Commit Graph

26 Commits

Author SHA1 Message Date
metalgearsloth
4d064abcd7 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>
2021-03-08 04:09:59 +11:00
Pieter-Jan Briers
1eb0fbd8d0 Revert "Physics (#3452)"
This reverts commit 3e64fd56a1.
2021-02-28 18:49:48 +01:00
metalgearsloth
3e64fd56a1 Physics (#3452)
* 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

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-03-01 03:11:29 +11:00
Acruid
ca4fd649fe Massive Namespace Cleanup (#3120)
* Engine namespace changes.

* Automated remove redundant using statements.

* Simplified Graphics namespace.

* Apparently the container system stores full type names in the map file.😞 This updates those names.

* API Changes to LocalizationManager.LoadCulture.

* Update submodule to v0.3.2
2021-02-11 01:13:03 -08:00
metalgearsloth
abde29ed5a Remove ExplosivePassable collision layer (#3084)
* Remove ExplosivePassable collision layer

Now we have tags which can do this cleaner.

* Update typo

* Vera's review

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-02-06 06:43:50 +11:00
Pieter-Jan Briers
436694e376 Explosions can be spawned at any coordinate, play sound again. 2021-01-24 16:06:03 +01:00
Daniel Castro Razo
cc4669244d Fixes to explosionhelper (#2819)
* Revert "Make handheld explosives affect tiles (#2806)"

This reverts commit 005e142949.

* Fixes tiles being destroyed under walls by an explosion

* Extra imports removed

* Handles explosion in space and different grids

This handle explosions across different grids, and tiles are still protected if there is an entity airtight and currently blocking air on top of them that survived the explosion.

* Some bug fixes

- The way tiles were being protected was silly.
- Big explosions cause a lot of objects to trigger multiple events and at the same time they are destroyed.
- Explosions spawning inside containers like closets work now.

* Range bug fixes

* Explosive

The explosion works even if the entity exploding is inside multiple 'layers' of containers like.
bomb -> survival box -> tool box -> closet

* Explosions are different now

Explosion can't jump over walls now.
Explosions work like rays now, if an explosion breaks a wall it can scatter inside the room.
If entities are behind impassable entities that survive the blast  they are left unscathed.

* Little fix

* Remove the extra lookup of tiles

* Another small change

* Restore the second lookup

I thought this was extra, but this protects the tile under it if there is an Impassable entity on top. None wants anchored girders on top of lattice/space

* Changing order of conditions

IsBlockedTurf is cheaper to run than InRangeUnobstructed.

* Yep
2021-01-02 19:03:10 +01:00
daniel-cr
005e142949 Make handheld explosives affect tiles (#2806)
If you are holding the explosive in your hard or inventory, this should make affect the tiles around you. At the moment it only affects entities. I will refactor this class a little more.
2020-12-23 16:31:04 +11:00
DrSmugleaf
4c46c7afce Make ExplosionHelper methods extensions (#2373) 2020-10-25 12:11:23 +01:00
Víctor Aguilera Puerto
48841a274d Remove default grids (content) (#2241)
* Default grids go poof

* Address review

* Update submodule

* Fix DoAfterSystem for entities without grid.

* Fix SubFloorHideSystem for entities without grid.

* Fix ExplosionHelper for coordinates that aren't in a grid

* Fix TurfHelpers' GetWorldTileBox crash in the case of invalid grid

* Fix tile prying component crash when trying to pry space.

* Spill fixes when passing coordinates without grids.

* Are you static'in, son?

* Change SaveLoadSaveTest grid Id hardcoded value
It's still hardcoded, but at least now it's correct!

* Only send debug AI thing if grid is not invalid

* Update submodule.

Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2020-10-21 17:13:41 +02:00
DrSmugleaf
48b61f6bcc Replace every usage of GridCoordinates with EntityCoordinates (#2021)
* Update RobustToolbox

* Transition direct type usages

* More updates

* Fix invalid use of to map

* Update RobustToolbox

* Fix dropping items

* Rename name usages of "GridCoordinates" to "EntityCoordinates"

* Revert "Update RobustToolbox"

This reverts commit 9f334a17c5908ded0043a63158bb671e4aa3f346.

* Revert "Update RobustToolbox"

This reverts commit 3a9c8cfa3606fa501aa84407796d2ad920853a09.

# Conflicts:
#	RobustToolbox

* Fix cursed IMapGrid method usage.

* GridTileLookupTest now uses EntityCoordinates

Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
Co-authored-by: Víctor Aguilera Puerto <zddm@outlook.es>
2020-09-06 16:11:53 +02:00
DrSmugleaf
b051261485 Bodysystem and damagesystem rework (#1544)
* Things and stuff with grids, unfinished w/ code debug changes.

* Updated submodule and also lost some progress cause I fucked it up xd

* First unfinished draft of the BodySystem. Doesn't compile.

* More changes to make it compile, but still just a framework. Doesn't do anything at the moment.

* Many cleanup changes.

* Revert "Merge branch 'master' of https://github.com/GlassEclipse/space-station-14 into body_system"

This reverts commit ddd4aebbc76cf2a0b7b102f72b93d55a0816c88c, reversing
changes made to 12d0dd752706bdda8879393bd8191a1199a0c978.

* Commit human.yml

* Updated a lot of things to be more classy, more progress overall, etc. etc.

* Latest update with many changes

* Minor changes

* Fixed Travis build bug

* Adds first draft of Body Scanner console, apparently I also forgot to tie Mechanisms into body parts so now a heart just sits in the Torso like a good boy :)

* Commit rest of stuff

* Latest changes

* Latest changes again

* 14 naked cowboys

* Yay!

* Latest changes (probably doesnt compile)

* Surgery!!!!!!!!!~1116y

* Cleaned some stuff up

* More cleanup

* Refactoring of code. Basic surgery path now done.

* Removed readme, has been added to HackMD

* Fixes typo (and thus test errors)

* WIP changes, committing so I can pull latest master changes

* Still working on that god awful merge

* Latest changes

* Latest changes!!

* Beginning of refactor to BoundUserInterface

* Surgery!

* Latest changes - fixes pr change requests and random fixes

* oops

* Fixes bodypart recursion

* Beginning of work on revamping the damage system.

* More latest changes

* Latest changes

* Finished merge

* Commit before removing old healthcode

* Almost done with removing speciescomponent...

* It compiles!!!

* yahoo more work

* Fixes to make it work

* Merge conflict fixes

* Deleting species visualizer was a mistake

* IDE warnings are VERBOTEN

* makes the server not kill itself on startup, some cleanup (#1)

* Namespaces, comments and exception fixes

* Fix conveyor and conveyor switch serialization

SS14 in reactive when

* Move damage, acts and body to shared

Damage cleanup
Comment cleanup

* Rename SpeciesComponent to RotationComponent and cleanup

Damage cleanup
Comment cleanup

* Fix nullable warnings

* Address old reviews

Fix off welder suicide damage type, deathmatch and suspicion

* Fix new test fail with units being able to accept items when unpowered

* Remove RotationComponent, change references to IBodyManagerComponent

* Add a bloodstream to humans

* More cleanups

* Add body conduits, connections, connectors substances and valves

* Revert "Add body conduits, connections, connectors substances and valves"

This reverts commit 9ab0b50e6b15fe98852d7b0836c0cdbf4bd76d20.

* Implement the heart mechanism behavior with the circulatory network

* Added network property to mechanism behaviors

* Changed human organ sprites and added missing ones

* Fix tests

* Add individual body part sprite rendering

* Fix error where dropped mechanisms are not initialized

* Implement client/server body damage

* Make DamageContainer take care of raising events

* Reimplement medical scanner with the new body system

* Improve the medical scanner ui

* Merge conflict fixes

* Fix crash when colliding with something

* Fix microwave suicides and eyes sprite rendering

* Fix nullable reference error

* Fix up surgery client side

* Fix missing using from merge conflict

* Add breathing

*inhale

* Merge conflict fixes

* Fix accumulatedframetime being reset to 0 instead of decreased by the threshold

https://github.com/space-wizards/space-station-14/pull/1617

* Use and add to the new AtmosHelpers

* Fix feet

* Add proper coloring to dropped body parts

* Fix Urist's lungs being too strong

* Merge conflict fixes

* Merge conflict fixes

* Merge conflict fixes

Co-authored-by: GlassEclipse <tsymall5@gmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com>
2020-08-16 16:42:42 -07:00
DrSmugleaf
4a8ed41e3a Fix namespaces and optimize imports (#1651)
* Fix namespaces and optimize imports

* Cleanup fixes

* Merge conflict fixes

* Merge conflict fixes

* Merge conflict fixes
2020-08-13 14:40:27 +02:00
Qustinnus
81e2dde7f5 Fixes recoil and adjusts values (#1573) 2020-08-09 20:56:02 +02:00
DrSmugleaf
ee14d67756 Make devastation the only explosion type that removes tiles entirely (#1612)
* Make light and heavy explosions not destroy tiles to space

* Change welding fuel tank and grenade explosion values
2020-08-08 18:14:22 +02:00
Acruid
ea94f4a182 Moved interaction interfaces from Server to Shared. 2020-07-18 22:51:56 -07:00
AJCM-git
ae41d03ec6 Re-organizing the Resources folder. Part 1. (#1234)
* First commit

* Lockers

* Lockers electric boogaloo

* Crates and Lockers

* Almost finishing the Textures folder

* Updating texture paths. Reminder to fix:
* Lockers
* Windows
* Vending Machines
* APC
* Catwalks
* Bedsheets and Cloaks
* Status effects

* dont know what happened here

* Commit before merge

* re-organizing

* Lockers broken

* Commit before merge

* Submodule

* renaming

* Fixing most issues

* forgot these ones

* Updating submodule

* typo

* Fixing some paths

* fixing some paths

* updating submodule

* (hopefully) fixing the submodule
2020-07-07 19:19:00 +02:00
chairbender
b35333d366 Click Drag Functionality + Refactor Interaction Interfaces (#1125)
Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
Co-authored-by: ComicIronic <comicironic@gmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2020-07-06 23:27:03 +02:00
Memory
21c41f28ed Refactor all references to AudioSystem functions now that the old ones are obsolete. (#1081)
Co-authored-by: FL-OZ <anotherscuffed@gmail.com>
2020-06-07 15:55:15 +02:00
Injazz
15fa417a4f Explosion now throws affected entities, fixes probability/severi… (#732)
* throwforce and probability fixes for explosions

Applies force to all affected by explosion entities with ItemComponent
Fixes probability issues with explosion related callbacks

* dependency fix, throw helper

* delete TODO

Co-authored-by: gituhabu <48828502+gituhabu@users.noreply.github.com>
2020-02-24 03:52:15 +01:00
Rohesie
ffe55648b6 BaseTurfs (#699)
* tweaks

* Baseturfs

* dotnet messages

* indentation

* comment

* Change requests

* Smaller diff

* Diff
2020-02-23 00:30:36 +01:00
moneyl
a2a3e5e2e4 Fix issues with exploding items from own hand (#645)
* Fix crash in CameraRecoilComponent from NaN values

Doesn't proceed with camera shake if either component of recoil is NaN.

* Log NaN recoil value in CameraRecoilComponent

* Fix ExplosionHelper passing NaN recoil values when exploding from hand

With other commits CameraRecoilComponent now won't crash from NaN recoil values. Still want to fix this so explosions shake the camera. Just sets a value slightly greater than 0.0 for distance if it is (0.0, 0.0)
2020-02-08 20:46:12 +01:00
Acruid
a692899f5b GridCoordinates API changes. 2020-01-25 01:39:14 -08:00
moneyl
930fb331db Fix crash / debug assertion failure from explosions (#535)
When explosions are spawned they grab all entities in range and interact with them. They don't check if entities are deleted before doing so which can cause a crash. 

To reproduce, place several grenades on the ground, pick one up and detonate it on top of the others so they detonate as well. The debug assertion in ContainerHelpers.IsInContainer will fail due to one of the accessed entities having been deleted.

This fixes that by ignoring deleted entities when making explosions.
2020-01-21 18:13:57 +01:00
ZelteHonor
b2e2aef78d Rider static analysis (#433)
* Non-accessed local variable

* Merge cast and type checks.

* StringComparison.Ordinal added for better culture support

* Supposed code improvement in launcher. Remove unused code.

* Update ExplosionHelper.cs

Unintentional change.

* Optimized Import

* Add Robust.Shared.Utility import where it was deleted

* Other random suggestion

* Improve my comment
2019-11-13 23:37:46 +01:00
moneyl
427836fec9 Add basic chemical reactions (#376)
* Add basic chemical reaction system

What it adds:
- Reactions defined in yaml with an arbitrary amount of reactants (can be catalysts), products, and effects.

What it doesn't add:
- Temperature dependent reactions
- Metabolism or other medical/health effects

* Add many common SS13 chemicals and reactions

Added many of the common SS13 medicines and other chemicals, and their chemical reactions. Note that many of them are lacking their effects since we don't have medical yet.

* Add ExplosiveReactionEffect

Shows how IReactionEffect can be implemented to have effects that occur with a reaction by adding ExplosionReactionEffect and the potassium + water explosion reaction.

* Move ReactionSystem logic into SolutionComponent

No need for this to be a system currently so the behavior for reaction checking has been moved into SolutionComponent. Now it only checks for reactions when a reagent or solution is added to a solution. Also fixed a bug with SolutionValidReaction incorrectly returning true.

* Move explosion logic out of ExplosiveComponent

Allows you to create explosions without needing to add an ExplosiveComponent to an entity first.

* Add SolutionComponent.SolutionChanged event. Trigger dispenser ui updates with it.

This removes the need for SolutionComponent having a reference to the dispenser it's in. Instead the dispenser subscribes to the event and updates it's UI whenever the event is triggered.

* Add forgotten checks

`SolutionComponent.TryAddReagent` and `SolutionComponent.TryAddSolution` now check to see if `skipReactionCheck` is false before checking for a chemical reaction to avoid unnecessarily checking themselves for a reaction again when `SolutionComponent.PerformReaction` calls either of them.

* Change SolutionComponent.SolutionChanged to an Action

The arguments for event handler have no use here, and any class that can access SolutionChanged can access the SolutionComponent so it can just be an Action with no arguments instead.
2019-10-11 22:57:16 +02:00