* 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>
180 lines
5.3 KiB
C#
180 lines
5.3 KiB
C#
#nullable enable
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using Content.Server.GameObjects.Components.NodeContainer.NodeGroups;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Physics;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.NodeContainer.Nodes
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{
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/// <summary>
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/// Organizes themselves into distinct <see cref="INodeGroup"/>s with other <see cref="Node"/>s
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/// that they can "reach" and have the same <see cref="Node.NodeGroupID"/>.
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/// </summary>
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[ImplicitDataDefinitionForInheritors]
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public abstract class Node
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{
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/// <summary>
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/// An ID used as a criteria for combining into groups. Determines which <see cref="INodeGroup"/>
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/// implementation is used as a group, detailed in <see cref="INodeGroupFactory"/>.
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/// </summary>
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[ViewVariables]
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[DataField("nodeGroupID")]
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public NodeGroupID NodeGroupID { get; private set; } = NodeGroupID.Default;
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[ViewVariables]
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public INodeGroup NodeGroup { get => _nodeGroup; set => SetNodeGroup(value); }
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private INodeGroup _nodeGroup = BaseNodeGroup.NullGroup;
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[ViewVariables]
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public IEntity Owner { get; private set; } = default!;
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[ViewVariables]
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private bool _needsGroup = true;
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/// <summary>
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/// If this node should be considered for connection by other nodes.
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/// </summary>
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public bool Connectable => !_deleting && Anchored;
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private bool Anchored => !Owner.TryGetComponent<IPhysBody>(out var physics) || physics.BodyType == BodyType.Static;
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/// <summary>
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/// Prevents a node from being used by other nodes while midway through removal.
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/// </summary>
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private bool _deleting;
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public virtual void Initialize(IEntity owner)
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{
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Owner = owner;
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}
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public virtual void OnContainerStartup()
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{
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TryAssignGroupIfNeeded();
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CombineGroupWithReachable();
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}
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public void AnchorUpdate()
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{
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if (Anchored)
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{
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TryAssignGroupIfNeeded();
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CombineGroupWithReachable();
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}
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else
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{
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RemoveSelfFromGroup();
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}
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}
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public virtual void OnContainerShutdown()
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{
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_deleting = true;
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NodeGroup.RemoveNode(this);
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}
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public bool TryAssignGroupIfNeeded()
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{
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if (!_needsGroup || !Connectable)
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{
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return false;
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}
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NodeGroup = GetReachableCompatibleGroups().FirstOrDefault() ?? MakeNewGroup();
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return true;
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}
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public void SpreadGroup()
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{
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Debug.Assert(!_needsGroup);
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foreach (var node in GetReachableCompatibleNodes())
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{
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if (node._needsGroup)
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{
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node.NodeGroup = NodeGroup;
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node.SpreadGroup();
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}
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}
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}
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public void ClearNodeGroup()
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{
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_nodeGroup = BaseNodeGroup.NullGroup;
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_needsGroup = true;
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}
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protected void RefreshNodeGroup()
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{
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RemoveSelfFromGroup();
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TryAssignGroupIfNeeded();
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CombineGroupWithReachable();
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}
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/// <summary>
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/// How this node will attempt to find other reachable <see cref="Node"/>s to group with.
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/// Returns a set of <see cref="Node"/>s to consider grouping with. Should not return this current <see cref="Node"/>.
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/// </summary>
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protected abstract IEnumerable<Node> GetReachableNodes();
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private IEnumerable<Node> GetReachableCompatibleNodes()
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{
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foreach (var node in GetReachableNodes())
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{
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if (node.NodeGroupID == NodeGroupID && node.Connectable)
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{
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yield return node;
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}
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}
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}
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private IEnumerable<INodeGroup> GetReachableCompatibleGroups()
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{
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foreach (var node in GetReachableCompatibleNodes())
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{
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if (!node._needsGroup)
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{
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var group = node.NodeGroup;
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if (group != NodeGroup)
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{
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yield return group;
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}
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}
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}
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}
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private void CombineGroupWithReachable()
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{
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if (_needsGroup || !Connectable)
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return;
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foreach (var group in GetReachableCompatibleGroups())
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{
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NodeGroup.CombineGroup(group);
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}
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}
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private void SetNodeGroup(INodeGroup newGroup)
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{
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_nodeGroup = newGroup;
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NodeGroup.AddNode(this);
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_needsGroup = false;
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}
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private INodeGroup MakeNewGroup()
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{
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return IoCManager.Resolve<INodeGroupFactory>().MakeNodeGroup(this);
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}
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private void RemoveSelfFromGroup()
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{
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NodeGroup.RemoveNode(this);
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ClearNodeGroup();
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}
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}
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}
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