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