Files
crystall-punk-14/Content.Shared/Movement/Systems/FrictionContactsSystem.cs
Princess Cheeseballs 36030ef154 Mob Movement Major Refactor (#36847)
* Conveyor optimisations

- Optimise movement for moving stuff. Better flags + less resolves + slapped parallelrobustjob on it.
- Sleeping for entities getting conveyed into walls.

* Blocker version

* Finish

* Final

* Fix conveyor power mispredict

* Bagel save

* Revert "Bagel save"

This reverts commit 1b93fda81fb852d89b89b0beae0b80f8a61165f2.

* Conveyor resave

* Init Commit

* windows yelling at me to update commit

* working commit, need prediciton and more dehardcoding

* Project 0 warnings

* Working Commit (Near Final)

* ryder got confused commit

* I love Merge Conflicts :)

* Working commit, no prediction

* Forgot the yaml changes

* Comments and typos

* Apparently while the reduced launch mult of lube was initialized it was never used so I revered back to default

* Fixed an incorrect divisor

* bit of cleanup

* Prediciton fixed, and puddles now affect all entities

* FORGOT TO RENAME A VERY IMPORTANT VARIABLE OOPS

* Really big I forgor moment

* Even bigger I forgor moment

* four more merge conflicts to fix four more oopsies

* fixed actual divide by zero moment and also im very dumb

* Even bigger I forgor moment

* four more merge conflicts to fix four more oopsies

* fixed actual divide by zero moment and also im very dumb

* Fix all test fails

* code cleanup

* Webedit whitespace

* Code cleaup

* whitespace webedit

* whitespace webedit

* whitespace webedit

* whitespace removal

* Comments and cleanup

* Re-Added 20 warnings as per Ork's request

* Cleanups

* Spacing fix

* bugfixes and cleanup

* Small bugfix

* Fix prediction

* Mob movement rewrite

* Bandaid

* Working version

* Tentatively working

* Friction to fix cornering

* More fixes

* Refactor mob movement

Trying to cleanup relay ordering / tryupdaterelative being cooked, purge ToParent, and fix all the eye rotation shenanigans.

* Building

* Re-implement jetpacks

* Reorganise weightless movement

* More work

* Fix camera

* reh

* Revert bagel

* Revert this

* Revert held move buttons

* Puddles work but are unpredicted and unoptimized

* Fixes

* Puddle code...

* Actually dirty the slipComp for real

* Sliding component done plus an extra suggestion from ArtisticRoomba

* Atomized Commit

* Added Friction field to Reagent Prototype per design discussion

* Cleaned up Working Commit

* a

* Delete stinkers

* Fix this code smell

* Reviewed

* Funky re-save

* Our conveyance

* Better conveyor sleeping

* Remove this

* Revert "Better conveyor sleeping"

This reverts commit f5281f64bbae95b7b9feb56295c5cf931f9fb2e1.

* Revert that

Way too janky

* Also this

* a

* Working Commit - Still a lot to do

* Acceleration refactor

* Minor jetpack cleanup

* frictionnomovement no longer nullable

* Shared Mover Feels 99% done

* OffGrid/Weightless/Throwing Friction saved

* Fix merge conflicts

* Fix a debug assert

* Final Commit for today

* Some fixes

* Actually use those CCVars Properly

* Need to fix throwing

* Second to last Commit for real

* Jetpack bug fixed

* Jetpack bug fixed

* Test fail patch

* Small patch

* Skates Component cleanup + Bring Accel back to 5 (oops)

* Fix test fail oops

* yaml cleanup make dragons not fat

---------

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2025-05-02 18:18:08 +10:00

139 lines
4.7 KiB
C#

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 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 remove = true;
var entries = 0;
foreach (var ent in _physics.GetContactingEntities(entity, physicsComponent))
{
if (!TryComp<FrictionContactsComponent>(ent, out var contacts))
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);
}
}