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crystall-punk-14/Content.Shared/Physics/Controllers/SharedTileFrictionController.cs

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Physics (#3452) * 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 Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-03-01 03:11:29 +11:00
using System;
using Content.Shared.GameObjects.Components.Mobs.State;
using Content.Shared.GameObjects.Components.Movement;
using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
using JetBrains.Annotations;
using Robust.Shared;
using Robust.Shared.Configuration;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Broadphase;
using Robust.Shared.Physics.Controllers;
using Robust.Shared.Physics.Dynamics;
#nullable enable
namespace Content.Shared.Physics.Controllers
{
public sealed class SharedTileFrictionController : VirtualController
{
[Dependency] private readonly IConfigurationManager _configManager = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IPhysicsManager _physicsManager = default!;
[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
private SharedBroadPhaseSystem _broadPhaseSystem = default!;
private float _stopSpeed;
private float _frictionModifier;
public override void Initialize()
{
base.Initialize();
_broadPhaseSystem = EntitySystem.Get<SharedBroadPhaseSystem>();
_frictionModifier = _configManager.GetCVar(CCVars.TileFrictionModifier);
_configManager.OnValueChanged(CCVars.TileFrictionModifier, value => _frictionModifier = value);
_stopSpeed = _configManager.GetCVar(CCVars.StopSpeed);
_configManager.OnValueChanged(CCVars.StopSpeed, value => _stopSpeed = value);
}
public override void UpdateBeforeMapSolve(bool prediction, PhysicsMap map, float frameTime)
{
base.UpdateBeforeMapSolve(prediction, map, frameTime);
foreach (var body in map.AwakeBodies)
{
var speed = body.LinearVelocity.Length;
if (speed <= 0.0f || body.BodyStatus == BodyStatus.InAir) continue;
// This is the *actual* amount that speed will drop by, we just do some multiplication around it to be easier.
var drop = 0.0f;
float control;
// Only apply friction when it's not a mob (or the mob doesn't have control).
if (SharedMoverController.UseMobMovement(_broadPhaseSystem, body, _physicsManager)) continue;
var surfaceFriction = GetTileFriction(body);
var bodyModifier = body.Owner.GetComponentOrNull<SharedTileFrictionModifier>()?.Modifier ?? 1.0f;
var friction = _frictionModifier * surfaceFriction * bodyModifier;
if (friction > 0.0f)
{
// TBH I can't really tell if this makes a difference, player movement is fucking hard.
if (!prediction)
{
control = speed < _stopSpeed ? _stopSpeed : speed;
}
else
{
control = speed;
}
drop += control * friction * frameTime;
}
var newSpeed = MathF.Max(0.0f, speed - drop);
newSpeed /= speed;
body.LinearVelocity *= newSpeed;
}
}
[Pure]
private float GetTileFriction(IPhysBody body)
{
if (body.BodyStatus == BodyStatus.InAir || !_mapManager.TryGetGrid(body.Owner.Transform.GridID, out var grid))
Physics (#3452) * 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 Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-03-01 03:11:29 +11:00
return 0.0f;
var tile = grid.GetTileRef(body.Owner.Transform.Coordinates);
Physics (#3452) * 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 Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-03-01 03:11:29 +11:00
var tileDef = _tileDefinitionManager[tile.Tile.TypeId];
return tileDef.Friction;
}
}
}