* 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

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#nullable enable
using System;
using Content.Shared.GameObjects.Components.Body;
using Robust.Shared.GameObjects;
using Robust.Shared.Log;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Players;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Shared.GameObjects.Components.Movement
{
/// <summary>
/// The basic player mover with footsteps and grabbing
/// </summary>
[RegisterComponent]
[ComponentReference(typeof(IMobMoverComponent))]
public class SharedPlayerMobMoverComponent : Component, IMobMoverComponent, ICollideSpecial
{
public override string Name => "PlayerMobMover";
public override uint? NetID => ContentNetIDs.PLAYER_MOB_MOVER;
private float _stepSoundDistance;
[DataField("grabRange")]
private float _grabRange = 0.2f;
[DataField("pushStrength")]
private float _pushStrength = 600.0f;
[ViewVariables(VVAccess.ReadWrite)]
public EntityCoordinates LastPosition { get; set; }
/// <summary>
/// Used to keep track of how far we have moved before playing a step sound
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public float StepSoundDistance
{
get => _stepSoundDistance;
set
{
if (MathHelper.CloseTo(_stepSoundDistance, value)) return;
_stepSoundDistance = value;
}
}
[ViewVariables(VVAccess.ReadWrite)]
public float GrabRange
{
get => _grabRange;
set
{
if (MathHelper.CloseTo(_grabRange, value)) return;
_grabRange = value;
Dirty();
}
}
[ViewVariables(VVAccess.ReadWrite)]
public float PushStrength
{
get => _pushStrength;
set
{
if (MathHelper.CloseTo(_pushStrength, value)) return;
_pushStrength = value;
Dirty();
}
}
public override void Initialize()
{
base.Initialize();
if (!Owner.HasComponent<IMoverComponent>())
{
Owner.EnsureComponentWarn<SharedPlayerInputMoverComponent>();
}
if (Owner.TryGetComponent(out IPhysBody? body) && body.BodyType != BodyType.KinematicController)
{
Logger.WarningS("mover", $"Attached {nameof(SharedPlayerMobMoverComponent)} to a mob that's BodyType is not KinematicController!'");
}
}
public override ComponentState GetComponentState(ICommonSession session)
{
return new PlayerMobMoverComponentState(_grabRange, _pushStrength);
}
public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
{
base.HandleComponentState(curState, nextState);
if (curState is not PlayerMobMoverComponentState playerMoverState) return;
GrabRange = playerMoverState.GrabRange;
PushStrength = playerMoverState.PushStrength;
}
bool ICollideSpecial.PreventCollide(IPhysBody collidedWith)
{
// Don't collide with other mobs
// unless they have combat mode on
return collidedWith.Entity.HasComponent<IBody>(); /* &&
(!Owner.TryGetComponent(out SharedCombatModeComponent? ownerCombat) || !ownerCombat.IsInCombatMode) &&
(!collidedWith.Entity.TryGetComponent(out SharedCombatModeComponent? otherCombat) || !otherCombat.IsInCombatMode);
*/
}
[Serializable, NetSerializable]
private sealed class PlayerMobMoverComponentState : ComponentState
{
public float GrabRange;
public float PushStrength;
public PlayerMobMoverComponentState(float grabRange, float pushStrength) : base(ContentNetIDs.PLAYER_MOB_MOVER)
{
GrabRange = grabRange;
PushStrength = pushStrength;
}
}
}
}