* 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

@@ -5,6 +5,7 @@ using Content.Shared.GameObjects.Components.Damage;
using Content.Shared.GameObjects.Components.Projectiles;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.Physics;
using Robust.Shared.Players;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
@@ -12,7 +13,7 @@ using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Projectiles
{
[RegisterComponent]
public class ProjectileComponent : SharedProjectileComponent, ICollideBehavior
public class ProjectileComponent : SharedProjectileComponent, ICollideBehavior, IPostCollide
{
protected override EntityUid Shooter => _shooter;
@@ -27,15 +28,14 @@ namespace Content.Server.GameObjects.Components.Projectiles
set => _damages = value;
}
public bool DeleteOnCollide => _deleteOnCollide;
private bool _damagedEntity = false;
private bool _deleteOnCollide;
// Get that juicy FPS hit sound
private string _soundHit;
private string _soundHitSpecies;
private bool _damagedEntity;
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
@@ -58,39 +58,27 @@ namespace Content.Server.GameObjects.Components.Projectiles
Dirty();
}
private bool _internalDeleteOnCollide;
/// <summary>
/// Applies the damage when our projectile collides with its victim
/// Applies the damage when our projectile collides with its victim
/// </summary>
/// <param name="entity"></param>
void ICollideBehavior.CollideWith(IEntity entity)
void ICollideBehavior.CollideWith(IPhysBody ourBody, IPhysBody otherBody)
{
if (_damagedEntity)
{
return;
}
// This is so entities that shouldn't get a collision are ignored.
if (entity.TryGetComponent(out IPhysicsComponent otherPhysics) && otherPhysics.Hard == false)
if (!otherBody.Hard || _damagedEntity)
{
_internalDeleteOnCollide = false;
return;
}
else
if (otherBody.Entity.TryGetComponent(out IDamageableComponent damage) && _soundHitSpecies != null)
{
_internalDeleteOnCollide = true;
EntitySystem.Get<AudioSystem>().PlayAtCoords(_soundHitSpecies, otherBody.Entity.Transform.Coordinates);
}
else if (_soundHit != null)
{
EntitySystem.Get<AudioSystem>().PlayAtCoords(_soundHit, otherBody.Entity.Transform.Coordinates);
}
if (_soundHitSpecies != null && entity.HasComponent<IDamageableComponent>())
{
EntitySystem.Get<AudioSystem>().PlayAtCoords(_soundHitSpecies, entity.Transform.Coordinates);
} else if (_soundHit != null)
{
EntitySystem.Get<AudioSystem>().PlayAtCoords(_soundHit, entity.Transform.Coordinates);
}
if (entity.TryGetComponent(out IDamageableComponent damage))
if (damage != null)
{
Owner.EntityManager.TryGetEntity(_shooter, out var shooter);
@@ -102,17 +90,17 @@ namespace Content.Server.GameObjects.Components.Projectiles
_damagedEntity = true;
}
if (!entity.Deleted && entity.TryGetComponent(out CameraRecoilComponent recoilComponent)
&& Owner.TryGetComponent(out IPhysicsComponent ownPhysics))
// Damaging it can delete it
if (!otherBody.Entity.Deleted && otherBody.Entity.TryGetComponent(out CameraRecoilComponent recoilComponent))
{
var direction = ownPhysics.LinearVelocity.Normalized;
var direction = ourBody.LinearVelocity.Normalized;
recoilComponent.Kick(direction);
}
}
void ICollideBehavior.PostCollide(int collideCount)
void IPostCollide.PostCollide(IPhysBody ourBody, IPhysBody otherBody)
{
if (collideCount > 0 && DeleteOnCollide && _internalDeleteOnCollide) Owner.Delete();
if (_damagedEntity) Owner.Delete();
}
public override ComponentState GetComponentState(ICommonSession player)