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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@@ -6,10 +6,13 @@ using Content.Shared.AI;
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using Content.Shared.GameTicking;
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using JetBrains.Annotations;
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using Robust.Server.GameObjects;
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using Robust.Server.Player;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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using Robust.Shared.Players;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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@@ -73,6 +76,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
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private readonly List<PathfindingRegion> _queuedCacheDeletions = new();
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#if DEBUG
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private HashSet<IPlayerSession> _subscribedSessions = new();
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private int _runningCacheIdx = 0;
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#endif
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@@ -81,7 +85,8 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
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_pathfindingSystem = Get<PathfindingSystem>();
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SubscribeLocalEvent<PathfindingChunkUpdateMessage>(RecalculateNodeRegions);
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#if DEBUG
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SubscribeLocalEvent<PlayerAttachSystemMessage>(SendDebugMessage);
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SubscribeNetworkEvent<SharedAiDebug.SubscribeReachableMessage>(HandleSubscription);
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SubscribeNetworkEvent<SharedAiDebug.UnsubscribeReachableMessage>(HandleUnsubscription);
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#endif
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_mapManager.OnGridRemoved += GridRemoved;
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}
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@@ -99,8 +104,9 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
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GenerateRegions(chunk);
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}
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// TODO: Only send diffs instead
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#if DEBUG
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if (_queuedUpdates.Count > 0)
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if (_subscribedSessions.Count > 0 && _queuedUpdates.Count > 0)
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{
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foreach (var (gridId, regs) in _regions)
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{
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@@ -129,8 +135,28 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
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_cachedAccessible.Clear();
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_queuedCacheDeletions.Clear();
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_mapManager.OnGridRemoved -= GridRemoved;
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UnsubscribeLocalEvent<PathfindingChunkUpdateMessage>();
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UnsubscribeLocalEvent<PlayerAttachSystemMessage>();
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UnsubscribeNetworkEvent<SharedAiDebug.SubscribeReachableMessage>();
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UnsubscribeNetworkEvent<SharedAiDebug.UnsubscribeReachableMessage>();
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}
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#if DEBUG
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private void HandleSubscription(SharedAiDebug.SubscribeReachableMessage message, EntitySessionEventArgs eventArgs)
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{
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_subscribedSessions.Add((IPlayerSession) eventArgs.SenderSession);
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foreach (var (gridId, _) in _regions)
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{
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SendRegionsDebugMessage(gridId);
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}
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}
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private void HandleUnsubscription(SharedAiDebug.UnsubscribeReachableMessage message, EntitySessionEventArgs eventArgs)
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{
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_subscribedSessions.Remove((IPlayerSession) eventArgs.SenderSession);
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}
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#endif
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private void RecalculateNodeRegions(PathfindingChunkUpdateMessage message)
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{
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// TODO: Only need to do changed nodes ideally
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@@ -154,7 +180,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
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var targetNode = _pathfindingSystem.GetNode(targetTile);
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var collisionMask = 0;
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if (entity.TryGetComponent(out IPhysicsComponent physics))
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if (entity.TryGetComponent(out IPhysBody physics))
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{
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collisionMask = physics.CollisionMask;
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}
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@@ -681,15 +707,9 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
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}
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#if DEBUG
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private void SendDebugMessage(PlayerAttachSystemMessage message)
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{
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var playerGrid = message.Entity.Transform.GridID;
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if(playerGrid.IsValid())
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SendRegionsDebugMessage(playerGrid);
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}
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private void SendRegionsDebugMessage(GridId gridId)
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{
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if (_subscribedSessions.Count == 0) return;
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var grid = _mapManager.GetGrid(gridId);
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// Chunk / Regions / Nodes
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var debugResult = new Dictionary<int, Dictionary<int, List<Vector2>>>();
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@@ -722,17 +742,23 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
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chunkIdx++;
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}
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RaiseNetworkEvent(new SharedAiDebug.ReachableChunkRegionsDebugMessage(gridId, debugResult));
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foreach (var session in _subscribedSessions)
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{
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RaiseNetworkEvent(new SharedAiDebug.ReachableChunkRegionsDebugMessage(gridId, debugResult), session.ConnectedClient);
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}
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}
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/// <summary>
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/// Sent whenever the reachable cache for a particular mob is built or retrieved
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/// Sent whenever the reachable cache for a particular mob is built or retrieved
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/// </summary>
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/// <param name="gridId"></param>
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/// <param name="regions"></param>
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/// <param name="cached"></param>
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private void SendRegionCacheMessage(GridId gridId, IEnumerable<PathfindingRegion> regions, bool cached)
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{
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if (_subscribedSessions.Count == 0) return;
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var grid = _mapManager.GetGrid(gridId);
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var debugResult = new Dictionary<int, List<Vector2>>();
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@@ -750,7 +776,10 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
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_runningCacheIdx++;
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}
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RaiseNetworkEvent(new SharedAiDebug.ReachableCacheDebugMessage(gridId, debugResult, cached));
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foreach (var session in _subscribedSessions)
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{
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RaiseNetworkEvent(new SharedAiDebug.ReachableCacheDebugMessage(gridId, debugResult, cached), session.ConnectedClient);
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}
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}
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#endif
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}
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