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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@@ -20,6 +20,8 @@ using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Maths;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Collision;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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@@ -28,11 +30,11 @@ namespace Content.Server.GameObjects.Components.Recycling
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{
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// TODO: Add sound and safe beep
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[RegisterComponent]
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public class RecyclerComponent : Component, ICollideBehavior, ISuicideAct
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public class RecyclerComponent : Component, IStartCollide, ISuicideAct
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{
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public override string Name => "Recycler";
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private readonly List<IEntity> _intersecting = new();
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public List<IEntity> Intersecting { get; set; } = new();
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/// <summary>
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/// Whether or not sentient beings will be recycled
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@@ -74,9 +76,9 @@ namespace Content.Server.GameObjects.Components.Recycling
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private void Recycle(IEntity entity)
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{
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if (!_intersecting.Contains(entity))
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if (!Intersecting.Contains(entity))
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{
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_intersecting.Add(entity);
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Intersecting.Add(entity);
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}
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// TODO: Prevent collision with recycled items
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@@ -95,7 +97,7 @@ namespace Content.Server.GameObjects.Components.Recycling
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recyclable.Recycle(_efficiency);
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}
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private bool CanRun()
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public bool CanRun()
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{
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if (Owner.TryGetComponent(out PowerReceiverComponent? receiver) &&
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!receiver.Powered)
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@@ -111,15 +113,15 @@ namespace Content.Server.GameObjects.Components.Recycling
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return true;
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}
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private bool CanMove(IEntity entity)
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public bool CanMove(IEntity entity)
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{
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if (entity == Owner)
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{
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return false;
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}
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if (!entity.TryGetComponent(out IPhysicsComponent? physics) ||
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physics.Anchored)
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if (!entity.TryGetComponent(out IPhysBody? physics) ||
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physics.BodyType == BodyType.Static)
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{
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return false;
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}
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@@ -142,37 +144,9 @@ namespace Content.Server.GameObjects.Components.Recycling
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return true;
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}
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public void Update(float frameTime)
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void IStartCollide.CollideWith(IPhysBody ourBody, IPhysBody otherBody, in Manifold manifold)
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{
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if (!CanRun())
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{
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_intersecting.Clear();
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return;
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}
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var direction = Vector2.UnitX;
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for (var i = _intersecting.Count - 1; i >= 0; i--)
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{
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var entity = _intersecting[i];
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if (entity.Deleted || !CanMove(entity) || !Owner.EntityManager.IsIntersecting(Owner, entity))
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{
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_intersecting.RemoveAt(i);
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continue;
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}
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if (entity.TryGetComponent(out IPhysicsComponent? physics))
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{
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var controller = physics.EnsureController<ConveyedController>();
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controller.Move(direction, frameTime, entity.Transform.WorldPosition - Owner.Transform.WorldPosition);
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}
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}
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}
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void ICollideBehavior.CollideWith(IEntity collidedWith)
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{
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Recycle(collidedWith);
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Recycle(otherBody.Entity);
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}
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SuicideKind ISuicideAct.Suicide(IEntity victim, IChatManager chat)
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