Files
Delta-v/Content.Server/Physics/Controllers/MoverController.cs
T
29e55b9464 Upstream Merge (June / July) attempt 2 electric boogaloo (#4607)
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146)

* Optimize sensor monitoring window graph drawing

* Add shared static Vector2 pool for all GraphView instances

* Address requested changes

* remove lock

* Update submodule to 264.0.0 (#38629)

* Toy/Plushie Inhands and Wearables (#38514)

* Fixed dependency injection and some other issues in a few places.

* More issue fixes

* patchfor broken NetworkConfiguratorLinkMenu (#38632)

fix

* Fix solutions flickering when transferring contents (#34838)

* Use Solution clones when applying SolutionComponent states

* Revert "Use Solution clones when applying SolutionComponent states"

This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62.

* Make Solution implement ICloneable and rename Clone method.

* Copy CanReact value when cloning a Solution

* Convert to IRobustCloneable

* Fix typos in guidebook: Buisness → Business (#38636)

* Fix typo in `MinorAntagonists.xml`

Buisness → Business

* Fix typo in `YourFirstCharacter.xml`

Buisness → Business

* Various Headphones Fixes and Tweaks (#38479)

* sprites, wearables

* neck

* icon-on sprite

* Cleanup prototype instantiation in `DamageTest` (#38639)

Cleanup prototype instantiation in DamageTest

* Cleanup prototype instantiation in `ExplosionSystem` (#38642)

Cleanup prototype instantiation in ExplosionSystem

* AddBodyPartCommand localization. (#38612)

commit

* fix ItemSlotsSystem debug assert (#38655)

* Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536)

* Added directional beacons (#38284)

* Added directional beacons

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* Fixed names

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

---------

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* Power stat and nuke codes commands get some LEC love. (#38585)

* commit

* requested changes.

* Dsay Dirty and Follow commands converted to LEC and localized. (#38666)

* commit

* whoopwhoopwhoop

* Retro laser sprite fix (#38676)

* Fixed everything except the icon

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* fixed icon

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

---------

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* fix water coolers (#38681)

* Monochromacy typo fix (#38686)

* fixes the typo

* Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Validate `CloningSettingsPrototype`s (#38688)

* Validate CloningSettingsPrototypes

* Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Check EventComponents too

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Add test of objective-related console commands (#36400)

* Add test of objective add/list/remove commands

* Not sure why we're validating test prototypes, but sure

* We don't need a map

* Improvements and fixups for New Status Effect API (#38660)

* Predict healing and bloodstream (#38690)

* initial commit

* reapply 38126

* fix rootable

* someone missed an important minus sign here

* try this

* fix

* fix

* reenable crit hits

* cleanup

* fix status time dirtying

* fix

* camelCase

* Healing and bloodstream prediction fixes.

* Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661)

* Resolving Wizard Recall on Nuke disk making it impossible to disarm
- Adding a DisarmBomb case to nuke status update loop
- Changing a few methods and parameters to properly follow formatting standards
- Updating some names to follow camelCase

* Updating missed tag

* Reverting DataField change

Should prevent this preventative bugfix being a breaking change.

* Switch HSV to the default colorspace for character customization (#38434)

* Made HSV default for character editor

* Adds/fixes comments to HSV defaulting

* Added dropbox fix, potentially cursed

* Revert "Added dropbox fix, potentially cursed"

This reverts commit a709883366fbee813e839742125e70844672af29.

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* Fix: Don't deploy foldables when clicking on items inside containers (#38709)

* Fix

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Pressure Relief Valve (#36708)

* initial system (this math is probably WRONG)

* General code cleanup and OnExamined support
(holy moly this code sucks)

* UICode and related events foundation
TODO:
- Actually write the XAML UI and the underlying system
- Un-shitcode the entire thing
- Actually test everything...

* Working UI code
TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't.

* Remove one TODO for unshitcoding the examine code

* Add reminder
yea

* Make predicted (defenitely isn't)
(also defenitely isn't a copypaste from pressure pump code)

* It's predicted!
TODO:
- Give it snazzy predicted visuals!
- Have a different field for pressure entry, lest it gets bulldozed every UI update.

* Improve gas pressure relief valve UI
TODO: Reminder to reduce amount of dirties using deltafields

* Implement DirtyField prediction

* Entity<T> cleanup
A lot of Entity<T> conversions and lukewarm cleanup.

Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell.

* More cleanup and comments

* Remove TODO comment on bulldozing window title

* """refactoring"""
- Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance.
- More Entity<T> conversions because I like them.
- Move UI creation handling over entirely to the ActivatableUI system.
- Fix a hardcoded locale string (why????).

* Add visuals

* Revert debugging variable replacememt
yea

* Revert skissue

* Remove unused using directives and remove TODO

* Localize, cleanup, document

* Fix adminlogging discrepancy

* Add ability to construct, add guidebook entry

* Clear up comment

* Add guidebook tooltip to valve

* Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor

* Adds more input handling and adds autofill on open

* Un-deepfry input validator shitcode
Genuinely what was I smoking

* improve visuals logic

* Refactor again
- Update math to the correct implementation
- Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs

* I'm sorry but I hate warnings

* Remove unused using directive in AtmosphereSystem.Gases.cs

* Review and cleanup

* Lukewarm UI glossup

* Maintainer for the upstream project btw

* Remove redundant state sets and messy logic

* Unduplicate valve updater code

* Redo UI (im sorry Slarti)

* run tests

* Test refactored UI messaging

* Second round of UI improvements
- God please find a way to improve this system. Feels bad.

* Update loop implementation

* Further predict UI

* Clear up SetToCurrentThreshold

* cleanup

* Update to master + pipe layers and bug fixes
want to run tests

* fixes

* Deploy rename pipebomb

* Documentation and requested changes

* Rename the method that wiggled away

* Undo rounding changes

* Fix comment

* Rename and cleanup

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Fix TextLinkTag (#32203)

* Adjust uplink buy button to be under item icon (#38596)

* Adjusted uplink buy button to be under item icon

* Put the discount subtext under the icon

* Indent fixes, added margin

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* Scurrets - Audio Improvements (#38482)

* Scurret audio tuning

* Add new sfx

* Update sneezing sfx

* YAML support

* Rename a folder

* make telesci wreck easier (#37569)

rel

* Validate `ShaderPrototype` IDs (#38728)

* Convert all shader prototype string literals to protoids in overlays

* Convert more shader prototype literal strings to protoids

* Convert ValidatePrototypeId to ProtoId

* Later

* [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664)

* fixed

* clean up

* orks fix smart

* review fix 1

* more requested changes

* less cursed

* more descriptive description

* better wording

* Tiny Tiny Cleanup of the EyeClosingSystem. (#38734)

Update EyeClosingSystem.cs

* Fix human skin tone distribution (#38701)

* fix: Use PredictedQueueDel for gib spell (#38729)

* fix: don't default to uncharged sprite state for cells (#38730)

* Fix Hristov description - remove inaccurate technical specs (#38746)

- Removes inaccurate 'armor piercing 14.5mm shells' reference
- Replaces it with a more funny description, matching the style of the other snipers and guns
- Keeps ammunition type '.60 anti-materiel ammo' specification
- Fixes issue #38590

Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br>

* feat: allow mopping evaporating puddles (#38743)

* Validate remaining `ProtoId` strings (#38747)

Validate remaining ProtoId strings

* Validate `ProtoId`s in tests (#38745)

* Convert string literals to protoids in Content.Tests

* Convert string literals to protoids or consts in Content.IntegrationTests

* Fix linter failures
Tricksy static using misled me

* Cleanup warning in StomachSystem (#38748)

you did not see this

* Vox scars (#38592)

* Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl

* Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl"

This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15.

* locale key fix

* Changed top surgery scar names to be more generalized

* Adjusted face scars

* Formatting fixes

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* UnlockNode command to LEC. (#38751)

* commit

* Update UnlockNodeCommand.cs

* commit

* move command locale to its own file.

* Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Typofixes for figurine dialogue (#38737)

* Typofixes for figurine dialogue

* Forgot two

* Janitor Tool: Wire Brush (#38667)

* Wow! It's -brush-

* spacing.

* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* fixed changes

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Minor escape menu UX improvements (#38650)

* fix: spellbooks can have infinite charges (#38376)

* fix: spellbooks can have infinite charges

* refactor: indicate infinite spellbook charges with null

Not sure if I like this much better...
2025-11-06 18:22:39 +00:00

580 lines
22 KiB
C#

using System.Numerics;
using System.Runtime.CompilerServices;
using Content.Server.Shuttles.Components;
using Content.Server.Shuttles.Systems;
using Content.Shared.Friction;
using Content.Shared.Movement.Components;
using Content.Shared.Movement.Systems;
using Content.Shared.Shuttles.Components;
using Content.Shared.Shuttles.Systems;
using Prometheus;
using Robust.Shared.Physics.Components;
using Robust.Shared.Player;
using DroneConsoleComponent = Content.Server.Shuttles.DroneConsoleComponent;
using DependencyAttribute = Robust.Shared.IoC.DependencyAttribute;
using Robust.Shared.Map.Components;
namespace Content.Server.Physics.Controllers;
public sealed class MoverController : SharedMoverController
{
private static readonly Gauge ActiveMoverGauge = Metrics.CreateGauge(
"physics_active_mover_count",
"Active amount of InputMovers being processed by MoverController");
[Dependency] private readonly ThrusterSystem _thruster = default!;
[Dependency] private readonly SharedTransformSystem _xformSystem = default!;
private Dictionary<EntityUid, (ShuttleComponent, List<(EntityUid, PilotComponent, InputMoverComponent, TransformComponent)>)> _shuttlePilots = new();
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<RelayInputMoverComponent, PlayerAttachedEvent>(OnRelayPlayerAttached);
SubscribeLocalEvent<RelayInputMoverComponent, PlayerDetachedEvent>(OnRelayPlayerDetached);
SubscribeLocalEvent<InputMoverComponent, PlayerAttachedEvent>(OnPlayerAttached);
SubscribeLocalEvent<InputMoverComponent, PlayerDetachedEvent>(OnPlayerDetached);
}
private void OnRelayPlayerAttached(Entity<RelayInputMoverComponent> entity, ref PlayerAttachedEvent args)
{
if (MoverQuery.TryGetComponent(entity.Comp.RelayEntity, out var inputMover))
SetMoveInput((entity.Comp.RelayEntity, inputMover), MoveButtons.None);
}
private void OnRelayPlayerDetached(Entity<RelayInputMoverComponent> entity, ref PlayerDetachedEvent args)
{
if (MoverQuery.TryGetComponent(entity.Comp.RelayEntity, out var inputMover))
SetMoveInput((entity.Comp.RelayEntity, inputMover), MoveButtons.None);
}
private void OnPlayerAttached(Entity<InputMoverComponent> entity, ref PlayerAttachedEvent args)
{
SetMoveInput(entity, MoveButtons.None);
}
private void OnPlayerDetached(Entity<InputMoverComponent> entity, ref PlayerDetachedEvent args)
{
SetMoveInput(entity, MoveButtons.None);
}
protected override bool CanSound()
{
return true;
}
private HashSet<EntityUid> _moverAdded = new();
private List<Entity<InputMoverComponent>> _movers = new();
private void InsertMover(Entity<InputMoverComponent> source)
{
if (TryComp(source, out MovementRelayTargetComponent? relay))
{
if (TryComp(relay.Source, out InputMoverComponent? relayMover))
{
InsertMover((relay.Source, relayMover));
}
}
// Already added
if (!_moverAdded.Add(source.Owner))
return;
_movers.Add(source);
}
public override void UpdateBeforeSolve(bool prediction, float frameTime)
{
base.UpdateBeforeSolve(prediction, frameTime);
_moverAdded.Clear();
_movers.Clear();
var inputQueryEnumerator = AllEntityQuery<InputMoverComponent>();
// Need to order mob movement so that movers don't run before their relays.
while (inputQueryEnumerator.MoveNext(out var uid, out var mover))
{
InsertMover((uid, mover));
}
foreach (var mover in _movers)
{
HandleMobMovement(mover, frameTime);
}
ActiveMoverGauge.Set(_movers.Count);
HandleShuttleMovement(frameTime);
}
public (Vector2 Strafe, float Rotation, float Brakes) GetPilotVelocityInput(PilotComponent component)
{
if (!Timing.InSimulation)
{
// Outside of simulation we'll be running client predicted movement per-frame.
// So return a full-length vector as if it's a full tick.
// Physics system will have the correct time step anyways.
ResetSubtick(component);
ApplyTick(component, 1f);
return (component.CurTickStrafeMovement, component.CurTickRotationMovement, component.CurTickBraking);
}
float remainingFraction;
if (Timing.CurTick > component.LastInputTick)
{
component.CurTickStrafeMovement = Vector2.Zero;
component.CurTickRotationMovement = 0f;
component.CurTickBraking = 0f;
remainingFraction = 1;
}
else
{
remainingFraction = (ushort.MaxValue - component.LastInputSubTick) / (float) ushort.MaxValue;
}
ApplyTick(component, remainingFraction);
// Logger.Info($"{curDir}{walk}{sprint}");
return (component.CurTickStrafeMovement, component.CurTickRotationMovement, component.CurTickBraking);
}
private void ResetSubtick(PilotComponent component)
{
if (Timing.CurTick <= component.LastInputTick) return;
component.CurTickStrafeMovement = Vector2.Zero;
component.CurTickRotationMovement = 0f;
component.CurTickBraking = 0f;
component.LastInputTick = Timing.CurTick;
component.LastInputSubTick = 0;
}
protected override void HandleShuttleInput(EntityUid uid, ShuttleButtons button, ushort subTick, bool state)
{
if (!TryComp<PilotComponent>(uid, out var pilot) || pilot.Console == null)
return;
ResetSubtick(pilot);
if (subTick >= pilot.LastInputSubTick)
{
var fraction = (subTick - pilot.LastInputSubTick) / (float) ushort.MaxValue;
ApplyTick(pilot, fraction);
pilot.LastInputSubTick = subTick;
}
var buttons = pilot.HeldButtons;
if (state)
{
buttons |= button;
}
else
{
buttons &= ~button;
}
pilot.HeldButtons = buttons;
}
private static void ApplyTick(PilotComponent component, float fraction)
{
var x = 0;
var y = 0;
var rot = 0;
int brake;
if ((component.HeldButtons & ShuttleButtons.StrafeLeft) != 0x0)
{
x -= 1;
}
if ((component.HeldButtons & ShuttleButtons.StrafeRight) != 0x0)
{
x += 1;
}
component.CurTickStrafeMovement.X += x * fraction;
if ((component.HeldButtons & ShuttleButtons.StrafeUp) != 0x0)
{
y += 1;
}
if ((component.HeldButtons & ShuttleButtons.StrafeDown) != 0x0)
{
y -= 1;
}
component.CurTickStrafeMovement.Y += y * fraction;
if ((component.HeldButtons & ShuttleButtons.RotateLeft) != 0x0)
{
rot -= 1;
}
if ((component.HeldButtons & ShuttleButtons.RotateRight) != 0x0)
{
rot += 1;
}
component.CurTickRotationMovement += rot * fraction;
if ((component.HeldButtons & ShuttleButtons.Brake) != 0x0)
{
brake = 1;
}
else
{
brake = 0;
}
component.CurTickBraking += brake * fraction;
}
/// <summary>
/// Helper function to extrapolate max velocity for a given Vector2 (really, its angle) and shuttle.
/// </summary>
private Vector2 ObtainMaxVel(Vector2 vel, ShuttleComponent shuttle)
{
if (vel.Length() == 0f)
return Vector2.Zero;
// this math could PROBABLY be simplified for performance
// probably
// __________________________________
// / / __ __ \2 / __ __ \2
// O = I : _ / |I * | 1/H | | + |I * | 0 | |
// V \ |_ 0 _| / \ |_1/V_| /
var horizIndex = vel.X > 0 ? 1 : 3; // east else west
var vertIndex = vel.Y > 0 ? 2 : 0; // north else south
var horizComp = vel.X != 0 ? MathF.Pow(Vector2.Dot(vel, new (shuttle.LinearThrust[horizIndex] / shuttle.LinearThrust[horizIndex], 0f)), 2) : 0;
var vertComp = vel.Y != 0 ? MathF.Pow(Vector2.Dot(vel, new (0f, shuttle.LinearThrust[vertIndex] / shuttle.LinearThrust[vertIndex])), 2) : 0;
return shuttle.BaseMaxLinearVelocity * vel * MathF.ReciprocalSqrtEstimate(horizComp + vertComp);
}
private void HandleShuttleMovement(float frameTime)
{
var newPilots = new Dictionary<EntityUid, (ShuttleComponent Shuttle, List<(EntityUid PilotUid, PilotComponent Pilot, InputMoverComponent Mover, TransformComponent ConsoleXform)>)>();
// We just mark off their movement and the shuttle itself does its own movement
var activePilotQuery = EntityQueryEnumerator<PilotComponent, InputMoverComponent>();
var shuttleQuery = GetEntityQuery<ShuttleComponent>();
while (activePilotQuery.MoveNext(out var uid, out var pilot, out var mover))
{
var consoleEnt = pilot.Console;
// TODO: This is terrible. Just make a new mover and also make it remote piloting + device networks
if (TryComp<DroneConsoleComponent>(consoleEnt, out var cargoConsole))
{
consoleEnt = cargoConsole.Entity;
}
if (!TryComp(consoleEnt, out TransformComponent? xform)) continue;
var gridId = xform.GridUid;
// This tries to see if the grid is a shuttle and if the console should work.
if (!TryComp<MapGridComponent>(gridId, out var _) ||
!shuttleQuery.TryGetComponent(gridId, out var shuttleComponent) ||
!shuttleComponent.Enabled)
continue;
if (!newPilots.TryGetValue(gridId!.Value, out var pilots))
{
pilots = (shuttleComponent, new List<(EntityUid, PilotComponent, InputMoverComponent, TransformComponent)>());
newPilots[gridId.Value] = pilots;
}
pilots.Item2.Add((uid, pilot, mover, xform));
}
// Reset inputs for non-piloted shuttles.
foreach (var (shuttleUid, (shuttle, _)) in _shuttlePilots)
{
if (newPilots.ContainsKey(shuttleUid) || CanPilot(shuttleUid))
continue;
_thruster.DisableLinearThrusters(shuttle);
}
_shuttlePilots = newPilots;
// Collate all of the linear / angular velocites for a shuttle
// then do the movement input once for it.
var xformQuery = GetEntityQuery<TransformComponent>();
foreach (var (shuttleUid, (shuttle, pilots)) in _shuttlePilots)
{
if (Paused(shuttleUid) || CanPilot(shuttleUid) || !TryComp<PhysicsComponent>(shuttleUid, out var body))
continue;
var shuttleNorthAngle = _xformSystem.GetWorldRotation(shuttleUid, xformQuery);
// Collate movement linear and angular inputs together
var linearInput = Vector2.Zero;
var brakeInput = 0f;
var angularInput = 0f;
var linearCount = 0;
var brakeCount = 0;
var angularCount = 0;
foreach (var (pilotUid, pilot, _, consoleXform) in pilots)
{
var (strafe, rotation, brakes) = GetPilotVelocityInput(pilot);
if (brakes > 0f)
{
brakeInput += brakes;
brakeCount++;
}
if (strafe.Length() > 0f)
{
var offsetRotation = consoleXform.LocalRotation;
linearInput += offsetRotation.RotateVec(strafe);
linearCount++;
}
if (rotation != 0f)
{
angularInput += rotation;
angularCount++;
}
}
// Don't slow down the shuttle if there's someone just looking at the console
linearInput /= Math.Max(1, linearCount);
angularInput /= Math.Max(1, angularCount);
brakeInput /= Math.Max(1, brakeCount);
// Handle shuttle movement
if (brakeInput > 0f)
{
if (body.LinearVelocity.Length() > 0f)
{
// Minimum brake velocity for a direction to show its thrust appearance.
const float appearanceThreshold = 0.1f;
// Get velocity relative to the shuttle so we know which thrusters to fire
var shuttleVelocity = (-shuttleNorthAngle).RotateVec(body.LinearVelocity);
var force = Vector2.Zero;
if (shuttleVelocity.X < 0f)
{
_thruster.DisableLinearThrustDirection(shuttle, DirectionFlag.West);
if (shuttleVelocity.X < -appearanceThreshold)
_thruster.EnableLinearThrustDirection(shuttle, DirectionFlag.East);
var index = (int) Math.Log2((int) DirectionFlag.East);
force.X += shuttle.LinearThrust[index];
}
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 TryComp<FTLComponent>(shuttleUid, out var ftl)
&& (ftl.State & (FTLState.Starting | FTLState.Travelling | FTLState.Arriving)) != 0x0
|| HasComp<PreventPilotComponent>(shuttleUid);
}
}