* 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

@@ -1,4 +1,5 @@
using System;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using Content.Server.GameObjects.Components.Items.Storage;
@@ -25,6 +26,7 @@ using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Players;
namespace Content.Server.GameObjects.EntitySystems.Click
@@ -568,61 +570,12 @@ namespace Content.Server.GameObjects.EntitySystems.Click
}
var comps = thrown.GetAllComponents<IThrown>().ToList();
var args = new ThrownEventArgs(user);
// Call Thrown on all components that implement the interface
foreach (var comp in comps)
{
comp.Thrown(new ThrownEventArgs(user));
}
}
/// <summary>
/// Calls Land on all components that implement the ILand interface
/// on an entity that has landed after being thrown.
/// </summary>
public void LandInteraction(IEntity user, IEntity landing, EntityCoordinates landLocation)
{
var landMsg = new LandMessage(user, landing, landLocation);
RaiseLocalEvent(landMsg);
if (landMsg.Handled)
{
return;
}
var comps = landing.GetAllComponents<ILand>().ToList();
// Call Land on all components that implement the interface
foreach (var comp in comps)
{
comp.Land(new LandEventArgs(user, landLocation));
}
}
/// <summary>
/// Calls ThrowCollide on all components that implement the IThrowCollide interface
/// on a thrown entity and the target entity it hit.
/// </summary>
public void ThrowCollideInteraction(IEntity user, IEntity thrown, IEntity target, EntityCoordinates location)
{
var collideMsg = new ThrowCollideMessage(user, thrown, target, location);
RaiseLocalEvent(collideMsg);
if (collideMsg.Handled)
{
return;
}
var eventArgs = new ThrowCollideEventArgs(user, thrown, target, location);
foreach (var comp in thrown.GetAllComponents<IThrowCollide>().ToArray())
{
if (thrown.Deleted) break;
comp.DoHit(eventArgs);
}
foreach (var comp in target.GetAllComponents<IThrowCollide>().ToArray())
{
if (target.Deleted) break;
comp.HitBy(eventArgs);
comp.Thrown(args);
}
}