* 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>
119 lines
4.2 KiB
C#
119 lines
4.2 KiB
C#
#nullable enable
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using System;
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using System.Collections.Generic;
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using Content.Server.GameObjects.Components.Conveyor;
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using Content.Server.GameObjects.Components.Recycling;
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using Content.Shared.GameObjects.Components.Movement;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Controllers;
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namespace Content.Server.Physics.Controllers
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{
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internal sealed class ConveyorController : VirtualController
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{
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public override List<Type> UpdatesAfter => new() {typeof(MoverController)};
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public override void UpdateBeforeSolve(bool prediction, float frameTime)
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{
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base.UpdateBeforeSolve(prediction, frameTime);
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foreach (var comp in ComponentManager.EntityQuery<ConveyorComponent>())
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{
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Convey(comp, frameTime);
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}
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// TODO: Uhh you can probably wrap the recycler's conveying properties into... conveyor
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foreach (var comp in ComponentManager.EntityQuery<RecyclerComponent>())
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{
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ConveyRecycler(comp, frameTime);
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}
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}
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private void Convey(ConveyorComponent comp, float frameTime)
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{
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// TODO: Use ICollideBehavior and cache intersecting
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// Use an event for conveyors to know what needs to run
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if (!comp.CanRun())
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{
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return;
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}
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var intersecting = EntityManager.GetEntitiesIntersecting(comp.Owner, true);
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var direction = comp.GetAngle().ToVec();
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Vector2? ownerPos = null;
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foreach (var entity in intersecting)
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{
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if (!comp.CanMove(entity)) continue;
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if (!entity.TryGetComponent(out IPhysBody? physics) || physics.BodyStatus == BodyStatus.InAir ||
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entity.IsWeightless()) continue;
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ownerPos ??= comp.Owner.Transform.WorldPosition;
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var itemRelativeToConveyor = entity.Transform.WorldPosition - ownerPos.Value;
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physics.LinearVelocity += Convey(direction * comp.Speed, frameTime, itemRelativeToConveyor);
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}
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}
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// TODO Uhhh I did a shit job plz fix smug
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private Vector2 Convey(Vector2 velocityDirection, float frameTime, Vector2 itemRelativeToConveyor)
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{
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//gravitating item towards center
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//http://csharphelper.com/blog/2016/09/find-the-shortest-distance-between-a-point-and-a-line-segment-in-c/
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Vector2 centerPoint;
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var t = 0f;
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if (velocityDirection.Length > 0) // if velocitydirection is 0, this calculation will divide by 0
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{
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t = Vector2.Dot(itemRelativeToConveyor, velocityDirection) /
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Vector2.Dot(velocityDirection, velocityDirection);
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}
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if (t < 0)
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{
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centerPoint = new Vector2();
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}
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else if (t > 1)
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{
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centerPoint = velocityDirection;
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}
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else
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{
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centerPoint = velocityDirection * t;
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}
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var delta = centerPoint - itemRelativeToConveyor;
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return delta * (400 * delta.Length) * frameTime;
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}
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private void ConveyRecycler(RecyclerComponent comp, float frameTime)
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{
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if (!comp.CanRun())
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{
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comp.Intersecting.Clear();
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return;
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}
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var direction = Vector2.UnitX;
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Vector2? ownerPos = null;
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for (var i = comp.Intersecting.Count - 1; i >= 0; i--)
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{
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var entity = comp.Intersecting[i];
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if (entity.Deleted || !comp.CanMove(entity) || !EntityManager.IsIntersecting(comp.Owner, entity))
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{
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comp.Intersecting.RemoveAt(i);
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continue;
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}
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if (!entity.TryGetComponent(out IPhysBody? physics)) continue;
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ownerPos ??= comp.Owner.Transform.WorldPosition;
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physics.LinearVelocity += Convey(direction, frameTime, entity.Transform.WorldPosition - ownerPos.Value);
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}
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}
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}
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}
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