fish-station/Content.Shared/Friction/TileFrictionController.cs
Vigers Ray 2da8b9f545 Merge remote-tracking branch 'space-wizards/master'
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#	SpaceStation14.sln
2025-12-26 04:19:27 +01:00

191 lines
8.6 KiB
C#

using System.Numerics;
using Content.Shared.CCVar;
using Content.Shared.Gravity;
using Content.Shared.Interaction.Components;
using Content.Shared.Interaction.Events;
using Content.Shared.Movement.Components;
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;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Controllers;
using Robust.Shared.Physics.Dynamics;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Utility;
using Content.Shared.Mech.Components; //sunrise-edit
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 SharedMapSystem _map = default!;
private EntityQuery<TileFrictionModifierComponent> _frictionQuery;
private EntityQuery<PullerComponent> _pullerQuery;
private EntityQuery<PullableComponent> _pullableQuery;
private EntityQuery<MapGridComponent> _gridQuery;
private EntityQuery<MechComponent> _mechQuery; //sunrise-edit
// For debug purposes only
private EntityQuery<InputMoverComponent> _moverQuery;
private EntityQuery<BlockMovementComponent> _blockMoverQuery;
private float _frictionModifier;
private float _minDamping;
private float _airDamping;
private float _offGridDamping;
public override void Initialize()
{
base.Initialize();
Subs.CVar(_configManager, CCVars.TileFrictionModifier, value => _frictionModifier = value, true);
Subs.CVar(_configManager, CCVars.MinFriction, value => _minDamping = value, true);
Subs.CVar(_configManager, CCVars.AirFriction, value => _airDamping = value, true);
Subs.CVar(_configManager, CCVars.OffgridFriction, value => _offGridDamping = value, true);
_frictionQuery = GetEntityQuery<TileFrictionModifierComponent>();
_pullerQuery = GetEntityQuery<PullerComponent>();
_pullableQuery = GetEntityQuery<PullableComponent>();
_gridQuery = GetEntityQuery<MapGridComponent>();
_moverQuery = GetEntityQuery<InputMoverComponent>();
_blockMoverQuery = GetEntityQuery<BlockMovementComponent>();
_mechQuery = GetEntityQuery<MechComponent>(); //sunrise-edit
}
public override void UpdateBeforeSolve(bool prediction, float frameTime)
{
base.UpdateBeforeSolve(prediction, frameTime);
foreach (var ent in PhysicsSystem.AwakeBodies)
{
var uid = ent.Owner;
var body = ent.Comp1;
// Only apply friction when it's not a mob (or the mob doesn't have control)
// We may want to instead only apply friction to dynamic entities and not mobs ever.
if (_mechQuery.HasComp(uid)) //sunrise-edit
continue; //sunrise-edit
if (prediction && !body.Predict || _mover.UseMobMovement(uid))
continue;
if (body.LinearVelocity.Equals(Vector2.Zero) && body.AngularVelocity.Equals(0f))
continue;
var xform = ent.Comp2;
float friction;
// If we're not touching the ground, don't use tileFriction.
// TODO: Make IsWeightless event-based; we already have grid traversals tracked so just raise events
if (body.BodyStatus == BodyStatus.InAir || _gravity.IsWeightless(uid) || !xform.Coordinates.IsValid(EntityManager))
friction = xform.GridUid == null || !_gridQuery.HasComp(xform.GridUid) ? _offGridDamping : _airDamping;
else
friction = _frictionModifier * 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;
}
friction *= bodyModifier;
friction = Math.Max(_minDamping, friction);
PhysicsSystem.SetLinearDamping(uid, body, friction);
PhysicsSystem.SetAngularDamping(uid, body, friction);
if (body.BodyType != BodyType.KinematicController)
{
/*
* Extra catch for input movers that may be temporarily unable to move for whatever reason.
* Block movement shouldn't be added and removed frivolously so it should be reliable to use this
* as a check for brains and such which have input mover purely for ghosting behavior.
*/
DebugTools.Assert(!_moverQuery.HasComp(uid) || _blockMoverQuery.HasComp(uid),
$"Input mover: {ToPrettyString(uid)} in TileFrictionController is not the correct BodyType, BodyType found: {body.BodyType}, expected: KinematicController.");
continue;
}
// Physics engine doesn't apply damping to Kinematic Controllers so we have to do it here.
// BEWARE YE TRAVELLER:
// You may think you can just pass the body.LinearVelocity to the Friction function and edit it there!
// But doing so is unpredicted! And you will doom yourself to 1000 years of rubber banding!
var velocity = body.LinearVelocity;
var angVelocity = body.AngularVelocity;
_mover.Friction(0f, frameTime, friction, ref velocity);
_mover.Friction(0f, frameTime, friction, ref angVelocity);
PhysicsSystem.SetLinearVelocity(uid, velocity, body: body);
PhysicsSystem.SetAngularVelocity(uid, angVelocity, body: body);
}
}
[Pure]
private float GetTileFriction(
EntityUid uid,
PhysicsComponent body,
TransformComponent xform)
{
var tileModifier = 1f;
// If not on a grid and not in the air then return the map's friction.
if (!_gridQuery.TryGetComponent(xform.GridUid, out var grid))
{
return _frictionQuery.TryGetComponent(xform.MapUid, out var friction)
? friction.Modifier
: tileModifier;
}
var tile = _map.GetTileRef(xform.GridUid.Value, grid, 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 tileModifier;
// Check for anchored ents that modify friction
var anc = _map.GetAnchoredEntitiesEnumerator(xform.GridUid.Value, grid, tile.GridIndices);
while (anc.MoveNext(out var tileEnt))
{
if (_frictionQuery.TryGetComponent(tileEnt, out var friction))
tileModifier *= friction.Modifier;
}
var tileDef = _tileDefinitionManager[tile.Tile.TypeId];
return tileDef.Friction * tileModifier;
}
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);
}
}
}