* 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

@@ -4,11 +4,13 @@ using Content.Server.GameObjects.Components.MachineLinking;
using Content.Server.GameObjects.Components.Power.ApcNetComponents;
using Content.Shared.GameObjects.Components.Conveyor;
using Content.Shared.GameObjects.Components.MachineLinking;
using Content.Shared.GameObjects.Components.Movement;
using Content.Shared.Physics;
using Robust.Server.GameObjects;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
@@ -27,6 +29,8 @@ namespace Content.Server.GameObjects.Components.Conveyor
[ViewVariables(VVAccess.ReadWrite)]
private Angle _angle;
public float Speed => _speed;
/// <summary>
/// The amount of units to move the entity by per second.
/// </summary>
@@ -86,7 +90,7 @@ namespace Content.Server.GameObjects.Components.Conveyor
/// <returns>
/// The angle when taking into account if the conveyor is reversed
/// </returns>
private Angle GetAngle()
public Angle GetAngle()
{
var adjustment = _state == ConveyorState.Reversed ? MathHelper.Pi : 0;
var radians = MathHelper.DegreesToRadians(_angle);
@@ -94,7 +98,7 @@ namespace Content.Server.GameObjects.Components.Conveyor
return new Angle(Owner.Transform.LocalRotation.Theta + radians + adjustment);
}
private bool CanRun()
public bool CanRun()
{
if (State == ConveyorState.Off)
{
@@ -115,15 +119,16 @@ namespace Content.Server.GameObjects.Components.Conveyor
return true;
}
private bool CanMove(IEntity entity)
public bool CanMove(IEntity entity)
{
// TODO We should only check status InAir or Static or MapGrid or /mayber/ container
if (entity == Owner)
{
return false;
}
if (!entity.TryGetComponent(out IPhysicsComponent? physics) ||
physics.Anchored)
if (!entity.TryGetComponent(out IPhysBody? physics) ||
physics.BodyType == BodyType.Static)
{
return false;
}
@@ -146,31 +151,6 @@ namespace Content.Server.GameObjects.Components.Conveyor
return true;
}
public void Update(float frameTime)
{
if (!CanRun())
{
return;
}
var intersecting = Owner.EntityManager.GetEntitiesIntersecting(Owner, true);
var direction = GetAngle().ToVec();
foreach (var entity in intersecting)
{
if (!CanMove(entity))
{
continue;
}
if (entity.TryGetComponent(out IPhysicsComponent? physics))
{
var controller = physics.EnsureController<ConveyedController>();
controller.Move(direction, _speed, entity.Transform.WorldPosition - Owner.Transform.WorldPosition);
}
}
}
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);