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>
This commit is contained in:
@@ -1,163 +0,0 @@
|
||||
#nullable enable
|
||||
using Content.Server.GameObjects.Components.GUI;
|
||||
using Content.Server.GameObjects.Components.Items.Storage;
|
||||
using Content.Server.GameObjects.Components.Mobs;
|
||||
using Content.Server.GameObjects.Components.Sound;
|
||||
using Content.Shared.Audio;
|
||||
using Content.Shared.GameObjects.Components.Inventory;
|
||||
using Content.Shared.GameObjects.Components.Movement;
|
||||
using Content.Shared.GameObjects.Components.Tag;
|
||||
using Content.Shared.GameObjects.EntitySystems;
|
||||
using Content.Shared.Maps;
|
||||
using Content.Shared.Physics;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Server.GameObjects;
|
||||
using Robust.Shared.Audio;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Log;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Prototypes;
|
||||
using Robust.Shared.Random;
|
||||
|
||||
namespace Content.Server.GameObjects.EntitySystems
|
||||
{
|
||||
[UsedImplicitly]
|
||||
internal class MoverSystem : SharedMoverSystem
|
||||
{
|
||||
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
|
||||
[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
|
||||
[Dependency] private readonly IMapManager _mapManager = default!;
|
||||
[Dependency] private readonly IRobustRandom _robustRandom = default!;
|
||||
|
||||
private AudioSystem _audioSystem = default!;
|
||||
|
||||
private const float StepSoundMoveDistanceRunning = 2;
|
||||
private const float StepSoundMoveDistanceWalking = 1.5f;
|
||||
|
||||
/// <inheritdoc />
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
SubscribeLocalEvent<PlayerDetachedSystemMessage>(PlayerDetached);
|
||||
|
||||
_audioSystem = EntitySystemManager.GetEntitySystem<AudioSystem>();
|
||||
|
||||
UpdatesBefore.Add(typeof(PhysicsSystem));
|
||||
}
|
||||
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
foreach (var (moverComponent, collidableComponent) in EntityManager.ComponentManager
|
||||
.EntityQuery<IMoverComponent, IPhysicsComponent>(false))
|
||||
{
|
||||
var entity = moverComponent.Owner;
|
||||
UpdateKinematics(entity.Transform, moverComponent, collidableComponent);
|
||||
}
|
||||
}
|
||||
|
||||
private void PlayerDetached(PlayerDetachedSystemMessage ev)
|
||||
{
|
||||
if (ev.Entity.TryGetComponent(out IPhysicsComponent? physics) &&
|
||||
physics.TryGetController(out MoverController controller) &&
|
||||
!ev.Entity.IsWeightless())
|
||||
{
|
||||
controller.StopMoving();
|
||||
}
|
||||
}
|
||||
|
||||
protected override void HandleFootsteps(IMoverComponent mover)
|
||||
{
|
||||
var transform = mover.Owner.Transform;
|
||||
// Handle footsteps.
|
||||
if (_mapManager.GridExists(mover.LastPosition.GetGridId(EntityManager)))
|
||||
{
|
||||
// Can happen when teleporting between grids.
|
||||
if (!transform.Coordinates.TryDistance(EntityManager, mover.LastPosition, out var distance))
|
||||
{
|
||||
mover.LastPosition = transform.Coordinates;
|
||||
return;
|
||||
}
|
||||
|
||||
mover.StepSoundDistance += distance;
|
||||
}
|
||||
|
||||
mover.LastPosition = transform.Coordinates;
|
||||
float distanceNeeded;
|
||||
if (mover.Sprinting)
|
||||
{
|
||||
distanceNeeded = StepSoundMoveDistanceRunning;
|
||||
}
|
||||
else
|
||||
{
|
||||
distanceNeeded = StepSoundMoveDistanceWalking;
|
||||
}
|
||||
|
||||
if (mover.StepSoundDistance > distanceNeeded)
|
||||
{
|
||||
mover.StepSoundDistance = 0;
|
||||
|
||||
if (!mover.Owner.HasTag("FootstepSound"))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (mover.Owner.TryGetComponent<InventoryComponent>(out var inventory)
|
||||
&& inventory.TryGetSlotItem<ItemComponent>(EquipmentSlotDefines.Slots.SHOES, out var item)
|
||||
&& item.Owner.TryGetComponent<FootstepModifierComponent>(out var modifier))
|
||||
{
|
||||
modifier.PlayFootstep();
|
||||
}
|
||||
else
|
||||
{
|
||||
PlayFootstepSound(transform.Coordinates, mover.Sprinting);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void PlayFootstepSound(EntityCoordinates coordinates, bool sprinting)
|
||||
{
|
||||
// Step one: figure out sound collection prototype.
|
||||
var grid = _mapManager.GetGrid(coordinates.GetGridId(EntityManager));
|
||||
var tile = grid.GetTileRef(coordinates);
|
||||
|
||||
// If the coordinates have a FootstepModifier component
|
||||
// i.e. component that emit sound on footsteps emit that sound
|
||||
string? soundCollectionName = null;
|
||||
foreach (var maybeFootstep in grid.GetSnapGridCell(tile.GridIndices, SnapGridOffset.Center))
|
||||
{
|
||||
if (maybeFootstep.Owner.TryGetComponent(out FootstepModifierComponent? footstep))
|
||||
{
|
||||
soundCollectionName = footstep._soundCollectionName;
|
||||
break;
|
||||
}
|
||||
}
|
||||
// if there is no FootstepModifierComponent, determine sound based on tiles
|
||||
if (soundCollectionName == null)
|
||||
{
|
||||
// Walking on a tile.
|
||||
var def = (ContentTileDefinition) _tileDefinitionManager[tile.Tile.TypeId];
|
||||
if (def.FootstepSounds == null)
|
||||
{
|
||||
// Nothing to play, oh well.
|
||||
return;
|
||||
}
|
||||
|
||||
soundCollectionName = def.FootstepSounds;
|
||||
}
|
||||
|
||||
// Ok well we know the position of the
|
||||
try
|
||||
{
|
||||
var soundCollection = _prototypeManager.Index<SoundCollectionPrototype>(soundCollectionName);
|
||||
var file = _robustRandom.Pick(soundCollection.PickFiles);
|
||||
_audioSystem.PlayAtCoords(file, coordinates, sprinting ? AudioParams.Default.WithVolume(0.75f) : null);
|
||||
}
|
||||
catch (UnknownPrototypeException)
|
||||
{
|
||||
// Shouldn't crash over a sound
|
||||
Logger.ErrorS("sound", $"Unable to find sound collection for {soundCollectionName}");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user