diff --git a/Content.Server/Conveyor/ConveyorSystem.cs b/Content.Server/Conveyor/ConveyorSystem.cs
index 6216ccfc0a..f4f586fed2 100644
--- a/Content.Server/Conveyor/ConveyorSystem.cs
+++ b/Content.Server/Conveyor/ConveyorSystem.cs
@@ -21,7 +21,6 @@ namespace Content.Server.Conveyor
public class ConveyorSystem : EntitySystem
{
[Dependency] private StunSystem _stunSystem = default!;
- [Dependency] private IEntityLookup _entityLookup = default!;
public override void Initialize()
{
@@ -111,55 +110,5 @@ namespace Content.Server.Conveyor
return true;
}
-
- ///
- /// Calculates the angle in which entities on top of this conveyor
- /// belt are pushed in
- ///
- ///
- /// The angle when taking into account if the conveyor is reversed
- ///
- public Angle GetAngle(ConveyorComponent component)
- {
- var adjustment = component.State == ConveyorState.Reversed ? MathHelper.Pi/2 : -MathHelper.Pi/2;
- var radians = MathHelper.DegreesToRadians(component.Angle);
-
- return new Angle(EntityManager.GetComponent(component.Owner).LocalRotation.Theta + radians + adjustment);
- }
-
- public IEnumerable<(EntityUid, IPhysBody)> GetEntitiesToMove(ConveyorComponent comp)
- {
- //todo uuuhhh cache this
- foreach (var entity in _entityLookup.GetEntitiesIntersecting(comp.Owner, flags: LookupFlags.Approximate))
- {
- if (Deleted(entity))
- {
- continue;
- }
-
- if (entity == comp.Owner)
- {
- continue;
- }
-
- if (!EntityManager.TryGetComponent(entity, out IPhysBody? physics) ||
- physics.BodyType == BodyType.Static || physics.BodyStatus == BodyStatus.InAir || entity.IsWeightless())
- {
- continue;
- }
-
- if (EntityManager.HasComponent(entity))
- {
- continue;
- }
-
- if (entity.IsInContainer())
- {
- continue;
- }
-
- yield return (entity, physics);
- }
- }
}
}
diff --git a/Content.Server/MachineLinking/System/SignalLinkerSystem.cs b/Content.Server/MachineLinking/System/SignalLinkerSystem.cs
index 549731ab9a..88b5f09bd2 100644
--- a/Content.Server/MachineLinking/System/SignalLinkerSystem.cs
+++ b/Content.Server/MachineLinking/System/SignalLinkerSystem.cs
@@ -256,7 +256,7 @@ namespace Content.Server.MachineLinking.System
new SignalReceivedEvent(receiverPort, link.Transmitterport.Signal));
entity.PopupMessageCursor(Loc.GetString("signal-linker-component-linked-port", ("port", receiverPort),
- ("machine", receiver)));
+ ("machine", receiver.Owner)));
}
}
diff --git a/Content.Server/Physics/Controllers/ConveyorController.cs b/Content.Server/Physics/Controllers/ConveyorController.cs
index faee4d2ef3..aff5e7b9d4 100644
--- a/Content.Server/Physics/Controllers/ConveyorController.cs
+++ b/Content.Server/Physics/Controllers/ConveyorController.cs
@@ -1,19 +1,24 @@
using System;
using System.Collections.Generic;
using Content.Server.Conveyor;
-using Content.Server.Recycling.Components;
+using Content.Shared.Conveyor;
using Content.Shared.Movement.Components;
+using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
+using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Controllers;
namespace Content.Server.Physics.Controllers
{
- internal sealed class ConveyorController : VirtualController
+ public sealed class ConveyorController : VirtualController
{
+ [Dependency] private readonly IEntityLookup _lookup = default!;
+ [Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly ConveyorSystem _conveyor = default!;
+ [Dependency] private readonly SharedContainerSystem _container = default!;
public override void Initialize()
{
@@ -25,43 +30,110 @@ namespace Content.Server.Physics.Controllers
public override void UpdateBeforeSolve(bool prediction, float frameTime)
{
base.UpdateBeforeSolve(prediction, frameTime);
- foreach (var comp in EntityManager.EntityQuery())
+
+ var conveyed = new HashSet();
+
+ // TODO: This won't work if someone wants a massive fuckoff conveyor so look at using StartCollide or something.
+ foreach (var (comp, xform) in EntityManager.EntityQuery())
{
- Convey(_conveyor, comp, frameTime);
+ Convey(comp, xform, conveyed, frameTime);
}
}
- private void Convey(ConveyorSystem system, ConveyorComponent comp, float frameTime)
+ private void Convey(ConveyorComponent comp, TransformComponent xform, HashSet conveyed, float frameTime)
{
// Use an event for conveyors to know what needs to run
- if (!system.CanRun(comp))
+ if (!_conveyor.CanRun(comp))
{
return;
}
- var direction = system.GetAngle(comp).ToVec();
- var entMan = IoCManager.Resolve();
- var ownerPos = entMan.GetComponent(comp.Owner).WorldPosition;
+ var speed = comp.Speed;
- foreach (var (entity, physics) in EntitySystem.Get().GetEntitiesToMove(comp))
+ if (speed <= 0f) return;
+
+ var (conveyorPos, conveyorRot) = xform.GetWorldPositionRotation();
+
+ conveyorRot += comp.Angle;
+
+ if (comp.State == ConveyorState.Reversed)
{
- var itemRelativeToConveyor = entMan.GetComponent(entity).WorldPosition - ownerPos;
- physics.LinearVelocity += Convey(direction, comp.Speed, frameTime, itemRelativeToConveyor);
+ conveyorRot += MathF.PI;
+ }
+
+ var direction = conveyorRot.ToWorldVec();
+
+ foreach (var (entity, transform) in GetEntitiesToMove(comp, xform))
+ {
+ if (!conveyed.Add(entity)) continue;
+
+ var worldPos = transform.WorldPosition;
+ var itemRelative = conveyorPos - worldPos;
+
+ worldPos += Convey(direction, speed, frameTime, itemRelative);
+ transform.WorldPosition = worldPos;
}
}
- private Vector2 Convey(Vector2 direction, float speed, float frameTime, Vector2 itemRelativeToConveyor)
+ private static Vector2 Convey(Vector2 direction, float speed, float frameTime, Vector2 itemRelative)
{
- if(speed == 0 || direction.Length == 0) return Vector2.Zero;
+ if (speed == 0 || direction.Length == 0) return Vector2.Zero;
+
+ /* TODO: Figure out how to fix corner cuts.
direction = direction.Normalized;
var dirNormal = new Vector2(direction.Y, direction.X);
- var dot = Vector2.Dot(itemRelativeToConveyor, dirNormal);
+ var dot = Vector2.Dot(itemRelative, dirNormal);
+ */
- var velocity = direction * speed * 5;
+ var velocity = direction * speed;
+
+ return velocity * frameTime;
+
+ /*
velocity += dirNormal * speed * -dot;
return velocity * frameTime;
+ */
+ }
+
+ public IEnumerable<(EntityUid, TransformComponent)> GetEntitiesToMove(ConveyorComponent comp, TransformComponent xform)
+ {
+ if (!_mapManager.TryGetGrid(xform.GridID, out var grid) ||
+ !grid.TryGetTileRef(xform.Coordinates, out var tile)) yield break;
+
+ var tileAABB = _lookup.GetLocalBounds(tile, grid.TileSize).Enlarged(0.01f);
+ var gridMatrix = Transform(grid.GridEntityId).InvWorldMatrix;
+
+ foreach (var entity in _lookup.GetEntitiesIntersecting(tile))
+ {
+ if (entity == comp.Owner ||
+ Deleted(entity) ||
+ HasComp(entity)) continue;
+
+ if (!TryComp(entity, out PhysicsComponent? physics) ||
+ physics.BodyType == BodyType.Static ||
+ physics.BodyStatus == BodyStatus.InAir ||
+ entity.IsWeightless(physics, entityManager: EntityManager))
+ {
+ continue;
+ }
+
+ if (_container.IsEntityInContainer(entity))
+ {
+ 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 transform = Transform(entity);
+ var gridPos = gridMatrix.Transform(transform.WorldPosition);
+ var gridAABB = new Box2(gridPos - 0.1f, gridPos + 0.1f);
+
+ if (!tileAABB.Intersects(gridAABB)) continue;
+
+ yield return (entity, transform);
+ }
}
}
}
diff --git a/Resources/Prototypes/Entities/Structures/conveyor.yml b/Resources/Prototypes/Entities/Structures/conveyor.yml
index e901582856..8a662675a2 100644
--- a/Resources/Prototypes/Entities/Structures/conveyor.yml
+++ b/Resources/Prototypes/Entities/Structures/conveyor.yml
@@ -5,20 +5,10 @@
placement:
mode: SnapgridCenter
components:
+ - type: Rotatable
+ rotateWhileAnchored: true
- type: Clickable
- type: InteractionOutline
- - type: Physics
- - type: Fixtures
- fixtures:
- - shape:
- !type:PhysShapeAabb
- bounds: "-0.49,-0.49,0.49,0.49"
- hard: false
- layer:
- - Opaque
- - Impassable
- - MobImpassable
- - VaultImpassable
- type: Transform
anchored: true
- type: Sprite
@@ -66,6 +56,8 @@
id: TwoWayLever
name: two way lever
description: A two way lever.
+ placement:
+ mode: SnapgridCenter
components:
- type: Clickable
- type: InteractionOutline