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