Mob collisions (#34580)

* Conveyor optimisations

- Optimise movement for moving stuff. Better flags + less resolves + slapped parallelrobustjob on it.
- Sleeping for entities getting conveyed into walls.

* Blocker version

* Finish

* Final

* Mob collisions

* impulses

* Collision smoothing

* Locked in

* 30tps working

* r

* fixes

* Best

* Fixes + CVars

* CVars in place

* Pushies

* Opt attempt 1

* Revert "Opt attempt 1"

This reverts commit 5ccd72dcbea09261a992aa1f7f05df169a1ce676.

* Fix mispredicts

* Ready-ish

* better

* Cleanup

* Fix conveyor power mispredict

* Forgetting to actually do deltas

* Fix buckle pushes

* Bagel save

* Revert "Bagel save"

This reverts commit 1b93fda81fb852d89b89b0beae0b80f8a61165f2.

* Conveyor resave

* Fix prediction

* Mob movement rewrite

* Bandaid

* Working version

* Tentatively working

* Friction to fix cornering

* More fixes

* Revert bagel

* Revert this

* Bad parity

* Working

* Fixes

* Woops

* Doc comments

* Pen cap cvar

* StandingState cleanup and sub

* Fix downed mobs

* fish

* client

* Disable pushing on tests

* More variables

* Movement mods

* Mass diff

* 1 more tweak

* Cvar
This commit is contained in:
metalgearsloth
2025-04-05 00:33:52 +11:00
committed by GitHub
parent ba2a89ecfc
commit 593804b517
18 changed files with 631 additions and 25 deletions

View File

@@ -1,6 +1,7 @@
using Content.Client.Rotation;
using Content.Shared.Buckle;
using Content.Shared.Buckle.Components;
using Content.Shared.Movement.Systems;
using Content.Shared.Rotation;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
@@ -21,6 +22,15 @@ internal sealed class BuckleSystem : SharedBuckleSystem
SubscribeLocalEvent<StrapComponent, MoveEvent>(OnStrapMoveEvent);
SubscribeLocalEvent<BuckleComponent, BuckledEvent>(OnBuckledEvent);
SubscribeLocalEvent<BuckleComponent, UnbuckledEvent>(OnUnbuckledEvent);
SubscribeLocalEvent<BuckleComponent, AttemptMobCollideEvent>(OnMobCollide);
}
private void OnMobCollide(Entity<BuckleComponent> ent, ref AttemptMobCollideEvent args)
{
if (ent.Comp.Buckled)
{
args.Cancelled = true;
}
}
private void OnStrapMoveEvent(EntityUid uid, StrapComponent component, ref MoveEvent args)

View File

@@ -0,0 +1,42 @@
using System.Numerics;
using Content.Shared.CCVar;
using Content.Shared.Movement.Components;
using Content.Shared.Movement.Systems;
using Robust.Client.Player;
using Robust.Shared.Physics.Components;
using Robust.Shared.Timing;
namespace Content.Client.Movement.Systems;
public sealed class MobCollisionSystem : SharedMobCollisionSystem
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly IPlayerManager _player = default!;
public override void Update(float frameTime)
{
if (!CfgManager.GetCVar(CCVars.MovementMobPushing))
return;
if (_timing.IsFirstTimePredicted)
{
var player = _player.LocalEntity;
if (MobQuery.TryComp(player, out var comp) && PhysicsQuery.TryComp(player, out var physics))
{
HandleCollisions((player.Value, comp, physics), frameTime);
}
}
base.Update(frameTime);
}
protected override void RaiseCollisionEvent(EntityUid uid, Vector2 direction, float speedMod)
{
RaisePredictiveEvent(new MobCollisionMessage()
{
Direction = direction,
SpeedModifier = speedMod,
});
}
}

View File

@@ -62,16 +62,16 @@ public sealed class MoverController : SharedMoverController
private void OnRelayPlayerAttached(Entity<RelayInputMoverComponent> entity, ref LocalPlayerAttachedEvent args)
{
Physics.UpdateIsPredicted(entity.Owner);
Physics.UpdateIsPredicted(entity.Comp.RelayEntity);
PhysicsSystem.UpdateIsPredicted(entity.Owner);
PhysicsSystem.UpdateIsPredicted(entity.Comp.RelayEntity);
if (MoverQuery.TryGetComponent(entity.Comp.RelayEntity, out var inputMover))
SetMoveInput((entity.Comp.RelayEntity, inputMover), MoveButtons.None);
}
private void OnRelayPlayerDetached(Entity<RelayInputMoverComponent> entity, ref LocalPlayerDetachedEvent args)
{
Physics.UpdateIsPredicted(entity.Owner);
Physics.UpdateIsPredicted(entity.Comp.RelayEntity);
PhysicsSystem.UpdateIsPredicted(entity.Owner);
PhysicsSystem.UpdateIsPredicted(entity.Comp.RelayEntity);
if (MoverQuery.TryGetComponent(entity.Comp.RelayEntity, out var inputMover))
SetMoveInput((entity.Comp.RelayEntity, inputMover), MoveButtons.None);
}

View File

@@ -39,6 +39,7 @@ public static partial class PoolManager
(CVars.NetBufferSize.Name, "0"),
(CCVars.InteractionRateLimitCount.Name, "9999999"),
(CCVars.InteractionRateLimitPeriod.Name, "0.1"),
(CCVars.MovementMobPushing.Name, "false"),
};
public static async Task SetupCVars(RobustIntegrationTest.IntegrationInstance instance, PoolSettings settings)

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@@ -0,0 +1,24 @@
using Content.Server.Administration;
using Content.Shared.Administration;
using Content.Shared.CCVar;
using Robust.Shared.Configuration;
using Robust.Shared.Console;
namespace Content.Server.Movement.Commands;
/// <summary>
/// Temporary command to enable admins to toggle the mob collision cvar.
/// </summary>
[AdminCommand(AdminFlags.VarEdit)]
public sealed class ToggleMobCollisionCommand : IConsoleCommand
{
[Dependency] private readonly IConfigurationManager _cfgManager = default!;
public string Command => "toggle_mob_collision";
public string Description => "Toggles mob collision";
public string Help => Description;
public void Execute(IConsoleShell shell, string argStr, string[] args)
{
_cfgManager.SetCVar(CCVars.MovementMobPushing, !_cfgManager.GetCVar(CCVars.MovementMobPushing));
}
}

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@@ -0,0 +1,51 @@
using System.Numerics;
using Content.Shared.CCVar;
using Content.Shared.Movement.Components;
using Content.Shared.Movement.Systems;
using Robust.Shared.Player;
namespace Content.Server.Movement.Systems;
public sealed class MobCollisionSystem : SharedMobCollisionSystem
{
private EntityQuery<ActorComponent> _actorQuery;
public override void Initialize()
{
base.Initialize();
_actorQuery = GetEntityQuery<ActorComponent>();
SubscribeLocalEvent<MobCollisionComponent, MobCollisionMessage>(OnServerMobCollision);
}
private void OnServerMobCollision(Entity<MobCollisionComponent> ent, ref MobCollisionMessage args)
{
MoveMob((ent.Owner, ent.Comp, Transform(ent.Owner)), args.Direction, args.SpeedModifier);
}
public override void Update(float frameTime)
{
if (!CfgManager.GetCVar(CCVars.MovementMobPushing))
return;
var query = EntityQueryEnumerator<MobCollisionComponent>();
while (query.MoveNext(out var uid, out var comp))
{
if (_actorQuery.HasComp(uid) || !PhysicsQuery.TryComp(uid, out var physics))
continue;
HandleCollisions((uid, comp, physics), frameTime);
}
base.Update(frameTime);
}
protected override void RaiseCollisionEvent(EntityUid uid, Vector2 direction, float speedMod)
{
RaiseLocalEvent(uid, new MobCollisionMessage()
{
Direction = direction,
SpeedModifier = speedMod,
});
}
}

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@@ -0,0 +1,50 @@
using Robust.Shared.Configuration;
namespace Content.Shared.CCVar;
public sealed partial class CCVars
{
/// <summary>
/// Is mob pushing enabled.
/// </summary>
public static readonly CVarDef<bool> MovementMobPushing =
CVarDef.Create("movement.mob_pushing", false, CVar.SERVER | CVar.REPLICATED);
/// <summary>
/// Can we push mobs not moving.
/// </summary>
public static readonly CVarDef<bool> MovementPushingStatic =
CVarDef.Create("movement.pushing_static", true, CVar.SERVER | CVar.REPLICATED);
/// <summary>
/// Dot product for the pushed entity's velocity to a target entity's velocity before it gets moved.
/// </summary>
public static readonly CVarDef<float> MovementPushingVelocityProduct =
CVarDef.Create("movement.pushing_velocity_product", 0.0f, CVar.SERVER | CVar.REPLICATED);
/// <summary>
/// Cap for how much an entity can be pushed per second.
/// </summary>
public static readonly CVarDef<float> MovementPushingCap =
CVarDef.Create("movement.pushing_cap", 100f, CVar.SERVER | CVar.REPLICATED);
/// <summary>
/// Minimum pushing impulse per tick. If the value is below this it rounds to 0.
/// This is an optimisation to avoid pushing small values that won't actually move the mobs.
/// </summary>
public static readonly CVarDef<float> MovementMinimumPush =
CVarDef.Create("movement.minimum_push", 0.1f, CVar.SERVER | CVar.REPLICATED);
// Really this just exists because hot reloading is cooked on rider.
/// <summary>
/// Penetration depth cap for considering mob collisions.
/// </summary>
public static readonly CVarDef<float> MovementPenetrationCap =
CVarDef.Create("movement.penetration_cap", 0.3f, CVar.SERVER | CVar.REPLICATED);
/// <summary>
/// Based on the mass difference multiplies the push amount by this proportionally.
/// </summary>
public static readonly CVarDef<float> MovementPushMassCap =
CVarDef.Create("movement.push_mass_cap", 1.75f, CVar.SERVER | CVar.REPLICATED);
}

View File

@@ -15,13 +15,4 @@ public sealed partial class CCVars
public static readonly CVarDef<float> StopSpeed =
CVarDef.Create("physics.stop_speed", 0.1f, CVar.ARCHIVE | CVar.REPLICATED | CVar.SERVER);
/// <summary>
/// Whether mobs can push objects like lockers.
/// </summary>
/// <remarks>
/// Technically client doesn't need to know about it but this may prevent a bug in the distant future so it stays.
/// </remarks>
public static readonly CVarDef<bool> MobPushing =
CVarDef.Create("physics.mob_pushing", false, CVar.REPLICATED | CVar.SERVER);
}

View File

@@ -0,0 +1,60 @@
using System.Numerics;
using Content.Shared.Movement.Systems;
using Robust.Shared.GameStates;
namespace Content.Shared.Movement.Components;
/// <summary>
/// Handles mobs pushing against each other.
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState(fieldDeltas: true)]
public sealed partial class MobCollisionComponent : Component
{
// If you want to tweak the feel of the pushing use SpeedModifier and Strength.
// Strength goes both ways and affects how much the other mob is pushed by so controls static pushing a lot.
// Speed mod affects your own mob primarily.
/// <summary>
/// Is this mob currently colliding? Used for SpeedModifier.
/// </summary>
[DataField, AutoNetworkedField]
public bool Colliding;
// TODO: I hate this but also I couldn't quite figure out a way to avoid having to dirty it every tick.
// The issue is it's a time target that changes constantly so we can't just use a timespan.
// However that doesn't mean it should be modified every tick if we're still colliding.
/// <summary>
/// Buffer time for <see cref="SpeedModifier"/> to keep applying after the entities are no longer colliding.
/// Without this you will get jittering unless you are very specific with your values.
/// </summary>
[DataField, AutoNetworkedField]
public float BufferAccumulator = SharedMobCollisionSystem.BufferTime;
/// <summary>
/// The speed modifier for mobs currently pushing.
/// By setting this low you can ensure you don't have to set the push-strength too high if you can push static entities.
/// </summary>
[DataField, AutoNetworkedField]
public float SpeedModifier = 1f;
[DataField, AutoNetworkedField]
public float MinimumSpeedModifier = 0.35f;
/// <summary>
/// Strength of the pushback for entities. This is combined between the 2 entities being pushed.
/// </summary>
[DataField, AutoNetworkedField]
public float Strength = 50f;
// Yes I know, I will deal with it if I ever refactor collision layers due to misuse.
// If anything it probably needs some assurance on mobcollisionsystem for it.
/// <summary>
/// Fixture to listen to for mob collisions.
/// </summary>
[DataField, AutoNetworkedField]
public string FixtureId = "flammable";
[DataField, AutoNetworkedField]
public Vector2 Direction;
}

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@@ -0,0 +1,338 @@
using System.Numerics;
using Content.Shared.CCVar;
using Content.Shared.Movement.Components;
using Robust.Shared;
using Robust.Shared.Configuration;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Random;
using Robust.Shared.Serialization;
using Robust.Shared.Utility;
namespace Content.Shared.Movement.Systems;
public abstract class SharedMobCollisionSystem : EntitySystem
{
[Dependency] protected readonly IConfigurationManager CfgManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly MovementSpeedModifierSystem _moveMod = default!;
[Dependency] protected readonly SharedPhysicsSystem Physics = default!;
[Dependency] private readonly SharedTransformSystem _xformSystem = default!;
protected EntityQuery<MobCollisionComponent> MobQuery;
protected EntityQuery<PhysicsComponent> PhysicsQuery;
/// <summary>
/// <see cref="CCVars.MovementPushingCap"/>
/// </summary>
private float _pushingCap;
/// <summary>
/// <see cref="CCVars.MovementPushingVelocityProduct"/>
/// </summary>
private float _pushingDotProduct;
/// <summary>
/// <see cref="CCVars.MovementMinimumPush"/>
/// </summary>
private float _minimumPushSquared = 0.01f;
private float _penCap;
/// <summary>
/// Time after we stop colliding with another mob before adjusting the movespeedmodifier.
/// This is required so if we stop colliding for a frame we don't fully reset and get jerky movement.
/// </summary>
public const float BufferTime = 0.2f;
private float _massDiffCap;
public override void Initialize()
{
base.Initialize();
UpdatePushCap();
Subs.CVar(CfgManager, CVars.NetTickrate, _ => UpdatePushCap());
Subs.CVar(CfgManager, CCVars.MovementMinimumPush, val => _minimumPushSquared = val * val, true);
Subs.CVar(CfgManager, CCVars.MovementPenetrationCap, val => _penCap = val, true);
Subs.CVar(CfgManager, CCVars.MovementPushingCap, _ => UpdatePushCap());
Subs.CVar(CfgManager, CCVars.MovementPushingVelocityProduct,
value =>
{
_pushingDotProduct = value;
}, true);
Subs.CVar(CfgManager, CCVars.MovementPushMassCap, val => _massDiffCap = val, true);
MobQuery = GetEntityQuery<MobCollisionComponent>();
PhysicsQuery = GetEntityQuery<PhysicsComponent>();
SubscribeAllEvent<MobCollisionMessage>(OnCollision);
SubscribeLocalEvent<MobCollisionComponent, RefreshMovementSpeedModifiersEvent>(OnMoveModifier);
UpdatesBefore.Add(typeof(SharedPhysicsSystem));
}
private void UpdatePushCap()
{
_pushingCap = (1f / CfgManager.GetCVar(CVars.NetTickrate)) * CfgManager.GetCVar(CCVars.MovementPushingCap);
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var query = AllEntityQuery<MobCollisionComponent>();
while (query.MoveNext(out var uid, out var comp))
{
if (!comp.Colliding)
continue;
comp.BufferAccumulator -= frameTime;
DirtyField(uid, comp, nameof(MobCollisionComponent.BufferAccumulator));
var direction = comp.Direction;
if (comp.BufferAccumulator <= 0f)
{
SetColliding((uid, comp), false, 1f);
}
// Apply the mob collision; if it's too low ignore it (e.g. if mob friction would overcome it).
// This is so we don't spam velocity changes every tick. It's not that expensive for physics but
// avoids the networking side.
else if (direction != Vector2.Zero && PhysicsQuery.TryComp(uid, out var physics))
{
DebugTools.Assert(direction.LengthSquared() >= _minimumPushSquared);
if (direction.Length() > _pushingCap)
{
direction = direction.Normalized() * _pushingCap;
}
Physics.ApplyLinearImpulse(uid, direction * physics.Mass, body: physics);
comp.Direction = Vector2.Zero;
DirtyField(uid, comp, nameof(MobCollisionComponent.Direction));
}
}
}
private void OnMoveModifier(Entity<MobCollisionComponent> ent, ref RefreshMovementSpeedModifiersEvent args)
{
if (!ent.Comp.Colliding)
return;
args.ModifySpeed(ent.Comp.SpeedModifier);
}
private void SetColliding(Entity<MobCollisionComponent> entity, bool value, float speedMod)
{
if (value)
{
entity.Comp.BufferAccumulator = BufferTime;
DirtyField(entity.Owner, entity.Comp, nameof(MobCollisionComponent.BufferAccumulator));
}
else
{
DebugTools.Assert(speedMod.Equals(1f));
}
if (entity.Comp.Colliding != value)
{
entity.Comp.Colliding = value;
DirtyField(entity.Owner, entity.Comp, nameof(MobCollisionComponent.Colliding));
}
if (!entity.Comp.SpeedModifier.Equals(speedMod))
{
entity.Comp.SpeedModifier = speedMod;
_moveMod.RefreshMovementSpeedModifiers(entity.Owner);
DirtyField(entity.Owner, entity.Comp, nameof(MobCollisionComponent.SpeedModifier));
}
}
private void OnCollision(MobCollisionMessage msg, EntitySessionEventArgs args)
{
var player = args.SenderSession.AttachedEntity;
if (!MobQuery.TryComp(player, out var comp))
return;
var xform = Transform(player.Value);
// If not parented directly to a grid then fail it.
if (xform.ParentUid != xform.GridUid && xform.ParentUid != xform.MapUid)
return;
var direction = msg.Direction;
MoveMob((player.Value, comp, xform), direction, msg.SpeedModifier);
}
protected void MoveMob(Entity<MobCollisionComponent, TransformComponent> entity, Vector2 direction, float speedMod)
{
// Length too short to do anything.
var pushing = true;
if (direction.LengthSquared() < _minimumPushSquared)
{
pushing = false;
direction = Vector2.Zero;
speedMod = 1f;
}
else if (float.IsNaN(direction.X) || float.IsNaN(direction.Y))
{
direction = Vector2.Zero;
}
speedMod = Math.Clamp(speedMod, 0f, 1f);
SetColliding(entity, pushing, speedMod);
if (direction == entity.Comp1.Direction)
return;
entity.Comp1.Direction = direction;
DirtyField(entity.Owner, entity.Comp1, nameof(MobCollisionComponent.Direction));
}
protected bool HandleCollisions(Entity<MobCollisionComponent, PhysicsComponent> entity, float frameTime)
{
var physics = entity.Comp2;
if (physics.ContactCount == 0)
return false;
var ourVelocity = entity.Comp2.LinearVelocity;
if (ourVelocity == Vector2.Zero && !CfgManager.GetCVar(CCVars.MovementPushingStatic))
return false;
var xform = Transform(entity.Owner);
if (xform.ParentUid != xform.GridUid && xform.ParentUid != xform.MapUid)
return false;
var ev = new AttemptMobCollideEvent();
RaiseLocalEvent(entity.Owner, ref ev);
if (ev.Cancelled)
return false;
var (worldPos, worldRot) = _xformSystem.GetWorldPositionRotation(xform);
var ourTransform = new Transform(worldPos, worldRot);
var contacts = Physics.GetContacts(entity.Owner);
var direction = Vector2.Zero;
var contactCount = 0;
var ourMass = physics.FixturesMass;
var speedMod = 1f;
while (contacts.MoveNext(out var contact))
{
if (!contact.IsTouching)
continue;
var ourFixture = contact.OurFixture(entity.Owner);
if (ourFixture.Id != entity.Comp1.FixtureId)
continue;
var other = contact.OtherEnt(entity.Owner);
if (!MobQuery.TryComp(other, out var otherComp) || !PhysicsQuery.TryComp(other, out var otherPhysics))
continue;
var velocityProduct = Vector2.Dot(ourVelocity, otherPhysics.LinearVelocity);
// If we're moving opposite directions for example then ignore (based on cvar).
if (velocityProduct < _pushingDotProduct)
{
continue;
}
var targetEv = new AttemptMobTargetCollideEvent();
RaiseLocalEvent(other, ref targetEv);
if (targetEv.Cancelled)
continue;
// TODO: More robust overlap detection.
var otherTransform = Physics.GetPhysicsTransform(other);
var diff = ourTransform.Position - otherTransform.Position;
if (diff == Vector2.Zero)
{
diff = _random.NextVector2(0.01f);
}
// 0.7 for 0.35 + 0.35 for mob bounds (see TODO above).
// Clamp so we don't get a heap of penetration depth and suddenly lurch other mobs.
// This is also so we don't have to trigger the speed-cap above.
// Maybe we just do speedcap and dump this? Though it's less configurable and the cap is just there for cheaters.
var penDepth = Math.Clamp(0.7f - diff.Length(), 0f, _penCap);
// Sum the strengths so we get pushes back the same amount (impulse-wise, ignoring prediction).
var mobMovement = penDepth * diff.Normalized() * (entity.Comp1.Strength + otherComp.Strength);
// Big mob push smaller mob, needs fine-tuning and potentially another co-efficient.
if (_massDiffCap > 0f)
{
var modifier = Math.Clamp(
otherPhysics.FixturesMass / ourMass,
1f / _massDiffCap,
_massDiffCap);
mobMovement *= modifier;
var speedReduction = 1f - entity.Comp1.MinimumSpeedModifier;
var speedModifier = Math.Clamp(
1f - speedReduction * modifier,
entity.Comp1.MinimumSpeedModifier, 1f);
speedMod = MathF.Min(speedModifier, 1f);
}
// Need the push strength proportional to penetration depth.
direction += mobMovement;
contactCount++;
}
if (direction == Vector2.Zero)
{
return contactCount > 0;
}
direction *= frameTime;
RaiseCollisionEvent(entity.Owner, direction, speedMod);
return true;
}
protected abstract void RaiseCollisionEvent(EntityUid uid, Vector2 direction, float speedmodifier);
/// <summary>
/// Raised from client -> server indicating mob push direction OR server -> server for NPC mob pushes.
/// </summary>
[Serializable, NetSerializable]
protected sealed class MobCollisionMessage : EntityEventArgs
{
public Vector2 Direction;
public float SpeedModifier;
}
}
/// <summary>
/// Raised on the entity itself when attempting to handle mob collisions.
/// </summary>
[ByRefEvent]
public record struct AttemptMobCollideEvent
{
public bool Cancelled;
}
/// <summary>
/// Raised on the other entity when attempting mob collisions.
/// </summary>
[ByRefEvent]
public record struct AttemptMobTargetCollideEvent
{
public bool Cancelled;
}

View File

@@ -14,12 +14,12 @@ public abstract partial class SharedMoverController
private void OnAfterRelayTargetState(Entity<MovementRelayTargetComponent> entity, ref AfterAutoHandleStateEvent args)
{
Physics.UpdateIsPredicted(entity.Owner);
PhysicsSystem.UpdateIsPredicted(entity.Owner);
}
private void OnAfterRelayState(Entity<RelayInputMoverComponent> entity, ref AfterAutoHandleStateEvent args)
{
Physics.UpdateIsPredicted(entity.Owner);
PhysicsSystem.UpdateIsPredicted(entity.Owner);
}
/// <summary>
@@ -42,7 +42,7 @@ public abstract partial class SharedMoverController
{
oldTarget.Source = EntityUid.Invalid;
RemComp(component.RelayEntity, oldTarget);
Physics.UpdateIsPredicted(component.RelayEntity);
PhysicsSystem.UpdateIsPredicted(component.RelayEntity);
}
var targetComp = EnsureComp<MovementRelayTargetComponent>(relayEntity);
@@ -50,11 +50,11 @@ public abstract partial class SharedMoverController
{
oldRelay.RelayEntity = EntityUid.Invalid;
RemComp(targetComp.Source, oldRelay);
Physics.UpdateIsPredicted(targetComp.Source);
PhysicsSystem.UpdateIsPredicted(targetComp.Source);
}
Physics.UpdateIsPredicted(uid);
Physics.UpdateIsPredicted(relayEntity);
PhysicsSystem.UpdateIsPredicted(uid);
PhysicsSystem.UpdateIsPredicted(relayEntity);
component.RelayEntity = relayEntity;
targetComp.Source = uid;
Dirty(uid, component);
@@ -63,8 +63,8 @@ public abstract partial class SharedMoverController
private void OnRelayShutdown(Entity<RelayInputMoverComponent> entity, ref ComponentShutdown args)
{
Physics.UpdateIsPredicted(entity.Owner);
Physics.UpdateIsPredicted(entity.Comp.RelayEntity);
PhysicsSystem.UpdateIsPredicted(entity.Owner);
PhysicsSystem.UpdateIsPredicted(entity.Comp.RelayEntity);
if (TryComp<InputMoverComponent>(entity.Comp.RelayEntity, out var inputMover))
SetMoveInput((entity.Comp.RelayEntity, inputMover), MoveButtons.None);
@@ -78,8 +78,8 @@ public abstract partial class SharedMoverController
private void OnTargetRelayShutdown(Entity<MovementRelayTargetComponent> entity, ref ComponentShutdown args)
{
Physics.UpdateIsPredicted(entity.Owner);
Physics.UpdateIsPredicted(entity.Comp.Source);
PhysicsSystem.UpdateIsPredicted(entity.Owner);
PhysicsSystem.UpdateIsPredicted(entity.Comp.Source);
if (Timing.ApplyingState)
return;

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@@ -43,7 +43,6 @@ public abstract partial class SharedMoverController : VirtualController
[Dependency] private readonly SharedContainerSystem _container = default!;
[Dependency] private readonly SharedMapSystem _mapSystem = default!;
[Dependency] private readonly SharedGravitySystem _gravity = default!;
[Dependency] protected readonly SharedPhysicsSystem Physics = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
[Dependency] private readonly TagSystem _tags = default!;
@@ -105,6 +104,14 @@ public abstract partial class SharedMoverController : VirtualController
public override void UpdateAfterSolve(bool prediction, float frameTime)
{
base.UpdateAfterSolve(prediction, frameTime);
var query = AllEntityQuery<InputMoverComponent, PhysicsComponent>();
while (query.MoveNext(out var uid, out var _, out var physics))
{
//PhysicsSystem.SetLinearVelocity(uid, Vector2.Zero, body: physics);
}
UsedMobMovement.Clear();
}

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@@ -1,7 +1,6 @@
using System.Numerics;
using Content.Shared.Conveyor;
using Content.Shared.Gravity;
using Content.Shared.Magic;
using Content.Shared.Movement.Components;
using Content.Shared.Movement.Events;
using Content.Shared.Movement.Systems;

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@@ -1,4 +1,5 @@
using Content.Shared.Hands.Components;
using Content.Shared.Movement.Systems;
using Content.Shared.Physics;
using Content.Shared.Rotation;
using Robust.Shared.Audio.Systems;
@@ -16,6 +17,29 @@ public sealed class StandingStateSystem : EntitySystem
// If StandingCollisionLayer value is ever changed to more than one layer, the logic needs to be edited.
private const int StandingCollisionLayer = (int) CollisionGroup.MidImpassable;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<StandingStateComponent, AttemptMobCollideEvent>(OnMobCollide);
SubscribeLocalEvent<StandingStateComponent, AttemptMobTargetCollideEvent>(OnMobTargetCollide);
}
private void OnMobTargetCollide(Entity<StandingStateComponent> ent, ref AttemptMobTargetCollideEvent args)
{
if (!ent.Comp.Standing)
{
args.Cancelled = true;
}
}
private void OnMobCollide(Entity<StandingStateComponent> ent, ref AttemptMobCollideEvent args)
{
if (!ent.Comp.Standing)
{
args.Cancelled = true;
}
}
public bool IsDown(EntityUid uid, StandingStateComponent? standingState = null)
{
if (!Resolve(uid, ref standingState, false))

View File

@@ -15,6 +15,9 @@ quick_lottery = true
[gateway]
generator_enabled = false
[movement]
mob_pushing = true
[physics]
# Makes mapping annoying
grid_splitting = false

View File

@@ -31,6 +31,9 @@ appeal = "https://appeal.ss14.io"
[server]
rules_file = "StandardRuleset"
[movement]
mob_pushing = true
[net]
max_connections = 1024

View File

@@ -8,6 +8,7 @@
- type: Sprite
noRot: true
drawdepth: Mobs
- type: MobCollision
- type: Physics
bodyType: KinematicController
- type: Fixtures

View File

@@ -65,6 +65,7 @@
- type: Damageable
damageContainer: Inorganic
damageModifierSet: Metallic
- type: MobCollision
- type: Physics
bodyType: Dynamic
- type: Fixtures
@@ -74,6 +75,7 @@
!type:PhysShapeAabb
bounds: "-0.25,-0.25,0.25,0.25"
density: 190
hard: false
mask:
- SmallMobMask
layer: