* 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>
87 lines
2.6 KiB
C#
87 lines
2.6 KiB
C#
#nullable enable
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using System;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Players;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Shared.GameObjects.Components.Mobs
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{
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public abstract class SharedCombatModeComponent : Component
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{
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public sealed override uint? NetID => ContentNetIDs.COMBATMODE;
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public override string Name => "CombatMode";
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private bool _isInCombatMode;
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private TargetingZone _activeZone;
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[ViewVariables(VVAccess.ReadWrite)]
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public virtual bool IsInCombatMode
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{
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get => _isInCombatMode;
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set
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{
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if (_isInCombatMode == value) return;
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_isInCombatMode = value;
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Dirty();
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// Regenerate physics contacts -> Can probably just selectively check
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/* Still a bit jank so left disabled for now.
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if (Owner.TryGetComponent(out PhysicsComponent? physicsComponent))
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{
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if (value)
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{
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physicsComponent.WakeBody();
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}
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physicsComponent.RegenerateContacts();
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}
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*/
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}
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}
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[ViewVariables(VVAccess.ReadWrite)]
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public virtual TargetingZone ActiveZone
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{
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get => _activeZone;
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set
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{
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if (_activeZone == value) return;
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_activeZone = value;
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Dirty();
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}
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}
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public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
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{
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base.HandleComponentState(curState, nextState);
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if (curState is not CombatModeComponentState state)
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return;
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IsInCombatMode = state.IsInCombatMode;
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ActiveZone = state.TargetingZone;
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}
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public override ComponentState GetComponentState(ICommonSession player)
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{
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return new CombatModeComponentState(IsInCombatMode, ActiveZone);
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}
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[Serializable, NetSerializable]
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protected sealed class CombatModeComponentState : ComponentState
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{
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public bool IsInCombatMode { get; }
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public TargetingZone TargetingZone { get; }
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public CombatModeComponentState(bool isInCombatMode, TargetingZone targetingZone)
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: base(ContentNetIDs.COMBATMODE)
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{
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IsInCombatMode = isInCombatMode;
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TargetingZone = targetingZone;
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}
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}
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}
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}
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