* 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>
139 lines
4.7 KiB
C#
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);
|
|
}
|
|
}
|