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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@@ -5,6 +5,8 @@ using Content.Shared.GameObjects.Components.Damage;
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using Content.Shared.GameObjects.Components.Projectiles;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Collision;
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using Robust.Shared.Players;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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@@ -13,7 +15,7 @@ using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Projectiles
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{
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[RegisterComponent]
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public class ProjectileComponent : SharedProjectileComponent, ICollideBehavior
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public class ProjectileComponent : SharedProjectileComponent, IStartCollide
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{
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protected override EntityUid Shooter => _shooter;
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@@ -52,39 +54,27 @@ namespace Content.Server.GameObjects.Components.Projectiles
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Dirty();
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}
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private bool _internalDeleteOnCollide;
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/// <summary>
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/// Applies the damage when our projectile collides with its victim
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/// Applies the damage when our projectile collides with its victim
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/// </summary>
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/// <param name="entity"></param>
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void ICollideBehavior.CollideWith(IEntity entity)
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void IStartCollide.CollideWith(IPhysBody ourBody, IPhysBody otherBody, in Manifold manifold)
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{
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if (_damagedEntity)
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{
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return;
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}
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// This is so entities that shouldn't get a collision are ignored.
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if (entity.TryGetComponent(out IPhysicsComponent otherPhysics) && otherPhysics.Hard == false)
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if (!otherBody.Hard || _damagedEntity)
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{
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_internalDeleteOnCollide = false;
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return;
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}
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else
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if (otherBody.Entity.TryGetComponent(out IDamageableComponent damage) && _soundHitSpecies != null)
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{
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_internalDeleteOnCollide = true;
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EntitySystem.Get<AudioSystem>().PlayAtCoords(_soundHitSpecies, otherBody.Entity.Transform.Coordinates);
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}
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else if (_soundHit != null)
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{
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EntitySystem.Get<AudioSystem>().PlayAtCoords(_soundHit, otherBody.Entity.Transform.Coordinates);
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}
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if (_soundHitSpecies != null && entity.HasComponent<IDamageableComponent>())
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{
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EntitySystem.Get<AudioSystem>().PlayAtCoords(_soundHitSpecies, entity.Transform.Coordinates);
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} else if (_soundHit != null)
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{
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EntitySystem.Get<AudioSystem>().PlayAtCoords(_soundHit, entity.Transform.Coordinates);
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}
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if (entity.TryGetComponent(out IDamageableComponent damage))
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if (damage != null)
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{
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Owner.EntityManager.TryGetEntity(_shooter, out var shooter);
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@@ -96,17 +86,14 @@ namespace Content.Server.GameObjects.Components.Projectiles
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_damagedEntity = true;
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}
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if (!entity.Deleted && entity.TryGetComponent(out CameraRecoilComponent recoilComponent)
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&& Owner.TryGetComponent(out IPhysicsComponent ownPhysics))
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// Damaging it can delete it
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if (!otherBody.Entity.Deleted && otherBody.Entity.TryGetComponent(out CameraRecoilComponent recoilComponent))
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{
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var direction = ownPhysics.LinearVelocity.Normalized;
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var direction = ourBody.LinearVelocity.Normalized;
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recoilComponent.Kick(direction);
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}
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}
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void ICollideBehavior.PostCollide(int collideCount)
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{
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if (collideCount > 0 && DeleteOnCollide && _internalDeleteOnCollide) Owner.Delete();
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Owner.Delete();
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}
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public override ComponentState GetComponentState(ICommonSession player)
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