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>
This commit is contained in:
@@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user