* 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 Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
@@ -29,8 +30,6 @@ namespace Content.Server.GameObjects.Components.Chemistry
private float _timer;
private EntityCoordinates _target;
private bool _running;
private Vector2 _direction;
private float _velocity;
private float _aliveTime;
public override void Initialize()
@@ -40,18 +39,16 @@ namespace Content.Server.GameObjects.Components.Chemistry
Owner.EnsureComponentWarn(out SolutionContainerComponent _);
}
public void Start(Vector2 dir, float velocity, EntityCoordinates target, float aliveTime)
public void Start(Vector2 dir, float speed, EntityCoordinates target, float aliveTime)
{
_running = true;
_target = target;
_direction = dir;
_velocity = velocity;
_aliveTime = aliveTime;
// Set Move
if (Owner.TryGetComponent(out IPhysicsComponent physics))
if (Owner.TryGetComponent(out PhysicsComponent physics))
{
var controller = physics.EnsureController<VaporController>();
controller.Move(_direction, _velocity);
physics.BodyStatus = BodyStatus.InAir;
physics.ApplyLinearImpulse(dir * speed);
}
}
@@ -72,7 +69,7 @@ namespace Content.Server.GameObjects.Components.Chemistry
_timer += frameTime;
_reactTimer += frameTime;
if (_reactTimer >= ReactTime && Owner.TryGetComponent(out IPhysicsComponent physics))
if (_reactTimer >= ReactTime)
{
_reactTimer = 0;
var mapGrid = _mapManager.GetGrid(Owner.Transform.GridID);
@@ -90,12 +87,6 @@ namespace Content.Server.GameObjects.Components.Chemistry
if(!_reached && _target.TryDistance(Owner.EntityManager, Owner.Transform.Coordinates, out var distance) && distance <= 0.5f)
{
_reached = true;
if (Owner.TryGetComponent(out IPhysicsComponent coll))
{
var controller = coll.EnsureController<VaporController>();
controller.Stop();
}
}
if (contents.CurrentVolume == 0 || _timer > _aliveTime)
@@ -127,26 +118,17 @@ namespace Content.Server.GameObjects.Components.Chemistry
return true;
}
void ICollideBehavior.CollideWith(IEntity collidedWith)
void ICollideBehavior.CollideWith(IPhysBody ourBody, IPhysBody otherBody)
{
if (!Owner.TryGetComponent(out SolutionContainerComponent contents))
return;
contents.Solution.DoEntityReaction(collidedWith, ReactionMethod.Touch);
contents.Solution.DoEntityReaction(otherBody.Entity, ReactionMethod.Touch);
// Check for collision with a impassable object (e.g. wall) and stop
if (collidedWith.TryGetComponent(out IPhysicsComponent physics))
if ((otherBody.CollisionLayer & (int) CollisionGroup.Impassable) != 0 && otherBody.Hard)
{
if ((physics.CollisionLayer & (int) CollisionGroup.Impassable) != 0 && physics.Hard)
{
if (Owner.TryGetComponent(out IPhysicsComponent coll))
{
var controller = coll.EnsureController<VaporController>();
controller.Stop();
}
Owner.Delete();
}
Owner.Delete();
}
}
}