* 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

@@ -1,118 +0,0 @@
using Content.Server.GameObjects.EntitySystems.Click;
using Content.Shared.GameObjects;
using Content.Shared.Physics;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
namespace Content.Server.GameObjects.Components.Projectiles
{
[RegisterComponent]
internal class ThrownItemComponent : ProjectileComponent, ICollideBehavior
{
public const float DefaultThrowTime = 0.25f;
private bool _shouldCollide = true;
private bool _shouldStop = false;
public override string Name => "ThrownItem";
public override uint? NetID => ContentNetIDs.THROWN_ITEM;
/// <summary>
/// User who threw the item.
/// </summary>
public IEntity User { get; set; }
void ICollideBehavior.CollideWith(IEntity entity)
{
if (!_shouldCollide || entity.Deleted) return;
if (entity.TryGetComponent(out PhysicsComponent collid))
{
if (!collid.Hard) // ignore non hard
return;
_shouldStop = true; // hit something hard => stop after this collision
// Raise an event.
EntitySystem.Get<InteractionSystem>().ThrowCollideInteraction(User, Owner, entity, Owner.Transform.Coordinates);
}
// Stop colliding with mobs, this mimics not having enough velocity to do damage
// after impacting the first object.
// For realism this should actually be changed when the velocity of the object is less than a threshold.
// This would allow ricochets off walls, and weird gravity effects from slowing the object.
if (!Owner.Deleted && Owner.TryGetComponent(out IPhysicsComponent body) && body.PhysicsShapes.Count >= 1)
{
_shouldCollide = false;
}
}
private void StopThrow()
{
if (Deleted)
{
return;
}
if (Owner.TryGetComponent(out IPhysicsComponent body) && body.PhysicsShapes.Count >= 1)
{
body.PhysicsShapes[0].CollisionMask &= (int) ~CollisionGroup.ThrownItem;
if (body.TryGetController(out ThrownController controller))
{
controller.LinearVelocity = Vector2.Zero;
}
body.Status = BodyStatus.OnGround;
Owner.RemoveComponent<ThrownItemComponent>();
EntitySystem.Get<InteractionSystem>().LandInteraction(User, Owner, Owner.Transform.Coordinates);
}
}
void ICollideBehavior.PostCollide(int collideCount)
{
if (_shouldStop && collideCount > 0)
{
StopThrow();
}
}
public void StartThrow(Vector2 direction, float speed)
{
var comp = Owner.GetComponent<IPhysicsComponent>();
comp.Status = BodyStatus.InAir;
var controller = comp.EnsureController<ThrownController>();
controller.Push(direction, speed);
EntitySystem.Get<AudioSystem>()
.PlayFromEntity("/Audio/Effects/toss.ogg", Owner);
StartStopTimer();
}
private void StartStopTimer()
{
Owner.SpawnTimer((int) (DefaultThrowTime * 1000), MaybeStopThrow);
}
private void MaybeStopThrow()
{
if (Deleted)
{
return;
}
if (IoCManager.Resolve<IPhysicsManager>().IsWeightless(Owner.Transform.Coordinates))
{
StartStopTimer();
return;
}
StopThrow();
}
}
}