* 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>
171 lines
5.7 KiB
C#
171 lines
5.7 KiB
C#
#nullable enable
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Shared.GameObjects.Components.Mobs;
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using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
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using Content.Shared.GameObjects.EntitySystems.EffectBlocker;
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using Content.Shared.Physics;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Physics;
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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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public abstract class SharedSlipperyComponent : Component, ICollideBehavior
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{
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public sealed override string Name => "Slippery";
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/// <summary>
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/// The list of entities that have been slipped by this component,
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/// and which have not stopped colliding with its owner yet.
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/// </summary>
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protected readonly List<EntityUid> _slipped = new();
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/// <summary>
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/// How many seconds the mob will be paralyzed for.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public virtual float ParalyzeTime { get; set; } = 2f;
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/// <summary>
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/// Percentage of shape intersection for a slip to occur.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public virtual float IntersectPercentage { get; set; } = 0.3f;
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/// <summary>
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/// Entities will only be slipped if their speed exceeds this limit.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public virtual float RequiredSlipSpeed { get; set; } = 0f;
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/// <summary>
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/// The entity's speed will be multiplied by this to slip it forwards.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public virtual float LaunchForwardsMultiplier { get; set; } = 1f;
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/// <summary>
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/// Whether or not this component will try to slip entities.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public virtual bool Slippery { get; set; }
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private bool TrySlip(IPhysBody ourBody, IPhysBody otherBody)
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{
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if (!Slippery
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|| Owner.IsInContainer()
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|| _slipped.Contains(otherBody.Entity.Uid)
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|| !otherBody.Entity.TryGetComponent(out SharedStunnableComponent? stun))
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{
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return false;
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}
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if (otherBody.LinearVelocity.Length < RequiredSlipSpeed || stun.KnockedDown)
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{
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return false;
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}
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var percentage = otherBody.GetWorldAABB().IntersectPercentage(ourBody.GetWorldAABB());
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if (percentage < IntersectPercentage)
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{
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return false;
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}
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if (!EffectBlockerSystem.CanSlip(otherBody.Entity))
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{
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return false;
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}
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otherBody.LinearVelocity *= LaunchForwardsMultiplier;
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stun.Paralyze(5);
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_slipped.Add(otherBody.Entity.Uid);
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OnSlip();
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return true;
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}
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protected virtual void OnSlip() { }
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public void CollideWith(IPhysBody ourBody, IPhysBody otherBody)
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{
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TrySlip(ourBody, otherBody);
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}
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public void Update()
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{
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foreach (var uid in _slipped.ToArray())
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{
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if (!uid.IsValid() || !Owner.EntityManager.EntityExists(uid))
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{
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_slipped.Remove(uid);
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continue;
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}
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var entity = Owner.EntityManager.GetEntity(uid);
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var physics = Owner.GetComponent<IPhysBody>();
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var otherPhysics = entity.GetComponent<IPhysBody>();
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if (!physics.GetWorldAABB().Intersects(otherPhysics.GetWorldAABB()))
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{
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_slipped.Remove(uid);
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}
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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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var physics = Owner.EnsureComponent<PhysicsComponent>();
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physics.Hard = false;
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var fixtures = physics.Fixtures.FirstOrDefault();
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if (fixtures != null)
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{
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fixtures.CollisionLayer |= (int) CollisionGroup.SmallImpassable;
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fixtures.CollisionMask = (int) CollisionGroup.None;
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}
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}
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(this, x => x.ParalyzeTime, "paralyzeTime", 3f);
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serializer.DataField(this, x => x.IntersectPercentage, "intersectPercentage", 0.3f);
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serializer.DataField(this, x => x.RequiredSlipSpeed, "requiredSlipSpeed", 0.1f);
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serializer.DataField(this, x => x.LaunchForwardsMultiplier, "launchForwardsMultiplier", 1f);
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serializer.DataField(this, x => x.Slippery, "slippery", true);
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}
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}
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[Serializable, NetSerializable]
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public class SlipperyComponentState : ComponentState
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{
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public float ParalyzeTime { get; }
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public float IntersectPercentage { get; }
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public float RequiredSlipSpeed { get; }
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public float LaunchForwardsMultiplier { get; }
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public bool Slippery { get; }
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public SlipperyComponentState(float paralyzeTime, float intersectPercentage, float requiredSlipSpeed, float launchForwardsMultiplier, bool slippery) : base(ContentNetIDs.SLIP)
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{
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ParalyzeTime = paralyzeTime;
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IntersectPercentage = intersectPercentage;
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RequiredSlipSpeed = requiredSlipSpeed;
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LaunchForwardsMultiplier = launchForwardsMultiplier;
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Slippery = slippery;
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}
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}
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}
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