Merge physics rewrite

This commit is contained in:
Pieter-Jan Briers
2020-05-23 01:23:36 +02:00
parent b6b4482ca0
commit 18ce80a43c
20 changed files with 224 additions and 104 deletions

View File

@@ -18,6 +18,8 @@ namespace Content.Server.GameObjects.Components
[Dependency] private readonly IEntitySystemManager _entitySystemManager;
#pragma warning restore 649
private bool _shouldCollide = true;
public override string Name => "ThrownItem";
/// <summary>
@@ -25,32 +27,37 @@ namespace Content.Server.GameObjects.Components
/// </summary>
public IEntity User;
void ICollideBehavior.CollideWith(List<IEntity> collidedwith)
void ICollideBehavior.CollideWith(IEntity entity)
{
foreach (var entity in collidedwith)
if (!_shouldCollide) return;
if (entity.TryGetComponent(out DamageableComponent damage))
{
if (entity.TryGetComponent(out DamageableComponent damage))
{
damage.TakeDamage(DamageType.Brute, 10, Owner, User);
}
damage.TakeDamage(DamageType.Brute, 10, Owner, User);
}
// Stop colliding with mobs, this mimics not having enough velocity to do damage
// after impacting the first object.
// For realism this should actually be changed when the velocity of the object is less than a threshold.
// This would allow ricochets off walls, and weird gravity effects from slowing the object.
if (collidedwith.Count > 0 && Owner.TryGetComponent(out CollidableComponent body) && body.PhysicsShapes.Count >= 1)
if (Owner.TryGetComponent(out CollidableComponent body) && body.PhysicsShapes.Count >= 1)
{
_shouldCollide = false;
}
}
public void PostCollide(int collideCount)
{
if (collideCount > 0 && Owner.TryGetComponent(out CollidableComponent body) && body.PhysicsShapes.Count >= 1)
{
body.PhysicsShapes[0].CollisionMask &= (int)~CollisionGroup.MobImpassable;
body.IsScrapingFloor = true;
// KYS, your job is finished. Trigger ILand as well.
var physics = Owner.GetComponent<PhysicsComponent>();
(physics.Controller as ThrowController).StopThrow();
physics.RemoveController();
Owner.RemoveComponent<ThrownItemComponent>();
_entitySystemManager.GetEntitySystem<InteractionSystem>().LandInteraction(User, Owner, Owner.Transform.GridPosition);
}
}
}
}