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