Refactor to use the new multiple controller system (#1462)

* Transition code to new controller system

* Fix shuttles not moving

* Fix throwing

* Fix guns

* Change hands to use physics.Stop() and remove item fumble method
This commit is contained in:
DrSmugleaf
2020-07-23 18:33:37 +02:00
committed by GitHub
parent 3296079400
commit 64672fdc31
13 changed files with 114 additions and 101 deletions

View File

@@ -42,10 +42,5 @@ namespace Content.Client.GameObjects.EntitySystems
{
FrameUpdate(frameTime);
}
protected override void SetController(IPhysicsComponent physics)
{
physics.SetController<MoverController>();
}
}
}

View File

@@ -567,7 +567,7 @@ namespace Content.Server.GameObjects
}
// set velocity to zero
physics.LinearVelocity = Vector2.Zero;
physics.Stop();
return;
}
}

View File

@@ -134,24 +134,6 @@ namespace Content.Server.GameObjects.Components
return new ItemComponentState(EquippedPrefix);
}
public void Fumble()
{
if (Owner.TryGetComponent<IPhysicsComponent>(out var physicsComponent))
{
physicsComponent.LinearVelocity += RandomOffset();
}
}
private Vector2 RandomOffset()
{
return new Vector2(RandomOffset(), RandomOffset());
float RandomOffset()
{
var size = 15.0F;
return (_robustRandom.NextFloat() * size) - size / 2;
}
}
public void OnExplosion(ExplosionEventArgs eventArgs)
{
var sourceLocation = eventArgs.Source;

View File

@@ -1,5 +1,6 @@
using Content.Server.GameObjects.Components.Mobs;
using Content.Shared.GameObjects.Components.Movement;
using Content.Shared.Physics;
using Robust.Server.GameObjects;
using Robust.Server.GameObjects.Components.Container;
using Robust.Shared.GameObjects;
@@ -70,7 +71,8 @@ namespace Content.Server.GameObjects.Components.Movement
collideComp.PhysicsShapes.Add(new PhysShapeGrid(grid));
}
physComp.LinearVelocity = CalcNewVelocity(direction, enabled) * CurrentWalkSpeed;
var controller = physComp.EnsureController<ShuttleController>();
controller.Push(CalcNewVelocity(direction, enabled), CurrentWalkSpeed);
}
}

View File

@@ -32,7 +32,7 @@ namespace Content.Server.GameObjects.Components
void ICollideBehavior.CollideWith(IEntity entity)
{
if (!_shouldCollide) return;
if (entity.TryGetComponent(out CollidableComponent collid))
if (entity.TryGetComponent(out CollidableComponent collid))
{
if (!collid.Hard) // ignore non hard
return;
@@ -65,10 +65,13 @@ namespace Content.Server.GameObjects.Components
{
body.PhysicsShapes[0].CollisionMask &= (int) ~CollisionGroup.ThrownItem;
var physics = Owner.GetComponent<IPhysicsComponent>();
physics.LinearVelocity = Vector2.Zero;
physics.Status = BodyStatus.OnGround;
if (body.TryGetController(out ThrownController controller))
{
controller.LinearVelocity = Vector2.Zero;
}
body.Status = BodyStatus.OnGround;
Owner.RemoveComponent<ThrownItemComponent>();
EntitySystem.Get<InteractionSystem>().LandInteraction(User, Owner, Owner.Transform.GridPosition);
}
@@ -82,11 +85,14 @@ namespace Content.Server.GameObjects.Components
}
}
public void StartThrow(Vector2 initialImpulse)
public void StartThrow(Vector2 direction, float speed)
{
var comp = Owner.GetComponent<IPhysicsComponent>();
comp.Status = BodyStatus.InAir;
comp.Momentum = initialImpulse;
var controller = comp.EnsureController<ThrownController>();
controller.Push(direction, speed);
StartStopTimer();
}
@@ -110,5 +116,12 @@ namespace Content.Server.GameObjects.Components
StopThrow();
}
public override void Initialize()
{
base.Initialize();
Owner.EnsureComponent<CollidableComponent>().EnsureController<ThrownController>();
}
}
}

View File

@@ -7,6 +7,7 @@ using Content.Server.GameObjects.Components.Weapon.Ranged.Ammunition;
using Content.Shared.Audio;
using Content.Shared.GameObjects.Components.Weapons.Ranged;
using Content.Shared.Interfaces.GameObjects.Components;
using Content.Shared.Physics;
using Robust.Server.GameObjects.EntitySystems;
using Robust.Shared.Audio;
using Robust.Shared.GameObjects.Components;
@@ -380,7 +381,12 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
var projectileComponent = projectile.GetComponent<ProjectileComponent>();
projectileComponent.IgnoreEntity(shooter);
projectile.GetComponent<IPhysicsComponent>().LinearVelocity = projectileAngle.ToVec() * velocity;
projectile
.GetComponent<IPhysicsComponent>()
.EnsureController<BulletController>()
.LinearVelocity = projectileAngle.ToVec() * velocity;
projectile.Transform.LocalRotation = projectileAngle.Theta;
}
}

View File

@@ -78,11 +78,6 @@ namespace Content.Server.GameObjects.EntitySystems
}
}
protected override void SetController(IPhysicsComponent physics)
{
physics.SetController<MoverController>();
}
private static void PlayerAttached(PlayerAttachSystemMessage ev)
{
if (!ev.Entity.HasComponent<IMoverComponent>())
@@ -98,9 +93,10 @@ namespace Content.Server.GameObjects.EntitySystems
ev.Entity.RemoveComponent<PlayerInputMoverComponent>();
}
if (ev.Entity.TryGetComponent(out IPhysicsComponent physics))
if (ev.Entity.TryGetComponent(out IPhysicsComponent physics) &&
physics.TryGetController(out MoverController controller))
{
(physics.Controller as MoverController)?.StopMoving();
controller.StopMoving();
}
}

View File

@@ -75,18 +75,14 @@ namespace Content.Server.Throw
throwSourceEnt.Transform.LocalRotation = angle.GetCardinalDir().ToAngle();
}
if (!thrownEnt.TryGetComponent(out IPhysicsComponent physComp))
physComp = thrownEnt.AddComponent<PhysicsComponent>();
// scaling is handled elsewhere, this is just multiplying by 10 independent of timing as a fix until elsewhere values are updated
var spd = throwForce * 10;
var timing = IoCManager.Resolve<IGameTiming>();
projComp.StartThrow(angle.ToVec(), spd);
// scaling is handled elsewhere, this is just multiplying by 60 independent of timing as a fix until elsewhere values are updated
var spd = throwForce * 60;
projComp.StartThrow(angle.ToVec() * spd);
if (throwSourceEnt != null && throwSourceEnt.TryGetComponent<IPhysicsComponent>(out var physics)
&& physics.Controller is MoverController mover)
if (throwSourceEnt != null &&
throwSourceEnt.TryGetComponent<IPhysicsComponent>(out var physics) &&
physics.TryGetController(out MoverController mover))
{
var physicsMgr = IoCManager.Resolve<IPhysicsManager>();

View File

@@ -57,11 +57,7 @@ namespace Content.Shared.GameObjects.EntitySystems
protected void UpdateKinematics(ITransformComponent transform, IMoverComponent mover, IPhysicsComponent physics,
ICollidableComponent? collider = null)
{
if (physics.Controller == null)
{
// Set up controller
SetController(physics);
}
physics.EnsureController<MoverController>();
var weightless = !transform.Owner.HasComponent<MovementIgnoreGravityComponent>() &&
_physicsManager.IsWeightless(transform.GridPosition);
@@ -82,7 +78,10 @@ namespace Content.Shared.GameObjects.EntitySystems
var combined = walkDir + sprintDir;
if (combined.LengthSquared < 0.001 || !ActionBlockerSystem.CanMove(mover.Owner) && !weightless)
{
(physics.Controller as MoverController)?.StopMoving();
if (physics.TryGetController(out MoverController controller))
{
controller.StopMoving();
}
}
else
{
@@ -90,7 +89,11 @@ namespace Content.Shared.GameObjects.EntitySystems
if (weightless)
{
(physics.Controller as MoverController)?.Push(combined, mover.CurrentPushSpeed);
if (physics.TryGetController(out MoverController controller))
{
controller.Push(combined, mover.CurrentPushSpeed);
}
transform.LocalRotation = walkDir.GetDir().ToAngle();
return;
}
@@ -98,7 +101,11 @@ namespace Content.Shared.GameObjects.EntitySystems
var total = walkDir * mover.CurrentWalkSpeed + sprintDir * mover.CurrentSprintSpeed;
//Console.WriteLine($"{walkDir} ({mover.CurrentWalkSpeed}) + {sprintDir} ({mover.CurrentSprintSpeed}): {total}");
(physics.Controller as MoverController)?.Move(total, 1);
{if (physics.TryGetController(out MoverController controller))
{
controller.Move(total, 1);
}}
transform.LocalRotation = total.GetDir().ToAngle();
HandleFootsteps(mover);
@@ -110,8 +117,6 @@ namespace Content.Shared.GameObjects.EntitySystems
}
protected abstract void SetController(IPhysicsComponent physics);
private bool IsAroundCollider(ITransformComponent transform, IMoverComponent mover,
ICollidableComponent collider)
{

View File

@@ -0,0 +1,17 @@
#nullable enable
using Robust.Shared.GameObjects.Components;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
namespace Content.Shared.Physics
{
public class BulletController : VirtualController
{
public override ICollidableComponent? ControlledComponent { protected get; set; }
public void Push(Vector2 velocityDirection, float speed)
{
LinearVelocity = velocityDirection * speed;
}
}
}

View File

@@ -10,60 +10,27 @@ namespace Content.Shared.Physics
{
public class MoverController : VirtualController
{
private Vector2 _velocity;
private ICollidableComponent? _component;
public Vector2 Velocity
{
get => _velocity;
set => _velocity = value;
}
public override ICollidableComponent? ControlledComponent
{
set => _component = value;
}
public MoverController()
{
_velocity = Vector2.Zero;
}
public override ICollidableComponent? ControlledComponent { protected get; set; }
public void Move(Vector2 velocityDirection, float speed)
{
if (_component?.Owner.HasComponent<MovementIgnoreGravityComponent>() == false
&& IoCManager.Resolve<IPhysicsManager>().IsWeightless(_component.Owner.Transform.GridPosition)) return;
if (ControlledComponent?.Owner.HasComponent<MovementIgnoreGravityComponent>() == false
&& IoCManager.Resolve<IPhysicsManager>().IsWeightless(ControlledComponent.Owner.Transform.GridPosition))
{
return;
}
Push(velocityDirection, speed);
}
public void Push(Vector2 velocityDirection, float speed)
{
Velocity = velocityDirection * speed;
LinearVelocity = velocityDirection * speed;
}
public void StopMoving()
{
Velocity = Vector2.Zero;
}
public override void UpdateBeforeProcessing()
{
base.UpdateBeforeProcessing();
if (_component == null)
{
return;
}
if (Velocity == Vector2.Zero)
{
// Try to stop movement
_component.LinearVelocity = Vector2.Zero;
}
else
{
_component.LinearVelocity = Velocity;
}
LinearVelocity = Vector2.Zero;
}
}
}

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@@ -0,0 +1,17 @@
#nullable enable
using Robust.Shared.GameObjects.Components;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
namespace Content.Shared.Physics
{
public class ShuttleController : VirtualController
{
public override ICollidableComponent? ControlledComponent { protected get; set; }
public void Push(Vector2 velocityDirection, float speed)
{
LinearVelocity = velocityDirection * speed;
}
}
}

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@@ -0,0 +1,17 @@
#nullable enable
using Robust.Shared.GameObjects.Components;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
namespace Content.Shared.Physics
{
public class ThrownController : VirtualController
{
public override ICollidableComponent? ControlledComponent { protected get; set; }
public void Push(Vector2 velocityDirection, float speed)
{
LinearVelocity = velocityDirection * speed;
}
}
}