Physics (#3485)
* 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 * Fix dupe pulling * Zumzum's based fix * Don't run tile friction for non-predicted bodies * Experimental pulling improvement * Everything's a poly now * Optimise AI region debugging a bit Could still be better but should improve default performance a LOT * Mover no updater * Crazy kinematic body idea * Good collisions * KinematicController * Fix aghost * Throwing refactor * Pushing cleanup * Fix throwing and footstep sounds * Frametime in ICollideBehavior * Fix stuff * Actually fix weightlessness * Optimise collision behaviors a lot * Make open lockers still collide with walls * powwweeerrrrr * Merge master proper * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * Ch ch ch changesss * SHIP IT * Fix #if DEBUG * Fix vaulting and item locker collision * Fix throwing * Editing yaml by hand what can go wrong * on * Last yaml fixes * Okay now it's fixed * Linter Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> Co-authored-by: Vera Aguilera Puerto <zddm@outlook.es>
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@@ -6,6 +6,8 @@ using Content.Shared.GameObjects.Components.Damage;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Collision;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Serialization;
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@@ -15,7 +17,7 @@ using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Server.GameObjects.Components.Damage
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{
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[RegisterComponent]
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public class DamageOnHighSpeedImpactComponent : Component, ICollideBehavior
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public class DamageOnHighSpeedImpactComponent : Component, IStartCollide
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{
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[Dependency] private readonly IRobustRandom _robustRandom = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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@@ -42,16 +44,16 @@ namespace Content.Server.GameObjects.Components.Damage
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public float DamageCooldown { get; set; } = 2f;
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private TimeSpan _lastHit = TimeSpan.Zero;
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public void CollideWith(IEntity collidedWith)
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void IStartCollide.CollideWith(IPhysBody ourBody, IPhysBody otherBody, in Manifold manifold)
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{
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if (!Owner.TryGetComponent(out IPhysicsComponent physics) || !Owner.TryGetComponent(out IDamageableComponent damageable)) return;
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if (!Owner.TryGetComponent(out IDamageableComponent damageable)) return;
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var speed = physics.LinearVelocity.Length;
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var speed = ourBody.LinearVelocity.Length;
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if (speed < MinimumSpeed) return;
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if(!string.IsNullOrEmpty(SoundHit))
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EntitySystem.Get<AudioSystem>().PlayFromEntity(SoundHit, collidedWith, AudioHelpers.WithVariation(0.125f).WithVolume(-0.125f));
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EntitySystem.Get<AudioSystem>().PlayFromEntity(SoundHit, otherBody.Entity, AudioHelpers.WithVariation(0.125f).WithVolume(-0.125f));
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if ((_gameTiming.CurTime - _lastHit).TotalSeconds < DamageCooldown)
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return;
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@@ -63,7 +65,7 @@ namespace Content.Server.GameObjects.Components.Damage
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if (Owner.TryGetComponent(out StunnableComponent stun) && _robustRandom.Prob(StunChance))
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stun.Stun(StunSeconds);
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damageable.ChangeDamage(Damage, damage, false, collidedWith);
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damageable.ChangeDamage(Damage, damage, false, otherBody.Entity);
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}
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}
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}
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