* 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 * Fix dupe pulling * Zumzum's based fix * Don't run tile friction for non-predicted bodies * Experimental pulling improvement * Everything's a poly now * Optimise AI region debugging a bit Could still be better but should improve default performance a LOT * Mover no updater * Crazy kinematic body idea * Good collisions * KinematicController * Fix aghost * Throwing refactor * Pushing cleanup * Fix throwing and footstep sounds * Frametime in ICollideBehavior * Fix stuff * Actually fix weightlessness * Optimise collision behaviors a lot * Make open lockers still collide with walls * powwweeerrrrr * Merge master proper * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * Ch ch ch changesss * SHIP IT * Fix #if DEBUG * Fix vaulting and item locker collision * Fix throwing * Editing yaml by hand what can go wrong * on * Last yaml fixes * Okay now it's fixed * Linter Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> Co-authored-by: Vera Aguilera Puerto <zddm@outlook.es>
125 lines
3.8 KiB
C#
125 lines
3.8 KiB
C#
#nullable enable
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using Content.Server.Interfaces.GameTicking;
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using Content.Shared.GameObjects.Components.Movement;
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using Content.Shared.Roles;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Movement
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{
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[RegisterComponent]
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[ComponentReference(typeof(IMobMoverComponent))]
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public class AiControllerComponent : Component, IMobMoverComponent, IMoverComponent
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{
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[DataField("logic")] private float _visionRadius = 8.0f;
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public override string Name => "AiController";
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("startingGear")]
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public string? StartingGearPrototype { get; set; }
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[ViewVariables(VVAccess.ReadWrite)]
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public float VisionRadius
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{
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get => _visionRadius;
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set => _visionRadius = value;
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}
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/// <inheritdoc />
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public override void Initialize()
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{
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base.Initialize();
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// This component requires a physics component.
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Owner.EnsureComponent<PhysicsComponent>();
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}
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protected override void Startup()
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{
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base.Startup();
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if (StartingGearPrototype != null)
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{
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var gameTicker = IoCManager.Resolve<IGameTicker>();
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var protoManager = IoCManager.Resolve<IPrototypeManager>();
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var startingGear = protoManager.Index<StartingGearPrototype>(StartingGearPrototype);
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gameTicker.EquipStartingGear(Owner, startingGear, null);
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}
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}
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/// <summary>
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/// Movement speed (m/s) that the entity walks, after modifiers
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/// </summary>
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[ViewVariables]
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public float CurrentWalkSpeed
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{
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get
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{
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if (Owner.TryGetComponent(out MovementSpeedModifierComponent? component))
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{
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return component.CurrentWalkSpeed;
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}
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return MovementSpeedModifierComponent.DefaultBaseWalkSpeed;
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}
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}
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/// <summary>
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/// Movement speed (m/s) that the entity walks, after modifiers
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/// </summary>
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[ViewVariables]
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public float CurrentSprintSpeed
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{
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get
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{
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if (Owner.TryGetComponent(out MovementSpeedModifierComponent? component))
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{
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return component.CurrentSprintSpeed;
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}
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return MovementSpeedModifierComponent.DefaultBaseSprintSpeed;
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}
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}
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/// <inheritdoc />
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[ViewVariables(VVAccess.ReadWrite)]
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public float PushStrength { get; set; }
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/// <inheritdoc />
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[ViewVariables(VVAccess.ReadWrite)]
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public float GrabRange { get; set; } = 0.2f;
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/// <summary>
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/// Is the entity Sprinting (running)?
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/// </summary>
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[ViewVariables]
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public bool Sprinting { get; } = true;
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/// <summary>
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/// Calculated linear velocity direction of the entity.
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/// </summary>
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[ViewVariables]
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public Vector2 VelocityDir { get; set; }
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(Vector2 walking, Vector2 sprinting) IMoverComponent.VelocityDir =>
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Sprinting ? (Vector2.Zero, VelocityDir) : (VelocityDir, Vector2.Zero);
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public EntityCoordinates LastPosition { get; set; }
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[ViewVariables(VVAccess.ReadWrite)]
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public float StepSoundDistance { get; set; }
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public void SetVelocityDirection(Direction direction, ushort subTick, bool enabled) { }
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public void SetSprinting(ushort subTick, bool walking) { }
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public virtual void Update(float frameTime) {}
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}
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}
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