* 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

@@ -11,6 +11,7 @@ using Robust.Shared.Log;
using Robust.Shared.Map;
using Robust.Shared.Physics;
using Robust.Shared.Players;
using Robust.Shared.Physics.Dynamics.Joints;
using Robust.Shared.Serialization;
namespace Content.Shared.GameObjects.Components.Pulling
@@ -20,14 +21,16 @@ namespace Content.Shared.GameObjects.Components.Pulling
public override string Name => "Pullable";
public override uint? NetID => ContentNetIDs.PULLABLE;
[ComponentDependency] private readonly IPhysicsComponent? _physics = default!;
[ComponentDependency] private readonly PhysicsComponent? _physics = default!;
/// <summary>
/// Only set in Puller->set! Only set in unison with _pullerPhysics!
/// </summary>
private IEntity? _puller;
private IPhysicsComponent? _pullerPhysics;
public IPhysicsComponent? PullerPhysics => _pullerPhysics;
private IPhysBody? _pullerPhysics;
public IPhysBody? PullerPhysics => _pullerPhysics;
private DistanceJoint? _pullJoint = null;
/// <summary>
/// The current entity pulling this component.
@@ -62,7 +65,6 @@ namespace Content.Shared.GameObjects.Components.Pulling
oldPuller.EntityManager.EventBus.RaiseEvent(EventSource.Local, message);
_physics.WakeBody();
_physics.TryRemoveController<PullController>();
}
// else-branch warning is handled below
}
@@ -70,7 +72,7 @@ namespace Content.Shared.GameObjects.Components.Pulling
// Now that is settled, prepare to be pulled by a new object.
if (_physics == null)
{
Logger.WarningS("c.go.c.pulling", "Well now you've done it, haven't you? SharedPullableComponent on {0} didn't have an IPhysicsComponent.", Owner);
Logger.WarningS("c.go.c.pulling", "Well now you've done it, haven't you? SharedPullableComponent on {0} didn't have an IPhysBody.", Owner);
return;
}
@@ -83,7 +85,7 @@ namespace Content.Shared.GameObjects.Components.Pulling
return;
}
if (!value.TryGetComponent<IPhysicsComponent>(out var valuePhysics))
if (!value.TryGetComponent<PhysicsComponent>(out var pullerPhysics))
{
return;
}
@@ -113,7 +115,7 @@ namespace Content.Shared.GameObjects.Components.Pulling
// Continue with pulling process.
var pullAttempt = new PullAttemptMessage(valuePhysics, _physics);
var pullAttempt = new PullAttemptMessage(pullerPhysics, _physics);
value.SendMessage(null, pullAttempt);
@@ -133,9 +135,8 @@ namespace Content.Shared.GameObjects.Components.Pulling
_puller = value;
Dirty();
_pullerPhysics = valuePhysics;
_pullerPhysics = pullerPhysics;
_physics.EnsureController<PullController>().Manager = this;
var message = new PullStartedMessage(_pullerPhysics, _physics);
_puller.SendMessage(null, message);
@@ -143,7 +144,13 @@ namespace Content.Shared.GameObjects.Components.Pulling
_puller.EntityManager.EventBus.RaiseEvent(EventSource.Local, message);
_physics.WakeBody();
_pullJoint = pullerPhysics.CreateDistanceJoint(_physics);
// _physics.BodyType = BodyType.Kinematic; // TODO: Need to consider their original bodytype
_pullJoint.CollideConnected = true;
_pullJoint.Length = 1.4f;
_pullJoint.MaxLength = 2.0f; // TODO hacky, we should consider ours and their bb
}
// Code here will not run if pulling a new object was attempted and failed because of the returns from the refactor.
}
@@ -212,6 +219,12 @@ namespace Content.Shared.GameObjects.Components.Pulling
return false;
}
if (_physics != null && _pullJoint != null)
{
_physics.RemoveJoint(_pullJoint);
}
_pullJoint = null;
Puller = null;
return true;
}
@@ -246,12 +259,16 @@ namespace Content.Shared.GameObjects.Components.Pulling
return false;
}
/*
if (!_physics.TryGetController(out PullController controller))
{
return false;
}
*/
return controller.TryMoveTo(Puller.Transform.Coordinates, to);
return true;
//return controller.TryMoveTo(Puller.Transform.Coordinates, to);
}
public override ComponentState GetComponentState(ICommonSession player)