Files
wwdpublic/Content.Shared/Physics/Controllers/SharedConveyorController.cs
Debug fd2cc8570d Sync master up to 1/10 (#74)
* Automatic changelog update

* Make NPC names proper nouns & fix some genders (#20534)

* Proper names & genders

* Uppercase proper names

* Make Smile female

* fix bingus wrinkly head (#20531)

* rouny meat and steak (#20526)

* lost friendship flavor

* add rouny steak

* rouny special meat

* rouny meat textures

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Automatic changelog update

* Wearable Wet Floor Sign and 'Janitorial Suicide Vest' (#20311)

* Explosive wet floor sign & janitorial suicide vest

* fix attributions

* Remove name & desc from explosive wet floor sign

* Make wet floor sign chameleonable

* Automatic changelog update

* Minor slippery stuff (#20535)

* Update submodule to 162.2.0 (#20570)

* Predicted armor (#20560)

* clean up some lines in smile the slime prototype (#20552)

* Revert "Use full file path for temp replays (#19002)" (#20545)

* Add EyesGlasses into ClothesMate (#20523)

* Automatic changelog update

* Fix Punpun crew monitor sensor (#20484)

* Automatic changelog update

* EasyPry airlocks for arrivals. Now also prying refactor I guess (#19394)

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>

* Automatic changelog update

* Make arcades hackable again (#20555)

* Automatic changelog update

* Health alert tweaks (#20557)

* Automatic changelog update

* Add active and ended game rule components, generic TryRoundStartAttempt and minPlayers field (#20564)

* Improve active game rule querying, add generic try round start attempt method, move minPlayers to GameRuleComponent

* Nukeops todo and cleanup

* Remove Active field

* Add EndedGameRuleComponent

* bartender suit (#20521)

* give me a drink bartender

* guh

* aARG

* Necropolis and mine walls (#20578)

* Automatic changelog update

* archaic accent tweaks (#20567)

* Automatic changelog update

* Add confirmation to kick and respawn in the admin player actions panel (#20542)

* Remove windows-latest CI runs, remove unused build-test-release.yml (#20540)

* Change .editorconfig to keep existing attribute arrangement (#20538)

* Automatic changelog update

* Catch replay start and end errors on round restarts (#20565)

* Update trivial components to use auto comp states (#20539)

* Fix role unbans not applying in real time (#20547)

* Disable AHelp buttons when no player is selected, update button styling (#20568)

* Automatic changelog update

* Added a toggle fullscreen button (default F11) (#20272)

* Added a toggle fullscreen button (default F11)

* Removed un-needed comments

* Review Requested Changes

* Fixed Acidental Spacing Change

* bwoink, removed extraneous code

* nothing, litterally

* Automatic changelog update

* Fix not networking markings (#20588)

* Automatic changelog update

* Update RobustToolbox to v162.2.1 (#20590)

* Automatic changelog update

* Glorfcode (force say on damage/stun/crit) (#20562)

* Automatic changelog update

* Fix AHelp progressively showing more AHelp panels (#20591)

* Automatic changelog update

* caninsert entitystorage tweaks (#20589)

* Automatic changelog update

* Fix mapping actions crashing on load (#20592)

* Fix loading a map with a ThirstComponent crashing the game (#20594)

* Fix electrocution displaying real name of disguised players (#20603)

* Organ fixes (#20488)

* Automatic changelog update

* Kettle medical rework (#20435)

* Initial try at medical rework for kettle

* Re-add decal decorations to Kettle's medical

* Add more lockers to kettle's med

* Actually upload kettle's map, not its proto

* Automatic changelog update

* Added blocked visuals to volumetric pump (#20610)

* Automatic changelog update

* Move TimedDespawn to engine (#20515)

* Update submodule to 163.0.0 (#20616)

* Remove v0.1 version number from local main menu screen (#20617)

* Remove cloneData parameter from AutoNetworkedField (#20596)

* Update submodule to 164.0.0 (#20618)

* fix cognizine ghost role (#20632)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Automatic changelog update

* Move ID layer one pixel to correct alignment (#20630)

* Update nukie hardsuit descriptions (#20529)

* Make holofans destructable (#20445)

* Automatic changelog update

* bowl is open (#20453)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Add TestPair.WaitCommand() (#20615)

* Rename ThreatPrototype and mark fields as required (#20611)

* Adjust hard bomb shape (#20608)

* dragon refactor, objectives and use GenericAntag (#20201)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Automatic changelog update

* Added generic empty liquids tank (#20563)

* Move view variables verb to the top of the list with no category and localize it (#20546)

* saltern update (#20325)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Fix followers leaking (#20643)

* Add Winter Boots (#20622)

* add

* fix prototype

* Add QM mantle (#20621)

* add

* fix prototype

* Automatic changelog update

* Slime mobs breathe nitrogen and resprite their organs (#20577)

* Slimes breathe nitrogen and resprite their organs

* ups

* mmm

* Automatic changelog update

* Fix the new lizard horn's consistency + issue (#20620)

* fix

* add

* Revert "add"

This reverts commit a054a3204a8f185a94ceb80b1bd3bc9f30423711.

* Add RandomHumanoidAppearance component to for space ninjas (#20605)

* Automatic changelog update

* Space cat breathes space (#20550)

* Space cat breathes space

Made Space Cat lungs ROBUST

* Made Space Cat's lungs ROBUST 2.0

* Automatic changelog update

* Wide anomaly locator (#20581)

* Add files via upload

* Add files via upload

* Add files via upload

* Add files via upload

* add textures

* fix encoding

* fix 2

* Automatic changelog update

* Fixed Telescopic Shield Lighting (#20650)

* Fixed Telescopic Shield Lighting Bug fix #20199

* no need for these at all

---------

Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>

* Automatic changelog update

* Add a special hardsuit for nukie medic (#20471)

* Automatic changelog update

* Carry over other mutations when doing species mutation (#20551)

* Automatic changelog update

* Add Spanish accent to poncho and sombrero (#20377)

---------

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2023-10-03 14:15:46 -05:00

177 lines
6.8 KiB
C#

using System.Numerics;
using Content.Shared.Conveyor;
using Content.Shared.Gravity;
using Content.Shared.Movement.Systems;
using Robust.Shared.Map;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Controllers;
using Robust.Shared.Physics.Events;
using Robust.Shared.Physics.Systems;
namespace Content.Shared.Physics.Controllers;
public abstract class SharedConveyorController : VirtualController
{
[Dependency] protected readonly IMapManager MapManager = default!;
[Dependency] protected readonly EntityLookupSystem Lookup = default!;
[Dependency] protected readonly SharedPhysicsSystem Physics = default!;
[Dependency] private readonly SharedGravitySystem _gravity = default!;
protected const string ConveyorFixture = "conveyor";
private static readonly Vector2 _expansion = new Vector2(0.1f, 0.1f);
public override void Initialize()
{
UpdatesAfter.Add(typeof(SharedMoverController));
SubscribeLocalEvent<ConveyorComponent, StartCollideEvent>(OnConveyorStartCollide);
SubscribeLocalEvent<ConveyorComponent, EndCollideEvent>(OnConveyorEndCollide);
base.Initialize();
}
private void OnConveyorStartCollide(EntityUid uid, ConveyorComponent component, ref StartCollideEvent args)
{
var otherUid = args.OtherEntity;
if (args.OtherBody.BodyType == BodyType.Static || component.State == ConveyorState.Off)
return;
component.Intersecting.Add(otherUid);
EnsureComp<ActiveConveyorComponent>(uid);
}
private void OnConveyorEndCollide(EntityUid uid, ConveyorComponent component, ref EndCollideEvent args)
{
component.Intersecting.Remove(args.OtherEntity);
if (component.Intersecting.Count == 0)
RemComp<ActiveConveyorComponent>(uid);
}
public override void UpdateBeforeSolve(bool prediction, float frameTime)
{
base.UpdateBeforeSolve(prediction, frameTime);
var conveyed = new HashSet<EntityUid>();
// Don't use it directly in EntityQuery because we may be able to save getcomponents.
var xformQuery = GetEntityQuery<TransformComponent>();
var bodyQuery = GetEntityQuery<PhysicsComponent>();
var query = EntityQueryEnumerator<ActiveConveyorComponent, ConveyorComponent>();
while (query.MoveNext(out var uid, out var _, out var comp))
{
Convey(uid, comp, xformQuery, bodyQuery, conveyed, frameTime, prediction);
}
}
private void Convey(EntityUid uid, ConveyorComponent comp, EntityQuery<TransformComponent> xformQuery, EntityQuery<PhysicsComponent> bodyQuery, HashSet<EntityUid> conveyed, float frameTime, bool prediction)
{
// Use an event for conveyors to know what needs to run
if (!CanRun(comp))
return;
var speed = comp.Speed;
if (speed <= 0f || !xformQuery.TryGetComponent(uid, out var xform) || xform.GridUid == null)
return;
var conveyorPos = xform.LocalPosition;
var conveyorRot = xform.LocalRotation;
conveyorRot += comp.Angle;
if (comp.State == ConveyorState.Reverse)
conveyorRot += MathF.PI;
var direction = conveyorRot.ToWorldVec();
foreach (var (entity, transform, body) in GetEntitiesToMove(comp, xform, xformQuery, bodyQuery))
{
if (!conveyed.Add(entity) || prediction && !body.Predict)
continue;
var localPos = transform.LocalPosition;
var itemRelative = conveyorPos - localPos;
localPos += Convey(direction, speed, frameTime, itemRelative);
transform.LocalPosition = localPos;
// Force it awake for collisionwake reasons.
Physics.SetAwake(entity, body, true);
Physics.SetSleepTime(body, 0f);
}
Dirty(comp);
}
private static Vector2 Convey(Vector2 direction, float speed, float frameTime, Vector2 itemRelative)
{
if (speed == 0 || direction.Length() == 0)
return Vector2.Zero;
/*
* Basic idea: if the item is not in the middle of the conveyor in the direction that the conveyor is running,
* move the item towards the middle. Otherwise, move the item along the direction. This lets conveyors pick up
* items that are not perfectly aligned in the middle, and also makes corner cuts work.
*
* We do this by computing the projection of 'itemRelative' on 'direction', yielding a vector 'p' in the direction
* of 'direction'. We also compute the rejection 'r'. If the magnitude of 'r' is not (near) zero, then the item
* is not on the centerline.
*/
var p = direction * (Vector2.Dot(itemRelative, direction) / Vector2.Dot(direction, direction));
var r = itemRelative - p;
if (r.Length() < 0.1)
{
var velocity = direction * speed;
return velocity * frameTime;
}
else
{
// Give a slight nudge in the direction of the conveyor to prevent
// to collidable objects (e.g. crates) on the locker from getting stuck
// pushing each other when rounding a corner.
var velocity = (r + direction*0.2f).Normalized() * speed;
return velocity * frameTime;
}
}
private IEnumerable<(EntityUid, TransformComponent, PhysicsComponent)> GetEntitiesToMove(
ConveyorComponent comp,
TransformComponent xform,
EntityQuery<TransformComponent> xformQuery,
EntityQuery<PhysicsComponent> bodyQuery)
{
// Check if the thing's centre overlaps the grid tile.
var grid = MapManager.GetGrid(xform.GridUid!.Value);
var tile = grid.GetTileRef(xform.Coordinates);
var conveyorBounds = Lookup.GetLocalBounds(tile, grid.TileSize);
foreach (var entity in comp.Intersecting)
{
if (!xformQuery.TryGetComponent(entity, out var entityXform) || entityXform.ParentUid != grid.Owner)
continue;
if (!bodyQuery.TryGetComponent(entity, out var physics) || physics.BodyType == BodyType.Static || physics.BodyStatus == BodyStatus.InAir || _gravity.IsWeightless(entity, physics, entityXform))
continue;
// Yes there's still going to be the occasional rounding issue where it stops getting conveyed
// When you fix the corner issue that will fix this anyway.
var gridAABB = new Box2(entityXform.LocalPosition - _expansion, entityXform.LocalPosition + _expansion);
if (!conveyorBounds.Intersects(gridAABB))
continue;
yield return (entity, entityXform, physics);
}
}
public bool CanRun(ConveyorComponent component)
{
return component.State != ConveyorState.Off && component.Powered;
}
}