Refactor IsWeightless + remove PhysicsManager (#4153)

This commit is contained in:
metalgearsloth
2021-06-09 09:26:46 +10:00
committed by GitHub
parent 7d77fdac7b
commit 07494e4059
3 changed files with 51 additions and 14 deletions

View File

@@ -5,6 +5,7 @@ using Content.Shared.GameObjects.Components.Pulling;
using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Broadphase;
@@ -18,7 +19,7 @@ namespace Content.Shared.Physics.Controllers
/// </summary>
public abstract class SharedMoverController : VirtualController
{
[Dependency] private readonly IPhysicsManager _physicsManager = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
private SharedBroadPhaseSystem _broadPhaseSystem = default!;
@@ -56,7 +57,7 @@ namespace Content.Shared.Physics.Controllers
protected void HandleMobMovement(IMoverComponent mover, PhysicsComponent physicsComponent, IMobMoverComponent mobMover)
{
// TODO: Look at https://gameworksdocs.nvidia.com/PhysX/4.1/documentation/physxguide/Manual/CharacterControllers.html?highlight=controller as it has some adviceo n kinematic controllersx
if (!UseMobMovement(_broadPhaseSystem, physicsComponent, _physicsManager))
if (!UseMobMovement(_broadPhaseSystem, physicsComponent, _mapManager))
{
return;
}
@@ -64,7 +65,7 @@ namespace Content.Shared.Physics.Controllers
var transform = mover.Owner.Transform;
var (walkDir, sprintDir) = mover.VelocityDir;
var weightless = transform.Owner.IsWeightless(_physicsManager);
var weightless = transform.Owner.IsWeightless(physicsComponent, mapManager: _mapManager);
// Handle wall-pushes.
if (weightless)
@@ -100,12 +101,12 @@ namespace Content.Shared.Physics.Controllers
physicsComponent.LinearVelocity = total;
}
public static bool UseMobMovement(SharedBroadPhaseSystem broadPhaseSystem, PhysicsComponent body, IPhysicsManager? physicsManager = null)
public static bool UseMobMovement(SharedBroadPhaseSystem broadPhaseSystem, PhysicsComponent body, IMapManager mapManager)
{
return (body.BodyStatus == BodyStatus.OnGround) &
body.Owner.HasComponent<IMobStateComponent>() &&
ActionBlockerSystem.CanMove(body.Owner) &&
(!body.Owner.IsWeightless(physicsManager) ||
(!body.Owner.IsWeightless(body, mapManager: mapManager) ||
body.Owner.TryGetComponent(out SharedPlayerMobMoverComponent? mover) &&
IsAroundCollider(broadPhaseSystem, body.Owner.Transform, mover, body));
}