* 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

@@ -11,14 +11,13 @@ namespace Content.Client.GameObjects.Components.Movement
{ {
base.HandleComponentState(curState, nextState); base.HandleComponentState(curState, nextState);
if (curState is not ClimbModeComponentState climbModeState || Body == null) if (curState is not ClimbModeComponentState climbModeState)
{ {
return; return;
} }
IsClimbing = climbModeState.Climbing; IsClimbing = climbModeState.Climbing;
OwnerIsTransitioning = climbModeState.IsTransitioning;
} }
public override bool IsClimbing { get; set; }
} }
} }

View File

@@ -1,15 +0,0 @@
#nullable enable
using Content.Shared.GameObjects.Components.Movement;
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
namespace Content.Client.GameObjects.Components.Movement
{
[RegisterComponent]
[ComponentReference(typeof(IMoverComponent))]
public class PlayerInputMoverComponent : SharedPlayerInputMoverComponent
{
public override EntityCoordinates LastPosition { get; set; }
public override float StepSoundDistance { get; set; }
}
}

View File

@@ -1,12 +0,0 @@
using Content.Shared.GameObjects;
using Robust.Shared.GameObjects;
namespace Content.Client.GameObjects.Components.Projectiles
{
[RegisterComponent]
public class ThrownItemComponent : ProjectileComponent
{
public override string Name => "ThrownItem";
public override uint? NetID => ContentNetIDs.THROWN_ITEM;
}
}

View File

@@ -6,6 +6,7 @@ using Robust.Shared.GameObjects;
using Robust.Shared.IoC; using Robust.Shared.IoC;
using Robust.Shared.Localization; using Robust.Shared.Localization;
using Robust.Shared.Maths; using Robust.Shared.Maths;
using Robust.Shared.Physics;
namespace Content.Client.GameObjects.Components.Suspicion namespace Content.Client.GameObjects.Components.Suspicion
{ {
@@ -62,7 +63,7 @@ namespace Content.Client.GameObjects.Components.Suspicion
continue; continue;
} }
if (!ally.TryGetComponent(out IPhysicsComponent physics)) if (!ally.TryGetComponent(out IPhysBody physics))
{ {
continue; continue;
} }
@@ -82,7 +83,7 @@ namespace Content.Client.GameObjects.Components.Suspicion
continue; continue;
} }
var worldBox = physics.WorldAABB; var worldBox = physics.GetWorldAABB();
// if not on screen, or too small, continue // if not on screen, or too small, continue
if (!worldBox.Intersects(in viewport) || worldBox.IsEmpty()) if (!worldBox.Intersects(in viewport) || worldBox.IsEmpty())
@@ -90,7 +91,7 @@ namespace Content.Client.GameObjects.Components.Suspicion
continue; continue;
} }
var screenCoordinates = _eyeManager.WorldToScreen(physics.WorldAABB.TopLeft + (0, 0.5f)); var screenCoordinates = _eyeManager.WorldToScreen(physics.GetWorldAABB().TopLeft + (0, 0.5f));
DrawString(screen, _font, screenCoordinates, _traitorText, Color.OrangeRed); DrawString(screen, _font, screenCoordinates, _traitorText, Color.OrangeRed);
} }
} }

View File

@@ -1,43 +0,0 @@
#nullable enable
using Content.Shared.GameObjects.Components.Movement;
using Content.Shared.GameObjects.EntitySystems;
using JetBrains.Annotations;
using Robust.Client.Physics;
using Robust.Client.Player;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
namespace Content.Client.GameObjects.EntitySystems
{
[UsedImplicitly]
public class MoverSystem : SharedMoverSystem
{
[Dependency] private readonly IPlayerManager _playerManager = default!;
public override void Initialize()
{
base.Initialize();
UpdatesBefore.Add(typeof(PhysicsSystem));
}
public override void FrameUpdate(float frameTime)
{
var playerEnt = _playerManager.LocalPlayer?.ControlledEntity;
if (playerEnt == null || !playerEnt.TryGetComponent(out IMoverComponent? mover) || !playerEnt.TryGetComponent(out IPhysicsComponent? physics))
{
return;
}
physics.Predict = true;
UpdateKinematics(playerEnt.Transform, mover, physics);
}
public override void Update(float frameTime)
{
FrameUpdate(frameTime);
}
}
}

View File

@@ -85,13 +85,22 @@ namespace Content.Client.GameObjects.EntitySystems
foreach (var snapGridComponent in grid.GetSnapGridCell(position, SnapGridOffset.Center)) foreach (var snapGridComponent in grid.GetSnapGridCell(position, SnapGridOffset.Center))
{ {
var entity = snapGridComponent.Owner; var entity = snapGridComponent.Owner;
if (!entity.TryGetComponent(out SubFloorHideComponent subFloorComponent) || if (!entity.TryGetComponent(out SubFloorHideComponent subFloorComponent))
!entity.TryGetComponent(out ISpriteComponent spriteComponent))
{ {
continue; continue;
} }
spriteComponent.Visible = EnableAll || !subFloorComponent.Running || tileDef.IsSubFloor; var enabled = EnableAll || !subFloorComponent.Running || tileDef.IsSubFloor;
if (entity.TryGetComponent(out ISpriteComponent spriteComponent))
{
spriteComponent.Visible = enabled;
}
if (entity.TryGetComponent(out PhysicsComponent physicsComponent))
{
physicsComponent.CanCollide = enabled;
}
} }
} }
} }

View File

@@ -0,0 +1,36 @@
#nullable enable
using Content.Shared.GameObjects.Components.Movement;
using Content.Shared.Physics.Controllers;
using Robust.Client.Player;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Physics.Dynamics;
namespace Content.Client.Physics.Controllers
{
public sealed class MoverController : SharedMoverController
{
[Dependency] private readonly IPlayerManager _playerManager = default!;
public override void UpdateBeforeSolve(bool prediction, float frameTime)
{
base.UpdateBeforeSolve(prediction, frameTime);
var player = _playerManager.LocalPlayer?.ControlledEntity;
if (player == null ||
!player.TryGetComponent(out IMoverComponent? mover) ||
!player.TryGetComponent(out PhysicsComponent? body)) return;
body.Predict = true; // TODO: equal prediction instead of true?
// Server-side should just be handled on its own so we'll just do this shizznit
if (player.TryGetComponent(out IMobMoverComponent? mobMover))
{
HandleMobMovement(mover, body, mobMover);
return;
}
HandleKinematicMovement(mover, body);
}
}
}

View File

@@ -20,8 +20,9 @@ namespace Content.IntegrationTests.Tests.Doors
components: components:
- type: Physics - type: Physics
anchored: false anchored: false
shapes: fixtures:
- !type:PhysShapeAabb - shape:
!type:PhysShapeAabb
bounds: ""-0.49,-0.49,0.49,0.49"" bounds: ""-0.49,-0.49,0.49,0.49""
layer: layer:
- Impassable - Impassable
@@ -33,8 +34,9 @@ namespace Content.IntegrationTests.Tests.Doors
- type: Door - type: Door
- type: Airlock - type: Airlock
- type: Physics - type: Physics
shapes: fixtures:
- !type:PhysShapeAabb - shape:
!type:PhysShapeAabb
bounds: ""-0.49,-0.49,0.49,0.49"" bounds: ""-0.49,-0.49,0.49,0.49""
mask: mask:
- Impassable - Impassable
@@ -111,9 +113,9 @@ namespace Content.IntegrationTests.Tests.Doors
var mapManager = server.ResolveDependency<IMapManager>(); var mapManager = server.ResolveDependency<IMapManager>();
var entityManager = server.ResolveDependency<IEntityManager>(); var entityManager = server.ResolveDependency<IEntityManager>();
IPhysBody physBody = null;
IEntity physicsDummy = null; IEntity physicsDummy = null;
IEntity airlock = null; IEntity airlock = null;
TestController controller = null;
ServerDoorComponent doorComponent = null; ServerDoorComponent doorComponent = null;
var physicsDummyStartingX = -1; var physicsDummyStartingX = -1;
@@ -128,9 +130,7 @@ namespace Content.IntegrationTests.Tests.Doors
airlock = entityManager.SpawnEntity("AirlockDummy", new MapCoordinates((0, 0), mapId)); airlock = entityManager.SpawnEntity("AirlockDummy", new MapCoordinates((0, 0), mapId));
Assert.True(physicsDummy.TryGetComponent(out IPhysicsComponent physics)); Assert.True(physicsDummy.TryGetComponent(out physBody));
controller = physics.EnsureController<TestController>();
Assert.True(airlock.TryGetComponent(out doorComponent)); Assert.True(airlock.TryGetComponent(out doorComponent));
Assert.That(doorComponent.State, Is.EqualTo(SharedDoorComponent.DoorState.Closed)); Assert.That(doorComponent.State, Is.EqualTo(SharedDoorComponent.DoorState.Closed));
@@ -139,12 +139,13 @@ namespace Content.IntegrationTests.Tests.Doors
await server.WaitIdleAsync(); await server.WaitIdleAsync();
// Push the human towards the airlock // Push the human towards the airlock
controller.LinearVelocity = (0.5f, 0); Assert.That(physBody != null);
physBody.LinearVelocity = (0.5f, 0);
for (var i = 0; i < 240; i += 10) for (var i = 0; i < 240; i += 10)
{ {
// Keep the airlock awake so they collide // Keep the airlock awake so they collide
airlock.GetComponent<IPhysicsComponent>().WakeBody(); airlock.GetComponent<IPhysBody>().WakeBody();
// Ensure that it is still closed // Ensure that it is still closed
Assert.That(doorComponent.State, Is.EqualTo(SharedDoorComponent.DoorState.Closed)); Assert.That(doorComponent.State, Is.EqualTo(SharedDoorComponent.DoorState.Closed));
@@ -159,7 +160,5 @@ namespace Content.IntegrationTests.Tests.Doors
// Blocked by the airlock // Blocked by the airlock
Assert.That(physicsDummy.Transform.MapPosition.X, Is.Negative.Or.Zero); Assert.That(physicsDummy.Transform.MapPosition.X, Is.Negative.Or.Zero);
} }
private class TestController : VirtualController { }
} }
} }

View File

@@ -7,6 +7,7 @@ using NUnit.Framework;
using Robust.Shared.GameObjects; using Robust.Shared.GameObjects;
using Robust.Shared.IoC; using Robust.Shared.IoC;
using Robust.Shared.Map; using Robust.Shared.Map;
using Robust.Shared.Physics;
namespace Content.IntegrationTests.Tests.GameObjects.Components.Movement namespace Content.IntegrationTests.Tests.GameObjects.Components.Movement
{ {
@@ -59,15 +60,12 @@ namespace Content.IntegrationTests.Tests.GameObjects.Components.Movement
// Now let's make the player enter a climbing transitioning state. // Now let's make the player enter a climbing transitioning state.
climbing.IsClimbing = true; climbing.IsClimbing = true;
climbing.TryMoveTo(human.Transform.WorldPosition, table.Transform.WorldPosition); climbing.TryMoveTo(human.Transform.WorldPosition, table.Transform.WorldPosition);
var body = human.GetComponent<IPhysicsComponent>(); var body = human.GetComponent<IPhysBody>();
// TODO: Check it's climbing
Assert.That(body.HasController<ClimbController>(), "Player has no ClimbController");
// Force the player out of climb state. It should immediately remove the ClimbController. // Force the player out of climb state. It should immediately remove the ClimbController.
climbing.IsClimbing = false; climbing.IsClimbing = false;
Assert.That(!body.HasController<ClimbController>(), "Player wrongly has a ClimbController");
}); });
await server.WaitIdleAsync(); await server.WaitIdleAsync();

View File

@@ -1,79 +0,0 @@
using System.Threading.Tasks;
using Content.Server.GameObjects.Components.Pulling;
using Content.Shared.GameObjects.Components.Pulling;
using Content.Shared.Physics.Pull;
using NUnit.Framework;
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
namespace Content.IntegrationTests.Tests.Pulling
{
[TestFixture]
[TestOf(typeof(SharedPullableComponent))]
[TestOf(typeof(SharedPullerComponent))]
[TestOf(typeof(PullController))]
public class PullTest : ContentIntegrationTest
{
private const string Prototypes = @"
- type: entity
name: PullTestPullerDummy
id: PullTestPullerDummy
components:
- type: Puller
- type: Physics
- type: entity
name: PullTestPullableDummy
id: PullTestPullableDummy
components:
- type: Pullable
- type: Physics
";
[Test]
public async Task AnchoredNoPullTest()
{
var options = new ServerContentIntegrationOption {ExtraPrototypes = Prototypes};
var server = StartServerDummyTicker(options);
await server.WaitIdleAsync();
var mapManager = server.ResolveDependency<IMapManager>();
var entityManager = server.ResolveDependency<IEntityManager>();
await server.WaitAssertion(() =>
{
mapManager.CreateNewMapEntity(MapId.Nullspace);
var pullerEntity = entityManager.SpawnEntity("PullTestPullerDummy", MapCoordinates.Nullspace);
var pullableEntity = entityManager.SpawnEntity("PullTestPullableDummy", MapCoordinates.Nullspace);
var puller = pullerEntity.GetComponent<SharedPullerComponent>();
var pullable = pullableEntity.GetComponent<PullableComponent>();
var pullablePhysics = pullableEntity.GetComponent<PhysicsComponent>();
pullablePhysics.Anchored = false;
Assert.That(pullable.TryStartPull(puller.Owner));
Assert.That(pullable.Puller, Is.EqualTo(puller.Owner));
Assert.That(pullable.BeingPulled);
Assert.That(puller.Pulling, Is.EqualTo(pullable.Owner));
Assert.That(pullable.TryStopPull);
Assert.That(pullable.Puller, Is.Null);
Assert.That(pullable.BeingPulled, Is.False);
Assert.That(puller.Pulling, Is.Null);
pullablePhysics.Anchored = true;
Assert.That(pullable.TryStartPull(puller.Owner), Is.False);
Assert.That(pullable.Puller, Is.Null);
Assert.That(pullable.BeingPulled, Is.False);
Assert.That(puller.Pulling, Is.Null);
});
}
}
}

View File

@@ -5,6 +5,7 @@ using Content.Shared.Utility;
using NUnit.Framework; using NUnit.Framework;
using Robust.Shared.GameObjects; using Robust.Shared.GameObjects;
using Robust.Shared.Map; using Robust.Shared.Map;
using Robust.Shared.Physics.Broadphase;
namespace Content.IntegrationTests.Tests.Utility namespace Content.IntegrationTests.Tests.Utility
{ {
@@ -20,8 +21,9 @@ namespace Content.IntegrationTests.Tests.Utility
name: {BlockerDummyId} name: {BlockerDummyId}
components: components:
- type: Physics - type: Physics
shapes: fixtures:
- !type:PhysShapeAabb - shape:
!type:PhysShapeAabb
bounds: ""-0.49,-0.49,0.49,0.49"" bounds: ""-0.49,-0.49,0.49,0.49""
mask: mask:
- Impassable - Impassable
@@ -37,6 +39,7 @@ namespace Content.IntegrationTests.Tests.Utility
var sMapManager = server.ResolveDependency<IMapManager>(); var sMapManager = server.ResolveDependency<IMapManager>();
var sEntityManager = server.ResolveDependency<IEntityManager>(); var sEntityManager = server.ResolveDependency<IEntityManager>();
var broady = server.ResolveDependency<IEntitySystemManager>().GetEntitySystem<SharedBroadPhaseSystem>();
await server.WaitAssertion(() => await server.WaitAssertion(() =>
{ {
@@ -58,6 +61,7 @@ namespace Content.IntegrationTests.Tests.Utility
// Spawn a blocker with an Impassable mask // Spawn a blocker with an Impassable mask
sEntityManager.SpawnEntity(BlockerDummyId, entityCoordinates); sEntityManager.SpawnEntity(BlockerDummyId, entityCoordinates);
broady.Update(0.016f);
// Cannot spawn something with an Impassable layer // Cannot spawn something with an Impassable layer
Assert.Null(sEntityManager.SpawnIfUnobstructed(null, entityCoordinates, CollisionGroup.Impassable)); Assert.Null(sEntityManager.SpawnIfUnobstructed(null, entityCoordinates, CollisionGroup.Impassable));

View File

@@ -8,6 +8,7 @@ using Robust.Shared.IoC;
using Robust.Shared.Map; using Robust.Shared.Map;
using Robust.Shared.Maths; using Robust.Shared.Maths;
using Robust.Shared.Physics; using Robust.Shared.Physics;
using Robust.Shared.Physics.Broadphase;
namespace Content.Server.AI.Utils namespace Content.Server.AI.Utils
{ {
@@ -40,7 +41,7 @@ namespace Content.Server.AI.Utils
angle.ToVec(), angle.ToVec(),
(int)(CollisionGroup.Opaque | CollisionGroup.Impassable | CollisionGroup.MobImpassable)); (int)(CollisionGroup.Opaque | CollisionGroup.Impassable | CollisionGroup.MobImpassable));
var rayCastResults = IoCManager.Resolve<IPhysicsManager>().IntersectRay(owner.Transform.MapID, ray, range, owner).ToList(); var rayCastResults = EntitySystem.Get<SharedBroadPhaseSystem>().IntersectRay(owner.Transform.MapID, ray, range, owner).ToList();
return rayCastResults.Count > 0 && rayCastResults[0].HitEntity == target; return rayCastResults.Count > 0 && rayCastResults[0].HitEntity == target;
} }

View File

@@ -8,6 +8,8 @@ using Robust.Shared.Enums;
using Robust.Shared.GameObjects; using Robust.Shared.GameObjects;
using Robust.Shared.IoC; using Robust.Shared.IoC;
using Robust.Shared.Map; using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
namespace Content.Server.Administration.Commands namespace Content.Server.Administration.Commands
{ {
@@ -113,9 +115,9 @@ namespace Content.Server.Administration.Commands
if (found.GetGridId(entityManager) != GridId.Invalid) if (found.GetGridId(entityManager) != GridId.Invalid)
{ {
player.AttachedEntity.Transform.Coordinates = found; player.AttachedEntity.Transform.Coordinates = found;
if (player.AttachedEntity.TryGetComponent(out IPhysicsComponent physics)) if (player.AttachedEntity.TryGetComponent(out IPhysBody physics))
{ {
physics.Stop(); physics.LinearVelocity = Vector2.Zero;
} }
} }
else else

View File

@@ -1,70 +0,0 @@
#nullable enable
using System;
using Content.Server.GameObjects.Components.Atmos;
using Content.Shared.Atmos;
using Content.Shared.Physics;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Random;
namespace Content.Server.Atmos
{
public class HighPressureMovementController : FrictionController
{
[Dependency] private readonly IRobustRandom _robustRandom = default!;
public override IPhysicsComponent? ControlledComponent { protected get; set; }
private const float MoveForcePushRatio = 1f;
private const float MoveForceForcePushRatio = 1f;
private const float ProbabilityOffset = 25f;
private const float ProbabilityBasePercent = 10f;
private const float ThrowForce = 100f;
public void ExperiencePressureDifference(int cycle, float pressureDifference, AtmosDirection direction,
float pressureResistanceProbDelta, EntityCoordinates throwTarget)
{
if (ControlledComponent == null)
return;
// TODO ATMOS stuns?
var transform = ControlledComponent.Owner.Transform;
var pressureComponent = ControlledComponent.Owner.GetComponent<MovedByPressureComponent>();
var maxForce = MathF.Sqrt(pressureDifference) * 2.25f;
var moveProb = 100f;
if (pressureComponent.PressureResistance > 0)
moveProb = MathF.Abs((pressureDifference / pressureComponent.PressureResistance * ProbabilityBasePercent) -
ProbabilityOffset);
if (moveProb > ProbabilityOffset && _robustRandom.Prob(MathF.Min(moveProb / 100f, 1f))
&& !float.IsPositiveInfinity(pressureComponent.MoveResist)
&& (!ControlledComponent.Anchored
&& (maxForce >= (pressureComponent.MoveResist * MoveForcePushRatio)))
|| (ControlledComponent.Anchored && (maxForce >= (pressureComponent.MoveResist * MoveForceForcePushRatio))))
{
if (maxForce > ThrowForce)
{
if (throwTarget != EntityCoordinates.Invalid)
{
var moveForce = maxForce * MathHelper.Clamp(moveProb, 0, 100) / 150f;
var pos = ((throwTarget.Position - transform.Coordinates.Position).Normalized + direction.ToDirection().ToVec()).Normalized;
LinearVelocity = pos * moveForce;
}
else
{
var moveForce = MathF.Min(maxForce * MathHelper.Clamp(moveProb, 0, 100) / 2500f, 20f);
LinearVelocity = direction.ToDirection().ToVec() * moveForce;
}
pressureComponent.LastHighPressureMovementAirCycle = cycle;
}
}
}
}
}

View File

@@ -17,6 +17,7 @@ using Robust.Shared.GameObjects;
using Robust.Shared.IoC; using Robust.Shared.IoC;
using Robust.Shared.Map; using Robust.Shared.Map;
using Robust.Shared.Maths; using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Random; using Robust.Shared.Random;
using Robust.Shared.ViewVariables; using Robust.Shared.ViewVariables;
@@ -193,14 +194,12 @@ namespace Content.Server.Atmos
foreach (var entity in _gridTileLookupSystem.GetEntitiesIntersecting(GridIndex, GridIndices)) foreach (var entity in _gridTileLookupSystem.GetEntitiesIntersecting(GridIndex, GridIndices))
{ {
if (!entity.TryGetComponent(out IPhysicsComponent physics) if (!entity.TryGetComponent(out IPhysBody physics)
|| !entity.IsMovedByPressure(out var pressure) || !entity.IsMovedByPressure(out var pressure)
|| entity.IsInContainer()) || entity.IsInContainer())
continue; continue;
physics.WakeBody(); var pressureMovements = physics.Entity.EnsureComponent<MovedByPressureComponent>();
var pressureMovements = physics.EnsureController<HighPressureMovementController>();
if (pressure.LastHighPressureMovementAirCycle < _gridAtmosphereComponent.UpdateCounter) if (pressure.LastHighPressureMovementAirCycle < _gridAtmosphereComponent.UpdateCounter)
{ {
pressureMovements.ExperiencePressureDifference(_gridAtmosphereComponent.UpdateCounter, PressureDifference, _pressureDirection, 0, PressureSpecificTarget?.GridIndices.ToEntityCoordinates(GridIndex, _mapManager) ?? EntityCoordinates.Invalid); pressureMovements.ExperiencePressureDifference(_gridAtmosphereComponent.UpdateCounter, PressureDifference, _pressureDirection, 0, PressureSpecificTarget?.GridIndices.ToEntityCoordinates(GridIndex, _mapManager) ?? EntityCoordinates.Invalid);

View File

@@ -5,6 +5,7 @@ using Content.Server.GameObjects.Components.Mobs;
using Content.Server.GameObjects.Components.Movement; using Content.Server.GameObjects.Components.Movement;
using Content.Shared.Administration; using Content.Shared.Administration;
using Content.Shared.GameObjects.Components.Mobs.Speech; using Content.Shared.GameObjects.Components.Mobs.Speech;
using Content.Shared.GameObjects.Components.Movement;
using Robust.Shared.Console; using Robust.Shared.Console;
using Robust.Shared.GameObjects; using Robust.Shared.GameObjects;
using Robust.Shared.IoC; using Robust.Shared.IoC;
@@ -55,7 +56,8 @@ namespace Content.Server.Commands
Timer.Spawn(100, () => Timer.Spawn(100, () =>
{ {
entity.EnsureComponent<MindComponent>(); entity.EnsureComponent<MindComponent>();
entity.EnsureComponent<PlayerInputMoverComponent>(); entity.EnsureComponent<SharedPlayerInputMoverComponent>();
entity.EnsureComponent<SharedPlayerMobMoverComponent>();
entity.EnsureComponent<SharedSpeechComponent>(); entity.EnsureComponent<SharedSpeechComponent>();
entity.EnsureComponent<SharedEmotingComponent>(); entity.EnsureComponent<SharedEmotingComponent>();
}); });

View File

@@ -0,0 +1,234 @@
// MIT License
// Copyright (c) 2019 Erin Catto
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
using Content.Server.Administration;
using Content.Shared.Administration;
using Content.Shared.Physics;
using Robust.Server.Player;
using Robust.Shared.Console;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Dynamics;
using Robust.Shared.Physics.Dynamics.Shapes;
using Robust.Shared.Timing;
#nullable enable
namespace Content.Server.Commands.Physics
{
/*
* I didn't use blueprints because this is way easier to iterate upon as I can shit out testbed upon testbed on new maps
* and never have to leave my debugger.
*/
/// <summary>
/// Copies of Box2D's physics testbed for debugging.
/// </summary>
[AdminCommand(AdminFlags.Mapping)]
public class TestbedCommand : IConsoleCommand
{
public string Command => "testbed";
public string Description => "Loads a physics testbed and teleports your player there";
public string Help => $"{Command} <mapid> <test>";
public void Execute(IConsoleShell shell, string argStr, string[] args)
{
if (args.Length != 2)
{
shell.WriteLine("Require 2 args for testbed!");
return;
}
var mapManager = IoCManager.Resolve<IMapManager>();
if (!int.TryParse(args[0], out var mapInt))
{
shell.WriteLine($"Unable to parse map {args[0]}");
return;
}
var mapId = new MapId(mapInt);
if (!mapManager.MapExists(mapId))
{
shell.WriteLine("Unable to find map {mapId}");
return;
}
if (shell.Player == null)
{
shell.WriteLine("No player found");
return;
}
var player = (IPlayerSession) shell.Player;
switch (args[1])
{
case "boxstack":
SetupPlayer(mapId, shell, player, mapManager);
CreateBoxStack(mapId);
break;
case "circlestack":
SetupPlayer(mapId, shell, player, mapManager);
CreateCircleStack(mapId);
break;
default:
shell.WriteLine($"testbed {args[0]} not found!");
return;
}
shell.WriteLine($"Testbed on map {mapId}");
}
private void SetupPlayer(MapId mapId, IConsoleShell shell, IPlayerSession? player, IMapManager mapManager)
{
var pauseManager = IoCManager.Resolve<IPauseManager>();
pauseManager.SetMapPaused(mapId, false);
var map = EntitySystem.Get<SharedPhysicsSystem>().Maps[mapId].Gravity = new Vector2(0, -4.9f);
return;
}
private void CreateBoxStack(MapId mapId)
{
var entityManager = IoCManager.Resolve<IEntityManager>();
var ground = entityManager.SpawnEntity("BlankEntity", new MapCoordinates(0, 0, mapId)).AddComponent<PhysicsComponent>();
var horizontal = new EdgeShape(new Vector2(-20, 0), new Vector2(20, 0));
var horizontalFixture = new Fixture(ground, horizontal)
{
CollisionLayer = (int) CollisionGroup.Impassable,
CollisionMask = (int) CollisionGroup.Impassable,
Hard = true
};
ground.AddFixture(horizontalFixture);
var vertical = new EdgeShape(new Vector2(10, 0), new Vector2(10, 10));
var verticalFixture = new Fixture(ground, vertical)
{
CollisionLayer = (int) CollisionGroup.Impassable,
CollisionMask = (int) CollisionGroup.Impassable,
Hard = true
};
ground.AddFixture(verticalFixture);
var xs = new[]
{
0.0f, -10.0f, -5.0f, 5.0f, 10.0f
};
var columnCount = 1;
var rowCount = 15;
PolygonShape shape;
for (var j = 0; j < columnCount; j++)
{
for (var i = 0; i < rowCount; i++)
{
var x = 0.0f;
var box = entityManager.SpawnEntity("BlankEntity",
new MapCoordinates(new Vector2(xs[j] + x, 0.55f + 2.1f * i), mapId)).AddComponent<PhysicsComponent>();
box.BodyType = BodyType.Dynamic;
box.SleepingAllowed = false;
shape = new PolygonShape();
shape.SetAsBox(0.5f, 0.5f);
box.FixedRotation = false;
// TODO: Need to detect shape and work out if we need to use fixedrotation
var fixture = new Fixture(box, shape)
{
CollisionMask = (int) CollisionGroup.Impassable,
CollisionLayer = (int) CollisionGroup.Impassable,
Hard = true,
};
box.AddFixture(fixture);
}
}
}
private void CreateCircleStack(MapId mapId)
{
var entityManager = IoCManager.Resolve<IEntityManager>();
// TODO: Need a blank entity we can spawn for testbed.
var ground = entityManager.SpawnEntity("BlankEntity", new MapCoordinates(0, 0, mapId)).AddComponent<PhysicsComponent>();
var horizontal = new EdgeShape(new Vector2(-20, 0), new Vector2(20, 0));
var horizontalFixture = new Fixture(ground, horizontal)
{
CollisionLayer = (int) CollisionGroup.Impassable,
CollisionMask = (int) CollisionGroup.Impassable,
Hard = true
};
ground.AddFixture(horizontalFixture);
var vertical = new EdgeShape(new Vector2(10, 0), new Vector2(10, 10));
var verticalFixture = new Fixture(ground, vertical)
{
CollisionLayer = (int) CollisionGroup.Impassable,
CollisionMask = (int) CollisionGroup.Impassable,
Hard = true
};
ground.AddFixture(verticalFixture);
var xs = new[]
{
0.0f, -10.0f, -5.0f, 5.0f, 10.0f
};
var columnCount = 1;
var rowCount = 15;
PhysShapeCircle shape;
for (var j = 0; j < columnCount; j++)
{
for (var i = 0; i < rowCount; i++)
{
var x = 0.0f;
var box = entityManager.SpawnEntity("BlankEntity",
new MapCoordinates(new Vector2(xs[j] + x, 0.55f + 2.1f * i), mapId)).AddComponent<PhysicsComponent>();
box.BodyType = BodyType.Dynamic;
box.SleepingAllowed = false;
shape = new PhysShapeCircle {Radius = 0.5f};
box.FixedRotation = false;
// TODO: Need to detect shape and work out if we need to use fixedrotation
var fixture = new Fixture(box, shape)
{
CollisionMask = (int) CollisionGroup.Impassable,
CollisionLayer = (int) CollisionGroup.Impassable,
Hard = true,
};
box.AddFixture(fixture);
}
}
}
}
}

View File

@@ -3,6 +3,7 @@ using System.Threading.Tasks;
using Content.Shared.Construction; using Content.Shared.Construction;
using JetBrains.Annotations; using JetBrains.Annotations;
using Robust.Shared.GameObjects; using Robust.Shared.GameObjects;
using Robust.Shared.Physics;
using Robust.Shared.Serialization; using Robust.Shared.Serialization;
namespace Content.Server.Construction.Completions namespace Content.Server.Construction.Completions
@@ -19,9 +20,9 @@ namespace Content.Server.Construction.Completions
public async Task PerformAction(IEntity entity, IEntity? user) public async Task PerformAction(IEntity entity, IEntity? user)
{ {
if (!entity.TryGetComponent(out IPhysicsComponent? physics)) return; if (!entity.TryGetComponent(out IPhysBody? physics)) return;
physics.Anchored = Value; physics.BodyType = Value ? BodyType.Static : BodyType.Dynamic;
} }
} }
} }

View File

@@ -2,6 +2,7 @@
using Content.Shared.Construction; using Content.Shared.Construction;
using JetBrains.Annotations; using JetBrains.Annotations;
using Robust.Shared.GameObjects; using Robust.Shared.GameObjects;
using Robust.Shared.Physics;
using Robust.Shared.Serialization; using Robust.Shared.Serialization;
using Robust.Shared.Utility; using Robust.Shared.Utility;
@@ -19,21 +20,21 @@ namespace Content.Server.Construction.Conditions
public async Task<bool> Condition(IEntity entity) public async Task<bool> Condition(IEntity entity)
{ {
if (!entity.TryGetComponent(out IPhysicsComponent physics)) return false; if (!entity.TryGetComponent(out IPhysBody physics)) return false;
return physics.Anchored == Anchored; return (physics.BodyType == BodyType.Static && Anchored) || (physics.BodyType != BodyType.Static && !Anchored);
} }
public bool DoExamine(IEntity entity, FormattedMessage message, bool inDetailsRange) public bool DoExamine(IEntity entity, FormattedMessage message, bool inDetailsRange)
{ {
if (!entity.TryGetComponent(out IPhysicsComponent physics)) return false; if (!entity.TryGetComponent(out IPhysBody physics)) return false;
switch (Anchored) switch (Anchored)
{ {
case true when !physics.Anchored: case true when physics.BodyType == BodyType.Static:
message.AddMarkup("First, anchor it.\n"); message.AddMarkup("First, anchor it.\n");
return true; return true;
case false when physics.Anchored: case false when physics.BodyType == BodyType.Static:
message.AddMarkup("First, unanchor it.\n"); message.AddMarkup("First, unanchor it.\n");
return true; return true;
} }

View File

@@ -77,6 +77,7 @@ namespace Content.Server.Explosions
var impassableEntities = new List<Tuple<IEntity, float>>(); var impassableEntities = new List<Tuple<IEntity, float>>();
var nonImpassableEntities = new List<Tuple<IEntity, float>>(); var nonImpassableEntities = new List<Tuple<IEntity, float>>();
// TODO: Given this seems to rely on physics it should just query directly like everything else.
// The entities are paired with their distance to the epicenter // The entities are paired with their distance to the epicenter
// and splitted into two lists based on if they are Impassable or not // and splitted into two lists based on if they are Impassable or not
@@ -92,7 +93,7 @@ namespace Content.Server.Explosions
continue; continue;
} }
if (!entity.TryGetComponent(out IPhysicsComponent? body) || body.PhysicsShapes.Count < 1) if (!entity.TryGetComponent(out PhysicsComponent? body) || body.Fixtures.Count < 1)
{ {
continue; continue;
} }

View File

@@ -7,6 +7,7 @@ using Content.Server.Utility;
using Content.Shared.GameObjects.Components.Interactable; using Content.Shared.GameObjects.Components.Interactable;
using Content.Shared.Interfaces.GameObjects.Components; using Content.Shared.Interfaces.GameObjects.Components;
using Robust.Shared.GameObjects; using Robust.Shared.GameObjects;
using Robust.Shared.Physics;
using Robust.Shared.Serialization; using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables; using Robust.Shared.ViewVariables;
@@ -42,7 +43,7 @@ namespace Content.Server.GameObjects.Components
/// <returns>true if it is valid, false otherwise</returns> /// <returns>true if it is valid, false otherwise</returns>
private async Task<bool> Valid(IEntity user, IEntity? utilizing, [NotNullWhen(true)] bool force = false) private async Task<bool> Valid(IEntity user, IEntity? utilizing, [NotNullWhen(true)] bool force = false)
{ {
if (!Owner.HasComponent<IPhysicsComponent>()) if (!Owner.HasComponent<IPhysBody>())
{ {
return false; return false;
} }
@@ -74,8 +75,8 @@ namespace Content.Server.GameObjects.Components
return false; return false;
} }
var physics = Owner.GetComponent<IPhysicsComponent>(); var physics = Owner.GetComponent<IPhysBody>();
physics.Anchored = true; physics.BodyType = BodyType.Static;
if (Owner.TryGetComponent(out PullableComponent? pullableComponent)) if (Owner.TryGetComponent(out PullableComponent? pullableComponent))
{ {
@@ -105,8 +106,8 @@ namespace Content.Server.GameObjects.Components
return false; return false;
} }
var physics = Owner.GetComponent<IPhysicsComponent>(); var physics = Owner.GetComponent<IPhysBody>();
physics.Anchored = false; physics.BodyType = BodyType.Dynamic;
return true; return true;
} }
@@ -120,12 +121,12 @@ namespace Content.Server.GameObjects.Components
/// <returns>true if toggled, false otherwise</returns> /// <returns>true if toggled, false otherwise</returns>
private async Task<bool> TryToggleAnchor(IEntity user, IEntity? utilizing = null, bool force = false) private async Task<bool> TryToggleAnchor(IEntity user, IEntity? utilizing = null, bool force = false)
{ {
if (!Owner.TryGetComponent(out IPhysicsComponent? physics)) if (!Owner.TryGetComponent(out IPhysBody? physics))
{ {
return false; return false;
} }
return physics.Anchored ? return physics.BodyType == BodyType.Static ?
await TryUnAnchor(user, utilizing, force) : await TryUnAnchor(user, utilizing, force) :
await TryAnchor(user, utilizing, force); await TryAnchor(user, utilizing, force);
} }

View File

@@ -15,6 +15,7 @@ using Content.Shared.Interfaces.GameObjects.Components;
using Robust.Server.GameObjects; using Robust.Server.GameObjects;
using Robust.Shared.GameObjects; using Robust.Shared.GameObjects;
using Robust.Shared.Localization; using Robust.Shared.Localization;
using Robust.Shared.Physics;
using Robust.Shared.Serialization; using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables; using Robust.Shared.ViewVariables;
@@ -134,19 +135,19 @@ namespace Content.Server.GameObjects.Components.Atmos
} }
var entity = Owner.EntityManager.GetEntity(uid); var entity = Owner.EntityManager.GetEntity(uid);
var physics = Owner.GetComponent<IPhysicsComponent>(); var physics = Owner.GetComponent<IPhysBody>();
var otherPhysics = entity.GetComponent<IPhysicsComponent>(); var otherPhysics = entity.GetComponent<IPhysBody>();
if (!physics.WorldAABB.Intersects(otherPhysics.WorldAABB)) if (!physics.GetWorldAABB().Intersects(otherPhysics.GetWorldAABB()))
{ {
_collided.Remove(uid); _collided.Remove(uid);
} }
} }
} }
public void CollideWith(IEntity collidedWith) public void CollideWith(IPhysBody ourBody, IPhysBody otherBody)
{ {
if (!collidedWith.TryGetComponent(out FlammableComponent otherFlammable)) if (!otherBody.Entity.TryGetComponent(out FlammableComponent otherFlammable))
return; return;
if (!FireSpread || !otherFlammable.FireSpread) if (!FireSpread || !otherFlammable.FireSpread)

View File

@@ -13,6 +13,7 @@ using Content.Shared.Interfaces.GameObjects.Components;
using Content.Shared.Atmos; using Content.Shared.Atmos;
using Content.Shared.GameObjects.EntitySystems.ActionBlocker; using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
using Robust.Server.GameObjects; using Robust.Server.GameObjects;
using Robust.Shared.Physics;
namespace Content.Server.GameObjects.Components.Atmos namespace Content.Server.GameObjects.Components.Atmos
{ {
@@ -40,7 +41,7 @@ namespace Content.Server.GameObjects.Components.Atmos
public GasMixture Air { get; set; } = default!; public GasMixture Air { get; set; } = default!;
[ViewVariables] [ViewVariables]
public bool Anchored => !Owner.TryGetComponent<IPhysicsComponent>(out var physics) || physics.Anchored; public bool Anchored => !Owner.TryGetComponent<IPhysBody>(out var physics) || physics.BodyType == BodyType.Static;
/// <summary> /// <summary>
/// The floor connector port that the canister is attached to. /// The floor connector port that the canister is attached to.
@@ -77,7 +78,7 @@ namespace Content.Server.GameObjects.Components.Atmos
public override void Initialize() public override void Initialize()
{ {
base.Initialize(); base.Initialize();
if (Owner.TryGetComponent<IPhysicsComponent>(out var physics)) if (Owner.TryGetComponent<IPhysBody>(out var physics))
{ {
AnchorUpdate(); AnchorUpdate();
} }

View File

@@ -1,6 +1,14 @@
#nullable enable #nullable enable
using System;
using System.Diagnostics.CodeAnalysis; using System.Diagnostics.CodeAnalysis;
using Content.Shared.Atmos;
using Content.Shared.GameObjects.Components.Mobs.State;
using Content.Shared.Physics;
using Robust.Shared.GameObjects; using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Random;
using Robust.Shared.Serialization; using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables; using Robust.Shared.ViewVariables;
@@ -9,8 +17,16 @@ namespace Content.Server.GameObjects.Components.Atmos
[RegisterComponent] [RegisterComponent]
public class MovedByPressureComponent : Component public class MovedByPressureComponent : Component
{ {
[Dependency] private readonly IRobustRandom _robustRandom = default!;
public override string Name => "MovedByPressure"; public override string Name => "MovedByPressure";
private const float MoveForcePushRatio = 1f;
private const float MoveForceForcePushRatio = 1f;
private const float ProbabilityOffset = 25f;
private const float ProbabilityBasePercent = 10f;
private const float ThrowForce = 100f;
[ViewVariables(VVAccess.ReadWrite)] [ViewVariables(VVAccess.ReadWrite)]
public bool Enabled { get; set; } = true; public bool Enabled { get; set; } = true;
[ViewVariables(VVAccess.ReadWrite)] [ViewVariables(VVAccess.ReadWrite)]
@@ -27,6 +43,77 @@ namespace Content.Server.GameObjects.Components.Atmos
serializer.DataField(this, x => PressureResistance, "pressureResistance", 1f); serializer.DataField(this, x => PressureResistance, "pressureResistance", 1f);
serializer.DataField(this, x => MoveResist, "moveResist", 100f); serializer.DataField(this, x => MoveResist, "moveResist", 100f);
} }
public void ExperiencePressureDifference(int cycle, float pressureDifference, AtmosDirection direction,
float pressureResistanceProbDelta, EntityCoordinates throwTarget)
{
if (!Owner.TryGetComponent(out PhysicsComponent? physics))
return;
physics.WakeBody();
// TODO ATMOS stuns?
var transform = physics.Owner.Transform;
var maxForce = MathF.Sqrt(pressureDifference) * 2.25f;
var moveProb = 100f;
if (PressureResistance > 0)
moveProb = MathF.Abs((pressureDifference / PressureResistance * ProbabilityBasePercent) -
ProbabilityOffset);
if (moveProb > ProbabilityOffset && _robustRandom.Prob(MathF.Min(moveProb / 100f, 1f))
&& !float.IsPositiveInfinity(MoveResist)
&& (!physics.Anchored
&& (maxForce >= (MoveResist * MoveForcePushRatio)))
|| (physics.Anchored && (maxForce >= (MoveResist * MoveForceForcePushRatio))))
{
if (physics.Owner.HasComponent<IMobStateComponent>())
{
physics.BodyStatus = BodyStatus.InAir;
foreach (var fixture in physics.Fixtures)
{
fixture.CollisionMask &= ~(int) CollisionGroup.VaultImpassable;
}
Owner.SpawnTimer(2000, () =>
{
if (Deleted || !Owner.TryGetComponent(out PhysicsComponent? physicsComponent)) return;
// Uhh if you get race conditions good luck buddy.
if (physicsComponent.Owner.HasComponent<IMobStateComponent>())
{
physicsComponent.BodyStatus = BodyStatus.OnGround;
}
foreach (var fixture in physics.Fixtures)
{
fixture.CollisionMask |= (int) CollisionGroup.VaultImpassable;
}
});
}
if (maxForce > ThrowForce)
{
// Vera please fix ;-;
if (throwTarget != EntityCoordinates.Invalid)
{
var moveForce = maxForce * MathHelper.Clamp(moveProb, 0, 100) / 15f;
var pos = ((throwTarget.Position - transform.Coordinates.Position).Normalized + direction.ToDirection().ToVec()).Normalized;
physics.ApplyLinearImpulse(pos * moveForce);
}
else
{
var moveForce = MathF.Min(maxForce * MathHelper.Clamp(moveProb, 0, 100) / 2500f, 20f);
physics.ApplyLinearImpulse(direction.ToDirection().ToVec() * moveForce);
}
LastHighPressureMovementAirCycle = cycle;
}
}
}
} }
public static class MovedByPressureExtensions public static class MovedByPressureExtensions

View File

@@ -7,6 +7,7 @@ using Robust.Shared.GameObjects;
using Robust.Shared.IoC; using Robust.Shared.IoC;
using Robust.Shared.Map; using Robust.Shared.Map;
using Robust.Shared.Maths; using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Prototypes; using Robust.Shared.Prototypes;
using Robust.Shared.Serialization; using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables; using Robust.Shared.ViewVariables;
@@ -29,8 +30,6 @@ namespace Content.Server.GameObjects.Components.Chemistry
private float _timer; private float _timer;
private EntityCoordinates _target; private EntityCoordinates _target;
private bool _running; private bool _running;
private Vector2 _direction;
private float _velocity;
private float _aliveTime; private float _aliveTime;
public override void Initialize() public override void Initialize()
@@ -40,18 +39,16 @@ namespace Content.Server.GameObjects.Components.Chemistry
Owner.EnsureComponentWarn(out SolutionContainerComponent _); Owner.EnsureComponentWarn(out SolutionContainerComponent _);
} }
public void Start(Vector2 dir, float velocity, EntityCoordinates target, float aliveTime) public void Start(Vector2 dir, float speed, EntityCoordinates target, float aliveTime)
{ {
_running = true; _running = true;
_target = target; _target = target;
_direction = dir;
_velocity = velocity;
_aliveTime = aliveTime; _aliveTime = aliveTime;
// Set Move // Set Move
if (Owner.TryGetComponent(out IPhysicsComponent physics)) if (Owner.TryGetComponent(out PhysicsComponent physics))
{ {
var controller = physics.EnsureController<VaporController>(); physics.BodyStatus = BodyStatus.InAir;
controller.Move(_direction, _velocity); physics.ApplyLinearImpulse(dir * speed);
} }
} }
@@ -72,7 +69,7 @@ namespace Content.Server.GameObjects.Components.Chemistry
_timer += frameTime; _timer += frameTime;
_reactTimer += frameTime; _reactTimer += frameTime;
if (_reactTimer >= ReactTime && Owner.TryGetComponent(out IPhysicsComponent physics)) if (_reactTimer >= ReactTime)
{ {
_reactTimer = 0; _reactTimer = 0;
var mapGrid = _mapManager.GetGrid(Owner.Transform.GridID); var mapGrid = _mapManager.GetGrid(Owner.Transform.GridID);
@@ -90,12 +87,6 @@ namespace Content.Server.GameObjects.Components.Chemistry
if(!_reached && _target.TryDistance(Owner.EntityManager, Owner.Transform.Coordinates, out var distance) && distance <= 0.5f) if(!_reached && _target.TryDistance(Owner.EntityManager, Owner.Transform.Coordinates, out var distance) && distance <= 0.5f)
{ {
_reached = true; _reached = true;
if (Owner.TryGetComponent(out IPhysicsComponent coll))
{
var controller = coll.EnsureController<VaporController>();
controller.Stop();
}
} }
if (contents.CurrentVolume == 0 || _timer > _aliveTime) if (contents.CurrentVolume == 0 || _timer > _aliveTime)
@@ -127,27 +118,18 @@ namespace Content.Server.GameObjects.Components.Chemistry
return true; return true;
} }
void ICollideBehavior.CollideWith(IEntity collidedWith) void ICollideBehavior.CollideWith(IPhysBody ourBody, IPhysBody otherBody)
{ {
if (!Owner.TryGetComponent(out SolutionContainerComponent contents)) if (!Owner.TryGetComponent(out SolutionContainerComponent contents))
return; return;
contents.Solution.DoEntityReaction(collidedWith, ReactionMethod.Touch); contents.Solution.DoEntityReaction(otherBody.Entity, ReactionMethod.Touch);
// Check for collision with a impassable object (e.g. wall) and stop // Check for collision with a impassable object (e.g. wall) and stop
if (collidedWith.TryGetComponent(out IPhysicsComponent physics)) if ((otherBody.CollisionLayer & (int) CollisionGroup.Impassable) != 0 && otherBody.Hard)
{ {
if ((physics.CollisionLayer & (int) CollisionGroup.Impassable) != 0 && physics.Hard)
{
if (Owner.TryGetComponent(out IPhysicsComponent coll))
{
var controller = coll.EnsureController<VaporController>();
controller.Stop();
}
Owner.Delete(); Owner.Delete();
} }
} }
} }
}
} }

View File

@@ -16,6 +16,7 @@ using Robust.Shared.GameObjects;
using Robust.Shared.IoC; using Robust.Shared.IoC;
using Robust.Shared.Localization; using Robust.Shared.Localization;
using Robust.Shared.Log; using Robust.Shared.Log;
using Robust.Shared.Physics;
using Robust.Shared.Prototypes; using Robust.Shared.Prototypes;
using Robust.Shared.Serialization; using Robust.Shared.Serialization;
using Robust.Shared.Utility; using Robust.Shared.Utility;
@@ -436,10 +437,10 @@ namespace Content.Server.GameObjects.Components.Construction
} }
} }
if (Owner.TryGetComponent(out IPhysicsComponent? physics) && if (Owner.TryGetComponent(out IPhysBody? physics) &&
entity.TryGetComponent(out IPhysicsComponent? otherPhysics)) entity.TryGetComponent(out IPhysBody? otherPhysics))
{ {
otherPhysics.Anchored = physics.Anchored; otherPhysics.BodyType = physics.BodyType;
} }
Owner.Delete(); Owner.Delete();

View File

@@ -4,11 +4,13 @@ using Content.Server.GameObjects.Components.MachineLinking;
using Content.Server.GameObjects.Components.Power.ApcNetComponents; using Content.Server.GameObjects.Components.Power.ApcNetComponents;
using Content.Shared.GameObjects.Components.Conveyor; using Content.Shared.GameObjects.Components.Conveyor;
using Content.Shared.GameObjects.Components.MachineLinking; using Content.Shared.GameObjects.Components.MachineLinking;
using Content.Shared.GameObjects.Components.Movement;
using Content.Shared.Physics; using Content.Shared.Physics;
using Robust.Server.GameObjects; using Robust.Server.GameObjects;
using Robust.Shared.Containers; using Robust.Shared.Containers;
using Robust.Shared.GameObjects; using Robust.Shared.GameObjects;
using Robust.Shared.Maths; using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Serialization; using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables; using Robust.Shared.ViewVariables;
@@ -27,6 +29,8 @@ namespace Content.Server.GameObjects.Components.Conveyor
[ViewVariables(VVAccess.ReadWrite)] [ViewVariables(VVAccess.ReadWrite)]
private Angle _angle; private Angle _angle;
public float Speed => _speed;
/// <summary> /// <summary>
/// The amount of units to move the entity by per second. /// The amount of units to move the entity by per second.
/// </summary> /// </summary>
@@ -86,7 +90,7 @@ namespace Content.Server.GameObjects.Components.Conveyor
/// <returns> /// <returns>
/// The angle when taking into account if the conveyor is reversed /// The angle when taking into account if the conveyor is reversed
/// </returns> /// </returns>
private Angle GetAngle() public Angle GetAngle()
{ {
var adjustment = _state == ConveyorState.Reversed ? MathHelper.Pi : 0; var adjustment = _state == ConveyorState.Reversed ? MathHelper.Pi : 0;
var radians = MathHelper.DegreesToRadians(_angle); var radians = MathHelper.DegreesToRadians(_angle);
@@ -94,7 +98,7 @@ namespace Content.Server.GameObjects.Components.Conveyor
return new Angle(Owner.Transform.LocalRotation.Theta + radians + adjustment); return new Angle(Owner.Transform.LocalRotation.Theta + radians + adjustment);
} }
private bool CanRun() public bool CanRun()
{ {
if (State == ConveyorState.Off) if (State == ConveyorState.Off)
{ {
@@ -115,15 +119,16 @@ namespace Content.Server.GameObjects.Components.Conveyor
return true; return true;
} }
private bool CanMove(IEntity entity) public bool CanMove(IEntity entity)
{ {
// TODO We should only check status InAir or Static or MapGrid or /mayber/ container
if (entity == Owner) if (entity == Owner)
{ {
return false; return false;
} }
if (!entity.TryGetComponent(out IPhysicsComponent? physics) || if (!entity.TryGetComponent(out IPhysBody? physics) ||
physics.Anchored) physics.BodyType == BodyType.Static)
{ {
return false; return false;
} }
@@ -146,31 +151,6 @@ namespace Content.Server.GameObjects.Components.Conveyor
return true; return true;
} }
public void Update(float frameTime)
{
if (!CanRun())
{
return;
}
var intersecting = Owner.EntityManager.GetEntitiesIntersecting(Owner, true);
var direction = GetAngle().ToVec();
foreach (var entity in intersecting)
{
if (!CanMove(entity))
{
continue;
}
if (entity.TryGetComponent(out IPhysicsComponent? physics))
{
var controller = physics.EnsureController<ConveyedController>();
controller.Move(direction, _speed, entity.Transform.WorldPosition - Owner.Transform.WorldPosition);
}
}
}
public override void ExposeData(ObjectSerializer serializer) public override void ExposeData(ObjectSerializer serializer)
{ {
base.ExposeData(serializer); base.ExposeData(serializer);

View File

@@ -6,6 +6,7 @@ using Content.Shared.GameObjects.Components.Damage;
using Robust.Server.GameObjects; using Robust.Server.GameObjects;
using Robust.Shared.GameObjects; using Robust.Shared.GameObjects;
using Robust.Shared.IoC; using Robust.Shared.IoC;
using Robust.Shared.Physics;
using Robust.Shared.Random; using Robust.Shared.Random;
using Robust.Shared.Serialization; using Robust.Shared.Serialization;
using Robust.Shared.Timing; using Robust.Shared.Timing;
@@ -46,16 +47,16 @@ namespace Content.Server.GameObjects.Components.Damage
serializer.DataField(this, x => x.StunMinimumDamage, "stunMinimumDamage", 10); serializer.DataField(this, x => x.StunMinimumDamage, "stunMinimumDamage", 10);
} }
public void CollideWith(IEntity collidedWith) public void CollideWith(IPhysBody ourBody, IPhysBody otherBody)
{ {
if (!Owner.TryGetComponent(out IPhysicsComponent physics) || !Owner.TryGetComponent(out IDamageableComponent damageable)) return; if (!Owner.TryGetComponent(out IDamageableComponent damageable)) return;
var speed = physics.LinearVelocity.Length; var speed = ourBody.LinearVelocity.Length;
if (speed < MinimumSpeed) return; if (speed < MinimumSpeed) return;
if(!string.IsNullOrEmpty(SoundHit)) if(!string.IsNullOrEmpty(SoundHit))
EntitySystem.Get<AudioSystem>().PlayFromEntity(SoundHit, collidedWith, AudioHelpers.WithVariation(0.125f).WithVolume(-0.125f)); EntitySystem.Get<AudioSystem>().PlayFromEntity(SoundHit, otherBody.Entity, AudioHelpers.WithVariation(0.125f).WithVolume(-0.125f));
if ((_gameTiming.CurTime - _lastHit).TotalSeconds < DamageCooldown) if ((_gameTiming.CurTime - _lastHit).TotalSeconds < DamageCooldown)
return; return;
@@ -67,7 +68,7 @@ namespace Content.Server.GameObjects.Components.Damage
if (Owner.TryGetComponent(out StunnableComponent stun) && _robustRandom.Prob(StunChance)) if (Owner.TryGetComponent(out StunnableComponent stun) && _robustRandom.Prob(StunChance))
stun.Stun(StunSeconds); stun.Stun(StunSeconds);
damageable.ChangeDamage(Damage, damage, false, collidedWith); damageable.ChangeDamage(Damage, damage, false, otherBody.Entity);
} }
} }
} }

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@@ -10,6 +10,7 @@ using Robust.Server.GameObjects;
using Robust.Shared.Containers; using Robust.Shared.Containers;
using Robust.Shared.GameObjects; using Robust.Shared.GameObjects;
using Robust.Shared.Maths; using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Serialization; using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables; using Robust.Shared.ViewVariables;
@@ -80,7 +81,7 @@ namespace Content.Server.GameObjects.Components.Disposal
return false; return false;
} }
if (!entity.TryGetComponent(out IPhysicsComponent? physics) || if (!entity.TryGetComponent(out IPhysBody? physics) ||
!physics.CanCollide) !physics.CanCollide)
{ {
return false; return false;
@@ -97,7 +98,7 @@ namespace Content.Server.GameObjects.Components.Disposal
return false; return false;
} }
if (entity.TryGetComponent(out IPhysicsComponent? physics)) if (entity.TryGetComponent(out IPhysBody? physics))
{ {
physics.CanCollide = false; physics.CanCollide = false;
} }
@@ -129,7 +130,7 @@ namespace Content.Server.GameObjects.Components.Disposal
foreach (var entity in _contents.ContainedEntities.ToArray()) foreach (var entity in _contents.ContainedEntities.ToArray())
{ {
if (entity.TryGetComponent(out IPhysicsComponent? physics)) if (entity.TryGetComponent(out IPhysBody? physics))
{ {
physics.CanCollide = true; physics.CanCollide = true;
} }

View File

@@ -26,6 +26,7 @@ using Robust.Shared.GameObjects;
using Robust.Shared.IoC; using Robust.Shared.IoC;
using Robust.Shared.Localization; using Robust.Shared.Localization;
using Robust.Shared.Log; using Robust.Shared.Log;
using Robust.Shared.Physics;
using Robust.Shared.Serialization; using Robust.Shared.Serialization;
using Robust.Shared.Timing; using Robust.Shared.Timing;
using Robust.Shared.ViewVariables; using Robust.Shared.ViewVariables;
@@ -142,7 +143,7 @@ namespace Content.Server.GameObjects.Components.Disposal
return false; return false;
} }
if (!entity.TryGetComponent(out IPhysicsComponent? physics) || if (!entity.TryGetComponent(out IPhysBody? physics) ||
!physics.CanCollide) !physics.CanCollide)
{ {
return false; return false;

View File

@@ -16,6 +16,7 @@ using Robust.Shared.GameObjects;
using Robust.Shared.IoC; using Robust.Shared.IoC;
using Robust.Shared.Localization; using Robust.Shared.Localization;
using Robust.Shared.Maths; using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.ViewVariables; using Robust.Shared.ViewVariables;
using static Content.Shared.GameObjects.Components.Disposal.SharedDisposalRouterComponent; using static Content.Shared.GameObjects.Components.Disposal.SharedDisposalRouterComponent;
@@ -33,8 +34,8 @@ namespace Content.Server.GameObjects.Components.Disposal
[ViewVariables] [ViewVariables]
public bool Anchored => public bool Anchored =>
!Owner.TryGetComponent(out IPhysicsComponent? physics) || !Owner.TryGetComponent(out IPhysBody? physics) ||
physics.Anchored; physics.BodyType == BodyType.Static;
[ViewVariables] private BoundUserInterface? UserInterface => Owner.GetUIOrNull(DisposalRouterUiKey.Key); [ViewVariables] private BoundUserInterface? UserInterface => Owner.GetUIOrNull(DisposalRouterUiKey.Key);

View File

@@ -28,6 +28,7 @@ using Robust.Shared.GameObjects;
using Robust.Shared.IoC; using Robust.Shared.IoC;
using Robust.Shared.Localization; using Robust.Shared.Localization;
using Robust.Shared.Log; using Robust.Shared.Log;
using Robust.Shared.Physics;
using Robust.Shared.Random; using Robust.Shared.Random;
using Robust.Shared.Serialization; using Robust.Shared.Serialization;
using Robust.Shared.Timing; using Robust.Shared.Timing;
@@ -139,7 +140,7 @@ namespace Content.Server.GameObjects.Components.Disposal
if (!base.CanInsert(entity)) if (!base.CanInsert(entity))
return false; return false;
if (!entity.TryGetComponent(out IPhysicsComponent? physics) || if (!entity.TryGetComponent(out IPhysBody? physics) ||
!physics.CanCollide) !physics.CanCollide)
{ {
if (entity.TryGetComponent(out IMobStateComponent? state) && state.IsDead()) if (entity.TryGetComponent(out IMobStateComponent? state) && state.IsDead())

View File

@@ -1,4 +1,4 @@
#nullable enable #nullable enable
using System; using System;
using System.Linq; using System.Linq;
using System.Threading; using System.Threading;
@@ -25,6 +25,7 @@ using Robust.Shared.Log;
using Robust.Shared.Maths; using Robust.Shared.Maths;
using Robust.Shared.Physics; using Robust.Shared.Physics;
using Robust.Shared.Players; using Robust.Shared.Players;
using Robust.Shared.Physics.Broadphase;
using Robust.Shared.Serialization; using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables; using Robust.Shared.ViewVariables;
using Timer = Robust.Shared.Timing.Timer; using Timer = Robust.Shared.Timing.Timer;
@@ -202,7 +203,7 @@ namespace Content.Server.GameObjects.Components.Doors
} }
} }
void ICollideBehavior.CollideWith(IEntity entity) void ICollideBehavior.CollideWith(IPhysBody ourBody, IPhysBody otherBody)
{ {
if (State != DoorState.Closed) if (State != DoorState.Closed)
{ {
@@ -216,9 +217,9 @@ namespace Content.Server.GameObjects.Components.Doors
// Disabled because it makes it suck hard to walk through double doors. // Disabled because it makes it suck hard to walk through double doors.
if (entity.HasComponent<IBody>()) if (otherBody.Entity.HasComponent<IBody>())
{ {
if (!entity.TryGetComponent<IMoverComponent>(out var mover)) return; if (!otherBody.Entity.TryGetComponent<IMoverComponent>(out var mover)) return;
/* /*
// TODO: temporary hack to fix the physics system raising collision events akwardly. // TODO: temporary hack to fix the physics system raising collision events akwardly.
@@ -231,7 +232,7 @@ namespace Content.Server.GameObjects.Components.Doors
TryOpen(entity); TryOpen(entity);
*/ */
TryOpen(entity); TryOpen(otherBody.Entity);
} }
} }
@@ -412,18 +413,14 @@ namespace Content.Server.GameObjects.Components.Doors
{ {
var safety = SafetyCheck(); var safety = SafetyCheck();
if (safety && PhysicsComponent != null) if (safety && Owner.TryGetComponent(out PhysicsComponent? physicsComponent))
{ {
var physics = IoCManager.Resolve<IPhysicsManager>(); var broadPhaseSystem = EntitySystem.Get<SharedBroadPhaseSystem>();
foreach(var e in physics.GetCollidingEntities(Owner.Transform.MapID, PhysicsComponent.WorldAABB)) // Use this version so we can ignore the CanCollide being false
foreach(var e in broadPhaseSystem.GetCollidingEntities(physicsComponent.Entity.Transform.MapID, physicsComponent.GetWorldAABB()))
{ {
if (e.CanCollide && if ((physicsComponent.CollisionMask & e.CollisionLayer) != 0 && broadPhaseSystem.IntersectionPercent(physicsComponent, e) > 0.01f) return true;
((PhysicsComponent.CollisionMask & e.CollisionLayer) != 0x0 ||
(PhysicsComponent.CollisionLayer & e.CollisionMask) != 0x0))
{
return true;
}
} }
} }
return false; return false;
@@ -495,26 +492,25 @@ namespace Content.Server.GameObjects.Components.Doors
return false; return false;
} }
var doorAABB = PhysicsComponent.WorldAABB; var doorAABB = PhysicsComponent.GetWorldAABB();
var hitsomebody = false; var hitsomebody = false;
// Crush // Crush
foreach (var e in collidingentities) foreach (var e in collidingentities)
{ {
if (!e.TryGetComponent(out StunnableComponent? stun) if (!e.Entity.TryGetComponent(out StunnableComponent? stun)
|| !e.TryGetComponent(out IDamageableComponent? damage) || !e.Entity.TryGetComponent(out IDamageableComponent? damage))
|| !e.TryGetComponent(out IPhysicsComponent? otherBody))
{ {
continue; continue;
} }
var percentage = otherBody.WorldAABB.IntersectPercentage(doorAABB); var percentage = e.GetWorldAABB().IntersectPercentage(doorAABB);
if (percentage < 0.1f) if (percentage < 0.1f)
continue; continue;
hitsomebody = true; hitsomebody = true;
CurrentlyCrushing.Add(e.Uid); CurrentlyCrushing.Add(e.Entity.Uid);
damage.ChangeDamage(DamageType.Blunt, DoorCrushDamage, false, Owner); damage.ChangeDamage(DamageType.Blunt, DoorCrushDamage, false, Owner);
stun.Paralyze(DoorStunTime); stun.Paralyze(DoorStunTime);

View File

@@ -1,22 +1,21 @@
#nullable enable #nullable enable
using Content.Shared.Interfaces.GameObjects.Components;
using Content.Server.GameObjects.Components.Explosion;
using Robust.Shared.GameObjects;
using System.Threading.Tasks;
using Robust.Shared.Serialization;
using System; using System;
using System.Diagnostics.CodeAnalysis; using System.Diagnostics.CodeAnalysis;
using System.Threading.Tasks;
using Content.Server.GameObjects.Components.Items;
using Content.Server.GameObjects.Components.Trigger.TimerTrigger; using Content.Server.GameObjects.Components.Trigger.TimerTrigger;
using Content.Server.Throw;
using Robust.Server.GameObjects;
using Content.Shared.GameObjects.Components.Explosion; using Content.Shared.GameObjects.Components.Explosion;
using Content.Shared.Interfaces.GameObjects.Components;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC; using Robust.Shared.IoC;
using Robust.Shared.Map; using Robust.Shared.Map;
using Robust.Shared.Maths; using Robust.Shared.Maths;
using Robust.Shared.Random; using Robust.Shared.Random;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables; using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Explosives namespace Content.Server.GameObjects.Components.Explosion
{ {
[RegisterComponent] [RegisterComponent]
public sealed class ClusterFlashComponent : Component, IInteractUsing, IUse public sealed class ClusterFlashComponent : Component, IInteractUsing, IUse
@@ -117,10 +116,13 @@ namespace Content.Server.GameObjects.Components.Explosives
var angleMin = segmentAngle * thrownCount; var angleMin = segmentAngle * thrownCount;
var angleMax = segmentAngle * (thrownCount + 1); var angleMax = segmentAngle * (thrownCount + 1);
var angle = Angle.FromDegrees(random.Next(angleMin, angleMax)); var angle = Angle.FromDegrees(random.Next(angleMin, angleMax));
var distance = (float)random.NextFloat() * _throwDistance; // var distance = random.NextFloat() * _throwDistance;
var target = new EntityCoordinates(Owner.Uid, angle.ToVec().Normalized * distance);
grenade.Throw(0.5f, target, grenade.Transform.Coordinates); delay += random.Next(550, 900);
thrownCount++;
// TODO: Suss out throw strength
grenade.TryThrow(angle.ToVec().Normalized * 50);
grenade.SpawnTimer(delay, () => grenade.SpawnTimer(delay, () =>
{ {
@@ -132,9 +134,6 @@ namespace Content.Server.GameObjects.Components.Explosives
useTimer.Trigger(eventArgs.User); useTimer.Trigger(eventArgs.User);
} }
}); });
delay += random.Next(550, 900);
thrownCount++;
} }
Owner.Delete(); Owner.Delete();
@@ -149,7 +148,7 @@ namespace Content.Server.GameObjects.Components.Explosives
if (_unspawnedCount > 0) if (_unspawnedCount > 0)
{ {
_unspawnedCount--; _unspawnedCount--;
grenade = Owner.EntityManager.SpawnEntity(_fillPrototype, Owner.Transform.Coordinates); grenade = Owner.EntityManager.SpawnEntity(_fillPrototype, Owner.Transform.MapPosition);
return true; return true;
} }

View File

@@ -15,6 +15,7 @@ using Robust.Shared.IoC;
using Robust.Shared.Localization; using Robust.Shared.Localization;
using Robust.Shared.Map; using Robust.Shared.Map;
using Robust.Shared.Maths; using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Random; using Robust.Shared.Random;
using Robust.Shared.Serialization; using Robust.Shared.Serialization;
using Robust.Shared.Utility; using Robust.Shared.Utility;
@@ -372,7 +373,7 @@ namespace Content.Server.GameObjects.Components.Fluids
foreach (var entity in _snapGrid.GetInDir(direction)) foreach (var entity in _snapGrid.GetInDir(direction))
{ {
if (entity.TryGetComponent(out IPhysicsComponent physics) && if (entity.TryGetComponent(out IPhysBody physics) &&
(physics.CollisionLayer & (int) CollisionGroup.Impassable) != 0) (physics.CollisionLayer & (int) CollisionGroup.Impassable) != 0)
{ {
puddle = default; puddle = default;

View File

@@ -27,6 +27,9 @@ using Robust.Shared.Maths;
using Robust.Shared.Network; using Robust.Shared.Network;
using Robust.Shared.Players; using Robust.Shared.Players;
using Robust.Shared.ViewVariables; using Robust.Shared.ViewVariables;
using Robust.Shared.Map;
using Robust.Shared.Network;
using Robust.Shared.Physics;
namespace Content.Server.GameObjects.Components.GUI namespace Content.Server.GameObjects.Components.GUI
{ {
@@ -717,13 +720,13 @@ namespace Content.Server.GameObjects.Components.GUI
Dirty(); Dirty();
if (!message.Entity.TryGetComponent(out IPhysicsComponent? physics)) if (!message.Entity.TryGetComponent(out IPhysBody? physics))
{ {
return; return;
} }
// set velocity to zero // set velocity to zero
physics.Stop(); physics.LinearVelocity = Vector2.Zero;
return; return;
} }
} }

View File

@@ -17,6 +17,7 @@ using Robust.Shared.GameObjects;
using Robust.Shared.IoC; using Robust.Shared.IoC;
using Robust.Shared.Localization; using Robust.Shared.Localization;
using Robust.Shared.Maths; using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Serialization; using Robust.Shared.Serialization;
using Robust.Shared.Timing; using Robust.Shared.Timing;
using Robust.Shared.ViewVariables; using Robust.Shared.ViewVariables;
@@ -226,7 +227,7 @@ namespace Content.Server.GameObjects.Components.Items.Storage
private void ModifyComponents() private void ModifyComponents()
{ {
if (!_isCollidableWhenOpen && Owner.TryGetComponent<IPhysicsComponent>(out var physics)) if (!_isCollidableWhenOpen && Owner.TryGetComponent<IPhysBody>(out var physics))
{ {
if (Open) if (Open)
{ {
@@ -252,10 +253,10 @@ namespace Content.Server.GameObjects.Components.Items.Storage
protected virtual bool AddToContents(IEntity entity) protected virtual bool AddToContents(IEntity entity)
{ {
if (entity == Owner) return false; if (entity == Owner) return false;
if (entity.TryGetComponent(out IPhysicsComponent? entityPhysicsComponent)) if (entity.TryGetComponent(out IPhysBody? entityPhysicsComponent))
{ {
if(MaxSize < entityPhysicsComponent.WorldAABB.Size.X if(MaxSize < entityPhysicsComponent.GetWorldAABB().Size.X
|| MaxSize < entityPhysicsComponent.WorldAABB.Size.Y) || MaxSize < entityPhysicsComponent.GetWorldAABB().Size.Y)
{ {
return false; return false;
} }
@@ -285,7 +286,7 @@ namespace Content.Server.GameObjects.Components.Items.Storage
if(Contents.Remove(contained)) if(Contents.Remove(contained))
{ {
contained.Transform.WorldPosition = ContentsDumpPosition(); contained.Transform.WorldPosition = ContentsDumpPosition();
if (contained.TryGetComponent<IPhysicsComponent>(out var physics)) if (contained.TryGetComponent<IPhysBody>(out var physics))
{ {
physics.CanCollide = true; physics.CanCollide = true;
} }

View File

@@ -1,6 +1,5 @@
using Content.Server.GameObjects.Components.GUI; using Content.Server.GameObjects.Components.GUI;
using Content.Server.Interfaces.GameObjects.Components.Items; using Content.Server.Interfaces.GameObjects.Components.Items;
using Content.Server.Throw;
using Content.Shared.GameObjects; using Content.Shared.GameObjects;
using Content.Shared.GameObjects.Components.Items; using Content.Shared.GameObjects.Components.Items;
using Content.Shared.GameObjects.Components.Storage; using Content.Shared.GameObjects.Components.Storage;
@@ -14,6 +13,7 @@ using Robust.Shared.Containers;
using Robust.Shared.GameObjects; using Robust.Shared.GameObjects;
using Robust.Shared.Localization; using Robust.Shared.Localization;
using Robust.Shared.Players; using Robust.Shared.Players;
using Robust.Shared.Physics;
using Robust.Shared.Serialization; using Robust.Shared.Serialization;
namespace Content.Server.GameObjects.Components.Items.Storage namespace Content.Server.GameObjects.Components.Items.Storage
@@ -87,8 +87,8 @@ namespace Content.Server.GameObjects.Components.Items.Storage
return false; return false;
} }
if (Owner.TryGetComponent(out IPhysicsComponent physics) && if (Owner.TryGetComponent(out IPhysBody physics) &&
physics.Anchored) physics.BodyType == BodyType.Static)
{ {
return false; return false;
} }
@@ -141,22 +141,22 @@ namespace Content.Server.GameObjects.Components.Items.Storage
var targetLocation = eventArgs.Target.Transform.Coordinates; var targetLocation = eventArgs.Target.Transform.Coordinates;
var dirVec = (targetLocation.ToMapPos(Owner.EntityManager) - sourceLocation.ToMapPos(Owner.EntityManager)).Normalized; var dirVec = (targetLocation.ToMapPos(Owner.EntityManager) - sourceLocation.ToMapPos(Owner.EntityManager)).Normalized;
var throwForce = 1.0f; float throwForce;
switch (eventArgs.Severity) switch (eventArgs.Severity)
{ {
case ExplosionSeverity.Destruction: case ExplosionSeverity.Destruction:
throwForce = 3.0f; throwForce = 30.0f;
break; break;
case ExplosionSeverity.Heavy: case ExplosionSeverity.Heavy:
throwForce = 2.0f; throwForce = 20.0f;
break; break;
case ExplosionSeverity.Light: default:
throwForce = 1.0f; throwForce = 10.0f;
break; break;
} }
Owner.Throw(throwForce, targetLocation, sourceLocation, true); Owner.TryThrow(dirVec * throwForce);
} }
} }
} }

View File

@@ -0,0 +1,49 @@
#nullable enable
using Content.Server.GameObjects.Components.Items.Storage;
using Content.Server.GameObjects.EntitySystems.Click;
using Content.Shared.GameObjects.Components.Mobs.State;
using Robust.Shared.GameObjects;
using Robust.Shared.Log;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
namespace Content.Server.GameObjects.Components.Items
{
internal static class ThrowHelper
{
/// <summary>
/// Tries to throw the entity if it has a physics component, otherwise does nothing.
/// </summary>
/// <param name="entity"></param>
/// <param name="direction">Will use the vector's magnitude as the strength of the impulse</param>
internal static void TryThrow(this IEntity entity, Vector2 direction, IEntity? user = null)
{
if (direction == Vector2.Zero || !entity.TryGetComponent(out PhysicsComponent? physicsComponent))
{
return;
}
if (physicsComponent.BodyType == BodyType.Static)
{
Logger.Warning("Tried to throw entity {entity} but can't throw static bodies!");
return;
}
if (entity.HasComponent<IMobStateComponent>())
{
Logger.Warning("Throwing not supported for mobs!");
return;
}
if (entity.HasComponent<ItemComponent>())
{
entity.EnsureComponent<ThrownItemComponent>().Thrower = user;
if (user != null)
EntitySystem.Get<InteractionSystem>().ThrownInteraction(user, entity);
}
physicsComponent.ApplyLinearImpulse(direction);
}
}
}

View File

@@ -0,0 +1,33 @@
#nullable enable
using Content.Server.GameObjects.EntitySystems.Click;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Physics;
namespace Content.Server.GameObjects.Components.Items
{
[RegisterComponent]
public class ThrownItemComponent : Component, ICollideBehavior
{
public override string Name => "ThrownItem";
public IEntity? Thrower { get; set; }
public override void HandleMessage(ComponentMessage message, IComponent? component)
{
base.HandleMessage(message, component);
switch (message)
{
case PhysicsSleepCompMessage:
EntitySystem.Get<InteractionSystem>().LandInteraction(Thrower, Owner, Owner.Transform.Coordinates);
IoCManager.Resolve<IComponentManager>().RemoveComponent(Owner.Uid, this);
break;
}
}
public void CollideWith(IPhysBody ourBody, IPhysBody otherBody)
{
EntitySystem.Get<InteractionSystem>().ThrowCollideInteraction(Thrower, ourBody, otherBody);
}
}
}

View File

@@ -4,6 +4,7 @@ using Content.Shared.GameObjects.Components.Mobs;
using Content.Shared.GameObjects.Components.Mobs.State; using Content.Shared.GameObjects.Components.Mobs.State;
using Robust.Server.GameObjects; using Robust.Server.GameObjects;
using Robust.Shared.GameObjects; using Robust.Shared.GameObjects;
using Robust.Shared.Physics;
namespace Content.Server.GameObjects.Components.Mobs.State namespace Content.Server.GameObjects.Components.Mobs.State
{ {
@@ -30,7 +31,7 @@ namespace Content.Server.GameObjects.Components.Mobs.State
EntitySystem.Get<StandingStateSystem>().Down(entity); EntitySystem.Get<StandingStateSystem>().Down(entity);
if (entity.TryGetComponent(out IPhysicsComponent physics)) if (entity.TryGetComponent(out IPhysBody physics))
{ {
physics.CanCollide = false; physics.CanCollide = false;
} }
@@ -40,7 +41,7 @@ namespace Content.Server.GameObjects.Components.Mobs.State
{ {
base.ExitState(entity); base.ExitState(entity);
if (entity.TryGetComponent(out IPhysicsComponent physics)) if (entity.TryGetComponent(out IPhysBody physics))
{ {
physics.CanCollide = true; physics.CanCollide = true;
} }

View File

@@ -14,8 +14,9 @@ using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Movement namespace Content.Server.GameObjects.Components.Movement
{ {
[RegisterComponent, ComponentReference(typeof(IMoverComponent))] [RegisterComponent]
public class AiControllerComponent : Component, IMoverComponent [ComponentReference(typeof(IMobMoverComponent))]
public class AiControllerComponent : Component, IMobMoverComponent, IMoverComponent
{ {
private float _visionRadius; private float _visionRadius;
@@ -107,8 +108,7 @@ namespace Content.Server.GameObjects.Components.Movement
/// <inheritdoc /> /// <inheritdoc />
[ViewVariables] [ViewVariables]
public float GrabRange => 0.2f; public float GrabRange { get; set; } = 0.2f;
/// <summary> /// <summary>
/// Is the entity Sprinting (running)? /// Is the entity Sprinting (running)?

View File

@@ -13,6 +13,7 @@ using Robust.Shared.GameObjects;
using Robust.Shared.Localization; using Robust.Shared.Localization;
using Robust.Shared.Log; using Robust.Shared.Log;
using Robust.Shared.Maths; using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Serialization; using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables; using Robust.Shared.ViewVariables;
@@ -164,9 +165,11 @@ namespace Content.Server.GameObjects.Components.Movement
var result = await EntitySystem.Get<DoAfterSystem>().DoAfter(doAfterEventArgs); var result = await EntitySystem.Get<DoAfterSystem>().DoAfter(doAfterEventArgs);
if (result != DoAfterStatus.Cancelled && entityToMove.TryGetComponent(out IPhysicsComponent body) && body.PhysicsShapes.Count >= 1) if (result != DoAfterStatus.Cancelled && entityToMove.TryGetComponent(out PhysicsComponent body) && body.Fixtures.Count >= 1)
{ {
var direction = (Owner.Transform.WorldPosition - entityToMove.Transform.WorldPosition).Normalized; var entityPos = entityToMove.Transform.WorldPosition;
var direction = (Owner.Transform.WorldPosition - entityPos).Normalized;
var endPoint = Owner.Transform.WorldPosition; var endPoint = Owner.Transform.WorldPosition;
var climbMode = entityToMove.GetComponent<ClimbingComponent>(); var climbMode = entityToMove.GetComponent<ClimbingComponent>();
@@ -174,14 +177,14 @@ namespace Content.Server.GameObjects.Components.Movement
if (MathF.Abs(direction.X) < 0.6f) // user climbed mostly vertically so lets make it a clean straight line if (MathF.Abs(direction.X) < 0.6f) // user climbed mostly vertically so lets make it a clean straight line
{ {
endPoint = new Vector2(entityToMove.Transform.WorldPosition.X, endPoint.Y); endPoint = new Vector2(entityPos.X, endPoint.Y);
} }
else if (MathF.Abs(direction.Y) < 0.6f) // user climbed mostly horizontally so lets make it a clean straight line else if (MathF.Abs(direction.Y) < 0.6f) // user climbed mostly horizontally so lets make it a clean straight line
{ {
endPoint = new Vector2(endPoint.X, entityToMove.Transform.WorldPosition.Y); endPoint = new Vector2(endPoint.X, entityPos.Y);
} }
climbMode.TryMoveTo(entityToMove.Transform.WorldPosition, endPoint); climbMode.TryMoveTo(entityPos, endPoint);
// we may potentially need additional logic since we're forcing a player onto a climbable // we may potentially need additional logic since we're forcing a player onto a climbable
// there's also the cases where the user might collide with the person they are forcing onto the climbable that i haven't accounted for // there's also the cases where the user might collide with the person they are forcing onto the climbable that i haven't accounted for
@@ -209,9 +212,12 @@ namespace Content.Server.GameObjects.Components.Movement
var result = await EntitySystem.Get<DoAfterSystem>().DoAfter(doAfterEventArgs); var result = await EntitySystem.Get<DoAfterSystem>().DoAfter(doAfterEventArgs);
if (result != DoAfterStatus.Cancelled && user.TryGetComponent(out IPhysicsComponent body) && body.PhysicsShapes.Count >= 1) if (result != DoAfterStatus.Cancelled && user.TryGetComponent(out PhysicsComponent body) && body.Fixtures.Count >= 1)
{ {
var direction = (Owner.Transform.WorldPosition - user.Transform.WorldPosition).Normalized; // TODO: Remove the copy-paste code
var userPos = user.Transform.WorldPosition;
var direction = (Owner.Transform.WorldPosition - userPos).Normalized;
var endPoint = Owner.Transform.WorldPosition; var endPoint = Owner.Transform.WorldPosition;
var climbMode = user.GetComponent<ClimbingComponent>(); var climbMode = user.GetComponent<ClimbingComponent>();
@@ -226,7 +232,7 @@ namespace Content.Server.GameObjects.Components.Movement
endPoint = new Vector2(endPoint.X, user.Transform.WorldPosition.Y); endPoint = new Vector2(endPoint.X, user.Transform.WorldPosition.Y);
} }
climbMode.TryMoveTo(user.Transform.WorldPosition, endPoint); climbMode.TryMoveTo(userPos, endPoint);
var othersMessage = Loc.GetString("{0:theName} jumps onto {1:theName}!", user, Owner); var othersMessage = Loc.GetString("{0:theName} jumps onto {1:theName}!", user, Owner);
user.PopupMessageOtherClients(othersMessage); user.PopupMessageOtherClients(othersMessage);

View File

@@ -1,10 +1,13 @@
#nullable enable #nullable enable
using System;
using Content.Server.GameObjects.EntitySystems;
using Content.Shared.GameObjects.Components.Buckle; using Content.Shared.GameObjects.Components.Buckle;
using Content.Shared.GameObjects.Components.Movement; using Content.Shared.GameObjects.Components.Movement;
using Content.Shared.Physics;
using Robust.Shared.GameObjects; using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Maths; using Robust.Shared.Maths;
using Robust.Shared.Players; using Robust.Shared.Players;
using Robust.Shared.Timing;
namespace Content.Server.GameObjects.Components.Movement namespace Content.Server.GameObjects.Components.Movement
{ {
@@ -12,23 +15,41 @@ namespace Content.Server.GameObjects.Components.Movement
[ComponentReference(typeof(SharedClimbingComponent))] [ComponentReference(typeof(SharedClimbingComponent))]
public class ClimbingComponent : SharedClimbingComponent public class ClimbingComponent : SharedClimbingComponent
{ {
private bool _isClimbing; [Dependency] private readonly IGameTiming _gameTiming = default!;
private ClimbController? _climbController;
public override bool IsClimbing public override bool IsClimbing
{ {
get => _isClimbing; get => base.IsClimbing;
set set
{ {
if (_isClimbing == value) if (_isClimbing == value)
return; return;
if (!value) base.IsClimbing = value;
if (value)
{ {
Body?.TryRemoveController<ClimbController>(); StartClimbTime = IoCManager.Resolve<IGameTiming>().CurTime;
EntitySystem.Get<ClimbSystem>().AddActiveClimber(this);
OwnerIsTransitioning = true;
}
else
{
EntitySystem.Get<ClimbSystem>().RemoveActiveClimber(this);
OwnerIsTransitioning = false;
} }
_isClimbing = value; Dirty();
}
}
protected override bool OwnerIsTransitioning
{
get => base.OwnerIsTransitioning;
set
{
if (value == base.OwnerIsTransitioning) return;
base.OwnerIsTransitioning = value;
Dirty(); Dirty();
} }
} }
@@ -51,38 +72,36 @@ namespace Content.Server.GameObjects.Components.Movement
/// </summary> /// </summary>
public void TryMoveTo(Vector2 from, Vector2 to) public void TryMoveTo(Vector2 from, Vector2 to)
{ {
if (Body == null) if (Body == null) return;
return;
_climbController = Body.EnsureController<ClimbController>(); var velocity = (to - from).Length;
_climbController.TryMoveTo(from, to);
if (velocity <= 0.0f) return;
Body.ApplyLinearImpulse((to - from).Normalized * velocity * 400);
OwnerIsTransitioning = true;
Owner.SpawnTimer((int) (BufferTime * 1000), () =>
{
if (Deleted) return;
OwnerIsTransitioning = false;
});
} }
public void Update() public void Update()
{ {
if (!IsClimbing || Body == null) if (!IsClimbing || _gameTiming.CurTime < TimeSpan.FromSeconds(BufferTime) + StartClimbTime)
{
return; return;
if (_climbController != null && (_climbController.IsBlocked || !_climbController.IsActive))
{
if (Body.TryRemoveController<ClimbController>())
{
_climbController = null;
}
} }
if (IsClimbing) if (!IsOnClimbableThisFrame && IsClimbing)
Body.WakeBody();
if (!IsOnClimbableThisFrame && IsClimbing && _climbController == null)
IsClimbing = false; IsClimbing = false;
IsOnClimbableThisFrame = false;
} }
public override ComponentState GetComponentState(ICommonSession player) public override ComponentState GetComponentState(ICommonSession player)
{ {
return new ClimbModeComponentState(_isClimbing); return new ClimbModeComponentState(_isClimbing, OwnerIsTransitioning);
} }
} }
} }

View File

@@ -1,19 +0,0 @@
#nullable enable
using Content.Shared.GameObjects.Components.Movement;
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
namespace Content.Server.GameObjects.Components.Movement
{
/// <summary>
/// Moves the entity based on input from a KeyBindingInputComponent.
/// </summary>
[RegisterComponent]
[ComponentReference(typeof(IMoverComponent))]
public class PlayerInputMoverComponent : SharedPlayerInputMoverComponent
{
public override EntityCoordinates LastPosition { get; set; }
public override float StepSoundDistance { get; set; }
}
}

View File

@@ -10,6 +10,8 @@ using Robust.Shared.IoC;
using Robust.Shared.Log; using Robust.Shared.Log;
using Robust.Shared.Map; using Robust.Shared.Map;
using Robust.Shared.Maths; using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Dynamics;
using Robust.Shared.Serialization; using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables; using Robust.Shared.ViewVariables;
@@ -19,8 +21,6 @@ namespace Content.Server.GameObjects.Components.Movement
[ComponentReference(typeof(IMoverComponent))] [ComponentReference(typeof(IMoverComponent))]
internal class ShuttleControllerComponent : Component, IMoverComponent internal class ShuttleControllerComponent : Component, IMoverComponent
{ {
[Dependency] private readonly IMapManager _mapManager = default!;
private bool _movingUp; private bool _movingUp;
private bool _movingDown; private bool _movingDown;
private bool _movingLeft; private bool _movingLeft;
@@ -39,43 +39,19 @@ namespace Content.Server.GameObjects.Components.Movement
public override string Name => "ShuttleController"; public override string Name => "ShuttleController";
public bool IgnorePaused => false;
[ViewVariables(VVAccess.ReadWrite)] [ViewVariables(VVAccess.ReadWrite)]
public float CurrentWalkSpeed { get; } = 8; public float CurrentWalkSpeed { get; } = 8;
public float CurrentSprintSpeed => 0; public float CurrentSprintSpeed => 0;
/// <inheritdoc />
[ViewVariables]
public float CurrentPushSpeed => 0.0f;
/// <inheritdoc />
[ViewVariables]
public float GrabRange => 0.0f;
public bool Sprinting => false; public bool Sprinting => false;
public (Vector2 walking, Vector2 sprinting) VelocityDir { get; } = (Vector2.Zero, Vector2.Zero); public (Vector2 walking, Vector2 sprinting) VelocityDir { get; set; } = (Vector2.Zero, Vector2.Zero);
public EntityCoordinates LastPosition { get; set; }
public float StepSoundDistance { get; set; }
public void SetVelocityDirection(Direction direction, ushort subTick, bool enabled) public void SetVelocityDirection(Direction direction, ushort subTick, bool enabled)
{ {
var gridId = Owner.Transform.GridID; VelocityDir = (CalcNewVelocity(direction, enabled), Vector2.Zero);
if (_mapManager.TryGetGrid(gridId, out var grid) &&
Owner.EntityManager.TryGetEntity(grid.GridEntityId, out var gridEntity))
{
//TODO: Switch to shuttle component
if (!gridEntity.TryGetComponent(out IPhysicsComponent? physics))
{
physics = gridEntity.AddComponent<PhysicsComponent>();
physics.Mass = 1;
physics.CanCollide = true;
physics.PhysicsShapes.Add(new PhysShapeGrid(grid));
}
var controller = physics.EnsureController<ShuttleController>();
controller.Push(CalcNewVelocity(direction, enabled), CurrentWalkSpeed);
}
} }
public void SetSprinting(ushort subTick, bool walking) public void SetSprinting(ushort subTick, bool walking)

View File

@@ -5,6 +5,7 @@ using System.Linq;
using Content.Server.GameObjects.Components.NodeContainer.NodeGroups; using Content.Server.GameObjects.Components.NodeContainer.NodeGroups;
using Robust.Shared.GameObjects; using Robust.Shared.GameObjects;
using Robust.Shared.IoC; using Robust.Shared.IoC;
using Robust.Shared.Physics;
using Robust.Shared.Serialization; using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables; using Robust.Shared.ViewVariables;
@@ -38,7 +39,7 @@ namespace Content.Server.GameObjects.Components.NodeContainer.Nodes
/// </summary> /// </summary>
public bool Connectable => !_deleting && Anchored; public bool Connectable => !_deleting && Anchored;
private bool Anchored => !Owner.TryGetComponent<IPhysicsComponent>(out var physics) || physics.Anchored; private bool Anchored => !Owner.TryGetComponent<IPhysBody>(out var physics) || physics.BodyType == BodyType.Static;
/// <summary> /// <summary>
/// Prevents a node from being used by other nodes while midway through removal. /// Prevents a node from being used by other nodes while midway through removal.

View File

@@ -6,6 +6,7 @@ using Robust.Server.GameObjects;
using Robust.Shared.GameObjects; using Robust.Shared.GameObjects;
using Robust.Shared.Log; using Robust.Shared.Log;
using Robust.Shared.Maths; using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Timing; using Robust.Shared.Timing;
namespace Content.Server.GameObjects.Components.PA namespace Content.Server.GameObjects.Components.PA
@@ -15,9 +16,9 @@ namespace Content.Server.GameObjects.Components.PA
{ {
public override string Name => "ParticleProjectile"; public override string Name => "ParticleProjectile";
private ParticleAcceleratorPowerState _state; private ParticleAcceleratorPowerState _state;
public void CollideWith(IEntity collidedWith) public void CollideWith(IPhysBody ourBody, IPhysBody otherBody)
{ {
if (collidedWith.TryGetComponent<SingularityComponent>(out var singularityComponent)) if (otherBody.Entity.TryGetComponent<SingularityComponent>(out var singularityComponent))
{ {
var multiplier = _state switch var multiplier = _state switch
{ {
@@ -30,8 +31,8 @@ namespace Content.Server.GameObjects.Components.PA
}; };
singularityComponent.Energy += 10 * multiplier; singularityComponent.Energy += 10 * multiplier;
Owner.Delete(); Owner.Delete();
}else if (collidedWith.TryGetComponent<SingularityGeneratorComponent>(out var singularityGeneratorComponent) }
) else if (otherBody.Entity.TryGetComponent<SingularityGeneratorComponent>(out var singularityGeneratorComponent))
{ {
singularityGeneratorComponent.Power += _state switch singularityGeneratorComponent.Power += _state switch
{ {
@@ -55,7 +56,7 @@ namespace Content.Server.GameObjects.Components.PA
Logger.Error("ParticleProjectile tried firing, but it was spawned without a CollidableComponent"); Logger.Error("ParticleProjectile tried firing, but it was spawned without a CollidableComponent");
return; return;
} }
physicsComponent.Status = BodyStatus.InAir; physicsComponent.BodyStatus = BodyStatus.InAir;
if (!Owner.TryGetComponent<ProjectileComponent>(out var projectileComponent)) if (!Owner.TryGetComponent<ProjectileComponent>(out var projectileComponent))
{ {
@@ -81,7 +82,6 @@ namespace Content.Server.GameObjects.Components.PA
spriteComponent.LayerSetState(0, $"particle{suffix}"); spriteComponent.LayerSetState(0, $"particle{suffix}");
physicsComponent physicsComponent
.EnsureController<BulletController>()
.LinearVelocity = angle.ToVec() * 20f; .LinearVelocity = angle.ToVec() * 20f;
Owner.Transform.LocalRotation = new Angle(angle + Angle.FromDegrees(180)); Owner.Transform.LocalRotation = new Angle(angle + Angle.FromDegrees(180));

View File

@@ -5,6 +5,7 @@ using Content.Shared.GameObjects.Components.Portal;
using Content.Shared.GameObjects.Components.Tag; using Content.Shared.GameObjects.Components.Tag;
using Robust.Server.GameObjects; using Robust.Server.GameObjects;
using Robust.Shared.GameObjects; using Robust.Shared.GameObjects;
using Robust.Shared.Physics;
using Robust.Shared.Serialization; using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables; using Robust.Shared.ViewVariables;
@@ -168,11 +169,11 @@ namespace Content.Server.GameObjects.Components.Portal
StartCooldown(); StartCooldown();
} }
public void CollideWith(IEntity collidedWith) public void CollideWith(IPhysBody ourBody, IPhysBody otherBody)
{ {
if (_onCooldown == false) if (_onCooldown == false)
{ {
TryPortalEntity(collidedWith); TryPortalEntity(otherBody.Entity);
} }
} }
} }

View File

@@ -9,6 +9,7 @@ using Robust.Shared.GameObjects;
using Robust.Shared.IoC; using Robust.Shared.IoC;
using Robust.Shared.Map; using Robust.Shared.Map;
using Robust.Shared.Maths; using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Random; using Robust.Shared.Random;
using Robust.Shared.Serialization; using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables; using Robust.Shared.ViewVariables;
@@ -104,7 +105,7 @@ namespace Content.Server.GameObjects.Components.Portal
{ {
// Added this component to avoid stacking portals and causing shenanigans // Added this component to avoid stacking portals and causing shenanigans
// TODO: Doesn't do a great job of stopping stacking portals for directed // TODO: Doesn't do a great job of stopping stacking portals for directed
if (entity.HasComponent<IPhysicsComponent>() || entity.HasComponent<TeleporterComponent>()) if (entity.HasComponent<IPhysBody>() || entity.HasComponent<TeleporterComponent>())
{ {
return; return;
} }
@@ -148,7 +149,7 @@ namespace Content.Server.GameObjects.Components.Portal
// TODO: Check the user's spot? Upside is no stacking TPs but downside is they can't unstuck themselves from walls. // TODO: Check the user's spot? Upside is no stacking TPs but downside is they can't unstuck themselves from walls.
foreach (var entity in _serverEntityManager.GetEntitiesIntersecting(user.Transform.MapID, target)) foreach (var entity in _serverEntityManager.GetEntitiesIntersecting(user.Transform.MapID, target))
{ {
if (entity.HasComponent<IPhysicsComponent>() || entity.HasComponent<PortalComponent>()) if (entity.HasComponent<IPhysBody>() || entity.HasComponent<PortalComponent>())
{ {
return false; return false;
} }

View File

@@ -7,6 +7,7 @@ using Robust.Server.GameObjects;
using Robust.Shared.GameObjects; using Robust.Shared.GameObjects;
using Robust.Shared.IoC; using Robust.Shared.IoC;
using Robust.Shared.Localization; using Robust.Shared.Localization;
using Robust.Shared.Physics;
using Robust.Shared.Serialization; using Robust.Shared.Serialization;
using Robust.Shared.Utility; using Robust.Shared.Utility;
using Robust.Shared.ViewVariables; using Robust.Shared.ViewVariables;
@@ -21,7 +22,7 @@ namespace Content.Server.GameObjects.Components.Power.ApcNetComponents
{ {
[Dependency] private readonly IServerEntityManager _serverEntityManager = default!; [Dependency] private readonly IServerEntityManager _serverEntityManager = default!;
[ViewVariables] [ComponentDependency] private readonly IPhysicsComponent? _physicsComponent = null; [ViewVariables] [ComponentDependency] private readonly IPhysBody? _physicsComponent = null;
public override string Name => "PowerReceiver"; public override string Name => "PowerReceiver";
@@ -50,7 +51,7 @@ namespace Content.Server.GameObjects.Components.Power.ApcNetComponents
/// </summary> /// </summary>
public bool Connectable => Anchored; public bool Connectable => Anchored;
private bool Anchored => _physicsComponent == null || _physicsComponent.Anchored; private bool Anchored => _physicsComponent == null || _physicsComponent.BodyType == BodyType.Static;
[ViewVariables] [ViewVariables]
public bool NeedsProvider { get; private set; } = true; public bool NeedsProvider { get; private set; } = true;

View File

@@ -5,6 +5,7 @@ using Robust.Shared.GameObjects;
using Robust.Shared.Serialization; using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables; using Robust.Shared.ViewVariables;
using System; using System;
using Robust.Shared.Physics;
namespace Content.Server.GameObjects.Components.Projectiles namespace Content.Server.GameObjects.Components.Projectiles
{ {
@@ -36,9 +37,9 @@ namespace Content.Server.GameObjects.Components.Projectiles
_solutionContainer = Owner.EnsureComponent<SolutionContainerComponent>(); _solutionContainer = Owner.EnsureComponent<SolutionContainerComponent>();
} }
void ICollideBehavior.CollideWith(IEntity entity) void ICollideBehavior.CollideWith(IPhysBody ourBody, IPhysBody otherBody)
{ {
if (!entity.TryGetComponent<BloodstreamComponent>(out var bloodstream)) if (!otherBody.Entity.TryGetComponent<BloodstreamComponent>(out var bloodstream))
return; return;
var solution = _solutionContainer.Solution; var solution = _solutionContainer.Solution;

View File

@@ -1,5 +1,6 @@
using Content.Server.GameObjects.Components.Explosion; using Content.Server.GameObjects.Components.Explosion;
using Robust.Shared.GameObjects; using Robust.Shared.GameObjects;
using Robust.Shared.Physics;
namespace Content.Server.GameObjects.Components.Projectiles namespace Content.Server.GameObjects.Components.Projectiles
{ {
@@ -15,18 +16,12 @@ namespace Content.Server.GameObjects.Components.Projectiles
Owner.EnsureComponent<ExplosiveComponent>(); Owner.EnsureComponent<ExplosiveComponent>();
} }
void ICollideBehavior.CollideWith(IEntity entity) void ICollideBehavior.CollideWith(IPhysBody ourBody, IPhysBody otherBody)
{ {
if (Owner.TryGetComponent(out ExplosiveComponent explosive)) if (Owner.TryGetComponent(out ExplosiveComponent explosive))
{ {
explosive.Explosion(); explosive.Explosion();
} }
} }
// Projectile should handle the deleting
void ICollideBehavior.PostCollide(int collisionCount)
{
return;
}
} }
} }

View File

@@ -1,5 +1,6 @@
using Content.Server.GameObjects.Components.Weapon; using Content.Server.GameObjects.Components.Weapon;
using Robust.Shared.GameObjects; using Robust.Shared.GameObjects;
using Robust.Shared.Physics;
using Robust.Shared.Serialization; using Robust.Shared.Serialization;
namespace Content.Server.GameObjects.Components.Projectiles namespace Content.Server.GameObjects.Components.Projectiles
@@ -31,20 +32,15 @@ namespace Content.Server.GameObjects.Components.Projectiles
Owner.EnsureComponent<ProjectileComponent>(); Owner.EnsureComponent<ProjectileComponent>();
} }
void ICollideBehavior.CollideWith(IEntity entity) void ICollideBehavior.CollideWith(IPhysBody ourBody, IPhysBody otherBody)
{ {
if (_flashed) if (_flashed)
{ {
return; return;
} }
FlashableComponent.FlashAreaHelper(Owner, _range, _duration); FlashableComponent.FlashAreaHelper(Owner, _range, _duration);
_flashed = true; _flashed = true;
} }
// Projectile should handle the deleting
void ICollideBehavior.PostCollide(int collisionCount)
{
return;
}
} }
} }

View File

@@ -7,6 +7,7 @@ using Robust.Shared.IoC;
using Robust.Shared.Map; using Robust.Shared.Map;
using Robust.Shared.Maths; using Robust.Shared.Maths;
using Robust.Shared.Physics; using Robust.Shared.Physics;
using Robust.Shared.Physics.Dynamics;
using Robust.Shared.Serialization; using Robust.Shared.Serialization;
using Robust.Shared.Timing; using Robust.Shared.Timing;

View File

@@ -5,6 +5,7 @@ using Content.Shared.GameObjects.Components.Damage;
using Content.Shared.GameObjects.Components.Projectiles; using Content.Shared.GameObjects.Components.Projectiles;
using Robust.Server.GameObjects; using Robust.Server.GameObjects;
using Robust.Shared.GameObjects; using Robust.Shared.GameObjects;
using Robust.Shared.Physics;
using Robust.Shared.Players; using Robust.Shared.Players;
using Robust.Shared.Serialization; using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables; using Robust.Shared.ViewVariables;
@@ -12,7 +13,7 @@ using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Projectiles namespace Content.Server.GameObjects.Components.Projectiles
{ {
[RegisterComponent] [RegisterComponent]
public class ProjectileComponent : SharedProjectileComponent, ICollideBehavior public class ProjectileComponent : SharedProjectileComponent, ICollideBehavior, IPostCollide
{ {
protected override EntityUid Shooter => _shooter; protected override EntityUid Shooter => _shooter;
@@ -27,15 +28,14 @@ namespace Content.Server.GameObjects.Components.Projectiles
set => _damages = value; set => _damages = value;
} }
public bool DeleteOnCollide => _deleteOnCollide; private bool _damagedEntity = false;
private bool _deleteOnCollide; private bool _deleteOnCollide;
// Get that juicy FPS hit sound // Get that juicy FPS hit sound
private string _soundHit; private string _soundHit;
private string _soundHitSpecies; private string _soundHitSpecies;
private bool _damagedEntity;
public override void ExposeData(ObjectSerializer serializer) public override void ExposeData(ObjectSerializer serializer)
{ {
base.ExposeData(serializer); base.ExposeData(serializer);
@@ -58,39 +58,27 @@ namespace Content.Server.GameObjects.Components.Projectiles
Dirty(); Dirty();
} }
private bool _internalDeleteOnCollide;
/// <summary> /// <summary>
/// Applies the damage when our projectile collides with its victim /// Applies the damage when our projectile collides with its victim
/// </summary> /// </summary>
/// <param name="entity"></param> void ICollideBehavior.CollideWith(IPhysBody ourBody, IPhysBody otherBody)
void ICollideBehavior.CollideWith(IEntity entity)
{ {
if (_damagedEntity)
{
return;
}
// This is so entities that shouldn't get a collision are ignored. // This is so entities that shouldn't get a collision are ignored.
if (entity.TryGetComponent(out IPhysicsComponent otherPhysics) && otherPhysics.Hard == false) if (!otherBody.Hard || _damagedEntity)
{ {
_internalDeleteOnCollide = false;
return; return;
} }
else
if (otherBody.Entity.TryGetComponent(out IDamageableComponent damage) && _soundHitSpecies != null)
{ {
_internalDeleteOnCollide = true; EntitySystem.Get<AudioSystem>().PlayAtCoords(_soundHitSpecies, otherBody.Entity.Transform.Coordinates);
}
else if (_soundHit != null)
{
EntitySystem.Get<AudioSystem>().PlayAtCoords(_soundHit, otherBody.Entity.Transform.Coordinates);
} }
if (_soundHitSpecies != null && entity.HasComponent<IDamageableComponent>()) if (damage != null)
{
EntitySystem.Get<AudioSystem>().PlayAtCoords(_soundHitSpecies, entity.Transform.Coordinates);
} else if (_soundHit != null)
{
EntitySystem.Get<AudioSystem>().PlayAtCoords(_soundHit, entity.Transform.Coordinates);
}
if (entity.TryGetComponent(out IDamageableComponent damage))
{ {
Owner.EntityManager.TryGetEntity(_shooter, out var shooter); Owner.EntityManager.TryGetEntity(_shooter, out var shooter);
@@ -102,17 +90,17 @@ namespace Content.Server.GameObjects.Components.Projectiles
_damagedEntity = true; _damagedEntity = true;
} }
if (!entity.Deleted && entity.TryGetComponent(out CameraRecoilComponent recoilComponent) // Damaging it can delete it
&& Owner.TryGetComponent(out IPhysicsComponent ownPhysics)) if (!otherBody.Entity.Deleted && otherBody.Entity.TryGetComponent(out CameraRecoilComponent recoilComponent))
{ {
var direction = ownPhysics.LinearVelocity.Normalized; var direction = ourBody.LinearVelocity.Normalized;
recoilComponent.Kick(direction); recoilComponent.Kick(direction);
} }
} }
void ICollideBehavior.PostCollide(int collideCount) void IPostCollide.PostCollide(IPhysBody ourBody, IPhysBody otherBody)
{ {
if (collideCount > 0 && DeleteOnCollide && _internalDeleteOnCollide) Owner.Delete(); if (_damagedEntity) Owner.Delete();
} }
public override ComponentState GetComponentState(ICommonSession player) public override ComponentState GetComponentState(ICommonSession player)

View File

@@ -1,5 +1,6 @@
using Content.Server.GameObjects.Components.Mobs; using Content.Server.GameObjects.Components.Mobs;
using Robust.Shared.GameObjects; using Robust.Shared.GameObjects;
using Robust.Shared.Physics;
using Robust.Shared.Serialization; using Robust.Shared.Serialization;
namespace Content.Server.GameObjects.Components.Projectiles namespace Content.Server.GameObjects.Components.Projectiles
@@ -32,16 +33,14 @@ namespace Content.Server.GameObjects.Components.Projectiles
Owner.EnsureComponentWarn(out ProjectileComponent _); Owner.EnsureComponentWarn(out ProjectileComponent _);
} }
void ICollideBehavior.CollideWith(IEntity entity) void ICollideBehavior.CollideWith(IPhysBody ourBody, IPhysBody otherBody)
{ {
if (entity.TryGetComponent(out StunnableComponent stunnableComponent)) if (otherBody.Entity.TryGetComponent(out StunnableComponent stunnableComponent))
{ {
stunnableComponent.Stun(_stunAmount); stunnableComponent.Stun(_stunAmount);
stunnableComponent.Knockdown(_knockdownAmount); stunnableComponent.Knockdown(_knockdownAmount);
stunnableComponent.Slowdown(_slowdownAmount); stunnableComponent.Slowdown(_slowdownAmount);
} }
} }
void ICollideBehavior.PostCollide(int collidedCount) {}
} }
} }

View File

@@ -1,118 +0,0 @@
using Content.Server.GameObjects.EntitySystems.Click;
using Content.Shared.GameObjects;
using Content.Shared.Physics;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
namespace Content.Server.GameObjects.Components.Projectiles
{
[RegisterComponent]
internal class ThrownItemComponent : ProjectileComponent, ICollideBehavior
{
public const float DefaultThrowTime = 0.25f;
private bool _shouldCollide = true;
private bool _shouldStop = false;
public override string Name => "ThrownItem";
public override uint? NetID => ContentNetIDs.THROWN_ITEM;
/// <summary>
/// User who threw the item.
/// </summary>
public IEntity User { get; set; }
void ICollideBehavior.CollideWith(IEntity entity)
{
if (!_shouldCollide || entity.Deleted) return;
if (entity.TryGetComponent(out PhysicsComponent collid))
{
if (!collid.Hard) // ignore non hard
return;
_shouldStop = true; // hit something hard => stop after this collision
// Raise an event.
EntitySystem.Get<InteractionSystem>().ThrowCollideInteraction(User, Owner, entity, Owner.Transform.Coordinates);
}
// Stop colliding with mobs, this mimics not having enough velocity to do damage
// after impacting the first object.
// For realism this should actually be changed when the velocity of the object is less than a threshold.
// This would allow ricochets off walls, and weird gravity effects from slowing the object.
if (!Owner.Deleted && Owner.TryGetComponent(out IPhysicsComponent body) && body.PhysicsShapes.Count >= 1)
{
_shouldCollide = false;
}
}
private void StopThrow()
{
if (Deleted)
{
return;
}
if (Owner.TryGetComponent(out IPhysicsComponent body) && body.PhysicsShapes.Count >= 1)
{
body.PhysicsShapes[0].CollisionMask &= (int) ~CollisionGroup.ThrownItem;
if (body.TryGetController(out ThrownController controller))
{
controller.LinearVelocity = Vector2.Zero;
}
body.Status = BodyStatus.OnGround;
Owner.RemoveComponent<ThrownItemComponent>();
EntitySystem.Get<InteractionSystem>().LandInteraction(User, Owner, Owner.Transform.Coordinates);
}
}
void ICollideBehavior.PostCollide(int collideCount)
{
if (_shouldStop && collideCount > 0)
{
StopThrow();
}
}
public void StartThrow(Vector2 direction, float speed)
{
var comp = Owner.GetComponent<IPhysicsComponent>();
comp.Status = BodyStatus.InAir;
var controller = comp.EnsureController<ThrownController>();
controller.Push(direction, speed);
EntitySystem.Get<AudioSystem>()
.PlayFromEntity("/Audio/Effects/toss.ogg", Owner);
StartStopTimer();
}
private void StartStopTimer()
{
Owner.SpawnTimer((int) (DefaultThrowTime * 1000), MaybeStopThrow);
}
private void MaybeStopThrow()
{
if (Deleted)
{
return;
}
if (IoCManager.Resolve<IPhysicsManager>().IsWeightless(Owner.Transform.Coordinates))
{
StartStopTimer();
return;
}
StopThrow();
}
}
}

View File

@@ -5,6 +5,7 @@ using Content.Shared.GameObjects.EntitySystems;
using Content.Shared.GameObjects.Verbs; using Content.Shared.GameObjects.Verbs;
using Robust.Shared.GameObjects; using Robust.Shared.GameObjects;
using Robust.Shared.Localization; using Robust.Shared.Localization;
using Robust.Shared.Physics;
namespace Content.Server.GameObjects.Components.Pulling namespace Content.Server.GameObjects.Components.Pulling
{ {
@@ -31,15 +32,15 @@ namespace Content.Server.GameObjects.Components.Pulling
} }
if (!user.HasComponent<ISharedHandsComponent>() || if (!user.HasComponent<ISharedHandsComponent>() ||
!user.TryGetComponent(out IPhysicsComponent? userPhysics) || !user.TryGetComponent(out IPhysBody? userPhysics) ||
!component.Owner.TryGetComponent(out IPhysicsComponent? targetPhysics) || !component.Owner.TryGetComponent(out IPhysBody? targetPhysics) ||
targetPhysics.Anchored) targetPhysics.BodyType == BodyType.Static)
{ {
return; return;
} }
data.Visibility = VerbVisibility.Visible; data.Visibility = VerbVisibility.Visible;
data.Text = component.Puller == userPhysics data.Text = component.Puller == userPhysics.Entity
? Loc.GetString("Stop pulling") ? Loc.GetString("Stop pulling")
: Loc.GetString("Pull"); : Loc.GetString("Pull");
} }

View File

@@ -19,6 +19,7 @@ using Robust.Shared.GameObjects;
using Robust.Shared.IoC; using Robust.Shared.IoC;
using Robust.Shared.Localization; using Robust.Shared.Localization;
using Robust.Shared.Maths; using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Serialization; using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables; using Robust.Shared.ViewVariables;
@@ -30,7 +31,7 @@ namespace Content.Server.GameObjects.Components.Recycling
{ {
public override string Name => "Recycler"; public override string Name => "Recycler";
private readonly List<IEntity> _intersecting = new(); public List<IEntity> Intersecting { get; set; } = new();
/// <summary> /// <summary>
/// Whether or not sentient beings will be recycled /// Whether or not sentient beings will be recycled
@@ -72,9 +73,9 @@ namespace Content.Server.GameObjects.Components.Recycling
private void Recycle(IEntity entity) private void Recycle(IEntity entity)
{ {
if (!_intersecting.Contains(entity)) if (!Intersecting.Contains(entity))
{ {
_intersecting.Add(entity); Intersecting.Add(entity);
} }
// TODO: Prevent collision with recycled items // TODO: Prevent collision with recycled items
@@ -93,7 +94,7 @@ namespace Content.Server.GameObjects.Components.Recycling
recyclable.Recycle(_efficiency); recyclable.Recycle(_efficiency);
} }
private bool CanRun() public bool CanRun()
{ {
if (Owner.TryGetComponent(out PowerReceiverComponent? receiver) && if (Owner.TryGetComponent(out PowerReceiverComponent? receiver) &&
!receiver.Powered) !receiver.Powered)
@@ -109,15 +110,15 @@ namespace Content.Server.GameObjects.Components.Recycling
return true; return true;
} }
private bool CanMove(IEntity entity) public bool CanMove(IEntity entity)
{ {
if (entity == Owner) if (entity == Owner)
{ {
return false; return false;
} }
if (!entity.TryGetComponent(out IPhysicsComponent? physics) || if (!entity.TryGetComponent(out IPhysBody? physics) ||
physics.Anchored) physics.BodyType == BodyType.Static)
{ {
return false; return false;
} }
@@ -140,34 +141,6 @@ namespace Content.Server.GameObjects.Components.Recycling
return true; return true;
} }
public void Update(float frameTime)
{
if (!CanRun())
{
_intersecting.Clear();
return;
}
var direction = Vector2.UnitX;
for (var i = _intersecting.Count - 1; i >= 0; i--)
{
var entity = _intersecting[i];
if (entity.Deleted || !CanMove(entity) || !Owner.EntityManager.IsIntersecting(Owner, entity))
{
_intersecting.RemoveAt(i);
continue;
}
if (entity.TryGetComponent(out IPhysicsComponent? physics))
{
var controller = physics.EnsureController<ConveyedController>();
controller.Move(direction, frameTime, entity.Transform.WorldPosition - Owner.Transform.WorldPosition);
}
}
}
public override void ExposeData(ObjectSerializer serializer) public override void ExposeData(ObjectSerializer serializer)
{ {
base.ExposeData(serializer); base.ExposeData(serializer);
@@ -176,9 +149,9 @@ namespace Content.Server.GameObjects.Components.Recycling
serializer.DataField(ref _efficiency, "efficiency", 0.25f); serializer.DataField(ref _efficiency, "efficiency", 0.25f);
} }
void ICollideBehavior.CollideWith(IEntity collidedWith) void ICollideBehavior.CollideWith(IPhysBody ourBody, IPhysBody otherBody)
{ {
Recycle(collidedWith); Recycle(otherBody.Entity);
} }
SuicideKind ISuicideAct.Suicide(IEntity victim, IChatManager chat) SuicideKind ISuicideAct.Suicide(IEntity victim, IChatManager chat)

View File

@@ -4,6 +4,7 @@ using Content.Shared.GameObjects.Verbs;
using Content.Shared.Interfaces; using Content.Shared.Interfaces;
using Robust.Shared.GameObjects; using Robust.Shared.GameObjects;
using Robust.Shared.Localization; using Robust.Shared.Localization;
using Robust.Shared.Physics;
using Robust.Shared.Serialization; using Robust.Shared.Serialization;
namespace Content.Server.GameObjects.Components.Rotatable namespace Content.Server.GameObjects.Components.Rotatable
@@ -17,8 +18,8 @@ namespace Content.Server.GameObjects.Components.Rotatable
private void TryFlip(IEntity user) private void TryFlip(IEntity user)
{ {
if (Owner.TryGetComponent(out IPhysicsComponent? physics) && if (Owner.TryGetComponent(out IPhysBody? physics) &&
physics.Anchored) physics.BodyType == BodyType.Static)
{ {
Owner.PopupMessage(user, Loc.GetString("It's stuck.")); Owner.PopupMessage(user, Loc.GetString("It's stuck."));
return; return;

View File

@@ -4,6 +4,7 @@ using Content.Shared.Interfaces;
using Robust.Shared.GameObjects; using Robust.Shared.GameObjects;
using Robust.Shared.Localization; using Robust.Shared.Localization;
using Robust.Shared.Maths; using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Serialization; using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables; using Robust.Shared.ViewVariables;
@@ -28,9 +29,9 @@ namespace Content.Server.GameObjects.Components.Rotatable
private void TryRotate(IEntity user, Angle angle) private void TryRotate(IEntity user, Angle angle)
{ {
if (!RotateWhileAnchored && Owner.TryGetComponent(out IPhysicsComponent physics)) if (!RotateWhileAnchored && Owner.TryGetComponent(out IPhysBody physics))
{ {
if (physics.Anchored) if (physics.BodyType == BodyType.Static)
{ {
Owner.PopupMessage(user, Loc.GetString("It's stuck.")); Owner.PopupMessage(user, Loc.GetString("It's stuck."));
return; return;
@@ -45,7 +46,7 @@ namespace Content.Server.GameObjects.Components.Rotatable
{ {
protected override void GetData(IEntity user, RotatableComponent component, VerbData data) protected override void GetData(IEntity user, RotatableComponent component, VerbData data)
{ {
if (!ActionBlockerSystem.CanInteract(user) || (!component.RotateWhileAnchored && component.Owner.TryGetComponent(out IPhysicsComponent physics) && physics.Anchored)) if (!ActionBlockerSystem.CanInteract(user) || (!component.RotateWhileAnchored && component.Owner.TryGetComponent(out IPhysBody physics) && physics.BodyType == BodyType.Static))
{ {
data.Visibility = VerbVisibility.Invisible; data.Visibility = VerbVisibility.Invisible;
return; return;
@@ -67,7 +68,7 @@ namespace Content.Server.GameObjects.Components.Rotatable
{ {
protected override void GetData(IEntity user, RotatableComponent component, VerbData data) protected override void GetData(IEntity user, RotatableComponent component, VerbData data)
{ {
if (!ActionBlockerSystem.CanInteract(user) || (!component.RotateWhileAnchored && component.Owner.TryGetComponent(out IPhysicsComponent physics) && physics.Anchored)) if (!ActionBlockerSystem.CanInteract(user) || (!component.RotateWhileAnchored && component.Owner.TryGetComponent(out IPhysBody physics) && physics.BodyType == BodyType.Static))
{ {
data.Visibility = VerbVisibility.Invisible; data.Visibility = VerbVisibility.Invisible;
return; return;

View File

@@ -1,5 +1,6 @@
#nullable enable #nullable enable
using Robust.Shared.GameObjects; using Robust.Shared.GameObjects;
using Robust.Shared.Physics;
namespace Content.Server.GameObjects.Components.Singularity namespace Content.Server.GameObjects.Components.Singularity
{ {
@@ -9,7 +10,7 @@ namespace Content.Server.GameObjects.Components.Singularity
public override string Name => "ContainmentField"; public override string Name => "ContainmentField";
public ContainmentFieldConnection? Parent; public ContainmentFieldConnection? Parent;
public void CollideWith(IEntity collidedWith) public void CollideWith(IPhysBody ourBody, IPhysBody otherBody)
{ {
if (Parent == null) if (Parent == null)
{ {
@@ -17,7 +18,7 @@ namespace Content.Server.GameObjects.Components.Singularity
return; return;
} }
Parent.TryRepell(Owner, collidedWith); Parent.TryRepell(Owner, otherBody.Entity);
} }
} }
} }

View File

@@ -1,11 +1,11 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Threading; using System.Threading;
using Content.Shared.Physics;
using Robust.Shared.GameObjects; using Robust.Shared.GameObjects;
using Robust.Shared.IoC; using Robust.Shared.IoC;
using Robust.Shared.Log; using Robust.Shared.Log;
using Robust.Shared.Maths; using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Timer = Robust.Shared.Timing.Timer; using Timer = Robust.Shared.Timing.Timer;
namespace Content.Server.GameObjects.Components.Singularity namespace Content.Server.GameObjects.Components.Singularity
@@ -90,10 +90,12 @@ namespace Content.Server.GameObjects.Components.Singularity
/// <param name="toRepell">Entity to repell.</param> /// <param name="toRepell">Entity to repell.</param>
public void TryRepell(IEntity repellFrom, IEntity toRepell) public void TryRepell(IEntity repellFrom, IEntity toRepell)
{ {
if (!_fields.Contains(repellFrom) || !toRepell.TryGetComponent<IPhysicsComponent>(out var collidableComponent)) return; // TODO: Fix this also it's fucking repel
if (!_fields.Contains(repellFrom) || !toRepell.TryGetComponent<IPhysBody>(out var collidableComponent)) return;
return;
var speed = 5; var speed = 5;
var containmentFieldRepellController = collidableComponent.EnsureController<ContainmentFieldRepellController>(); //var containmentFieldRepellController = collidableComponent.EnsureController<ContainmentFieldRepellController>();
if (!CanRepell(toRepell)) if (!CanRepell(toRepell))
{ {
@@ -106,22 +108,22 @@ namespace Content.Server.GameObjects.Components.Singularity
{ {
if (repellFrom.Transform.WorldPosition.X.CompareTo(toRepell.Transform.WorldPosition.X) > 0) if (repellFrom.Transform.WorldPosition.X.CompareTo(toRepell.Transform.WorldPosition.X) > 0)
{ {
containmentFieldRepellController.Repell(Direction.West, speed); //containmentFieldRepellController.Repell(Direction.West, speed);
} }
else else
{ {
containmentFieldRepellController.Repell(Direction.East, speed); //containmentFieldRepellController.Repell(Direction.East, speed);
} }
} }
else else
{ {
if (repellFrom.Transform.WorldPosition.Y.CompareTo(toRepell.Transform.WorldPosition.Y) > 0) if (repellFrom.Transform.WorldPosition.Y.CompareTo(toRepell.Transform.WorldPosition.Y) > 0)
{ {
containmentFieldRepellController.Repell(Direction.South, speed); //containmentFieldRepellController.Repell(Direction.South, speed);
} }
else else
{ {
containmentFieldRepellController.Repell(Direction.North, speed); //containmentFieldRepellController.Repell(Direction.North, speed);
} }
} }

View File

@@ -10,6 +10,7 @@ using Robust.Shared.IoC;
using Robust.Shared.Log; using Robust.Shared.Log;
using Robust.Shared.Maths; using Robust.Shared.Maths;
using Robust.Shared.Physics; using Robust.Shared.Physics;
using Robust.Shared.Physics.Broadphase;
using Robust.Shared.ViewVariables; using Robust.Shared.ViewVariables;
using Robust.Server.GameObjects; using Robust.Server.GameObjects;
@@ -117,7 +118,7 @@ namespace Content.Server.GameObjects.Components.Singularity
var dirVec = direction.ToVec(); var dirVec = direction.ToVec();
var ray = new CollisionRay(Owner.Transform.WorldPosition, dirVec, (int) CollisionGroup.MobMask); var ray = new CollisionRay(Owner.Transform.WorldPosition, dirVec, (int) CollisionGroup.MobMask);
var rawRayCastResults = _physicsManager.IntersectRay(Owner.Transform.MapID, ray, 4.5f, Owner, false); var rawRayCastResults = EntitySystem.Get<SharedBroadPhaseSystem>().IntersectRay(Owner.Transform.MapID, ray, 4.5f, Owner, false);
var rayCastResults = rawRayCastResults as RayCastResults[] ?? rawRayCastResults.ToArray(); var rayCastResults = rawRayCastResults as RayCastResults[] ?? rawRayCastResults.ToArray();
if(!rayCastResults.Any()) continue; if(!rayCastResults.Any()) continue;
@@ -182,9 +183,9 @@ namespace Content.Server.GameObjects.Components.Singularity
} }
} }
public void CollideWith(IEntity collidedWith) public void CollideWith(IPhysBody ourBody, IPhysBody otherBody)
{ {
if(collidedWith.HasComponent<EmitterBoltComponent>()) if (otherBody.Entity.HasComponent<EmitterBoltComponent>())
{ {
ReceivePower(4); ReceivePower(4);
} }

View File

@@ -254,7 +254,7 @@ namespace Content.Server.GameObjects.Components.Singularity
return; return;
} }
physicsComponent.Status = BodyStatus.InAir; physicsComponent.BodyStatus = BodyStatus.InAir;
if (!projectile.TryGetComponent<ProjectileComponent>(out var projectileComponent)) if (!projectile.TryGetComponent<ProjectileComponent>(out var projectileComponent))
{ {
@@ -265,7 +265,6 @@ namespace Content.Server.GameObjects.Components.Singularity
projectileComponent.IgnoreEntity(Owner); projectileComponent.IgnoreEntity(Owner);
physicsComponent physicsComponent
.EnsureController<BulletController>()
.LinearVelocity = Owner.Transform.WorldRotation.ToVec() * 20f; .LinearVelocity = Owner.Transform.WorldRotation.ToVec() * 20f;
projectile.Transform.LocalRotation = Owner.Transform.WorldRotation; projectile.Transform.LocalRotation = Owner.Transform.WorldRotation;

View File

@@ -14,6 +14,7 @@ using Robust.Shared.Log;
using Robust.Shared.Maths; using Robust.Shared.Maths;
using Robust.Shared.Map; using Robust.Shared.Map;
using Robust.Shared.Physics; using Robust.Shared.Physics;
using Robust.Shared.Physics.Dynamics.Shapes;
using Robust.Shared.Random; using Robust.Shared.Random;
using Robust.Shared.Timing; using Robust.Shared.Timing;
@@ -38,7 +39,6 @@ namespace Content.Server.GameObjects.Components.Singularity
_energy = value; _energy = value;
if (_energy <= 0) if (_energy <= 0)
{ {
if(_singularityController != null) _singularityController.LinearVelocity = Vector2.Zero;
_spriteComponent?.LayerSetVisible(0, false); _spriteComponent?.LayerSetVisible(0, false);
Owner.Delete(); Owner.Delete();
@@ -75,7 +75,7 @@ namespace Content.Server.GameObjects.Components.Singularity
_spriteComponent?.LayerSetRSI(0, "Effects/Singularity/singularity_" + _level + ".rsi"); _spriteComponent?.LayerSetRSI(0, "Effects/Singularity/singularity_" + _level + ".rsi");
_spriteComponent?.LayerSetState(0, "singularity_" + _level); _spriteComponent?.LayerSetState(0, "singularity_" + _level);
if(_collidableComponent != null && _collidableComponent.PhysicsShapes.Any() && _collidableComponent.PhysicsShapes[0] is PhysShapeCircle circle) if(_collidableComponent != null && _collidableComponent.Fixtures.Any() && _collidableComponent.Fixtures[0].Shape is PhysShapeCircle circle)
{ {
circle.Radius = _level - 0.5f; circle.Radius = _level - 0.5f;
} }
@@ -95,7 +95,6 @@ namespace Content.Server.GameObjects.Components.Singularity
_ => 0 _ => 0
}; };
private SingularityController? _singularityController;
private PhysicsComponent? _collidableComponent; private PhysicsComponent? _collidableComponent;
private SpriteComponent? _spriteComponent; private SpriteComponent? _spriteComponent;
private RadiationPulseComponent? _radiationPulseComponent; private RadiationPulseComponent? _radiationPulseComponent;
@@ -129,9 +128,6 @@ namespace Content.Server.GameObjects.Components.Singularity
Logger.Error("SingularityComponent was spawned without SpriteComponent"); Logger.Error("SingularityComponent was spawned without SpriteComponent");
} }
_singularityController = _collidableComponent?.EnsureController<SingularityController>();
if(_singularityController!=null)_singularityController.ControlledComponent = _collidableComponent;
if (!Owner.TryGetComponent(out _radiationPulseComponent)) if (!Owner.TryGetComponent(out _radiationPulseComponent))
{ {
Logger.Error("SingularityComponent was spawned without RadiationPulseComponent"); Logger.Error("SingularityComponent was spawned without RadiationPulseComponent");
@@ -140,60 +136,18 @@ namespace Content.Server.GameObjects.Components.Singularity
Level = 1; Level = 1;
} }
public void Update() public void Update(int seconds)
{ {
Energy -= EnergyDrain; Energy -= EnergyDrain * seconds;
if(Level == 1) return;
//pushing
var pushVector = new Vector2((_random.Next(-10, 10)), _random.Next(-10, 10));
while (pushVector.X == 0 && pushVector.Y == 0)
{
pushVector = new Vector2((_random.Next(-10, 10)), _random.Next(-10, 10));
}
_singularityController?.Push(pushVector.Normalized, 2);
} }
private readonly List<IEntity> _previousPulledEntities = new(); void ICollideBehavior.CollideWith(IPhysBody ourBody, IPhysBody otherBody)
public void CleanupPulledEntities()
{ {
foreach (var previousPulledEntity in _previousPulledEntities) var otherEntity = otherBody.Entity;
{
if(previousPulledEntity.Deleted) continue;
if (!previousPulledEntity.TryGetComponent<PhysicsComponent>(out var collidableComponent)) continue;
var controller = collidableComponent.EnsureController<SingularityPullController>();
controller.StopPull();
}
_previousPulledEntities.Clear();
}
public void PullUpdate() if (otherEntity.TryGetComponent<IMapGridComponent>(out var mapGridComponent))
{ {
CleanupPulledEntities(); foreach (var tile in mapGridComponent.Grid.GetTilesIntersecting(ourBody.GetWorldAABB()))
var entitiesToPull = Owner.EntityManager.GetEntitiesInRange(Owner.Transform.Coordinates, Level * 10);
foreach (var entity in entitiesToPull)
{
if (!entity.TryGetComponent<PhysicsComponent>(out var collidableComponent)) continue;
if (entity.HasComponent<GhostComponent>()) continue;
var controller = collidableComponent.EnsureController<SingularityPullController>();
if(Owner.Transform.Coordinates.EntityId != entity.Transform.Coordinates.EntityId) continue;
var vec = (Owner.Transform.Coordinates - entity.Transform.Coordinates).Position;
if (vec == Vector2.Zero) continue;
var speed = 10 / vec.Length * Level;
controller.Pull(vec.Normalized, speed);
_previousPulledEntities.Add(entity);
}
}
void ICollideBehavior.CollideWith(IEntity entity)
{
if (_collidableComponent == null) return; //how did it even collide then? :D
if (entity.TryGetComponent<IMapGridComponent>(out var mapGridComponent))
{
foreach (var tile in mapGridComponent.Grid.GetTilesIntersecting(((IPhysBody) _collidableComponent).WorldAABB))
{ {
mapGridComponent.Grid.SetTile(tile.GridIndices, Tile.Empty); mapGridComponent.Grid.SetTile(tile.GridIndices, Tile.Empty);
Energy++; Energy++;
@@ -201,14 +155,14 @@ namespace Content.Server.GameObjects.Components.Singularity
return; return;
} }
if (entity.HasComponent<ContainmentFieldComponent>() || (entity.TryGetComponent<ContainmentFieldGeneratorComponent>(out var component) && component.CanRepell(Owner))) if (otherEntity.HasComponent<ContainmentFieldComponent>() || (otherEntity.TryGetComponent<ContainmentFieldGeneratorComponent>(out var component) && component.CanRepell(Owner)))
{ {
return; return;
} }
if (entity.IsInContainer()) return; if (otherEntity.IsInContainer()) return;
entity.Delete(); otherEntity.Delete();
Energy++; Energy++;
} }
@@ -216,7 +170,6 @@ namespace Content.Server.GameObjects.Components.Singularity
{ {
_playingSound?.Stop(); _playingSound?.Stop();
_audioSystem.PlayAtCoords("/Audio/Effects/singularity_collapse.ogg", Owner.Transform.Coordinates); _audioSystem.PlayAtCoords("/Audio/Effects/singularity_collapse.ogg", Owner.Transform.Coordinates);
CleanupPulledEntities();
base.OnRemove(); base.OnRemove();
} }
} }

View File

@@ -5,6 +5,7 @@ using Content.Shared.Atmos;
using Content.Shared.Damage; using Content.Shared.Damage;
using Content.Shared.GameObjects.Components.Damage; using Content.Shared.GameObjects.Components.Damage;
using Robust.Shared.GameObjects; using Robust.Shared.GameObjects;
using Robust.Shared.Physics;
using Robust.Shared.Serialization; using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables; using Robust.Shared.ViewVariables;
@@ -29,7 +30,7 @@ namespace Content.Server.GameObjects.Components.Temperature
[ViewVariables] public float HeatCapacity { [ViewVariables] public float HeatCapacity {
get get
{ {
if (Owner.TryGetComponent<IPhysicsComponent>(out var physics)) if (Owner.TryGetComponent<IPhysBody>(out var physics))
{ {
return SpecificHeat * physics.Mass; return SpecificHeat * physics.Mass;
} }

View File

@@ -1,5 +1,6 @@
using System; using System;
using Content.Shared.GameObjects.Components.Weapons; using Content.Shared.GameObjects.Components.Weapons;
using Content.Shared.Physics;
using Content.Shared.Utility; using Content.Shared.Utility;
using Robust.Server.GameObjects; using Robust.Server.GameObjects;
using Robust.Shared.GameObjects; using Robust.Shared.GameObjects;
@@ -31,18 +32,17 @@ namespace Content.Server.GameObjects.Components.Weapon
public static void FlashAreaHelper(IEntity source, float range, float duration, string sound = null) public static void FlashAreaHelper(IEntity source, float range, float duration, string sound = null)
{ {
foreach (var entity in IoCManager.Resolve<IEntityManager>().GetEntitiesInRange(source.Transform.Coordinates, range)) foreach (var entity in source.EntityManager.GetEntitiesInRange(source.Transform.Coordinates, range))
{ {
if (!source.InRangeUnobstructed(entity, range, popup: true)) if (!entity.TryGetComponent(out FlashableComponent flashable) ||
continue; !source.InRangeUnobstructed(entity, range, CollisionGroup.Opaque)) continue;
if(entity.TryGetComponent(out FlashableComponent flashable))
flashable.Flash(duration); flashable.Flash(duration);
} }
if (!string.IsNullOrEmpty(sound)) if (!string.IsNullOrEmpty(sound))
{ {
IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<AudioSystem>().PlayAtCoords(sound, source.Transform.Coordinates); EntitySystem.Get<AudioSystem>().PlayAtCoords(sound, source.Transform.Coordinates);
} }
} }
} }

View File

@@ -12,6 +12,7 @@ using Robust.Shared.GameObjects;
using Robust.Shared.IoC; using Robust.Shared.IoC;
using Robust.Shared.Maths; using Robust.Shared.Maths;
using Robust.Shared.Physics; using Robust.Shared.Physics;
using Robust.Shared.Physics.Broadphase;
using Robust.Shared.Serialization; using Robust.Shared.Serialization;
using Robust.Shared.Timing; using Robust.Shared.Timing;
using Robust.Shared.ViewVariables; using Robust.Shared.ViewVariables;
@@ -196,10 +197,13 @@ namespace Content.Server.GameObjects.Components.Weapon.Melee
for (var i = 0; i < increments; i++) for (var i = 0; i < increments; i++)
{ {
var castAngle = new Angle(baseAngle + increment * i); var castAngle = new Angle(baseAngle + increment * i);
var res = _physicsManager.IntersectRay(mapId, new CollisionRay(position, castAngle.ToWorldVec(), (int) (CollisionGroup.Impassable|CollisionGroup.MobImpassable)), Range, ignore).FirstOrDefault(); var res = EntitySystem.Get<SharedBroadPhaseSystem>().IntersectRay(mapId,
if (res.HitEntity != null) new CollisionRay(position, castAngle.ToVec(),
(int) (CollisionGroup.Impassable | CollisionGroup.MobImpassable)), Range, ignore).ToList();
if (res.Count != 0)
{ {
resSet.Add(res.HitEntity); resSet.Add(res[0].HitEntity);
} }
} }

View File

@@ -20,6 +20,7 @@ using Robust.Shared.Log;
using Robust.Shared.Map; using Robust.Shared.Map;
using Robust.Shared.Maths; using Robust.Shared.Maths;
using Robust.Shared.Physics; using Robust.Shared.Physics;
using Robust.Shared.Physics.Broadphase;
using Robust.Shared.Prototypes; using Robust.Shared.Prototypes;
using Robust.Shared.Random; using Robust.Shared.Random;
using Robust.Shared.Serialization; using Robust.Shared.Serialization;
@@ -383,15 +384,14 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
projectileAngle = angle; projectileAngle = angle;
} }
var physics = projectile.GetComponent<IPhysicsComponent>(); var physics = projectile.GetComponent<IPhysBody>();
physics.Status = BodyStatus.InAir; physics.BodyStatus = BodyStatus.InAir;
var projectileComponent = projectile.GetComponent<ProjectileComponent>(); var projectileComponent = projectile.GetComponent<ProjectileComponent>();
projectileComponent.IgnoreEntity(shooter); projectileComponent.IgnoreEntity(shooter);
projectile projectile
.GetComponent<IPhysicsComponent>() .GetComponent<IPhysBody>()
.EnsureController<BulletController>()
.LinearVelocity = projectileAngle.ToVec() * velocity; .LinearVelocity = projectileAngle.ToVec() * velocity;
projectile.Transform.LocalRotation = projectileAngle + MathHelper.PiOver2; projectile.Transform.LocalRotation = projectileAngle + MathHelper.PiOver2;
@@ -421,7 +421,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
private void FireHitscan(IEntity shooter, HitscanComponent hitscan, Angle angle) private void FireHitscan(IEntity shooter, HitscanComponent hitscan, Angle angle)
{ {
var ray = new CollisionRay(Owner.Transform.Coordinates.ToMapPos(Owner.EntityManager), angle.ToVec(), (int) hitscan.CollisionMask); var ray = new CollisionRay(Owner.Transform.Coordinates.ToMapPos(Owner.EntityManager), angle.ToVec(), (int) hitscan.CollisionMask);
var physicsManager = IoCManager.Resolve<IPhysicsManager>(); var physicsManager = EntitySystem.Get<SharedBroadPhaseSystem>();
var rayCastResults = physicsManager.IntersectRay(Owner.Transform.MapID, ray, hitscan.MaxLength, shooter, false).ToList(); var rayCastResults = physicsManager.IntersectRay(Owner.Transform.MapID, ray, hitscan.MaxLength, shooter, false).ToList();
if (rayCastResults.Count >= 1) if (rayCastResults.Count >= 1)

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@@ -10,6 +10,7 @@ using Robust.Shared.GameObjects;
using Robust.Shared.IoC; using Robust.Shared.IoC;
using Robust.Shared.Map; using Robust.Shared.Map;
using Robust.Shared.Maths; using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Timing; using Robust.Shared.Timing;
using Robust.Shared.Utility; using Robust.Shared.Utility;
@@ -154,7 +155,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
var targetNode = _pathfindingSystem.GetNode(targetTile); var targetNode = _pathfindingSystem.GetNode(targetTile);
var collisionMask = 0; var collisionMask = 0;
if (entity.TryGetComponent(out IPhysicsComponent physics)) if (entity.TryGetComponent(out IPhysBody physics))
{ {
collisionMask = physics.CollisionMask; collisionMask = physics.CollisionMask;
} }

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@@ -3,6 +3,7 @@ using System.Collections.Generic;
using Content.Server.GameObjects.Components.Access; using Content.Server.GameObjects.Components.Access;
using Content.Server.GameObjects.Components.Movement; using Content.Server.GameObjects.Components.Movement;
using Robust.Shared.GameObjects; using Robust.Shared.GameObjects;
using Robust.Shared.Physics;
namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
{ {
@@ -27,7 +28,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
public static ReachableArgs GetArgs(IEntity entity) public static ReachableArgs GetArgs(IEntity entity)
{ {
var collisionMask = 0; var collisionMask = 0;
if (entity.TryGetComponent(out IPhysicsComponent? physics)) if (entity.TryGetComponent(out IPhysBody? physics))
{ {
collisionMask = physics.CollisionMask; collisionMask = physics.CollisionMask;
} }

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@@ -6,6 +6,7 @@ using Content.Server.GameObjects.Components.Doors;
using Robust.Shared.GameObjects; using Robust.Shared.GameObjects;
using Robust.Shared.Map; using Robust.Shared.Map;
using Robust.Shared.Maths; using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Utility; using Robust.Shared.Utility;
namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
@@ -40,7 +41,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
GenerateMask(); GenerateMask();
} }
public static bool IsRelevant(IEntity entity, IPhysicsComponent physicsComponent) public static bool IsRelevant(IEntity entity, IPhysBody physicsComponent)
{ {
if (entity.Transform.GridID == GridId.Invalid || if (entity.Transform.GridID == GridId.Invalid ||
(PathfindingSystem.TrackedCollisionLayers & physicsComponent.CollisionLayer) == 0) (PathfindingSystem.TrackedCollisionLayers & physicsComponent.CollisionLayer) == 0)
@@ -256,7 +257,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
/// <param name="entity"></param> /// <param name="entity"></param>
/// TODO: These 2 methods currently don't account for a bunch of changes (e.g. airlock unpowered, wrenching, etc.) /// TODO: These 2 methods currently don't account for a bunch of changes (e.g. airlock unpowered, wrenching, etc.)
/// TODO: Could probably optimise this slightly more. /// TODO: Could probably optimise this slightly more.
public void AddEntity(IEntity entity, IPhysicsComponent physicsComponent) public void AddEntity(IEntity entity, IPhysBody physicsComponent)
{ {
// If we're a door // If we're a door
if (entity.HasComponent<AirlockComponent>() || entity.HasComponent<ServerDoorComponent>()) if (entity.HasComponent<AirlockComponent>() || entity.HasComponent<ServerDoorComponent>())
@@ -275,7 +276,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
DebugTools.Assert((PathfindingSystem.TrackedCollisionLayers & physicsComponent.CollisionLayer) != 0); DebugTools.Assert((PathfindingSystem.TrackedCollisionLayers & physicsComponent.CollisionLayer) != 0);
if (!physicsComponent.Anchored) if (physicsComponent.BodyType == BodyType.Static)
{ {
_physicsLayers.Add(entity, physicsComponent.CollisionLayer); _physicsLayers.Add(entity, physicsComponent.CollisionLayer);
} }

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@@ -11,6 +11,7 @@ using Robust.Shared.GameObjects;
using Robust.Shared.IoC; using Robust.Shared.IoC;
using Robust.Shared.Map; using Robust.Shared.Map;
using Robust.Shared.Maths; using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Utility; using Robust.Shared.Utility;
namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
@@ -81,7 +82,8 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
foreach (var update in _collidableUpdateQueue) foreach (var update in _collidableUpdateQueue)
{ {
var entity = EntityManager.GetEntity(update.Owner); if (!EntityManager.TryGetEntity(update.Owner, out var entity)) continue;
if (update.CanCollide) if (update.CanCollide)
{ {
HandleEntityAdd(entity); HandleEntityAdd(entity);
@@ -262,7 +264,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
{ {
if (entity.Deleted || if (entity.Deleted ||
_lastKnownPositions.ContainsKey(entity) || _lastKnownPositions.ContainsKey(entity) ||
!entity.TryGetComponent(out IPhysicsComponent physics) || !entity.TryGetComponent(out IPhysBody physics) ||
!PathfindingNode.IsRelevant(entity, physics)) !PathfindingNode.IsRelevant(entity, physics))
{ {
return; return;
@@ -301,7 +303,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
{ {
// If we've moved to space or the likes then remove us. // If we've moved to space or the likes then remove us.
if (moveEvent.Sender.Deleted || if (moveEvent.Sender.Deleted ||
!moveEvent.Sender.TryGetComponent(out IPhysicsComponent physics) || !moveEvent.Sender.TryGetComponent(out IPhysBody physics) ||
!PathfindingNode.IsRelevant(moveEvent.Sender, physics) || !PathfindingNode.IsRelevant(moveEvent.Sender, physics) ||
moveEvent.NewPosition.GetGridId(EntityManager) == GridId.Invalid) moveEvent.NewPosition.GetGridId(EntityManager) == GridId.Invalid)
{ {
@@ -366,7 +368,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
public bool CanTraverse(IEntity entity, PathfindingNode node) public bool CanTraverse(IEntity entity, PathfindingNode node)
{ {
if (entity.TryGetComponent(out IPhysicsComponent physics) && if (entity.TryGetComponent(out IPhysBody physics) &&
(physics.CollisionMask & node.BlockedCollisionMask) != 0) (physics.CollisionMask & node.BlockedCollisionMask) != 0)
{ {
return false; return false;

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@@ -13,6 +13,7 @@ using Robust.Shared.GameObjects;
using Robust.Shared.IoC; using Robust.Shared.IoC;
using Robust.Shared.Map; using Robust.Shared.Map;
using Robust.Shared.Maths; using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Timing; using Robust.Shared.Timing;
using Robust.Shared.Utility; using Robust.Shared.Utility;
using Robust.Shared.ViewVariables; using Robust.Shared.ViewVariables;
@@ -413,7 +414,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
var startTile = gridManager.GetTileRef(entity.Transform.Coordinates); var startTile = gridManager.GetTileRef(entity.Transform.Coordinates);
var endTile = gridManager.GetTileRef(steeringRequest.TargetGrid); var endTile = gridManager.GetTileRef(steeringRequest.TargetGrid);
var collisionMask = 0; var collisionMask = 0;
if (entity.TryGetComponent(out IPhysicsComponent physics)) if (entity.TryGetComponent(out IPhysBody physics))
{ {
collisionMask = physics.CollisionMask; collisionMask = physics.CollisionMask;
} }
@@ -599,7 +600,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
return Vector2.Zero; return Vector2.Zero;
} }
if (target.TryGetComponent(out IPhysicsComponent physics)) if (target.TryGetComponent(out IPhysBody physics))
{ {
var targetDistance = (targetPos.Position - entityPos.Position); var targetDistance = (targetPos.Position - entityPos.Position);
targetPos = targetPos.Offset(physics.LinearVelocity * targetDistance); targetPos = targetPos.Offset(physics.LinearVelocity * targetDistance);
@@ -617,7 +618,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
/// <returns></returns> /// <returns></returns>
private Vector2 CollisionAvoidance(IEntity entity, Vector2 direction, ICollection<IEntity> ignoredTargets) private Vector2 CollisionAvoidance(IEntity entity, Vector2 direction, ICollection<IEntity> ignoredTargets)
{ {
if (direction == Vector2.Zero || !entity.TryGetComponent(out IPhysicsComponent physics)) if (direction == Vector2.Zero || !entity.TryGetComponent(out IPhysBody physics))
{ {
return Vector2.Zero; return Vector2.Zero;
} }
@@ -658,7 +659,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
// if we're moving in the same direction then ignore // if we're moving in the same direction then ignore
// So if 2 entities are moving towards each other and both detect a collision they'll both move in the same direction // So if 2 entities are moving towards each other and both detect a collision they'll both move in the same direction
// i.e. towards the right // i.e. towards the right
if (physicsEntity.TryGetComponent(out IPhysicsComponent otherPhysics) && if (physicsEntity.TryGetComponent(out IPhysBody otherPhysics) &&
Vector2.Dot(otherPhysics.LinearVelocity, direction) > 0) Vector2.Dot(otherPhysics.LinearVelocity, direction) > 0)
{ {
continue; continue;

View File

@@ -1,4 +1,5 @@
using System; using System;
using System.Collections.Generic;
using System.Linq; using System.Linq;
using System.Threading.Tasks; using System.Threading.Tasks;
using Content.Server.GameObjects.Components.Items.Storage; using Content.Server.GameObjects.Components.Items.Storage;
@@ -25,6 +26,7 @@ using Robust.Shared.IoC;
using Robust.Shared.Log; using Robust.Shared.Log;
using Robust.Shared.Map; using Robust.Shared.Map;
using Robust.Shared.Maths; using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Players; using Robust.Shared.Players;
namespace Content.Server.GameObjects.EntitySystems.Click namespace Content.Server.GameObjects.EntitySystems.Click
@@ -37,6 +39,8 @@ namespace Content.Server.GameObjects.EntitySystems.Click
{ {
[Dependency] private readonly IEntityManager _entityManager = default!; [Dependency] private readonly IEntityManager _entityManager = default!;
private List<IThrowCollide> _throwCollide = new();
public override void Initialize() public override void Initialize()
{ {
SubscribeNetworkEvent<DragDropMessage>(HandleDragDropMessage); SubscribeNetworkEvent<DragDropMessage>(HandleDragDropMessage);
@@ -602,28 +606,43 @@ namespace Content.Server.GameObjects.EntitySystems.Click
/// Calls ThrowCollide on all components that implement the IThrowCollide interface /// Calls ThrowCollide on all components that implement the IThrowCollide interface
/// on a thrown entity and the target entity it hit. /// on a thrown entity and the target entity it hit.
/// </summary> /// </summary>
public void ThrowCollideInteraction(IEntity user, IEntity thrown, IEntity target, EntityCoordinates location) public void ThrowCollideInteraction(IEntity user, IPhysBody thrown, IPhysBody target)
{ {
var collideMsg = new ThrowCollideMessage(user, thrown, target, location); // TODO: Just pass in the bodies directly
var collideMsg = new ThrowCollideMessage(user, thrown.Entity, target.Entity);
RaiseLocalEvent(collideMsg); RaiseLocalEvent(collideMsg);
if (collideMsg.Handled) if (collideMsg.Handled)
{ {
return; return;
} }
var eventArgs = new ThrowCollideEventArgs(user, thrown, target, location); var eventArgs = new ThrowCollideEventArgs(user, thrown.Entity, target.Entity);
foreach (var comp in thrown.GetAllComponents<IThrowCollide>().ToArray()) foreach (var comp in thrown.Entity.GetAllComponents<IThrowCollide>())
{ {
if (thrown.Deleted) break; _throwCollide.Add(comp);
comp.DoHit(eventArgs);
} }
foreach (var comp in target.GetAllComponents<IThrowCollide>().ToArray()) foreach (var collide in _throwCollide)
{ {
if (target.Deleted) break; if (thrown.Entity.Deleted) break;
comp.HitBy(eventArgs); collide.DoHit(eventArgs);
} }
_throwCollide.Clear();
foreach (var comp in target.Entity.GetAllComponents<IThrowCollide>())
{
_throwCollide.Add(comp);
}
foreach (var collide in _throwCollide)
{
if (target.Entity.Deleted) break;
collide.HitBy(eventArgs);
}
_throwCollide.Clear();
} }
/// <summary> /// <summary>

View File

@@ -1,18 +1,39 @@
using Content.Server.GameObjects.Components.Movement; using System.Collections.Generic;
using System.Linq;
using Content.Server.GameObjects.Components.Movement;
using Content.Shared.GameObjects.Components.Movement;
using Content.Shared.GameTicking;
using JetBrains.Annotations; using JetBrains.Annotations;
using Robust.Shared.GameObjects; using Robust.Shared.GameObjects;
namespace Content.Server.GameObjects.EntitySystems namespace Content.Server.GameObjects.EntitySystems
{ {
[UsedImplicitly] [UsedImplicitly]
internal sealed class ClimbSystem : EntitySystem internal sealed class ClimbSystem : EntitySystem, IResettingEntitySystem
{ {
private readonly HashSet<ClimbingComponent> _activeClimbers = new();
public void AddActiveClimber(ClimbingComponent climbingComponent)
{
_activeClimbers.Add(climbingComponent);
}
public void RemoveActiveClimber(ClimbingComponent climbingComponent)
{
_activeClimbers.Remove(climbingComponent);
}
public override void Update(float frameTime) public override void Update(float frameTime)
{ {
foreach (var comp in ComponentManager.EntityQuery<ClimbingComponent>(true)) foreach (var climber in _activeClimbers.ToArray())
{ {
comp.Update(); climber.Update();
} }
} }
public void Reset()
{
_activeClimbers.Clear();
}
} }
} }

View File

@@ -1,18 +0,0 @@
using Content.Server.GameObjects.Components.Conveyor;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
namespace Content.Server.GameObjects.EntitySystems
{
[UsedImplicitly]
internal sealed class ConveyorSystem : EntitySystem
{
public override void Update(float frameTime)
{
foreach (var comp in ComponentManager.EntityQuery<ConveyorComponent>(true))
{
comp.Update(frameTime);
}
}
}
}

View File

@@ -1,11 +1,11 @@
using System; using System;
using System.Linq; using System.Linq;
using Content.Server.GameObjects.Components.GUI; using Content.Server.GameObjects.Components.GUI;
using Content.Server.GameObjects.Components.Items;
using Content.Server.GameObjects.Components.Items.Storage; using Content.Server.GameObjects.Components.Items.Storage;
using Content.Server.GameObjects.Components.Stack; using Content.Server.GameObjects.Components.Stack;
using Content.Server.GameObjects.EntitySystems.Click; using Content.Server.GameObjects.EntitySystems.Click;
using Content.Server.Interfaces.GameObjects.Components.Items; using Content.Server.Interfaces.GameObjects.Components.Items;
using Content.Server.Throw;
using Content.Shared.GameObjects.EntitySystems; using Content.Shared.GameObjects.EntitySystems;
using Content.Shared.Input; using Content.Shared.Input;
using Content.Shared.Interfaces; using Content.Shared.Interfaces;
@@ -144,12 +144,12 @@ namespace Content.Server.GameObjects.EntitySystems
private bool HandleThrowItem(ICommonSession session, EntityCoordinates coords, EntityUid uid) private bool HandleThrowItem(ICommonSession session, EntityCoordinates coords, EntityUid uid)
{ {
var plyEnt = ((IPlayerSession)session).AttachedEntity; var playerEnt = ((IPlayerSession)session).AttachedEntity;
if (plyEnt == null || !plyEnt.IsValid()) if (playerEnt == null || !playerEnt.IsValid())
return false; return false;
if (!plyEnt.TryGetComponent(out HandsComponent handsComp)) if (!playerEnt.TryGetComponent(out HandsComponent handsComp))
return false; return false;
if (!handsComp.CanDrop(handsComp.ActiveHand)) if (!handsComp.CanDrop(handsComp.ActiveHand))
@@ -168,14 +168,19 @@ namespace Content.Server.GameObjects.EntitySystems
else else
{ {
stackComp.Use(1); stackComp.Use(1);
throwEnt = throwEnt.EntityManager.SpawnEntity(throwEnt.Prototype.ID, plyEnt.Transform.Coordinates); throwEnt = throwEnt.EntityManager.SpawnEntity(throwEnt.Prototype.ID, playerEnt.Transform.Coordinates);
// can only throw one item at a time, regardless of what the prototype stack size is. // can only throw one item at a time, regardless of what the prototype stack size is.
if (throwEnt.TryGetComponent<StackComponent>(out var newStackComp)) if (throwEnt.TryGetComponent<StackComponent>(out var newStackComp))
newStackComp.Count = 1; newStackComp.Count = 1;
} }
throwEnt.ThrowTo(ThrowForce, coords, plyEnt.Transform.Coordinates, false, plyEnt); var direction = coords.ToMapPos(EntityManager) - playerEnt.Transform.WorldPosition;
if (direction == Vector2.Zero) return true;
direction = direction.Normalized * MathF.Min(direction.Length, 8.0f);
throwEnt.TryThrow(direction * ThrowForce * 15);
return true; return true;
} }

View File

@@ -8,6 +8,7 @@ using Robust.Shared.GameObjects;
using Robust.Shared.IoC; using Robust.Shared.IoC;
using Robust.Shared.Maths; using Robust.Shared.Maths;
using Robust.Shared.Physics; using Robust.Shared.Physics;
using Robust.Shared.Physics.Broadphase;
using Robust.Shared.Random; using Robust.Shared.Random;
using Robust.Shared.Timing; using Robust.Shared.Timing;
@@ -137,7 +138,7 @@ namespace Content.Server.GameObjects.EntitySystems
// Determine if the solar panel is occluded, and zero out coverage if so. // Determine if the solar panel is occluded, and zero out coverage if so.
// FIXME: The "Opaque" collision group doesn't seem to work right now. // FIXME: The "Opaque" collision group doesn't seem to work right now.
var ray = new CollisionRay(entity.Transform.WorldPosition, TowardsSun.ToVec(), (int) CollisionGroup.Opaque); var ray = new CollisionRay(entity.Transform.WorldPosition, TowardsSun.ToVec(), (int) CollisionGroup.Opaque);
var rayCastResults = IoCManager.Resolve<IPhysicsManager>().IntersectRay(entity.Transform.MapID, ray, SunOcclusionCheckDistance, entity); var rayCastResults = EntitySystem.Get<SharedBroadPhaseSystem>().IntersectRay(entity.Transform.MapID, ray, SunOcclusionCheckDistance, entity);
if (rayCastResults.Any()) if (rayCastResults.Any())
coverage = 0; coverage = 0;
} }

View File

@@ -1,18 +0,0 @@
using Content.Server.GameObjects.Components.Recycling;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
namespace Content.Server.GameObjects.EntitySystems
{
[UsedImplicitly]
internal sealed class RecyclerSystem : EntitySystem
{
public override void Update(float frameTime)
{
foreach (var component in ComponentManager.EntityQuery<RecyclerComponent>(true))
{
component.Update(frameTime);
}
}
}
}

View File

@@ -7,36 +7,21 @@ namespace Content.Server.GameObjects.EntitySystems
[UsedImplicitly] [UsedImplicitly]
public class SingularitySystem : EntitySystem public class SingularitySystem : EntitySystem
{ {
private float curTimeSingulo; private float _accumulator;
private float curTimePull;
public override void Update(float frameTime) public override void Update(float frameTime)
{ {
base.Update(frameTime); base.Update(frameTime);
curTimeSingulo += frameTime; _accumulator += frameTime;
curTimePull += frameTime;
var shouldUpdate = curTimeSingulo >= 1f; while (_accumulator > 1.0f)
var shouldPull = curTimePull >= 0.2f; {
if (!shouldUpdate && !shouldPull) return; _accumulator -= 1.0f;
var singulos = ComponentManager.EntityQuery<SingularityComponent>(true);
if (curTimeSingulo >= 1f) foreach (var singularity in ComponentManager.EntityQuery<SingularityComponent>())
{ {
curTimeSingulo -= 1f; singularity.Update(1);
foreach (var singulo in singulos)
{
singulo.Update();
}
}
if (curTimePull >= 0.5f)
{
curTimePull -= 0.5f;
foreach (var singulo in singulos)
{
singulo.PullUpdate();
} }
} }
} }

View File

@@ -0,0 +1,118 @@
#nullable enable
using System;
using System.Collections.Generic;
using Content.Server.GameObjects.Components.Conveyor;
using Content.Server.GameObjects.Components.Recycling;
using Content.Shared.GameObjects.Components.Movement;
using Robust.Shared.GameObjects;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Controllers;
namespace Content.Server.Physics.Controllers
{
internal sealed class ConveyorController : VirtualController
{
public override List<Type> UpdatesAfter => new() {typeof(MoverController)};
public override void UpdateBeforeSolve(bool prediction, float frameTime)
{
base.UpdateBeforeSolve(prediction, frameTime);
foreach (var comp in ComponentManager.EntityQuery<ConveyorComponent>())
{
Convey(comp, frameTime);
}
// TODO: Uhh you can probably wrap the recycler's conveying properties into... conveyor
foreach (var comp in ComponentManager.EntityQuery<RecyclerComponent>())
{
ConveyRecycler(comp, frameTime);
}
}
private void Convey(ConveyorComponent comp, float frameTime)
{
// TODO: Use ICollideBehavior and cache intersecting
// Use an event for conveyors to know what needs to run
if (!comp.CanRun())
{
return;
}
var intersecting = EntityManager.GetEntitiesIntersecting(comp.Owner, true);
var direction = comp.GetAngle().ToVec();
Vector2? ownerPos = null;
foreach (var entity in intersecting)
{
if (!comp.CanMove(entity)) continue;
if (!entity.TryGetComponent(out IPhysBody? physics) || physics.BodyStatus == BodyStatus.InAir ||
entity.IsWeightless()) continue;
ownerPos ??= comp.Owner.Transform.WorldPosition;
var itemRelativeToConveyor = entity.Transform.WorldPosition - ownerPos.Value;
physics.LinearVelocity += Convey(direction * comp.Speed, frameTime, itemRelativeToConveyor);
}
}
// TODO Uhhh I did a shit job plz fix smug
private Vector2 Convey(Vector2 velocityDirection, float frameTime, Vector2 itemRelativeToConveyor)
{
//gravitating item towards center
//http://csharphelper.com/blog/2016/09/find-the-shortest-distance-between-a-point-and-a-line-segment-in-c/
Vector2 centerPoint;
var t = 0f;
if (velocityDirection.Length > 0) // if velocitydirection is 0, this calculation will divide by 0
{
t = Vector2.Dot(itemRelativeToConveyor, velocityDirection) /
Vector2.Dot(velocityDirection, velocityDirection);
}
if (t < 0)
{
centerPoint = new Vector2();
}
else if (t > 1)
{
centerPoint = velocityDirection;
}
else
{
centerPoint = velocityDirection * t;
}
var delta = centerPoint - itemRelativeToConveyor;
return delta * (400 * delta.Length) * frameTime;
}
private void ConveyRecycler(RecyclerComponent comp, float frameTime)
{
if (!comp.CanRun())
{
comp.Intersecting.Clear();
return;
}
var direction = Vector2.UnitX;
Vector2? ownerPos = null;
for (var i = comp.Intersecting.Count - 1; i >= 0; i--)
{
var entity = comp.Intersecting[i];
if (entity.Deleted || !comp.CanMove(entity) || !EntityManager.IsIntersecting(comp.Owner, entity))
{
comp.Intersecting.RemoveAt(i);
continue;
}
if (!entity.TryGetComponent(out IPhysBody? physics)) continue;
ownerPos ??= comp.Owner.Transform.WorldPosition;
physics.LinearVelocity += Convey(direction, frameTime, entity.Transform.WorldPosition - ownerPos.Value);
}
}
}
}

View File

@@ -1,15 +1,17 @@
#nullable enable #nullable enable
using System.Collections.Generic;
using Content.Server.GameObjects.Components.GUI; using Content.Server.GameObjects.Components.GUI;
using Content.Server.GameObjects.Components.Items.Storage; using Content.Server.GameObjects.Components.Items.Storage;
using Content.Server.GameObjects.Components.Mobs; using Content.Server.GameObjects.Components.Mobs;
using Content.Server.GameObjects.Components.Movement;
using Content.Server.GameObjects.Components.Sound; using Content.Server.GameObjects.Components.Sound;
using Content.Shared.Audio; using Content.Shared.Audio;
using Content.Shared.GameObjects.Components.Inventory; using Content.Shared.GameObjects.Components.Inventory;
using Content.Shared.GameObjects.Components.Movement; using Content.Shared.GameObjects.Components.Movement;
using Content.Shared.GameObjects.Components.Tag; using Content.Shared.GameObjects.Components.Tag;
using Content.Shared.GameObjects.EntitySystems;
using Content.Shared.Maps; using Content.Shared.Maps;
using Content.Shared.Physics; using Content.Shared.Physics;
using Content.Shared.Physics.Controllers;
using JetBrains.Annotations; using JetBrains.Annotations;
using Robust.Server.GameObjects; using Robust.Server.GameObjects;
using Robust.Shared.Audio; using Robust.Shared.Audio;
@@ -17,13 +19,15 @@ using Robust.Shared.GameObjects;
using Robust.Shared.IoC; using Robust.Shared.IoC;
using Robust.Shared.Log; using Robust.Shared.Log;
using Robust.Shared.Map; using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Dynamics;
using Robust.Shared.Prototypes; using Robust.Shared.Prototypes;
using Robust.Shared.Random; using Robust.Shared.Random;
namespace Content.Server.GameObjects.EntitySystems namespace Content.Server.Physics.Controllers
{ {
[UsedImplicitly] public class MoverController : SharedMoverController
internal class MoverSystem : SharedMoverSystem
{ {
[Dependency] private readonly IPrototypeManager _prototypeManager = default!; [Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!; [Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
@@ -35,54 +39,83 @@ namespace Content.Server.GameObjects.EntitySystems
private const float StepSoundMoveDistanceRunning = 2; private const float StepSoundMoveDistanceRunning = 2;
private const float StepSoundMoveDistanceWalking = 1.5f; private const float StepSoundMoveDistanceWalking = 1.5f;
/// <inheritdoc /> private HashSet<EntityUid> _excludedMobs = new();
public override void Initialize() public override void Initialize()
{ {
base.Initialize(); base.Initialize();
SubscribeLocalEvent<PlayerDetachedSystemMessage>(PlayerDetached); _audioSystem = EntitySystem.Get<AudioSystem>();
_audioSystem = EntitySystemManager.GetEntitySystem<AudioSystem>();
UpdatesBefore.Add(typeof(PhysicsSystem));
} }
public override void Update(float frameTime) public override void UpdateBeforeSolve(bool prediction, float frameTime)
{ {
foreach (var (moverComponent, collidableComponent) in EntityManager.ComponentManager base.UpdateBeforeSolve(prediction, frameTime);
.EntityQuery<IMoverComponent, IPhysicsComponent>(false)) _excludedMobs.Clear();
foreach (var (mobMover, mover, physics) in ComponentManager.EntityQuery<IMobMoverComponent, IMoverComponent, PhysicsComponent>())
{ {
var entity = moverComponent.Owner; _excludedMobs.Add(mover.Owner.Uid);
UpdateKinematics(entity.Transform, moverComponent, collidableComponent); HandleMobMovement(mover, physics, mobMover);
}
foreach (var mover in ComponentManager.EntityQuery<ShuttleControllerComponent>())
{
_excludedMobs.Add(mover.Owner.Uid);
HandleShuttleMovement(mover);
}
foreach (var (mover, physics) in ComponentManager.EntityQuery<IMoverComponent, PhysicsComponent>(true))
{
if (_excludedMobs.Contains(mover.Owner.Uid)) continue;
HandleKinematicMovement(mover, physics);
} }
} }
private void PlayerDetached(PlayerDetachedSystemMessage ev) /*
* Some thoughts:
* Unreal actually doesn't predict vehicle movement at all, it's purely server-side which I thought was interesting
* The reason for this is that vehicles change direction very slowly compared to players so you don't really have the requirement for quick movement anyway
* As such could probably just look at applying a force / impulse to the shuttle server-side only so it controls like the titanic.
*/
private void HandleShuttleMovement(ShuttleControllerComponent mover)
{ {
if (ev.Entity.TryGetComponent(out IPhysicsComponent? physics) && var gridId = mover.Owner.Transform.GridID;
physics.TryGetController(out MoverController controller) &&
!ev.Entity.IsWeightless()) if (!_mapManager.TryGetGrid(gridId, out var grid) || !EntityManager.TryGetEntity(grid.GridEntityId, out var gridEntity)) return;
//TODO: Switch to shuttle component
if (!gridEntity.TryGetComponent(out PhysicsComponent? physics))
{ {
controller.StopMoving(); physics = gridEntity.AddComponent<PhysicsComponent>();
} physics.BodyStatus = BodyStatus.InAir;
physics.Mass = 1;
physics.CanCollide = true;
physics.AddFixture(new Fixture(physics, new PhysShapeGrid(grid)));
} }
protected override void HandleFootsteps(IMoverComponent mover) // TODO: Uhh this probably doesn't work but I still need to rip out the entity tree and make RenderingTreeSystem use grids so I'm not overly concerned about breaking shuttles.
physics.ApplyForce(mover.VelocityDir.walking + mover.VelocityDir.sprinting);
mover.VelocityDir = (Vector2.Zero, Vector2.Zero);
}
protected override void HandleFootsteps(IMoverComponent mover, IMobMoverComponent mobMover)
{ {
var transform = mover.Owner.Transform; var transform = mover.Owner.Transform;
// Handle footsteps. // Handle footsteps.
if (_mapManager.GridExists(mover.LastPosition.GetGridId(EntityManager))) if (_mapManager.GridExists(mobMover.LastPosition.GetGridId(EntityManager)))
{ {
// Can happen when teleporting between grids. // Can happen when teleporting between grids.
if (!transform.Coordinates.TryDistance(EntityManager, mover.LastPosition, out var distance)) if (!transform.Coordinates.TryDistance(EntityManager, mobMover.LastPosition, out var distance))
{ {
mover.LastPosition = transform.Coordinates; mobMover.LastPosition = transform.Coordinates;
return; return;
} }
mover.StepSoundDistance += distance; mobMover.StepSoundDistance += distance;
} }
mover.LastPosition = transform.Coordinates; mobMover.LastPosition = transform.Coordinates;
float distanceNeeded; float distanceNeeded;
if (mover.Sprinting) if (mover.Sprinting)
{ {
@@ -93,11 +126,11 @@ namespace Content.Server.GameObjects.EntitySystems
distanceNeeded = StepSoundMoveDistanceWalking; distanceNeeded = StepSoundMoveDistanceWalking;
} }
if (mover.StepSoundDistance > distanceNeeded) if (mobMover.StepSoundDistance > distanceNeeded)
{ {
mover.StepSoundDistance = 0; mobMover.StepSoundDistance = 0;
if (!mover.Owner.HasTag("FootstepSound")) if (!mover.Owner.HasTag("FootstepSound") || mover.Owner.Transform.GridID == GridId.Invalid)
{ {
return; return;
} }
@@ -159,5 +192,6 @@ namespace Content.Server.GameObjects.EntitySystems
Logger.ErrorS("sound", $"Unable to find sound collection for {soundCollectionName}"); Logger.ErrorS("sound", $"Unable to find sound collection for {soundCollectionName}");
} }
} }
} }
} }

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@@ -0,0 +1,106 @@
#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);
}
}
}
}
}

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@@ -1,156 +0,0 @@
using System;
using Content.Server.GameObjects.Components.Projectiles;
using Content.Shared.GameObjects.Components.Movement;
using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
using Content.Shared.Physics;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Random;
using Robust.Shared.Timing;
namespace Content.Server.Throw
{
public static class ThrowHelper
{
/// <summary>
/// Throw an entity in the direction of <paramref name="targetLoc"/> from <paramref name="sourceLoc"/>.
/// </summary>
/// <param name="thrownEnt">The entity to throw.</param>
/// <param name="throwForce">
/// The force to throw the entity with.
/// Total impulse applied is equal to this force applied for one second.
/// </param>
/// <param name="targetLoc">
/// The target location to throw at.
/// This is only used to calculate a direction,
/// actual distance is purely determined by <paramref name="throwForce"/>.
/// </param>
/// <param name="sourceLoc">
/// The position to start the throw from.
/// </param>
/// <param name="spread">
/// If true, slightly spread the actual throw angle.
/// </param>
/// <param name="throwSourceEnt">
/// The entity that did the throwing. An opposite impulse will be applied to this entity if passed in.
/// </param>
public static void Throw(this IEntity thrownEnt, float throwForce, EntityCoordinates targetLoc, EntityCoordinates sourceLoc, bool spread = false, IEntity throwSourceEnt = null)
{
if (thrownEnt.Deleted)
{
return;
}
if (!thrownEnt.TryGetComponent(out IPhysicsComponent colComp))
return;
var entityManager = IoCManager.Resolve<IEntityManager>();
var direction_vector = targetLoc.ToMapPos(entityManager) - sourceLoc.ToMapPos(entityManager);
if (direction_vector.Length == 0)
{
return;
}
colComp.CanCollide = true;
// I can now collide with player, so that i can do damage.
if (!thrownEnt.TryGetComponent(out ThrownItemComponent projComp))
{
projComp = thrownEnt.AddComponent<ThrownItemComponent>();
if (colComp.PhysicsShapes.Count == 0)
colComp.PhysicsShapes.Add(new PhysShapeAabb());
colComp.PhysicsShapes[0].CollisionMask |= (int) CollisionGroup.ThrownItem;
colComp.Status = BodyStatus.InAir;
}
var angle = new Angle(direction_vector);
if (spread)
{
var spreadRandom = IoCManager.Resolve<IRobustRandom>();
angle += Angle.FromDegrees(spreadRandom.NextGaussian(0, 3));
}
if (throwSourceEnt != null)
{
projComp.User = throwSourceEnt;
projComp.IgnoreEntity(throwSourceEnt);
if (ActionBlockerSystem.CanChangeDirection(throwSourceEnt))
{
throwSourceEnt.Transform.LocalRotation = (angle + MathHelper.PiOver2).GetCardinalDir().ToAngle();
}
}
// scaling is handled elsewhere, this is just multiplying by 60 independent of timing as a fix until elsewhere values are updated
var spd = throwForce * 60;
projComp.StartThrow(angle.ToVec(), spd);
if (throwSourceEnt != null &&
throwSourceEnt.TryGetComponent<IPhysicsComponent>(out var physics))
{
if (throwSourceEnt.IsWeightless())
{
// We don't check for surrounding entities,
// so you'll still get knocked around if you're hugging the station wall in zero g.
// I got kinda lazy is the reason why. Also it makes a bit of sense.
// If somebody wants they can come along and make it so magboots completely hold you still.
// Would be a cool incentive to use them.
const float throwFactor = 0.2f; // Break Newton's Third Law for better gameplay
var mover = physics.EnsureController<ThrowKnockbackController>();
mover.Push(-angle.ToVec(), spd * throwFactor);
}
}
}
/// <summary>
/// Throw an entity at the position of <paramref name="targetLoc"/> from <paramref name="sourceLoc"/>,
/// without overshooting.
/// </summary>cl
/// <param name="thrownEnt">The entity to throw.</param>
/// <param name="throwForceMax">
/// The MAXIMUM force to throw the entity with.
/// Throw force increases with distance to target, this is the maximum force allowed.
/// </param>
/// <param name="targetLoc">
/// The target location to throw at.
/// This function will try to land at this exact spot,
/// if <paramref name="throwForceMax"/> is large enough to allow for it to be reached.
/// </param>
/// <param name="sourceLoc">
/// The position to start the throw from.
/// </param>
/// <param name="spread">
/// If true, slightly spread the actual throw angle.
/// </param>
/// <param name="throwSourceEnt">
/// The entity that did the throwing. An opposite impulse will be applied to this entity if passed in.
/// </param>
public static void ThrowTo(this IEntity thrownEnt, float throwForceMax, EntityCoordinates targetLoc,
EntityCoordinates sourceLoc, bool spread = false, IEntity throwSourceEnt = null)
{
var entityManager = IoCManager.Resolve<IEntityManager>();
var timing = IoCManager.Resolve<IGameTiming>();
// Calculate the force necessary to land a throw based on throw duration, mass and distance.
if (!targetLoc.TryDistance(entityManager, sourceLoc, out var distance))
{
return;
}
var throwDuration = ThrownItemComponent.DefaultThrowTime;
// TODO: Mass isn't even used on the system side yet for controllers so do that someday
var velocityNecessary = distance / throwDuration;
var forceNecessary = velocityNecessary / timing.TickRate;
// Then clamp it to the max force allowed and call Throw().
thrownEnt.Throw(MathF.Min(forceNecessary, throwForceMax), targetLoc, sourceLoc, spread, throwSourceEnt);
}
}
}

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@@ -166,6 +166,15 @@ namespace Content.Shared
public static readonly CVarDef<bool> ParallaxDebug = public static readonly CVarDef<bool> ParallaxDebug =
CVarDef.Create("parallax.debug", false, CVar.CLIENTONLY); CVarDef.Create("parallax.debug", false, CVar.CLIENTONLY);
/*
* Physics
*/
public static readonly CVarDef<float> TileFrictionModifier =
CVarDef.Create("physics.tilefriction", 15.0f);
public static readonly CVarDef<float> StopSpeed =
CVarDef.Create("physics.stopspeed", 0.1f);
/* /*
* Ambience * Ambience

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@@ -9,6 +9,7 @@ using Robust.Shared.Serialization;
using System.Linq; using System.Linq;
using Robust.Shared.GameObjects; using Robust.Shared.GameObjects;
using Robust.Shared.Physics; using Robust.Shared.Physics;
using Robust.Shared.Physics.Broadphase;
namespace Content.Shared.Construction.ConstructionConditions namespace Content.Shared.Construction.ConstructionConditions
{ {
@@ -34,7 +35,7 @@ namespace Content.Shared.Construction.ConstructionConditions
return false; return false;
// now we need to check that user actually tries to build wallmount on a wall // now we need to check that user actually tries to build wallmount on a wall
var physics = IoCManager.Resolve<IPhysicsManager>(); var physics = EntitySystem.Get<SharedBroadPhaseSystem>();
var rUserToObj = new CollisionRay(userWorldPosition, userToObject.Normalized, (int) CollisionGroup.Impassable); var rUserToObj = new CollisionRay(userWorldPosition, userToObject.Normalized, (int) CollisionGroup.Impassable);
var length = userToObject.Length; var length = userToObject.Length;
var userToObjRaycastResults = physics.IntersectRayWithPredicate(user.Transform.MapID, rUserToObj, maxLength: length, var userToObjRaycastResults = physics.IntersectRayWithPredicate(user.Transform.MapID, rUserToObj, maxLength: length,

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@@ -18,7 +18,7 @@ namespace Content.Shared.GameObjects.Components.Buckle
public sealed override uint? NetID => ContentNetIDs.BUCKLE; public sealed override uint? NetID => ContentNetIDs.BUCKLE;
[ComponentDependency] protected readonly IPhysicsComponent? Physics; [ComponentDependency] protected readonly IPhysBody? Physics;
/// <summary> /// <summary>
/// The range from which this entity can buckle to a <see cref="SharedStrapComponent"/>. /// The range from which this entity can buckle to a <see cref="SharedStrapComponent"/>.

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@@ -20,8 +20,8 @@ namespace Content.Shared.GameObjects.Components.Disposal
[ViewVariables] [ViewVariables]
public bool Anchored => public bool Anchored =>
!Owner.TryGetComponent(out IPhysicsComponent? physics) || !Owner.TryGetComponent(out IPhysBody? physics) ||
physics.Anchored; physics.BodyType == BodyType.Static;
[Serializable, NetSerializable] [Serializable, NetSerializable]
public enum Visuals public enum Visuals
@@ -166,7 +166,7 @@ namespace Content.Shared.GameObjects.Components.Disposal
if (!Anchored) if (!Anchored)
return false; return false;
if (!entity.TryGetComponent(out IPhysicsComponent? physics) || if (!entity.TryGetComponent(out IPhysBody? physics) ||
!physics.CanCollide) !physics.CanCollide)
{ {
if (!(entity.TryGetComponent(out IMobStateComponent? damageState) && damageState.IsDead())) { if (!(entity.TryGetComponent(out IMobStateComponent? damageState) && damageState.IsDead())) {

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@@ -19,7 +19,7 @@ namespace Content.Shared.GameObjects.Components.Doors
protected readonly SharedAppearanceComponent? AppearanceComponent = null; protected readonly SharedAppearanceComponent? AppearanceComponent = null;
[ComponentDependency] [ComponentDependency]
protected readonly IPhysicsComponent? PhysicsComponent = null; protected readonly IPhysBody? PhysicsComponent = null;
[ViewVariables] [ViewVariables]
private DoorState _state = DoorState.Closed; private DoorState _state = DoorState.Closed;

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@@ -21,8 +21,22 @@ namespace Content.Shared.GameObjects.Components.Mobs
get => _isInCombatMode; get => _isInCombatMode;
set set
{ {
if (_isInCombatMode == value) return;
_isInCombatMode = value; _isInCombatMode = value;
Dirty(); Dirty();
// Regenerate physics contacts -> Can probably just selectively check
/* Still a bit jank so left disabled for now.
if (Owner.TryGetComponent(out PhysicsComponent? physicsComponent))
{
if (value)
{
physicsComponent.WakeBody();
}
physicsComponent.RegenerateContacts();
}
*/
} }
} }
@@ -32,6 +46,7 @@ namespace Content.Shared.GameObjects.Components.Mobs
get => _activeZone; get => _activeZone;
set set
{ {
if (_activeZone == value) return;
_activeZone = value; _activeZone = value;
Dirty(); Dirty();
} }

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@@ -0,0 +1,15 @@
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
namespace Content.Shared.GameObjects.Components.Movement
{
public interface IMobMoverComponent : IComponent
{
EntityCoordinates LastPosition { get; set; }
public float StepSoundDistance { get; set; }
float GrabRange { get; set; }
}
}

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@@ -19,17 +19,6 @@ namespace Content.Shared.GameObjects.Components.Movement
/// </summary> /// </summary>
float CurrentSprintSpeed { get; } float CurrentSprintSpeed { get; }
/// <summary>
/// The movement speed (m/s) of the entity when it pushes off of a solid object in zero gravity.
/// </summary>
float CurrentPushSpeed { get; }
/// <summary>
/// How far an entity can reach (in meters) to grab hold of a solid object in zero gravity.
/// </summary>
float GrabRange { get; }
/// <summary> /// <summary>
/// Is the entity Sprinting (running)? /// Is the entity Sprinting (running)?
/// </summary> /// </summary>
@@ -40,10 +29,6 @@ namespace Content.Shared.GameObjects.Components.Movement
/// </summary> /// </summary>
(Vector2 walking, Vector2 sprinting) VelocityDir { get; } (Vector2 walking, Vector2 sprinting) VelocityDir { get; }
EntityCoordinates LastPosition { get; set; }
float StepSoundDistance { get; set; }
/// <summary> /// <summary>
/// Toggles one of the four cardinal directions. Each of the four directions are /// Toggles one of the four cardinal directions. Each of the four directions are
/// composed into a single direction vector, <see cref="SharedPlayerInputMoverComponent.VelocityDir"/>. Enabling /// composed into a single direction vector, <see cref="SharedPlayerInputMoverComponent.VelocityDir"/>. Enabling
@@ -55,6 +40,5 @@ namespace Content.Shared.GameObjects.Components.Movement
void SetVelocityDirection(Direction direction, ushort subTick, bool enabled); void SetVelocityDirection(Direction direction, ushort subTick, bool enabled);
void SetSprinting(ushort subTick, bool walking); void SetSprinting(ushort subTick, bool walking);
} }
} }

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

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@@ -10,14 +10,12 @@ namespace Content.Shared.GameObjects.Components.Movement
public class SharedDummyInputMoverComponent : Component, IMoverComponent public class SharedDummyInputMoverComponent : Component, IMoverComponent
{ {
public override string Name => "DummyInputMover"; public override string Name => "DummyInputMover";
public bool IgnorePaused => false;
public float CurrentWalkSpeed => 0f; public float CurrentWalkSpeed => 0f;
public float CurrentSprintSpeed => 0f; public float CurrentSprintSpeed => 0f;
public float CurrentPushSpeed => 0f;
public float GrabRange => 0f;
public bool Sprinting => false; public bool Sprinting => false;
public (Vector2 walking, Vector2 sprinting) VelocityDir => (Vector2.Zero, Vector2.Zero); public (Vector2 walking, Vector2 sprinting) VelocityDir => (Vector2.Zero, Vector2.Zero);
public EntityCoordinates LastPosition { get; set; }
public float StepSoundDistance { get; set; }
public void SetVelocityDirection(Direction direction, ushort subTick, bool enabled) public void SetVelocityDirection(Direction direction, ushort subTick, bool enabled)
{ {

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@@ -5,7 +5,6 @@ using Robust.Shared.Configuration;
using Robust.Shared.GameObjects; using Robust.Shared.GameObjects;
using Robust.Shared.IoC; using Robust.Shared.IoC;
using Robust.Shared.Log; using Robust.Shared.Log;
using Robust.Shared.Map;
using Robust.Shared.Maths; using Robust.Shared.Maths;
using Robust.Shared.Physics; using Robust.Shared.Physics;
using Robust.Shared.Players; using Robust.Shared.Players;
@@ -15,7 +14,9 @@ using Robust.Shared.ViewVariables;
namespace Content.Shared.GameObjects.Components.Movement namespace Content.Shared.GameObjects.Components.Movement
{ {
public abstract class SharedPlayerInputMoverComponent : Component, IMoverComponent, ICollideSpecial [RegisterComponent]
[ComponentReference(typeof(IMoverComponent))]
public class SharedPlayerInputMoverComponent : Component, IMoverComponent
{ {
// This class has to be able to handle server TPS being lower than client FPS. // This class has to be able to handle server TPS being lower than client FPS.
// While still having perfectly responsive movement client side. // While still having perfectly responsive movement client side.
@@ -39,8 +40,10 @@ namespace Content.Shared.GameObjects.Components.Movement
[Dependency] private readonly IConfigurationManager _configurationManager = default!; [Dependency] private readonly IConfigurationManager _configurationManager = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!; [Dependency] private readonly IGameTiming _gameTiming = default!;
public sealed override string Name => "PlayerInputMover"; [ComponentDependency] private readonly MovementSpeedModifierComponent? _movementSpeed = default!;
public sealed override uint? NetID => ContentNetIDs.PLAYER_INPUT_MOVER;
public override string Name => "PlayerInputMover";
public override uint? NetID => ContentNetIDs.PLAYER_INPUT_MOVER;
private GameTick _lastInputTick; private GameTick _lastInputTick;
private ushort _lastInputSubTick; private ushort _lastInputSubTick;
@@ -49,36 +52,19 @@ namespace Content.Shared.GameObjects.Components.Movement
private MoveButtons _heldMoveButtons = MoveButtons.None; private MoveButtons _heldMoveButtons = MoveButtons.None;
public float CurrentWalkSpeed // Don't serialize because it probably shouldn't change and it's a waste.
public bool IgnorePaused
{ {
get get => _ignorePaused;
{ set => _ignorePaused = value;
if (Owner.TryGetComponent(out MovementSpeedModifierComponent? component))
{
return component.CurrentWalkSpeed;
} }
return MovementSpeedModifierComponent.DefaultBaseWalkSpeed; private bool _ignorePaused;
}
}
public float CurrentSprintSpeed public float CurrentWalkSpeed => _movementSpeed?.CurrentWalkSpeed ?? MovementSpeedModifierComponent.DefaultBaseWalkSpeed;
{
get
{
if (Owner.TryGetComponent(out MovementSpeedModifierComponent? component))
{
return component.CurrentSprintSpeed;
}
return MovementSpeedModifierComponent.DefaultBaseSprintSpeed; public float CurrentSprintSpeed => _movementSpeed?.CurrentSprintSpeed ?? MovementSpeedModifierComponent.DefaultBaseSprintSpeed;
}
}
[ViewVariables(VVAccess.ReadWrite)]
public float CurrentPushSpeed => 5;
[ViewVariables(VVAccess.ReadWrite)]
public float GrabRange => 0.2f;
public bool Sprinting => !HasFlag(_heldMoveButtons, MoveButtons.Walk); public bool Sprinting => !HasFlag(_heldMoveButtons, MoveButtons.Walk);
/// <summary> /// <summary>
@@ -131,27 +117,24 @@ namespace Content.Shared.GameObjects.Components.Movement
} }
} }
public abstract EntityCoordinates LastPosition { get; set; }
public abstract float StepSoundDistance { get; set; }
/// <summary> /// <summary>
/// Whether or not the player can move diagonally. /// Whether or not the player can move diagonally.
/// </summary> /// </summary>
[ViewVariables] [ViewVariables]
public bool DiagonalMovementEnabled => _configurationManager.GetCVar<bool>(CCVars.GameDiagonalMovement); public bool DiagonalMovementEnabled => _configurationManager.GetCVar<bool>(CCVars.GameDiagonalMovement);
/// <inheritdoc /> public override void ExposeData(ObjectSerializer serializer)
public override void OnAdd()
{ {
// This component requires that the entity has a IPhysicsComponent. base.ExposeData(serializer);
if (!Owner.HasComponent<IPhysicsComponent>()) serializer.DataField(ref _ignorePaused, "ignorePaused", false);
Logger.Error(
$"[ECS] {Owner.Prototype?.Name} - {nameof(SharedPlayerInputMoverComponent)} requires" +
$" {nameof(IPhysicsComponent)}. ");
base.OnAdd();
} }
/// <inheritdoc />
public override void Initialize()
{
base.Initialize();
Owner.EnsureComponentWarn<PhysicsComponent>();
}
/// <summary> /// <summary>
/// Toggles one of the four cardinal directions. Each of the four directions are /// Toggles one of the four cardinal directions. Each of the four directions are
@@ -266,12 +249,6 @@ namespace Content.Shared.GameObjects.Components.Movement
return vec; return vec;
} }
bool ICollideSpecial.PreventCollide(IPhysBody collidedWith)
{
// Don't collide with other mobs
return collidedWith.Entity.HasComponent<IBody>();
}
[Serializable, NetSerializable] [Serializable, NetSerializable]
private sealed class MoverComponentState : ComponentState private sealed class MoverComponentState : ComponentState
{ {

View File

@@ -0,0 +1,100 @@
#nullable enable
using System;
using Content.Shared.GameObjects.Components.Body;
using Content.Shared.GameObjects.Components.Mobs;
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Players;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
namespace Content.Shared.GameObjects.Components.Movement
{
/// <summary>
/// The basic player mover with footsteps and grabbing
/// </summary>
[RegisterComponent]
[ComponentReference(typeof(IMobMoverComponent))]
public class SharedPlayerMobMoverComponent : Component, IMobMoverComponent, ICollideSpecial
{
public override string Name => "PlayerMobMover";
public override uint? NetID => ContentNetIDs.PLAYER_MOB_MOVER;
private float _stepSoundDistance;
private float _grabRange;
[ViewVariables(VVAccess.ReadWrite)]
public EntityCoordinates LastPosition { get; set; }
[ViewVariables(VVAccess.ReadWrite)]
public float StepSoundDistance
{
get => _stepSoundDistance;
set
{
if (MathHelper.CloseTo(_stepSoundDistance, value)) return;
_stepSoundDistance = value;
Dirty();
}
}
[ViewVariables(VVAccess.ReadWrite)]
public float GrabRange
{
get => _grabRange;
set
{
if (MathHelper.CloseTo(_grabRange, value)) return;
_grabRange = value;
Dirty();
}
}
public override void Initialize()
{
base.Initialize();
if (!Owner.HasComponent<IMoverComponent>())
{
Owner.EnsureComponentWarn<SharedPlayerInputMoverComponent>();
}
}
public override ComponentState GetComponentState(ICommonSession session)
{
return new PlayerMobMoverComponentState(StepSoundDistance, GrabRange);
}
public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
{
base.HandleComponentState(curState, nextState);
if (curState is not PlayerMobMoverComponentState playerMoverState) return;
StepSoundDistance = playerMoverState.StepSoundDistance;
GrabRange = playerMoverState.GrabRange;
}
bool ICollideSpecial.PreventCollide(IPhysBody collidedWith)
{
// Don't collide with other mobs
// unless they have combat mode on
return collidedWith.Entity.HasComponent<IBody>(); /* &&
(!Owner.TryGetComponent(out SharedCombatModeComponent? ownerCombat) || !ownerCombat.IsInCombatMode) &&
(!collidedWith.Entity.TryGetComponent(out SharedCombatModeComponent? otherCombat) || !otherCombat.IsInCombatMode);
*/
}
[Serializable, NetSerializable]
private sealed class PlayerMobMoverComponentState : ComponentState
{
public float StepSoundDistance;
public float GrabRange;
public PlayerMobMoverComponentState(float stepSoundDistance, float grabRange) : base(ContentNetIDs.PLAYER_MOB_MOVER)
{
StepSoundDistance = stepSoundDistance;
GrabRange = grabRange;
}
}
}
}

View File

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

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