* 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>
43 lines
1.4 KiB
C#
43 lines
1.4 KiB
C#
#nullable enable
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using System.Collections.Generic;
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using Content.Server.GameObjects.Components.Access;
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using Content.Server.GameObjects.Components.Movement;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Physics;
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namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
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{
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public sealed class ReachableArgs
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{
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public float VisionRadius { get; set; }
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public ICollection<string> Access { get; }
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public int CollisionMask { get; }
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public ReachableArgs(float visionRadius, ICollection<string> access, int collisionMask)
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{
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VisionRadius = visionRadius;
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Access = access;
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CollisionMask = collisionMask;
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}
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/// <summary>
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/// Get appropriate args for a particular entity
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/// </summary>
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/// <param name="entity"></param>
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/// <returns></returns>
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public static ReachableArgs GetArgs(IEntity entity)
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{
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var collisionMask = 0;
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if (entity.TryGetComponent(out IPhysBody? physics))
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{
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collisionMask = physics.CollisionMask;
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}
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var access = AccessReader.FindAccessTags(entity);
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var visionRadius = entity.GetComponent<AiControllerComponent>().VisionRadius;
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return new ReachableArgs(visionRadius, access, collisionMask);
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}
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}
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}
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