries))
{
friction /= entries;
frictionNoInput /= entries;
args.ModifyFriction(friction, frictionNoInput);
}
if (!MathHelper.CloseTo(acceleration, entries))
{
acceleration /= entries;
args.ModifyAcceleration(acceleration);
}
}
// no longer colliding with anything
if (remove)
_toRemove.Add(entity);
}
private void OnEntityExit(EntityUid uid, FrictionContactsComponent component, ref EndCollideEvent args)
{
var otherUid = args.OtherEntity;
_toUpdate.Add(otherUid);
}
private void OnEntityEnter(EntityUid uid, FrictionContactsComponent component, ref StartCollideEvent args)
{
AddModifiedEntity(args.OtherEntity);
}
public void AddModifiedEntity(EntityUid uid)
{
if (!HasComp<MovementSpeedModifierComponent>(uid))
return;
EnsureComp<FrictionModifiedByContactComponent>(uid);
_toUpdate.Add(uid);
}
}