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:
@@ -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);
|
||||
|
||||
Reference in New Issue
Block a user