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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Content.Server/Physics/Controllers/MoverController.cs
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197
Content.Server/Physics/Controllers/MoverController.cs
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#nullable enable
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using System.Collections.Generic;
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using Content.Server.GameObjects.Components.GUI;
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using Content.Server.GameObjects.Components.Items.Storage;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Server.GameObjects.Components.Movement;
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using Content.Server.GameObjects.Components.Sound;
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using Content.Shared.Audio;
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using Content.Shared.GameObjects.Components.Inventory;
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using Content.Shared.GameObjects.Components.Movement;
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using Content.Shared.GameObjects.Components.Tag;
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using Content.Shared.Maps;
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using Content.Shared.Physics;
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using Content.Shared.Physics.Controllers;
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using JetBrains.Annotations;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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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.Physics.Dynamics;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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namespace Content.Server.Physics.Controllers
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{
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public class MoverController : SharedMoverController
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IRobustRandom _robustRandom = default!;
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private AudioSystem _audioSystem = default!;
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private const float StepSoundMoveDistanceRunning = 2;
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private const float StepSoundMoveDistanceWalking = 1.5f;
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private HashSet<EntityUid> _excludedMobs = new();
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public override void Initialize()
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{
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base.Initialize();
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_audioSystem = EntitySystem.Get<AudioSystem>();
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}
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public override void UpdateBeforeSolve(bool prediction, float frameTime)
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{
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base.UpdateBeforeSolve(prediction, frameTime);
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_excludedMobs.Clear();
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foreach (var (mobMover, mover, physics) in ComponentManager.EntityQuery<IMobMoverComponent, IMoverComponent, PhysicsComponent>())
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{
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_excludedMobs.Add(mover.Owner.Uid);
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HandleMobMovement(mover, physics, mobMover);
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}
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foreach (var mover in ComponentManager.EntityQuery<ShuttleControllerComponent>())
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{
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_excludedMobs.Add(mover.Owner.Uid);
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HandleShuttleMovement(mover);
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}
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foreach (var (mover, physics) in ComponentManager.EntityQuery<IMoverComponent, PhysicsComponent>(true))
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{
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if (_excludedMobs.Contains(mover.Owner.Uid)) continue;
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HandleKinematicMovement(mover, physics);
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}
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}
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/*
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* Some thoughts:
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* Unreal actually doesn't predict vehicle movement at all, it's purely server-side which I thought was interesting
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* The reason for this is that vehicles change direction very slowly compared to players so you don't really have the requirement for quick movement anyway
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* As such could probably just look at applying a force / impulse to the shuttle server-side only so it controls like the titanic.
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*/
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private void HandleShuttleMovement(ShuttleControllerComponent mover)
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{
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var gridId = mover.Owner.Transform.GridID;
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if (!_mapManager.TryGetGrid(gridId, out var grid) || !EntityManager.TryGetEntity(grid.GridEntityId, out var gridEntity)) return;
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//TODO: Switch to shuttle component
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if (!gridEntity.TryGetComponent(out PhysicsComponent? physics))
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{
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physics = gridEntity.AddComponent<PhysicsComponent>();
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physics.BodyStatus = BodyStatus.InAir;
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physics.Mass = 1;
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physics.CanCollide = true;
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physics.AddFixture(new Fixture(physics, new PhysShapeGrid(grid)));
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}
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// TODO: Uhh this probably doesn't work but I still need to rip out the entity tree and make RenderingTreeSystem use grids so I'm not overly concerned about breaking shuttles.
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physics.ApplyForce(mover.VelocityDir.walking + mover.VelocityDir.sprinting);
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mover.VelocityDir = (Vector2.Zero, Vector2.Zero);
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}
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protected override void HandleFootsteps(IMoverComponent mover, IMobMoverComponent mobMover)
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{
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var transform = mover.Owner.Transform;
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// Handle footsteps.
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if (_mapManager.GridExists(mobMover.LastPosition.GetGridId(EntityManager)))
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{
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// Can happen when teleporting between grids.
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if (!transform.Coordinates.TryDistance(EntityManager, mobMover.LastPosition, out var distance))
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{
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mobMover.LastPosition = transform.Coordinates;
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return;
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}
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mobMover.StepSoundDistance += distance;
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}
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mobMover.LastPosition = transform.Coordinates;
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float distanceNeeded;
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if (mover.Sprinting)
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{
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distanceNeeded = StepSoundMoveDistanceRunning;
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}
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else
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{
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distanceNeeded = StepSoundMoveDistanceWalking;
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}
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if (mobMover.StepSoundDistance > distanceNeeded)
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{
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mobMover.StepSoundDistance = 0;
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if (!mover.Owner.HasTag("FootstepSound") || mover.Owner.Transform.GridID == GridId.Invalid)
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{
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return;
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}
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if (mover.Owner.TryGetComponent<InventoryComponent>(out var inventory)
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&& inventory.TryGetSlotItem<ItemComponent>(EquipmentSlotDefines.Slots.SHOES, out var item)
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&& item.Owner.TryGetComponent<FootstepModifierComponent>(out var modifier))
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{
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modifier.PlayFootstep();
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}
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else
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{
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PlayFootstepSound(transform.Coordinates, mover.Sprinting);
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}
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}
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}
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private void PlayFootstepSound(EntityCoordinates coordinates, bool sprinting)
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{
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// Step one: figure out sound collection prototype.
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var grid = _mapManager.GetGrid(coordinates.GetGridId(EntityManager));
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var tile = grid.GetTileRef(coordinates);
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// If the coordinates have a FootstepModifier component
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// i.e. component that emit sound on footsteps emit that sound
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string? soundCollectionName = null;
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foreach (var maybeFootstep in grid.GetSnapGridCell(tile.GridIndices, SnapGridOffset.Center))
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{
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if (maybeFootstep.Owner.TryGetComponent(out FootstepModifierComponent? footstep))
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{
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soundCollectionName = footstep._soundCollectionName;
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break;
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}
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}
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// if there is no FootstepModifierComponent, determine sound based on tiles
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if (soundCollectionName == null)
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{
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// Walking on a tile.
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var def = (ContentTileDefinition) _tileDefinitionManager[tile.Tile.TypeId];
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if (def.FootstepSounds == null)
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{
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// Nothing to play, oh well.
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return;
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}
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soundCollectionName = def.FootstepSounds;
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}
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// Ok well we know the position of the
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try
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{
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var soundCollection = _prototypeManager.Index<SoundCollectionPrototype>(soundCollectionName);
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var file = _robustRandom.Pick(soundCollection.PickFiles);
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_audioSystem.PlayAtCoords(file, coordinates, sprinting ? AudioParams.Default.WithVolume(0.75f) : null);
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}
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catch (UnknownPrototypeException)
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{
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// Shouldn't crash over a sound
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Logger.ErrorS("sound", $"Unable to find sound collection for {soundCollectionName}");
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}
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}
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}
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}
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