Files
tbd-station-14/Content.Server/GameObjects/Components/NodeContainer/Nodes/Node.cs
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

180 lines
5.3 KiB
C#

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