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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@@ -1,6 +1,5 @@
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using Content.Server.GameObjects.Components.GUI;
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using Content.Server.Interfaces.GameObjects.Components.Items;
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using Content.Server.Throw;
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using Content.Shared.GameObjects;
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using Content.Shared.GameObjects.Components.Items;
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using Content.Shared.GameObjects.Components.Storage;
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@@ -14,6 +13,7 @@ using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Localization;
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using Robust.Shared.Players;
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using Robust.Shared.Physics;
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using Robust.Shared.Serialization;
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namespace Content.Server.GameObjects.Components.Items.Storage
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@@ -87,8 +87,8 @@ namespace Content.Server.GameObjects.Components.Items.Storage
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return false;
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}
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if (Owner.TryGetComponent(out IPhysicsComponent physics) &&
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physics.Anchored)
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if (Owner.TryGetComponent(out IPhysBody physics) &&
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physics.BodyType == BodyType.Static)
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{
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return false;
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}
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@@ -141,22 +141,22 @@ namespace Content.Server.GameObjects.Components.Items.Storage
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var targetLocation = eventArgs.Target.Transform.Coordinates;
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var dirVec = (targetLocation.ToMapPos(Owner.EntityManager) - sourceLocation.ToMapPos(Owner.EntityManager)).Normalized;
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var throwForce = 1.0f;
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float throwForce;
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switch (eventArgs.Severity)
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{
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case ExplosionSeverity.Destruction:
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throwForce = 3.0f;
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throwForce = 30.0f;
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break;
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case ExplosionSeverity.Heavy:
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throwForce = 2.0f;
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throwForce = 20.0f;
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break;
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case ExplosionSeverity.Light:
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throwForce = 1.0f;
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default:
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throwForce = 10.0f;
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break;
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}
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Owner.Throw(throwForce, targetLocation, sourceLocation, true);
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Owner.TryThrow(dirVec * throwForce);
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}
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}
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}
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