* 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>
101 lines
3.4 KiB
C#
101 lines
3.4 KiB
C#
#nullable enable
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using System;
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using Content.Shared.GameObjects.Components.Body;
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using Content.Shared.GameObjects.Components.Mobs;
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using Robust.Shared.GameObjects;
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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.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.Movement
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{
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/// <summary>
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/// The basic player mover with footsteps and grabbing
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/// </summary>
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[RegisterComponent]
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[ComponentReference(typeof(IMobMoverComponent))]
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public class SharedPlayerMobMoverComponent : Component, IMobMoverComponent, ICollideSpecial
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{
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public override string Name => "PlayerMobMover";
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public override uint? NetID => ContentNetIDs.PLAYER_MOB_MOVER;
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private float _stepSoundDistance;
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private float _grabRange;
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[ViewVariables(VVAccess.ReadWrite)]
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public EntityCoordinates LastPosition { get; set; }
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[ViewVariables(VVAccess.ReadWrite)]
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public float StepSoundDistance
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{
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get => _stepSoundDistance;
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set
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{
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if (MathHelper.CloseTo(_stepSoundDistance, value)) return;
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_stepSoundDistance = value;
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Dirty();
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}
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}
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[ViewVariables(VVAccess.ReadWrite)]
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public float GrabRange
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{
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get => _grabRange;
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set
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{
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if (MathHelper.CloseTo(_grabRange, value)) return;
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_grabRange = value;
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Dirty();
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}
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}
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public override void Initialize()
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{
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base.Initialize();
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if (!Owner.HasComponent<IMoverComponent>())
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{
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Owner.EnsureComponentWarn<SharedPlayerInputMoverComponent>();
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}
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}
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public override ComponentState GetComponentState(ICommonSession session)
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{
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return new PlayerMobMoverComponentState(StepSoundDistance, GrabRange);
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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 PlayerMobMoverComponentState playerMoverState) return;
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StepSoundDistance = playerMoverState.StepSoundDistance;
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GrabRange = playerMoverState.GrabRange;
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}
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bool ICollideSpecial.PreventCollide(IPhysBody collidedWith)
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{
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// Don't collide with other mobs
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// unless they have combat mode on
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return collidedWith.Entity.HasComponent<IBody>(); /* &&
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(!Owner.TryGetComponent(out SharedCombatModeComponent? ownerCombat) || !ownerCombat.IsInCombatMode) &&
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(!collidedWith.Entity.TryGetComponent(out SharedCombatModeComponent? otherCombat) || !otherCombat.IsInCombatMode);
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*/
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}
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[Serializable, NetSerializable]
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private sealed class PlayerMobMoverComponentState : ComponentState
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{
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public float StepSoundDistance;
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public float GrabRange;
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public PlayerMobMoverComponentState(float stepSoundDistance, float grabRange) : base(ContentNetIDs.PLAYER_MOB_MOVER)
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{
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StepSoundDistance = stepSoundDistance;
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GrabRange = grabRange;
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}
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}
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}
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}
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