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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@@ -10,6 +10,8 @@ using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Dynamics;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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@@ -19,8 +21,6 @@ namespace Content.Server.GameObjects.Components.Movement
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[ComponentReference(typeof(IMoverComponent))]
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internal class ShuttleControllerComponent : Component, IMoverComponent
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{
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[Dependency] private readonly IMapManager _mapManager = default!;
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private bool _movingUp;
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private bool _movingDown;
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private bool _movingLeft;
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@@ -39,43 +39,19 @@ namespace Content.Server.GameObjects.Components.Movement
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public override string Name => "ShuttleController";
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public bool IgnorePaused => false;
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[ViewVariables(VVAccess.ReadWrite)]
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public float CurrentWalkSpeed { get; } = 8;
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public float CurrentSprintSpeed => 0;
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/// <inheritdoc />
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[ViewVariables]
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public float CurrentPushSpeed => 0.0f;
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/// <inheritdoc />
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[ViewVariables]
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public float GrabRange => 0.0f;
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public bool Sprinting => false;
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public (Vector2 walking, Vector2 sprinting) VelocityDir { get; } = (Vector2.Zero, Vector2.Zero);
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public EntityCoordinates LastPosition { get; set; }
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public float StepSoundDistance { get; set; }
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public (Vector2 walking, Vector2 sprinting) VelocityDir { get; set; } = (Vector2.Zero, Vector2.Zero);
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public void SetVelocityDirection(Direction direction, ushort subTick, bool enabled)
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{
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var gridId = Owner.Transform.GridID;
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if (_mapManager.TryGetGrid(gridId, out var grid) &&
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Owner.EntityManager.TryGetEntity(grid.GridEntityId, out var gridEntity))
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{
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//TODO: Switch to shuttle component
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if (!gridEntity.TryGetComponent(out IPhysicsComponent? physics))
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{
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physics = gridEntity.AddComponent<PhysicsComponent>();
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physics.Mass = 1;
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physics.CanCollide = true;
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physics.PhysicsShapes.Add(new PhysShapeGrid(grid));
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}
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var controller = physics.EnsureController<ShuttleController>();
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controller.Push(CalcNewVelocity(direction, enabled), CurrentWalkSpeed);
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}
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VelocityDir = (CalcNewVelocity(direction, enabled), Vector2.Zero);
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}
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public void SetSprinting(ushort subTick, bool walking)
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