* 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>
This commit is contained in:
metalgearsloth
2021-03-08 04:09:59 +11:00
committed by GitHub
parent 217e8c0ba2
commit 4d064abcd7
237 changed files with 3365 additions and 2880 deletions

View File

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