* 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

@@ -13,6 +13,7 @@ using Robust.Shared.GameObjects;
using Robust.Shared.Localization;
using Robust.Shared.Log;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
@@ -164,9 +165,11 @@ namespace Content.Server.GameObjects.Components.Movement
var result = await EntitySystem.Get<DoAfterSystem>().DoAfter(doAfterEventArgs);
if (result != DoAfterStatus.Cancelled && entityToMove.TryGetComponent(out IPhysicsComponent body) && body.PhysicsShapes.Count >= 1)
if (result != DoAfterStatus.Cancelled && entityToMove.TryGetComponent(out PhysicsComponent body) && body.Fixtures.Count >= 1)
{
var direction = (Owner.Transform.WorldPosition - entityToMove.Transform.WorldPosition).Normalized;
var entityPos = entityToMove.Transform.WorldPosition;
var direction = (Owner.Transform.WorldPosition - entityPos).Normalized;
var endPoint = Owner.Transform.WorldPosition;
var climbMode = entityToMove.GetComponent<ClimbingComponent>();
@@ -174,14 +177,14 @@ namespace Content.Server.GameObjects.Components.Movement
if (MathF.Abs(direction.X) < 0.6f) // user climbed mostly vertically so lets make it a clean straight line
{
endPoint = new Vector2(entityToMove.Transform.WorldPosition.X, endPoint.Y);
endPoint = new Vector2(entityPos.X, endPoint.Y);
}
else if (MathF.Abs(direction.Y) < 0.6f) // user climbed mostly horizontally so lets make it a clean straight line
{
endPoint = new Vector2(endPoint.X, entityToMove.Transform.WorldPosition.Y);
endPoint = new Vector2(endPoint.X, entityPos.Y);
}
climbMode.TryMoveTo(entityToMove.Transform.WorldPosition, endPoint);
climbMode.TryMoveTo(entityPos, endPoint);
// we may potentially need additional logic since we're forcing a player onto a climbable
// there's also the cases where the user might collide with the person they are forcing onto the climbable that i haven't accounted for
@@ -209,9 +212,12 @@ namespace Content.Server.GameObjects.Components.Movement
var result = await EntitySystem.Get<DoAfterSystem>().DoAfter(doAfterEventArgs);
if (result != DoAfterStatus.Cancelled && user.TryGetComponent(out IPhysicsComponent body) && body.PhysicsShapes.Count >= 1)
if (result != DoAfterStatus.Cancelled && user.TryGetComponent(out PhysicsComponent body) && body.Fixtures.Count >= 1)
{
var direction = (Owner.Transform.WorldPosition - user.Transform.WorldPosition).Normalized;
// TODO: Remove the copy-paste code
var userPos = user.Transform.WorldPosition;
var direction = (Owner.Transform.WorldPosition - userPos).Normalized;
var endPoint = Owner.Transform.WorldPosition;
var climbMode = user.GetComponent<ClimbingComponent>();
@@ -226,7 +232,7 @@ namespace Content.Server.GameObjects.Components.Movement
endPoint = new Vector2(endPoint.X, user.Transform.WorldPosition.Y);
}
climbMode.TryMoveTo(user.Transform.WorldPosition, endPoint);
climbMode.TryMoveTo(userPos, endPoint);
var othersMessage = Loc.GetString("{0:theName} jumps onto {1:theName}!", user, Owner);
user.PopupMessageOtherClients(othersMessage);