* 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>
128 lines
5.0 KiB
C#
128 lines
5.0 KiB
C#
#nullable enable
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using System;
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using System.Diagnostics.CodeAnalysis;
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using Content.Shared.Atmos;
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using Content.Shared.GameObjects.Components.Mobs.State;
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using Content.Shared.Physics;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Random;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Atmos
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{
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[RegisterComponent]
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public class MovedByPressureComponent : Component
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{
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[Dependency] private readonly IRobustRandom _robustRandom = default!;
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public override string Name => "MovedByPressure";
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private const float MoveForcePushRatio = 1f;
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private const float MoveForceForcePushRatio = 1f;
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private const float ProbabilityOffset = 25f;
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private const float ProbabilityBasePercent = 10f;
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private const float ThrowForce = 100f;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("enabled")]
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public bool Enabled { get; set; } = true;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("pressureResistance")]
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public float PressureResistance { get; set; } = 1f;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("moveResist")]
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public float MoveResist { get; set; } = 100f;
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[ViewVariables(VVAccess.ReadWrite)]
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public int LastHighPressureMovementAirCycle { get; set; } = 0;
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public void ExperiencePressureDifference(int cycle, float pressureDifference, AtmosDirection direction,
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float pressureResistanceProbDelta, EntityCoordinates throwTarget)
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{
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if (!Owner.TryGetComponent(out PhysicsComponent? physics))
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return;
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physics.WakeBody();
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// TODO ATMOS stuns?
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var transform = physics.Owner.Transform;
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var maxForce = MathF.Sqrt(pressureDifference) * 2.25f;
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var moveProb = 100f;
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if (PressureResistance > 0)
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moveProb = MathF.Abs((pressureDifference / PressureResistance * ProbabilityBasePercent) -
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ProbabilityOffset);
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if (moveProb > ProbabilityOffset && _robustRandom.Prob(MathF.Min(moveProb / 100f, 1f))
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&& !float.IsPositiveInfinity(MoveResist)
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&& (!physics.Anchored
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&& (maxForce >= (MoveResist * MoveForcePushRatio)))
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|| (physics.Anchored && (maxForce >= (MoveResist * MoveForceForcePushRatio))))
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{
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if (physics.Owner.HasComponent<IMobStateComponent>())
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{
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physics.BodyStatus = BodyStatus.InAir;
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foreach (var fixture in physics.Fixtures)
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{
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fixture.CollisionMask &= ~(int) CollisionGroup.VaultImpassable;
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}
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Owner.SpawnTimer(2000, () =>
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{
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if (Deleted || !Owner.TryGetComponent(out PhysicsComponent? physicsComponent)) return;
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// Uhh if you get race conditions good luck buddy.
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if (physicsComponent.Owner.HasComponent<IMobStateComponent>())
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{
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physicsComponent.BodyStatus = BodyStatus.OnGround;
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}
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foreach (var fixture in physics.Fixtures)
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{
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fixture.CollisionMask |= (int) CollisionGroup.VaultImpassable;
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}
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});
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}
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if (maxForce > ThrowForce)
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{
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// Vera please fix ;-;
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if (throwTarget != EntityCoordinates.Invalid)
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{
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var moveForce = maxForce * MathHelper.Clamp(moveProb, 0, 100) / 15f;
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var pos = ((throwTarget.Position - transform.Coordinates.Position).Normalized + direction.ToDirection().ToVec()).Normalized;
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physics.ApplyLinearImpulse(pos * moveForce);
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}
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else
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{
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var moveForce = MathF.Min(maxForce * MathHelper.Clamp(moveProb, 0, 100) / 2500f, 20f);
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physics.ApplyLinearImpulse(direction.ToDirection().ToVec() * moveForce);
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}
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LastHighPressureMovementAirCycle = cycle;
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}
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}
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}
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}
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public static class MovedByPressureExtensions
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{
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public static bool IsMovedByPressure(this IEntity entity)
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{
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return entity.IsMovedByPressure(out _);
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}
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public static bool IsMovedByPressure(this IEntity entity, [NotNullWhen(true)] out MovedByPressureComponent? moved)
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{
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return entity.TryGetComponent(out moved) &&
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moved.Enabled;
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}
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}
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}
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