mirror of
https://github.com/space-syndicate/space-station-14.git
synced 2026-02-15 03:32:07 +01:00
* refactor: make MoverController use more queries
* perf: don't process paused MoverControllers
* perf: track active input movers via events
* Revert "place stored changeling identities next to each other (#39452)"
This reverts commit 9b5d2ff11b.
* perf: keep around the seen movers hashset
* fix: don't reintroduce wild wild west ordering
* style: use virtual method
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* docs: better ActiveInputMoverComponent motiviation
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* fix: pass through known comp
* fix: properly order relay movers for real
* perf: use proxy Transform() and inline it
Actually this might be a slight performance improvement since it avoids
the dictionary lookup until the case that its body status is on ground.
* style: switch an event handler to Entity<T>
* fix: just-in-case track for relay loops
* merg conflix
* borger
* whitespace moment
* whoops
* empty
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
688 lines
26 KiB
C#
688 lines
26 KiB
C#
using System.Diagnostics;
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using System.Numerics;
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using System.Runtime.CompilerServices;
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using Content.Server.Shuttles.Components;
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using Content.Server.Shuttles.Systems;
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using Content.Shared.Movement.Components;
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using Content.Shared.Movement.Systems;
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using Content.Shared.Shuttles.Components;
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using Content.Shared.Shuttles.Systems;
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using Prometheus;
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using Robust.Shared.Player;
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using DependencyAttribute = Robust.Shared.IoC.DependencyAttribute;
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using DroneConsoleComponent = Content.Server.Shuttles.DroneConsoleComponent;
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namespace Content.Server.Physics.Controllers;
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public sealed class MoverController : SharedMoverController
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{
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private static readonly Gauge ActiveMoverGauge = Metrics.CreateGauge(
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"physics_active_mover_count",
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"Amount of ActiveInputMovers being processed by MoverController");
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[Dependency] private readonly ThrusterSystem _thruster = default!;
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private Dictionary<EntityUid, (ShuttleComponent, List<(EntityUid, PilotComponent, InputMoverComponent, TransformComponent)>)> _shuttlePilots = new();
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private EntityQuery<ActiveInputMoverComponent> _activeQuery;
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private EntityQuery<DroneConsoleComponent> _droneQuery;
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private EntityQuery<ShuttleComponent> _shuttleQuery;
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// Not needed for persistence; just used to save an alloc
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private readonly HashSet<EntityUid> _seenMovers = [];
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private readonly HashSet<EntityUid> _seenRelayMovers = [];
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private readonly List<Entity<InputMoverComponent>> _moversToUpdate = [];
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ActiveInputMoverComponent, EntityPausedEvent>(OnEntityPaused);
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SubscribeLocalEvent<InputMoverComponent, EntityUnpausedEvent>(OnEntityUnpaused);
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SubscribeLocalEvent<RelayInputMoverComponent, PlayerAttachedEvent>(OnRelayPlayerAttached);
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SubscribeLocalEvent<RelayInputMoverComponent, PlayerDetachedEvent>(OnRelayPlayerDetached);
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SubscribeLocalEvent<InputMoverComponent, PlayerAttachedEvent>(OnPlayerAttached);
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SubscribeLocalEvent<InputMoverComponent, PlayerDetachedEvent>(OnPlayerDetached);
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_activeQuery = GetEntityQuery<ActiveInputMoverComponent>();
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_droneQuery = GetEntityQuery<DroneConsoleComponent>();
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_shuttleQuery = GetEntityQuery<ShuttleComponent>();
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}
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private void OnEntityPaused(Entity<ActiveInputMoverComponent> ent, ref EntityPausedEvent args)
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{
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// Become unactive [sic] if we don't have PhysicsComp.IgnorePaused
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if (PhysicsQuery.TryComp(ent, out var phys) && phys.IgnorePaused)
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return;
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RemCompDeferred<ActiveInputMoverComponent>(ent);
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}
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private void OnEntityUnpaused(Entity<InputMoverComponent> ent, ref EntityUnpausedEvent args)
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{
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UpdateMoverStatus((ent, ent.Comp));
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}
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protected override void OnMoverStartup(Entity<InputMoverComponent> ent, ref ComponentStartup args)
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{
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base.OnMoverStartup(ent, ref args);
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UpdateMoverStatus((ent, ent.Comp));
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}
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protected override void OnTargetRelayShutdown(Entity<MovementRelayTargetComponent> ent, ref ComponentShutdown args)
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{
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base.OnTargetRelayShutdown(ent, ref args);
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UpdateMoverStatus((ent, null, ent.Comp));
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}
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protected override void UpdateMoverStatus(Entity<InputMoverComponent?, MovementRelayTargetComponent?> ent)
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{
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// Track that we aren't in a loop of movement relayers
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_seenMovers.Clear();
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while (true)
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{
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if (!MoverQuery.Resolve(ent, ref ent.Comp1, logMissing: false))
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{
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RemCompDeferred<ActiveInputMoverComponent>(ent);
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break;
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}
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var meta = MetaData(ent);
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if (Terminating(ent, meta))
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break;
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ActiveInputMoverComponent? activeMover = null;
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if (!meta.EntityPaused
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|| PhysicsQuery.TryComp(ent, out var phys) && phys.IgnorePaused)
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activeMover = EnsureComp<ActiveInputMoverComponent>(ent);
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// If we're a relay target, make sure our drivers are InputMovers
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if (RelayTargetQuery.Resolve(ent, ref ent.Comp2, logMissing: false)
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// In case we're called from ComponentShutdown:
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&& ent.Comp2.LifeStage <= ComponentLifeStage.Running
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&& Exists(ent.Comp2.Source)
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&& !_seenMovers.Contains(ent.Comp2.Source))
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{
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if (ent.Comp2.Source == ent.Owner)
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{
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Log.Error($"Entity {ToPrettyString(ent)} is attempting to relay movement to itself!");
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break;
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}
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if (activeMover is not null)
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activeMover.RelayedFrom = ent.Comp2.Source;
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ent = ent.Comp2.Source;
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_seenMovers.Add(ent);
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continue;
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}
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// No longer a well-defined relay target
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if (activeMover is not null)
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activeMover.RelayedFrom = null;
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break;
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}
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}
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private void OnRelayPlayerAttached(Entity<RelayInputMoverComponent> entity, ref PlayerAttachedEvent args)
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{
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if (MoverQuery.TryGetComponent(entity.Comp.RelayEntity, out var inputMover))
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SetMoveInput((entity.Comp.RelayEntity, inputMover), MoveButtons.None);
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}
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private void OnRelayPlayerDetached(Entity<RelayInputMoverComponent> entity, ref PlayerDetachedEvent args)
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{
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if (MoverQuery.TryGetComponent(entity.Comp.RelayEntity, out var inputMover))
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SetMoveInput((entity.Comp.RelayEntity, inputMover), MoveButtons.None);
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}
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private void OnPlayerAttached(Entity<InputMoverComponent> entity, ref PlayerAttachedEvent args)
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{
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SetMoveInput(entity, MoveButtons.None);
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}
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private void OnPlayerDetached(Entity<InputMoverComponent> entity, ref PlayerDetachedEvent args)
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{
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SetMoveInput(entity, MoveButtons.None);
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}
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protected override bool CanSound()
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{
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return true;
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}
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public override void UpdateBeforeSolve(bool prediction, float frameTime)
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{
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base.UpdateBeforeSolve(prediction, frameTime);
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// We use _seenMovers here as well as in UpdateMoverStatus—this means we
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// cannot have any events get fired while we use it in this while loop.
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_seenMovers.Clear();
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_moversToUpdate.Clear();
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// Don't use EntityQueryEnumerator because admin ghosts have to move on
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// paused maps. Pausing movers is handled via ActiveInputMoverComponent.
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var inputQueryEnumerator = AllEntityQuery<ActiveInputMoverComponent, InputMoverComponent>();
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while (inputQueryEnumerator.MoveNext(out var uid, out var activeComp, out var moverComp))
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{
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_seenRelayMovers.Clear(); // O(1) if already empty
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QueueRelaySources(activeComp.RelayedFrom);
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// If it's already inserted, that's fine—that means it'll still be
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// handled before its child movers
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AddMover((uid, moverComp));
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}
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ActiveMoverGauge.Set(_moversToUpdate.Count);
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foreach (var ent in _moversToUpdate)
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{
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HandleMobMovement(ent, frameTime);
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}
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HandleShuttleMovement(frameTime);
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return;
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// When we insert a chain of relay sources we have to flip its ordering
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// It's going to be extremely uncommon for a relay chain to be more than
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// one entity so we just recurse as needed.
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void QueueRelaySources(EntityUid? next)
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{
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// We only care if it's still a mover
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if (!_activeQuery.TryComp(next, out var nextActive)
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|| !MoverQuery.TryComp(next, out var nextMover)
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|| !_seenRelayMovers.Add(next.Value))
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return;
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Debug.Assert(next.Value != nextActive.RelayedFrom);
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// While it is (as of writing) currently true that this recursion
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// should always terminate due to RelayedFrom always being written
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// in a way that tracks if it's made a loop, we still take the extra
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// memory (and small time cost) of making sure via _seenRelayMovers.
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QueueRelaySources(nextActive.RelayedFrom);
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AddMover((next.Value, nextMover));
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}
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// Track inserts so we have ~ O(1) inserts without duplicates. Hopefully
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// it doesn't matter that both _seenMovers and _moversToUpdate are never
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// trimmed? They should be pretty memory light anyway, and in general
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// it'll be rare for there to be a decrease in movers.
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void AddMover(Entity<InputMoverComponent> entity)
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{
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if (!_seenMovers.Add(entity))
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return;
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_moversToUpdate.Add(entity);
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}
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}
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public (Vector2 Strafe, float Rotation, float Brakes) GetPilotVelocityInput(PilotComponent component)
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{
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if (!Timing.InSimulation)
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{
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// Outside of simulation we'll be running client predicted movement per-frame.
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// So return a full-length vector as if it's a full tick.
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// Physics system will have the correct time step anyways.
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ResetSubtick(component);
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ApplyTick(component, 1f);
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return (component.CurTickStrafeMovement, component.CurTickRotationMovement, component.CurTickBraking);
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}
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float remainingFraction;
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if (Timing.CurTick > component.LastInputTick)
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{
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component.CurTickStrafeMovement = Vector2.Zero;
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component.CurTickRotationMovement = 0f;
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component.CurTickBraking = 0f;
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remainingFraction = 1;
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}
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else
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{
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remainingFraction = (ushort.MaxValue - component.LastInputSubTick) / (float) ushort.MaxValue;
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}
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ApplyTick(component, remainingFraction);
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// Logger.Info($"{curDir}{walk}{sprint}");
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return (component.CurTickStrafeMovement, component.CurTickRotationMovement, component.CurTickBraking);
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}
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private void ResetSubtick(PilotComponent component)
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{
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if (Timing.CurTick <= component.LastInputTick) return;
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component.CurTickStrafeMovement = Vector2.Zero;
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component.CurTickRotationMovement = 0f;
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component.CurTickBraking = 0f;
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component.LastInputTick = Timing.CurTick;
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component.LastInputSubTick = 0;
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}
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protected override void HandleShuttleInput(EntityUid uid, ShuttleButtons button, ushort subTick, bool state)
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{
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if (!PilotQuery.TryComp(uid, out var pilot) || pilot.Console == null)
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return;
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ResetSubtick(pilot);
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if (subTick >= pilot.LastInputSubTick)
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{
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var fraction = (subTick - pilot.LastInputSubTick) / (float) ushort.MaxValue;
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ApplyTick(pilot, fraction);
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pilot.LastInputSubTick = subTick;
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}
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var buttons = pilot.HeldButtons;
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if (state)
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{
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buttons |= button;
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}
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else
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{
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buttons &= ~button;
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}
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pilot.HeldButtons = buttons;
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}
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private static void ApplyTick(PilotComponent component, float fraction)
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{
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var x = 0;
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var y = 0;
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var rot = 0;
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int brake;
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if ((component.HeldButtons & ShuttleButtons.StrafeLeft) != 0x0)
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{
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x -= 1;
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}
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if ((component.HeldButtons & ShuttleButtons.StrafeRight) != 0x0)
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{
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x += 1;
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}
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component.CurTickStrafeMovement.X += x * fraction;
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if ((component.HeldButtons & ShuttleButtons.StrafeUp) != 0x0)
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{
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y += 1;
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}
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if ((component.HeldButtons & ShuttleButtons.StrafeDown) != 0x0)
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{
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y -= 1;
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}
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component.CurTickStrafeMovement.Y += y * fraction;
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if ((component.HeldButtons & ShuttleButtons.RotateLeft) != 0x0)
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{
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rot -= 1;
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}
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if ((component.HeldButtons & ShuttleButtons.RotateRight) != 0x0)
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{
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rot += 1;
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}
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component.CurTickRotationMovement += rot * fraction;
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if ((component.HeldButtons & ShuttleButtons.Brake) != 0x0)
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{
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brake = 1;
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}
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else
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{
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brake = 0;
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}
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component.CurTickBraking += brake * fraction;
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}
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/// <summary>
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/// Helper function to extrapolate max velocity for a given Vector2 (really, its angle) and shuttle.
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/// </summary>
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private Vector2 ObtainMaxVel(Vector2 vel, ShuttleComponent shuttle)
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{
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if (vel.Length() == 0f)
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return Vector2.Zero;
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// this math could PROBABLY be simplified for performance
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// probably
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// __________________________________
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// / / __ __ \2 / __ __ \2
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// O = I : _ / |I * | 1/H | | + |I * | 0 | |
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// V \ |_ 0 _| / \ |_1/V_| /
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var horizIndex = vel.X > 0 ? 1 : 3; // east else west
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var vertIndex = vel.Y > 0 ? 2 : 0; // north else south
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var horizComp = vel.X != 0 ? MathF.Pow(Vector2.Dot(vel, new (shuttle.LinearThrust[horizIndex] / shuttle.LinearThrust[horizIndex], 0f)), 2) : 0;
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var vertComp = vel.Y != 0 ? MathF.Pow(Vector2.Dot(vel, new (0f, shuttle.LinearThrust[vertIndex] / shuttle.LinearThrust[vertIndex])), 2) : 0;
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return shuttle.BaseMaxLinearVelocity * vel * MathF.ReciprocalSqrtEstimate(horizComp + vertComp);
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}
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private void HandleShuttleMovement(float frameTime)
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{
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var newPilots = new Dictionary<EntityUid, (ShuttleComponent Shuttle, List<(EntityUid PilotUid, PilotComponent Pilot, InputMoverComponent Mover, TransformComponent ConsoleXform)>)>();
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// We just mark off their movement and the shuttle itself does its own movement
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var activePilotQuery = EntityQueryEnumerator<PilotComponent, InputMoverComponent>();
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while (activePilotQuery.MoveNext(out var uid, out var pilot, out var mover))
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{
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var consoleEnt = pilot.Console;
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// TODO: This is terrible. Just make a new mover and also make it remote piloting + device networks
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if (_droneQuery.TryComp(consoleEnt, out var cargoConsole))
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consoleEnt = cargoConsole.Entity;
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if (!XformQuery.TryComp(consoleEnt, out var xform))
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continue;
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var gridId = xform.GridUid;
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// This tries to see if the grid is a shuttle and if the console should work.
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if (!MapGridQuery.HasComp(gridId) ||
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!_shuttleQuery.TryGetComponent(gridId, out var shuttleComponent) ||
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!shuttleComponent.Enabled)
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continue;
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if (!newPilots.TryGetValue(gridId.Value, out var pilots))
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{
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pilots = (shuttleComponent, new List<(EntityUid, PilotComponent, InputMoverComponent, TransformComponent)>());
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newPilots[gridId.Value] = pilots;
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}
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pilots.Item2.Add((uid, pilot, mover, xform));
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}
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// Reset inputs for non-piloted shuttles.
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foreach (var (shuttleUid, (shuttle, _)) in _shuttlePilots)
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{
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if (newPilots.ContainsKey(shuttleUid) || CanPilot(shuttleUid))
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continue;
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_thruster.DisableLinearThrusters(shuttle);
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}
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_shuttlePilots = newPilots;
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// Collate all of the linear / angular velocites for a shuttle
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// then do the movement input once for it.
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foreach (var (shuttleUid, (shuttle, pilots)) in _shuttlePilots)
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{
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if (Paused(shuttleUid) || CanPilot(shuttleUid) || !PhysicsQuery.TryComp(shuttleUid, out var body))
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continue;
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var shuttleNorthAngle = TransformSystem.GetWorldRotation(shuttleUid, XformQuery);
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// Collate movement linear and angular inputs together
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var linearInput = Vector2.Zero;
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var brakeInput = 0f;
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var angularInput = 0f;
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var linearCount = 0;
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var brakeCount = 0;
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var angularCount = 0;
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foreach (var (_, pilot, _, consoleXform) in pilots)
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{
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var (strafe, rotation, brakes) = GetPilotVelocityInput(pilot);
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if (brakes > 0f)
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{
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brakeInput += brakes;
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brakeCount++;
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}
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if (strafe.Length() > 0f)
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{
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var offsetRotation = consoleXform.LocalRotation;
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linearInput += offsetRotation.RotateVec(strafe);
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linearCount++;
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}
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if (rotation != 0f)
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{
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angularInput += rotation;
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angularCount++;
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}
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}
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// Don't slow down the shuttle if there's someone just looking at the console
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linearInput /= Math.Max(1, linearCount);
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angularInput /= Math.Max(1, angularCount);
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brakeInput /= Math.Max(1, brakeCount);
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// Handle shuttle movement
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if (brakeInput > 0f)
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{
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if (body.LinearVelocity.Length() > 0f)
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{
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// Minimum brake velocity for a direction to show its thrust appearance.
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const float appearanceThreshold = 0.1f;
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// Get velocity relative to the shuttle so we know which thrusters to fire
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var shuttleVelocity = (-shuttleNorthAngle).RotateVec(body.LinearVelocity);
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var force = Vector2.Zero;
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if (shuttleVelocity.X < 0f)
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{
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_thruster.DisableLinearThrustDirection(shuttle, DirectionFlag.West);
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if (shuttleVelocity.X < -appearanceThreshold)
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_thruster.EnableLinearThrustDirection(shuttle, DirectionFlag.East);
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var index = (int) Math.Log2((int) DirectionFlag.East);
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force.X += shuttle.LinearThrust[index];
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}
|
|
else if (shuttleVelocity.X > 0f)
|
|
{
|
|
_thruster.DisableLinearThrustDirection(shuttle, DirectionFlag.East);
|
|
|
|
if (shuttleVelocity.X > appearanceThreshold)
|
|
_thruster.EnableLinearThrustDirection(shuttle, DirectionFlag.West);
|
|
|
|
var index = (int) Math.Log2((int) DirectionFlag.West);
|
|
force.X -= shuttle.LinearThrust[index];
|
|
}
|
|
|
|
if (shuttleVelocity.Y < 0f)
|
|
{
|
|
_thruster.DisableLinearThrustDirection(shuttle, DirectionFlag.South);
|
|
|
|
if (shuttleVelocity.Y < -appearanceThreshold)
|
|
_thruster.EnableLinearThrustDirection(shuttle, DirectionFlag.North);
|
|
|
|
var index = (int) Math.Log2((int) DirectionFlag.North);
|
|
force.Y += shuttle.LinearThrust[index];
|
|
}
|
|
else if (shuttleVelocity.Y > 0f)
|
|
{
|
|
_thruster.DisableLinearThrustDirection(shuttle, DirectionFlag.North);
|
|
|
|
if (shuttleVelocity.Y > appearanceThreshold)
|
|
_thruster.EnableLinearThrustDirection(shuttle, DirectionFlag.South);
|
|
|
|
var index = (int) Math.Log2((int) DirectionFlag.South);
|
|
force.Y -= shuttle.LinearThrust[index];
|
|
}
|
|
|
|
var impulse = force * brakeInput * ShuttleComponent.BrakeCoefficient;
|
|
impulse = shuttleNorthAngle.RotateVec(impulse);
|
|
var forceMul = frameTime * body.InvMass;
|
|
var maxVelocity = (-body.LinearVelocity).Length() / forceMul;
|
|
|
|
// Don't overshoot
|
|
if (impulse.Length() > maxVelocity)
|
|
impulse = impulse.Normalized() * maxVelocity;
|
|
|
|
PhysicsSystem.ApplyForce(shuttleUid, impulse, body: body);
|
|
}
|
|
else
|
|
{
|
|
_thruster.DisableLinearThrusters(shuttle);
|
|
}
|
|
|
|
if (body.AngularVelocity != 0f)
|
|
{
|
|
var torque = shuttle.AngularThrust * brakeInput * (body.AngularVelocity > 0f ? -1f : 1f) * ShuttleComponent.BrakeCoefficient;
|
|
var torqueMul = body.InvI * frameTime;
|
|
|
|
if (body.AngularVelocity > 0f)
|
|
{
|
|
torque = MathF.Max(-body.AngularVelocity / torqueMul, torque);
|
|
}
|
|
else
|
|
{
|
|
torque = MathF.Min(-body.AngularVelocity / torqueMul, torque);
|
|
}
|
|
|
|
if (!torque.Equals(0f))
|
|
{
|
|
PhysicsSystem.ApplyTorque(shuttleUid, torque, body: body);
|
|
_thruster.SetAngularThrust(shuttle, true);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
_thruster.SetAngularThrust(shuttle, false);
|
|
}
|
|
}
|
|
|
|
if (linearInput.Length().Equals(0f))
|
|
{
|
|
PhysicsSystem.SetSleepingAllowed(shuttleUid, body, true);
|
|
|
|
if (brakeInput.Equals(0f))
|
|
_thruster.DisableLinearThrusters(shuttle);
|
|
}
|
|
else
|
|
{
|
|
PhysicsSystem.SetSleepingAllowed(shuttleUid, body, false);
|
|
var angle = linearInput.ToWorldAngle();
|
|
var linearDir = angle.GetDir();
|
|
var dockFlag = linearDir.AsFlag();
|
|
var totalForce = Vector2.Zero;
|
|
|
|
// Won't just do cardinal directions.
|
|
foreach (DirectionFlag dir in Enum.GetValues(typeof(DirectionFlag)))
|
|
{
|
|
// Brain no worky but I just want cardinals
|
|
switch (dir)
|
|
{
|
|
case DirectionFlag.South:
|
|
case DirectionFlag.East:
|
|
case DirectionFlag.North:
|
|
case DirectionFlag.West:
|
|
break;
|
|
default:
|
|
continue;
|
|
}
|
|
|
|
if ((dir & dockFlag) == 0x0)
|
|
{
|
|
_thruster.DisableLinearThrustDirection(shuttle, dir);
|
|
continue;
|
|
}
|
|
|
|
var force = Vector2.Zero;
|
|
var index = (int) Math.Log2((int) dir);
|
|
var thrust = shuttle.LinearThrust[index];
|
|
|
|
switch (dir)
|
|
{
|
|
case DirectionFlag.North:
|
|
force.Y += thrust;
|
|
break;
|
|
case DirectionFlag.South:
|
|
force.Y -= thrust;
|
|
break;
|
|
case DirectionFlag.East:
|
|
force.X += thrust;
|
|
break;
|
|
case DirectionFlag.West:
|
|
force.X -= thrust;
|
|
break;
|
|
default:
|
|
throw new ArgumentOutOfRangeException($"Attempted to apply thrust to shuttle {shuttleUid} along invalid dir {dir}.");
|
|
}
|
|
|
|
_thruster.EnableLinearThrustDirection(shuttle, dir);
|
|
var impulse = force * linearInput.Length();
|
|
totalForce += impulse;
|
|
}
|
|
|
|
var forceMul = frameTime * body.InvMass;
|
|
|
|
var localVel = (-shuttleNorthAngle).RotateVec(body.LinearVelocity);
|
|
var maxVelocity = ObtainMaxVel(localVel, shuttle); // max for current travel dir
|
|
var maxWishVelocity = ObtainMaxVel(totalForce, shuttle);
|
|
var properAccel = (maxWishVelocity - localVel) / forceMul;
|
|
|
|
var finalForce = Vector2Dot(totalForce, properAccel.Normalized()) * properAccel.Normalized();
|
|
|
|
if (localVel.Length() >= maxVelocity.Length() && Vector2.Dot(totalForce, localVel) > 0f)
|
|
finalForce = Vector2.Zero; // burn would be faster if used as such
|
|
|
|
if (finalForce.Length() > properAccel.Length())
|
|
finalForce = properAccel; // don't overshoot
|
|
|
|
//Log.Info($"shuttle: maxVelocity {maxVelocity} totalForce {totalForce} finalForce {finalForce} forceMul {forceMul} properAccel {properAccel}");
|
|
|
|
finalForce = shuttleNorthAngle.RotateVec(finalForce);
|
|
|
|
if (finalForce.Length() > 0f)
|
|
PhysicsSystem.ApplyForce(shuttleUid, finalForce, body: body);
|
|
}
|
|
|
|
if (MathHelper.CloseTo(angularInput, 0f))
|
|
{
|
|
PhysicsSystem.SetSleepingAllowed(shuttleUid, body, true);
|
|
|
|
if (brakeInput <= 0f)
|
|
_thruster.SetAngularThrust(shuttle, false);
|
|
}
|
|
else
|
|
{
|
|
PhysicsSystem.SetSleepingAllowed(shuttleUid, body, false);
|
|
var torque = shuttle.AngularThrust * -angularInput;
|
|
|
|
// Need to cap the velocity if 1 tick of input brings us over cap so we don't continuously
|
|
// edge onto the cap over and over.
|
|
var torqueMul = body.InvI * frameTime;
|
|
|
|
torque = Math.Clamp(torque,
|
|
(-ShuttleComponent.MaxAngularVelocity - body.AngularVelocity) / torqueMul,
|
|
(ShuttleComponent.MaxAngularVelocity - body.AngularVelocity) / torqueMul);
|
|
|
|
if (!torque.Equals(0f))
|
|
{
|
|
PhysicsSystem.ApplyTorque(shuttleUid, torque, body: body);
|
|
_thruster.SetAngularThrust(shuttle, true);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// .NET 8 seem to miscompile usage of Vector2.Dot above. This manual outline fixes it pending an upstream fix.
|
|
// See PR #24008
|
|
[MethodImpl(MethodImplOptions.NoInlining)]
|
|
public static float Vector2Dot(Vector2 value1, Vector2 value2)
|
|
{
|
|
return Vector2.Dot(value1, value2);
|
|
}
|
|
|
|
private bool CanPilot(EntityUid shuttleUid)
|
|
{
|
|
return FTLQuery.TryComp(shuttleUid, out var ftl)
|
|
&& (ftl.State & (FTLState.Starting | FTLState.Travelling | FTLState.Arriving)) != 0x0
|
|
|| PreventPilotQuery.HasComp(shuttleUid);
|
|
}
|
|
|
|
}
|