* 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

@@ -1,10 +1,11 @@
#nullable enable
using System.Diagnostics.CodeAnalysis;
using Content.Shared.GameObjects.Components.Items;
using Content.Shared.GameObjects.Components.Mobs.State;
using Content.Shared.GameObjects.Components.Movement;
using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
using Content.Shared.Physics;
using Content.Shared.Physics.Pull;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.Input;
using Robust.Shared.Input.Binding;
@@ -15,11 +16,11 @@ using Robust.Shared.Players;
namespace Content.Shared.GameObjects.EntitySystems
{
public abstract class SharedMoverSystem : EntitySystem
/// <summary>
/// Handles converting inputs into movement.
/// </summary>
public sealed class SharedMoverSystem : EntitySystem
{
[Dependency] private readonly IEntityManager _entityManager = default!;
[Dependency] protected readonly IPhysicsManager PhysicsManager = default!;
public override void Initialize()
{
base.Initialize();
@@ -45,109 +46,9 @@ namespace Content.Shared.GameObjects.EntitySystems
base.Shutdown();
}
//TODO: reorganize this to make more logical sense
protected void UpdateKinematics(ITransformComponent transform, IMoverComponent mover, IPhysicsComponent physics)
{
physics.EnsureController<MoverController>();
var weightless = transform.Owner.IsWeightless();
if (weightless)
{
// No gravity: is our entity touching anything?
var touching = IsAroundCollider(transform, mover, physics);
if (!touching)
{
transform.LocalRotation = physics.LinearVelocity.GetDir().ToAngle();
return;
}
}
// TODO: movement check.
var (walkDir, sprintDir) = mover.VelocityDir;
var combined = walkDir + sprintDir;
if (combined.LengthSquared < 0.001 || !ActionBlockerSystem.CanMove(mover.Owner) && !weightless)
{
if (physics.TryGetController(out MoverController controller))
{
controller.StopMoving();
}
}
else if (ActionBlockerSystem.CanMove(mover.Owner))
{
if (weightless)
{
if (physics.TryGetController(out MoverController controller))
{
controller.Push(combined, mover.CurrentPushSpeed);
}
transform.LocalRotation = physics.LinearVelocity.GetDir().ToAngle();
return;
}
var total = walkDir * mover.CurrentWalkSpeed + sprintDir * mover.CurrentSprintSpeed;
{
if (physics.TryGetController(out MoverController controller))
{
controller.Move(total, 1);
}
}
transform.LocalRotation = total.GetDir().ToAngle();
HandleFootsteps(mover);
}
}
protected virtual void HandleFootsteps(IMoverComponent mover)
{
}
private bool IsAroundCollider(ITransformComponent transform, IMoverComponent mover,
IPhysicsComponent collider)
{
foreach (var entity in _entityManager.GetEntitiesInRange(transform.Owner, mover.GrabRange, true))
{
if (entity == transform.Owner)
{
continue; // Don't try to push off of yourself!
}
if (!entity.TryGetComponent<IPhysicsComponent>(out var otherCollider) ||
!otherCollider.CanCollide ||
(collider.CollisionMask & otherCollider.CollisionLayer) == 0)
{
continue;
}
// Don't count pulled entities
if (otherCollider.HasController<PullController>())
{
continue;
}
// TODO: Item check.
var touching = ((collider.CollisionMask & otherCollider.CollisionLayer) != 0x0
|| (otherCollider.CollisionMask & collider.CollisionLayer) != 0x0) // Ensure collision
&& !entity.HasComponent<IItemComponent>(); // This can't be an item
if (touching)
{
return true;
}
}
return false;
}
private static void HandleDirChange(ICommonSession? session, Direction dir, ushort subTick, bool state)
{
if (!TryGetAttachedComponent<IMoverComponent>(session, out var moverComp))
if (!TryGetAttachedComponent<SharedPlayerInputMoverComponent>(session, out var moverComp))
return;
var owner = session?.AttachedEntity;
@@ -158,6 +59,15 @@ namespace Content.Shared.GameObjects.EntitySystems
{
comp.MoveInputPressed(session);
}
// For stuff like "Moving out of locker" or the likes
if (owner.IsInContainer() &&
(!owner.TryGetComponent(out IMobStateComponent? mobState) ||
mobState.IsAlive()))
{
var relayEntityMoveMessage = new RelayMovementEntityMessage(owner);
owner.Transform.Parent!.Owner.SendMessage(owner.Transform, relayEntityMoveMessage);
}
}
moverComp.SetVelocityDirection(dir, subTick, state);