Files
tbd-station-14/Content.Server/GameObjects/Components/Movement/AiControllerComponent.cs
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

138 lines
4.2 KiB
C#

#nullable enable
using Content.Server.AI.Utility.AiLogic;
using Content.Server.GameObjects.EntitySystems.AI;
using Content.Server.Interfaces.GameTicking;
using Content.Shared.GameObjects.Components.Movement;
using Content.Shared.Roles;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Movement
{
[RegisterComponent]
[ComponentReference(typeof(IMobMoverComponent))]
public class AiControllerComponent : Component, IMobMoverComponent, IMoverComponent
{
private float _visionRadius;
public override string Name => "AiController";
[ViewVariables(VVAccess.ReadWrite)]
public string? StartingGearPrototype { get; set; }
[ViewVariables(VVAccess.ReadWrite)]
public float VisionRadius
{
get => _visionRadius;
set => _visionRadius = value;
}
/// <inheritdoc />
public override void Initialize()
{
base.Initialize();
// This component requires a physics component.
Owner.EnsureComponent<PhysicsComponent>();
}
protected override void Startup()
{
base.Startup();
if (StartingGearPrototype != null)
{
var gameTicker = IoCManager.Resolve<IGameTicker>();
var protoManager = IoCManager.Resolve<IPrototypeManager>();
var startingGear = protoManager.Index<StartingGearPrototype>(StartingGearPrototype);
gameTicker.EquipStartingGear(Owner, startingGear, null);
}
}
/// <inheritdoc />
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataReadWriteFunction(
"startingGear",
null,
startingGear => StartingGearPrototype = startingGear,
() => StartingGearPrototype);
serializer.DataField(ref _visionRadius, "vision", 8.0f);
}
/// <summary>
/// Movement speed (m/s) that the entity walks, after modifiers
/// </summary>
[ViewVariables]
public float CurrentWalkSpeed
{
get
{
if (Owner.TryGetComponent(out MovementSpeedModifierComponent? component))
{
return component.CurrentWalkSpeed;
}
return MovementSpeedModifierComponent.DefaultBaseWalkSpeed;
}
}
/// <summary>
/// Movement speed (m/s) that the entity walks, after modifiers
/// </summary>
[ViewVariables]
public float CurrentSprintSpeed
{
get
{
if (Owner.TryGetComponent(out MovementSpeedModifierComponent? component))
{
return component.CurrentSprintSpeed;
}
return MovementSpeedModifierComponent.DefaultBaseSprintSpeed;
}
}
/// <inheritdoc />
[ViewVariables]
public float CurrentPushSpeed => 5.0f;
/// <inheritdoc />
[ViewVariables]
public float GrabRange { get; set; } = 0.2f;
/// <summary>
/// Is the entity Sprinting (running)?
/// </summary>
[ViewVariables]
public bool Sprinting { get; } = true;
/// <summary>
/// Calculated linear velocity direction of the entity.
/// </summary>
[ViewVariables]
public Vector2 VelocityDir { get; set; }
(Vector2 walking, Vector2 sprinting) IMoverComponent.VelocityDir =>
Sprinting ? (Vector2.Zero, VelocityDir) : (VelocityDir, Vector2.Zero);
public EntityCoordinates LastPosition { get; set; }
[ViewVariables(VVAccess.ReadWrite)] public float StepSoundDistance { get; set; }
public void SetVelocityDirection(Direction direction, ushort subTick, bool enabled) { }
public void SetSprinting(ushort subTick, bool walking) { }
public virtual void Update(float frameTime) {}
}
}