* 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

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#nullable enable
using Content.Server.GameObjects.Components.Observer;
using Content.Server.GameObjects.Components.Singularity;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Broadphase;
using Robust.Shared.Physics.Controllers;
using Robust.Shared.Random;
namespace Content.Server.Physics.Controllers
{
internal sealed class SingularityController : VirtualController
{
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IRobustRandom _robustRandom = default!;
private float _pullAccumulator;
private float _moveAccumulator;
public override void UpdateBeforeSolve(bool prediction, float frameTime)
{
base.UpdateBeforeSolve(prediction, frameTime);
_moveAccumulator += frameTime;
_pullAccumulator += frameTime;
while (_pullAccumulator > 0.5f)
{
_pullAccumulator -= 0.5f;
foreach (var singularity in ComponentManager.EntityQuery<SingularityComponent>())
{
// TODO: Use colliders instead probably yada yada
PullEntities(singularity);
// Yeah look the collision with station wasn't working and I'm 15k lines in and not debugging this shit
DestroyTiles(singularity);
}
}
while (_moveAccumulator > 1.0f)
{
_moveAccumulator -= 1.0f;
foreach (var (singularity, physics) in ComponentManager.EntityQuery<SingularityComponent, PhysicsComponent>())
{
if (singularity.Owner.HasComponent<BasicActorComponent>()) continue;
// TODO: Need to essentially use a push vector in a random direction for us PLUS
// Any entity colliding with our larger circlebox needs to have an impulse applied to itself.
physics.BodyStatus = BodyStatus.InAir;
MoveSingulo(singularity, physics);
}
}
}
private void MoveSingulo(SingularityComponent singularity, PhysicsComponent physics)
{
if (singularity.Level <= 1) return;
// TODO: Could try gradual changes instead but for now just try to replicate
var pushVector = new Vector2(_robustRandom.Next(-10, 10), _robustRandom.Next(-10, 10));
if (pushVector == Vector2.Zero) return;
physics.LinearVelocity = Vector2.Zero;
physics.LinearVelocity = pushVector.Normalized * 2;
}
private void PullEntities(SingularityComponent component)
{
var singularityCoords = component.Owner.Transform.Coordinates;
// TODO: Maybe if we have named fixtures needs to pull out the outer circle collider (inner will be for deleting).
var entitiesToPull = EntityManager.GetEntitiesInRange(singularityCoords, component.Level * 10);
foreach (var entity in entitiesToPull)
{
if (!entity.TryGetComponent<PhysicsComponent>(out var collidableComponent) || collidableComponent.BodyType == BodyType.Static) continue;
if (entity.HasComponent<GhostComponent>()) continue;
if (singularityCoords.EntityId != entity.Transform.Coordinates.EntityId) continue;
var vec = (singularityCoords - entity.Transform.Coordinates).Position;
if (vec == Vector2.Zero) continue;
var speed = 10 / vec.Length * component.Level;
collidableComponent.ApplyLinearImpulse(vec.Normalized * speed);
}
}
private void DestroyTiles(SingularityComponent component)
{
if (!component.Owner.TryGetComponent(out PhysicsComponent? physicsComponent)) return;
var worldBox = physicsComponent.GetWorldAABB();
foreach (var grid in _mapManager.FindGridsIntersecting(component.Owner.Transform.MapID, worldBox))
{
foreach (var tile in grid.GetTilesIntersecting(worldBox))
{
grid.SetTile(tile.GridIndices, Tile.Empty);
}
}
}
}
}