* 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

@@ -1,11 +1,11 @@
using System;
using System.Linq;
using Content.Server.GameObjects.Components.GUI;
using Content.Server.GameObjects.Components.Items;
using Content.Server.GameObjects.Components.Items.Storage;
using Content.Server.GameObjects.Components.Stack;
using Content.Server.GameObjects.EntitySystems.Click;
using Content.Server.Interfaces.GameObjects.Components.Items;
using Content.Server.Throw;
using Content.Shared.GameObjects.EntitySystems;
using Content.Shared.Input;
using Content.Shared.Interfaces;
@@ -144,12 +144,12 @@ namespace Content.Server.GameObjects.EntitySystems
private bool HandleThrowItem(ICommonSession session, EntityCoordinates coords, EntityUid uid)
{
var plyEnt = ((IPlayerSession)session).AttachedEntity;
var playerEnt = ((IPlayerSession)session).AttachedEntity;
if (plyEnt == null || !plyEnt.IsValid())
if (playerEnt == null || !playerEnt.IsValid())
return false;
if (!plyEnt.TryGetComponent(out HandsComponent handsComp))
if (!playerEnt.TryGetComponent(out HandsComponent handsComp))
return false;
if (!handsComp.CanDrop(handsComp.ActiveHand))
@@ -168,14 +168,19 @@ namespace Content.Server.GameObjects.EntitySystems
else
{
stackComp.Use(1);
throwEnt = throwEnt.EntityManager.SpawnEntity(throwEnt.Prototype.ID, plyEnt.Transform.Coordinates);
throwEnt = throwEnt.EntityManager.SpawnEntity(throwEnt.Prototype.ID, playerEnt.Transform.Coordinates);
// can only throw one item at a time, regardless of what the prototype stack size is.
if (throwEnt.TryGetComponent<StackComponent>(out var newStackComp))
newStackComp.Count = 1;
}
throwEnt.ThrowTo(ThrowForce, coords, plyEnt.Transform.Coordinates, false, plyEnt);
var direction = coords.ToMapPos(EntityManager) - playerEnt.Transform.WorldPosition;
if (direction == Vector2.Zero) return true;
direction = direction.Normalized * MathF.Min(direction.Length, 8.0f);
throwEnt.TryThrow(direction * ThrowForce * 15);
return true;
}