Physics (#3452)
* Content side new physics structure * BroadPhase outline done * But we need to fix WorldAABB * Fix static pvs AABB * Fix import * Rando fixes * B is for balloon * Change human mob hitbox to circle * Decent movement * Start adding friction to player controller I think it's the best way to go about it to keep other objects somewhat consistent for physics. * This baby can fit so many physics bugs in it. * Slight mob mover optimisations. * Player mover kinda works okay. * Beginnings of testbed * More testbed * Circlestack bed * Namespaces * BB fixes * Pull WorldAABB * Joint pulling * Semi-decent movement I guess. * Pulling better * Bullet controller + old movement * im too dumb for this shit * Use kinematic mob controller again It's probably for the best TBH * Stashed shitcode * Remove SlipController * In which movement code is entirely refactored * Singularity fix * Fix ApplyLinearImpulse * MoveRelay fix * Fix door collisions * Disable subfloor collisions Saves on broadphase a fair bit * Re-implement ClimbController * Zumzum's pressure * Laggy item throwing * Minor atmos change * Some caching * Optimise controllers * Optimise CollideWith to hell and back * Re-do throwing and tile friction * Landing too * Optimise controllers * Move CCVars and other stuff swept is beautiful * Cleanup a bunch of controllers * Fix shooting and high pressure movement controller * Flashing improvements * Stuff and things * Combat collisions * Combat mode collisions * Pulling distance joint again * Cleanup physics interfaces * More like scuffedularity * Shit's fucked * Haha tests go green * Bigmoneycrab Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
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#nullable enable
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using System;
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using Content.Server.GameObjects.Components.Atmos;
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using Content.Shared.Atmos;
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using Content.Shared.Physics;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Random;
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namespace Content.Server.Atmos
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{
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public class HighPressureMovementController : FrictionController
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{
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[Dependency] private readonly IRobustRandom _robustRandom = default!;
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public override IPhysicsComponent? ControlledComponent { protected get; set; }
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private const float MoveForcePushRatio = 1f;
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private const float MoveForceForcePushRatio = 1f;
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private const float ProbabilityOffset = 25f;
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private const float ProbabilityBasePercent = 10f;
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private const float ThrowForce = 100f;
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public void ExperiencePressureDifference(int cycle, float pressureDifference, AtmosDirection direction,
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float pressureResistanceProbDelta, EntityCoordinates throwTarget)
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{
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if (ControlledComponent == null)
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return;
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// TODO ATMOS stuns?
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var transform = ControlledComponent.Owner.Transform;
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var pressureComponent = ControlledComponent.Owner.GetComponent<MovedByPressureComponent>();
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var maxForce = MathF.Sqrt(pressureDifference) * 2.25f;
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var moveProb = 100f;
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if (pressureComponent.PressureResistance > 0)
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moveProb = MathF.Abs((pressureDifference / pressureComponent.PressureResistance * ProbabilityBasePercent) -
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ProbabilityOffset);
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if (moveProb > ProbabilityOffset && _robustRandom.Prob(MathF.Min(moveProb / 100f, 1f))
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&& !float.IsPositiveInfinity(pressureComponent.MoveResist)
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&& (!ControlledComponent.Anchored
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&& (maxForce >= (pressureComponent.MoveResist * MoveForcePushRatio)))
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|| (ControlledComponent.Anchored && (maxForce >= (pressureComponent.MoveResist * MoveForceForcePushRatio))))
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{
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if (maxForce > ThrowForce)
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{
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if (throwTarget != EntityCoordinates.Invalid)
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{
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var moveForce = maxForce * MathHelper.Clamp(moveProb, 0, 100) / 150f;
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var pos = ((throwTarget.Position - transform.Coordinates.Position).Normalized + direction.ToDirection().ToVec()).Normalized;
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LinearVelocity = pos * moveForce;
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}
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else
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{
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var moveForce = MathF.Min(maxForce * MathHelper.Clamp(moveProb, 0, 100) / 2500f, 20f);
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LinearVelocity = direction.ToDirection().ToVec() * moveForce;
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}
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pressureComponent.LastHighPressureMovementAirCycle = cycle;
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}
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}
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}
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}
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}
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