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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@@ -1,22 +1,21 @@
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#nullable enable
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using Content.Shared.Interfaces.GameObjects.Components;
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using Content.Server.GameObjects.Components.Explosion;
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using Robust.Shared.GameObjects;
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using System.Threading.Tasks;
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using Robust.Shared.Serialization;
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using System;
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using System.Diagnostics.CodeAnalysis;
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using System.Threading.Tasks;
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using Content.Server.GameObjects.Components.Items;
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using Content.Server.GameObjects.Components.Trigger.TimerTrigger;
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using Content.Server.Throw;
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using Robust.Server.GameObjects;
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using Content.Shared.GameObjects.Components.Explosion;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Random;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Explosives
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namespace Content.Server.GameObjects.Components.Explosion
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{
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[RegisterComponent]
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public sealed class ClusterFlashComponent : Component, IInteractUsing, IUse
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@@ -117,10 +116,13 @@ namespace Content.Server.GameObjects.Components.Explosives
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var angleMin = segmentAngle * thrownCount;
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var angleMax = segmentAngle * (thrownCount + 1);
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var angle = Angle.FromDegrees(random.Next(angleMin, angleMax));
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var distance = (float)random.NextFloat() * _throwDistance;
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var target = new EntityCoordinates(Owner.Uid, angle.ToVec().Normalized * distance);
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// var distance = random.NextFloat() * _throwDistance;
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grenade.Throw(0.5f, target, grenade.Transform.Coordinates);
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delay += random.Next(550, 900);
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thrownCount++;
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// TODO: Suss out throw strength
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grenade.TryThrow(angle.ToVec().Normalized * 50);
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grenade.SpawnTimer(delay, () =>
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{
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@@ -132,9 +134,6 @@ namespace Content.Server.GameObjects.Components.Explosives
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useTimer.Trigger(eventArgs.User);
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}
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});
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delay += random.Next(550, 900);
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thrownCount++;
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}
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Owner.Delete();
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@@ -149,7 +148,7 @@ namespace Content.Server.GameObjects.Components.Explosives
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if (_unspawnedCount > 0)
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{
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_unspawnedCount--;
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grenade = Owner.EntityManager.SpawnEntity(_fillPrototype, Owner.Transform.Coordinates);
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grenade = Owner.EntityManager.SpawnEntity(_fillPrototype, Owner.Transform.MapPosition);
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return true;
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}
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