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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@@ -3,64 +3,89 @@ using System;
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using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
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using Content.Shared.Physics;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Physics;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Shared.GameObjects.Components.Movement
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{
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public abstract class SharedClimbingComponent : Component, IActionBlocker, ICollideSpecial
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public abstract class SharedClimbingComponent : Component, IActionBlocker
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{
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public sealed override string Name => "Climbing";
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public sealed override uint? NetID => ContentNetIDs.CLIMBING;
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protected IPhysicsComponent? Body;
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protected bool IsOnClimbableThisFrame;
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protected bool OwnerIsTransitioning
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protected bool IsOnClimbableThisFrame
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{
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get
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{
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if (Body != null && Body.TryGetController<ClimbController>(out var controller))
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if (Body == null) return false;
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foreach (var entity in Body.GetBodiesIntersecting())
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{
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return controller.IsActive;
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if ((entity.CollisionLayer & (int) CollisionGroup.VaultImpassable) != 0) return true;
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}
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return false;
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}
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}
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public abstract bool IsClimbing { get; set; }
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bool IActionBlocker.CanMove() => !OwnerIsTransitioning;
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bool IActionBlocker.CanChangeDirection() => !OwnerIsTransitioning;
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bool ICollideSpecial.PreventCollide(IPhysBody collided)
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[ViewVariables]
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protected virtual bool OwnerIsTransitioning { get; set; }
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[ComponentDependency] protected PhysicsComponent? Body;
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protected TimeSpan StartClimbTime = TimeSpan.Zero;
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/// <summary>
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/// We'll launch the mob onto the table and give them at least this amount of time to be on it.
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/// </summary>
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protected const float BufferTime = 0.3f;
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public virtual bool IsClimbing
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{
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if (((CollisionGroup)collided.CollisionLayer).HasFlag(CollisionGroup.VaultImpassable) && collided.Entity.HasComponent<IClimbable>())
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get => _isClimbing;
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set
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{
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IsOnClimbableThisFrame = true;
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return IsClimbing;
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}
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if (_isClimbing == value) return;
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_isClimbing = value;
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return false;
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ToggleVaultPassable(value);
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}
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}
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public override void Initialize()
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{
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base.Initialize();
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protected bool _isClimbing;
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Owner.TryGetComponent(out Body);
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// TODO: Layers need a re-work
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private void ToggleVaultPassable(bool value)
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{
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// Hope the mob has one fixture
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if (Body == null || Body.Deleted) return;
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foreach (var fixture in Body.Fixtures)
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{
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if (value)
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{
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fixture.CollisionMask &= ~(int) CollisionGroup.VaultImpassable;
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}
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else
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{
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fixture.CollisionMask |= (int) CollisionGroup.VaultImpassable;
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}
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}
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}
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[Serializable, NetSerializable]
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protected sealed class ClimbModeComponentState : ComponentState
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{
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public ClimbModeComponentState(bool climbing) : base(ContentNetIDs.CLIMBING)
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public ClimbModeComponentState(bool climbing, bool isTransitioning) : base(ContentNetIDs.CLIMBING)
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{
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Climbing = climbing;
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IsTransitioning = isTransitioning;
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}
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public bool Climbing { get; }
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public bool IsTransitioning { get; }
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}
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}
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}
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