* 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

@@ -6,6 +6,7 @@ using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.Log;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Timing;
namespace Content.Server.GameObjects.Components.PA
@@ -15,9 +16,9 @@ namespace Content.Server.GameObjects.Components.PA
{
public override string Name => "ParticleProjectile";
private ParticleAcceleratorPowerState _state;
public void CollideWith(IEntity collidedWith)
public void CollideWith(IPhysBody ourBody, IPhysBody otherBody)
{
if (collidedWith.TryGetComponent<SingularityComponent>(out var singularityComponent))
if (otherBody.Entity.TryGetComponent<SingularityComponent>(out var singularityComponent))
{
var multiplier = _state switch
{
@@ -30,8 +31,8 @@ namespace Content.Server.GameObjects.Components.PA
};
singularityComponent.Energy += 10 * multiplier;
Owner.Delete();
}else if (collidedWith.TryGetComponent<SingularityGeneratorComponent>(out var singularityGeneratorComponent)
)
}
else if (otherBody.Entity.TryGetComponent<SingularityGeneratorComponent>(out var singularityGeneratorComponent))
{
singularityGeneratorComponent.Power += _state switch
{
@@ -55,7 +56,7 @@ namespace Content.Server.GameObjects.Components.PA
Logger.Error("ParticleProjectile tried firing, but it was spawned without a CollidableComponent");
return;
}
physicsComponent.Status = BodyStatus.InAir;
physicsComponent.BodyStatus = BodyStatus.InAir;
if (!Owner.TryGetComponent<ProjectileComponent>(out var projectileComponent))
{
@@ -81,7 +82,6 @@ namespace Content.Server.GameObjects.Components.PA
spriteComponent.LayerSetState(0, $"particle{suffix}");
physicsComponent
.EnsureController<BulletController>()
.LinearVelocity = angle.ToVec() * 20f;
Owner.Transform.LocalRotation = new Angle(angle + Angle.FromDegrees(180));