* 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>
This commit is contained in:
metalgearsloth
2021-03-01 03:11:29 +11:00
committed by GitHub
parent 9deee05279
commit 3e64fd56a1
211 changed files with 2602 additions and 2562 deletions

View File

@@ -7,6 +7,7 @@ using Content.Server.Utility;
using Content.Shared.GameObjects.Components.Interactable;
using Content.Shared.Interfaces.GameObjects.Components;
using Robust.Shared.GameObjects;
using Robust.Shared.Physics;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
@@ -42,7 +43,7 @@ namespace Content.Server.GameObjects.Components
/// <returns>true if it is valid, false otherwise</returns>
private async Task<bool> Valid(IEntity user, IEntity? utilizing, [NotNullWhen(true)] bool force = false)
{
if (!Owner.HasComponent<IPhysicsComponent>())
if (!Owner.HasComponent<IPhysBody>())
{
return false;
}
@@ -74,8 +75,8 @@ namespace Content.Server.GameObjects.Components
return false;
}
var physics = Owner.GetComponent<IPhysicsComponent>();
physics.Anchored = true;
var physics = Owner.GetComponent<IPhysBody>();
physics.BodyType = BodyType.Static;
if (Owner.TryGetComponent(out PullableComponent? pullableComponent))
{
@@ -105,8 +106,8 @@ namespace Content.Server.GameObjects.Components
return false;
}
var physics = Owner.GetComponent<IPhysicsComponent>();
physics.Anchored = false;
var physics = Owner.GetComponent<IPhysBody>();
physics.BodyType = BodyType.Dynamic;
return true;
}
@@ -120,12 +121,12 @@ namespace Content.Server.GameObjects.Components
/// <returns>true if toggled, false otherwise</returns>
private async Task<bool> TryToggleAnchor(IEntity user, IEntity? utilizing = null, bool force = false)
{
if (!Owner.TryGetComponent(out IPhysicsComponent? physics))
if (!Owner.TryGetComponent(out IPhysBody? physics))
{
return false;
}
return physics.Anchored ?
return physics.BodyType == BodyType.Static ?
await TryUnAnchor(user, utilizing, force) :
await TryAnchor(user, utilizing, force);
}