* 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

@@ -6,6 +6,7 @@ using Content.Shared.GameObjects.Components.Damage;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Physics;
using Robust.Shared.Random;
using Robust.Shared.Serialization;
using Robust.Shared.Timing;
@@ -46,16 +47,16 @@ namespace Content.Server.GameObjects.Components.Damage
serializer.DataField(this, x => x.StunMinimumDamage, "stunMinimumDamage", 10);
}
public void CollideWith(IEntity collidedWith)
public void CollideWith(IPhysBody ourBody, IPhysBody otherBody)
{
if (!Owner.TryGetComponent(out IPhysicsComponent physics) || !Owner.TryGetComponent(out IDamageableComponent damageable)) return;
if (!Owner.TryGetComponent(out IDamageableComponent damageable)) return;
var speed = physics.LinearVelocity.Length;
var speed = ourBody.LinearVelocity.Length;
if (speed < MinimumSpeed) return;
if(!string.IsNullOrEmpty(SoundHit))
EntitySystem.Get<AudioSystem>().PlayFromEntity(SoundHit, collidedWith, AudioHelpers.WithVariation(0.125f).WithVolume(-0.125f));
EntitySystem.Get<AudioSystem>().PlayFromEntity(SoundHit, otherBody.Entity, AudioHelpers.WithVariation(0.125f).WithVolume(-0.125f));
if ((_gameTiming.CurTime - _lastHit).TotalSeconds < DamageCooldown)
return;
@@ -67,7 +68,7 @@ namespace Content.Server.GameObjects.Components.Damage
if (Owner.TryGetComponent(out StunnableComponent stun) && _robustRandom.Prob(StunChance))
stun.Stun(StunSeconds);
damageable.ChangeDamage(Damage, damage, false, collidedWith);
damageable.ChangeDamage(Damage, damage, false, otherBody.Entity);
}
}
}