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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@@ -5,7 +5,6 @@ using Robust.Shared.Configuration;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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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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@@ -15,7 +14,9 @@ using Robust.Shared.ViewVariables;
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namespace Content.Shared.GameObjects.Components.Movement
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{
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public abstract class SharedPlayerInputMoverComponent : Component, IMoverComponent, ICollideSpecial
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[RegisterComponent]
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[ComponentReference(typeof(IMoverComponent))]
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public class SharedPlayerInputMoverComponent : Component, IMoverComponent
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{
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// This class has to be able to handle server TPS being lower than client FPS.
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// While still having perfectly responsive movement client side.
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@@ -39,8 +40,10 @@ namespace Content.Shared.GameObjects.Components.Movement
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[Dependency] private readonly IConfigurationManager _configurationManager = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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public sealed override string Name => "PlayerInputMover";
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public sealed override uint? NetID => ContentNetIDs.PLAYER_INPUT_MOVER;
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[ComponentDependency] private readonly MovementSpeedModifierComponent? _movementSpeed = default!;
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public override string Name => "PlayerInputMover";
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public override uint? NetID => ContentNetIDs.PLAYER_INPUT_MOVER;
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private GameTick _lastInputTick;
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private ushort _lastInputSubTick;
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@@ -49,36 +52,10 @@ namespace Content.Shared.GameObjects.Components.Movement
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private MoveButtons _heldMoveButtons = MoveButtons.None;
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public float CurrentWalkSpeed
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{
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get
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{
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if (Owner.TryGetComponent(out MovementSpeedModifierComponent? component))
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{
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return component.CurrentWalkSpeed;
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}
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public float CurrentWalkSpeed => _movementSpeed?.CurrentWalkSpeed ?? MovementSpeedModifierComponent.DefaultBaseWalkSpeed;
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return MovementSpeedModifierComponent.DefaultBaseWalkSpeed;
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}
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}
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public float CurrentSprintSpeed => _movementSpeed?.CurrentSprintSpeed ?? MovementSpeedModifierComponent.DefaultBaseSprintSpeed;
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public float CurrentSprintSpeed
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{
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get
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{
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if (Owner.TryGetComponent(out MovementSpeedModifierComponent? component))
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{
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return component.CurrentSprintSpeed;
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}
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return MovementSpeedModifierComponent.DefaultBaseSprintSpeed;
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}
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}
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[ViewVariables(VVAccess.ReadWrite)]
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public float CurrentPushSpeed => 5;
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[ViewVariables(VVAccess.ReadWrite)]
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public float GrabRange => 0.2f;
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public bool Sprinting => !HasFlag(_heldMoveButtons, MoveButtons.Walk);
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/// <summary>
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@@ -131,9 +108,6 @@ namespace Content.Shared.GameObjects.Components.Movement
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}
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}
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public abstract EntityCoordinates LastPosition { get; set; }
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public abstract float StepSoundDistance { get; set; }
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/// <summary>
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/// Whether or not the player can move diagonally.
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/// </summary>
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@@ -141,18 +115,12 @@ namespace Content.Shared.GameObjects.Components.Movement
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public bool DiagonalMovementEnabled => _configurationManager.GetCVar<bool>(CCVars.GameDiagonalMovement);
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/// <inheritdoc />
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public override void OnAdd()
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public override void Initialize()
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{
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// This component requires that the entity has a IPhysicsComponent.
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if (!Owner.HasComponent<IPhysicsComponent>())
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Logger.Error(
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$"[ECS] {Owner.Prototype?.Name} - {nameof(SharedPlayerInputMoverComponent)} requires" +
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$" {nameof(IPhysicsComponent)}. ");
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base.OnAdd();
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base.Initialize();
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Owner.EnsureComponentWarn<PhysicsComponent>();
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}
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/// <summary>
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/// Toggles one of the four cardinal directions. Each of the four directions are
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/// composed into a single direction vector, <see cref="VelocityDir"/>. Enabling
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@@ -266,12 +234,6 @@ namespace Content.Shared.GameObjects.Components.Movement
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return vec;
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}
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bool ICollideSpecial.PreventCollide(IPhysBody collidedWith)
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{
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// Don't collide with other mobs
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return collidedWith.Entity.HasComponent<IBody>();
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}
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[Serializable, NetSerializable]
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private sealed class MoverComponentState : ComponentState
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{
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