* 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

@@ -1,4 +1,5 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using Content.Server.GameObjects.Components.Items.Storage;
@@ -25,6 +26,7 @@ using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Players;
namespace Content.Server.GameObjects.EntitySystems.Click
@@ -37,6 +39,8 @@ namespace Content.Server.GameObjects.EntitySystems.Click
{
[Dependency] private readonly IEntityManager _entityManager = default!;
private List<IThrowCollide> _throwCollide = new();
public override void Initialize()
{
SubscribeNetworkEvent<DragDropMessage>(HandleDragDropMessage);
@@ -602,28 +606,43 @@ namespace Content.Server.GameObjects.EntitySystems.Click
/// Calls ThrowCollide on all components that implement the IThrowCollide interface
/// on a thrown entity and the target entity it hit.
/// </summary>
public void ThrowCollideInteraction(IEntity user, IEntity thrown, IEntity target, EntityCoordinates location)
public void ThrowCollideInteraction(IEntity user, IPhysBody thrown, IPhysBody target)
{
var collideMsg = new ThrowCollideMessage(user, thrown, target, location);
// TODO: Just pass in the bodies directly
var collideMsg = new ThrowCollideMessage(user, thrown.Entity, target.Entity);
RaiseLocalEvent(collideMsg);
if (collideMsg.Handled)
{
return;
}
var eventArgs = new ThrowCollideEventArgs(user, thrown, target, location);
var eventArgs = new ThrowCollideEventArgs(user, thrown.Entity, target.Entity);
foreach (var comp in thrown.GetAllComponents<IThrowCollide>().ToArray())
foreach (var comp in thrown.Entity.GetAllComponents<IThrowCollide>())
{
if (thrown.Deleted) break;
comp.DoHit(eventArgs);
_throwCollide.Add(comp);
}
foreach (var comp in target.GetAllComponents<IThrowCollide>().ToArray())
foreach (var collide in _throwCollide)
{
if (target.Deleted) break;
comp.HitBy(eventArgs);
if (thrown.Entity.Deleted) break;
collide.DoHit(eventArgs);
}
_throwCollide.Clear();
foreach (var comp in target.Entity.GetAllComponents<IThrowCollide>())
{
_throwCollide.Add(comp);
}
foreach (var collide in _throwCollide)
{
if (target.Entity.Deleted) break;
collide.HitBy(eventArgs);
}
_throwCollide.Clear();
}
/// <summary>