* 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>
76 lines
2.8 KiB
C#
76 lines
2.8 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Server.GameObjects.Components.Movement;
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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.Physics;
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using Robust.Shared.Physics.Broadphase;
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namespace Content.Server.AI.Utils
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{
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public static class Visibility
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{
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// Just do a simple range check, then chuck the ray out. If we get bigger than 1 tile mobs may need to adjust this
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public static bool InLineOfSight(IEntity owner, IEntity target)
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{
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var range = 50.0f;
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if (owner.Transform.GridID != target.Transform.GridID)
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{
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return false;
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}
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if (owner.TryGetComponent(out AiControllerComponent controller))
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{
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var targetRange = (target.Transform.Coordinates.Position - owner.Transform.Coordinates.Position).Length;
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if (targetRange > controller.VisionRadius)
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{
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return false;
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}
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range = controller.VisionRadius;
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}
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var angle = new Angle(target.Transform.Coordinates.Position - owner.Transform.Coordinates.Position);
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var ray = new CollisionRay(
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owner.Transform.Coordinates.Position,
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angle.ToVec(),
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(int)(CollisionGroup.Opaque | CollisionGroup.Impassable | CollisionGroup.MobImpassable));
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var rayCastResults = EntitySystem.Get<SharedBroadPhaseSystem>().IntersectRay(owner.Transform.MapID, ray, range, owner).ToList();
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return rayCastResults.Count > 0 && rayCastResults[0].HitEntity == target;
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}
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// Should this be in robust or something? Fark it
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public static IEnumerable<IEntity> GetNearestEntities(EntityCoordinates grid, Type component, float range)
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{
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var inRange = GetEntitiesInRange(grid, component, range).ToList();
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var sortedInRange = inRange.OrderBy(o => (o.Transform.Coordinates.Position - grid.Position).Length);
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return sortedInRange;
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}
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public static IEnumerable<IEntity> GetEntitiesInRange(EntityCoordinates grid, Type component, float range)
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{
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var entityManager = IoCManager.Resolve<IEntityManager>();
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foreach (var entity in entityManager.GetEntities(new TypeEntityQuery(component)))
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{
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if (entity.Transform.Coordinates.GetGridId(entityManager) != grid.GetGridId(entityManager))
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{
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continue;
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}
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if ((entity.Transform.Coordinates.Position - grid.Position).Length <= range)
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{
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yield return entity;
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}
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}
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}
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}
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}
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