* 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

@@ -3,10 +3,12 @@ using System;
using System.Collections.Generic;
using System.Linq;
using Content.Shared.GameObjects.Components.Mobs;
using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
using Content.Shared.GameObjects.EntitySystems.EffectBlocker;
using Content.Shared.Physics;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.Physics;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
@@ -53,14 +55,12 @@ namespace Content.Shared.GameObjects.Components.Movement
[ViewVariables(VVAccess.ReadWrite)]
public virtual bool Slippery { get; set; }
private bool TrySlip(IEntity entity)
private bool TrySlip(IPhysBody ourBody, IPhysBody otherBody)
{
if (!Slippery
|| Owner.IsInContainer()
|| _slipped.Contains(entity.Uid)
|| !entity.TryGetComponent(out SharedStunnableComponent? stun)
|| !entity.TryGetComponent(out IPhysicsComponent? otherBody)
|| !Owner.TryGetComponent(out IPhysicsComponent? body))
|| _slipped.Contains(otherBody.Entity.Uid)
|| !otherBody.Entity.TryGetComponent(out SharedStunnableComponent? stun))
{
return false;
}
@@ -70,26 +70,22 @@ namespace Content.Shared.GameObjects.Components.Movement
return false;
}
var percentage = otherBody.WorldAABB.IntersectPercentage(body.WorldAABB);
var percentage = otherBody.GetWorldAABB().IntersectPercentage(ourBody.GetWorldAABB());
if (percentage < IntersectPercentage)
{
return false;
}
if (!EffectBlockerSystem.CanSlip(entity))
if (!EffectBlockerSystem.CanSlip(otherBody.Entity))
{
return false;
}
if (entity.TryGetComponent(out IPhysicsComponent? physics))
{
var controller = physics.EnsureController<SlipController>();
controller.LinearVelocity = physics.LinearVelocity * LaunchForwardsMultiplier;
}
otherBody.LinearVelocity *= LaunchForwardsMultiplier;
stun.Paralyze(5);
_slipped.Add(entity.Uid);
_slipped.Add(otherBody.Entity.Uid);
OnSlip();
@@ -98,9 +94,9 @@ namespace Content.Shared.GameObjects.Components.Movement
protected virtual void OnSlip() { }
public void CollideWith(IEntity collidedWith)
public void CollideWith(IPhysBody ourBody, IPhysBody otherBody)
{
TrySlip(collidedWith);
TrySlip(ourBody, otherBody);
}
public void Update()
@@ -114,10 +110,10 @@ namespace Content.Shared.GameObjects.Components.Movement
}
var entity = Owner.EntityManager.GetEntity(uid);
var physics = Owner.GetComponent<IPhysicsComponent>();
var otherPhysics = entity.GetComponent<IPhysicsComponent>();
var physics = Owner.GetComponent<IPhysBody>();
var otherPhysics = entity.GetComponent<IPhysBody>();
if (!physics.WorldAABB.Intersects(otherPhysics.WorldAABB))
if (!physics.GetWorldAABB().Intersects(otherPhysics.GetWorldAABB()))
{
_slipped.Remove(uid);
}
@@ -132,12 +128,12 @@ namespace Content.Shared.GameObjects.Components.Movement
physics.Hard = false;
var shape = physics.PhysicsShapes.FirstOrDefault();
var fixtures = physics.Fixtures.FirstOrDefault();
if (shape != null)
if (fixtures != null)
{
shape.CollisionLayer |= (int) CollisionGroup.SmallImpassable;
shape.CollisionMask = (int) CollisionGroup.None;
fixtures.CollisionLayer |= (int) CollisionGroup.SmallImpassable;
fixtures.CollisionMask = (int) CollisionGroup.None;
}
}