* 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

@@ -7,13 +7,15 @@ using Content.Shared.GameObjects.EntitySystems.EffectBlocker;
using Content.Shared.Physics;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Collision;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Shared.GameObjects.Components.Movement
{
public abstract class SharedSlipperyComponent : Component, ICollideBehavior
public abstract class SharedSlipperyComponent : Component, IStartCollide
{
public sealed override string Name => "Slippery";
@@ -58,14 +60,12 @@ namespace Content.Shared.GameObjects.Components.Movement
[DataField("slippery")]
public virtual bool Slippery { get; set; } = true;
private bool TrySlip(IEntity entity)
private bool TrySlip(IPhysBody ourBody, IPhysBody otherBody)
{
if (!Slippery
|| Owner.IsInContainer()
|| _slipped.Contains(entity.Uid)
|| !entity.TryGetComponent(out SharedStunnableComponent? stun)
|| !entity.TryGetComponent(out IPhysicsComponent? otherBody)
|| !Owner.TryGetComponent(out IPhysicsComponent? body))
|| _slipped.Contains(otherBody.Entity.Uid)
|| !otherBody.Entity.TryGetComponent(out SharedStunnableComponent? stun))
{
return false;
}
@@ -75,26 +75,22 @@ namespace Content.Shared.GameObjects.Components.Movement
return false;
}
var percentage = otherBody.WorldAABB.IntersectPercentage(body.WorldAABB);
var percentage = otherBody.GetWorldAABB().IntersectPercentage(ourBody.GetWorldAABB());
if (percentage < IntersectPercentage)
{
return false;
}
if (!EffectBlockerSystem.CanSlip(entity))
if (!EffectBlockerSystem.CanSlip(otherBody.Entity))
{
return false;
}
if (entity.TryGetComponent(out IPhysicsComponent? physics))
{
var controller = physics.EnsureController<SlipController>();
controller.LinearVelocity = physics.LinearVelocity * LaunchForwardsMultiplier;
}
otherBody.LinearVelocity *= LaunchForwardsMultiplier;
stun.Paralyze(5);
_slipped.Add(entity.Uid);
_slipped.Add(otherBody.Entity.Uid);
OnSlip();
@@ -103,9 +99,9 @@ namespace Content.Shared.GameObjects.Components.Movement
protected virtual void OnSlip() { }
public void CollideWith(IEntity collidedWith)
void IStartCollide.CollideWith(IPhysBody ourBody, IPhysBody otherBody, in Manifold manifold)
{
TrySlip(collidedWith);
TrySlip(ourBody, otherBody);
}
public void Update()
@@ -119,10 +115,10 @@ namespace Content.Shared.GameObjects.Components.Movement
}
var entity = Owner.EntityManager.GetEntity(uid);
var physics = Owner.GetComponent<IPhysicsComponent>();
var otherPhysics = entity.GetComponent<IPhysicsComponent>();
var physics = Owner.GetComponent<IPhysBody>();
var otherPhysics = entity.GetComponent<IPhysBody>();
if (!physics.WorldAABB.Intersects(otherPhysics.WorldAABB))
if (!physics.GetWorldAABB().Intersects(otherPhysics.GetWorldAABB()))
{
_slipped.Remove(uid);
}
@@ -137,12 +133,12 @@ namespace Content.Shared.GameObjects.Components.Movement
physics.Hard = false;
var shape = physics.PhysicsShapes.FirstOrDefault();
var fixtures = physics.Fixtures.FirstOrDefault();
if (shape != null)
if (fixtures != null)
{
shape.CollisionLayer |= (int) CollisionGroup.SmallImpassable;
shape.CollisionMask = (int) CollisionGroup.None;
fixtures.CollisionLayer |= (int) CollisionGroup.SmallImpassable;
fixtures.CollisionMask = (int) CollisionGroup.None;
}
}
}