Physics (#3452)
* 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>
This commit is contained in:
@@ -20,9 +20,10 @@ namespace Content.IntegrationTests.Tests.Doors
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components:
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- type: Physics
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anchored: false
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shapes:
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- !type:PhysShapeAabb
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bounds: ""-0.49,-0.49,0.49,0.49""
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fixtures:
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- shape:
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!type:PhysShapeAabb
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bounds: ""-0.49,-0.49,0.49,0.49""
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layer:
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- Impassable
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@@ -33,9 +34,10 @@ namespace Content.IntegrationTests.Tests.Doors
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- type: Door
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- type: Airlock
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- type: Physics
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shapes:
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- !type:PhysShapeAabb
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bounds: ""-0.49,-0.49,0.49,0.49""
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fixtures:
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- shape:
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!type:PhysShapeAabb
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bounds: ""-0.49,-0.49,0.49,0.49""
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mask:
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- Impassable
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";
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@@ -111,9 +113,9 @@ namespace Content.IntegrationTests.Tests.Doors
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var mapManager = server.ResolveDependency<IMapManager>();
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var entityManager = server.ResolveDependency<IEntityManager>();
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IPhysBody physBody = null;
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IEntity physicsDummy = null;
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IEntity airlock = null;
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TestController controller = null;
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ServerDoorComponent doorComponent = null;
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var physicsDummyStartingX = -1;
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@@ -128,9 +130,7 @@ namespace Content.IntegrationTests.Tests.Doors
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airlock = entityManager.SpawnEntity("AirlockDummy", new MapCoordinates((0, 0), mapId));
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Assert.True(physicsDummy.TryGetComponent(out IPhysicsComponent physics));
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controller = physics.EnsureController<TestController>();
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Assert.True(physicsDummy.TryGetComponent(out physBody));
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Assert.True(airlock.TryGetComponent(out doorComponent));
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Assert.That(doorComponent.State, Is.EqualTo(SharedDoorComponent.DoorState.Closed));
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@@ -139,12 +139,13 @@ namespace Content.IntegrationTests.Tests.Doors
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await server.WaitIdleAsync();
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// Push the human towards the airlock
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controller.LinearVelocity = (0.5f, 0);
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Assert.That(physBody != null);
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physBody.LinearVelocity = (0.5f, 0);
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for (var i = 0; i < 240; i += 10)
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{
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// Keep the airlock awake so they collide
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airlock.GetComponent<IPhysicsComponent>().WakeBody();
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airlock.GetComponent<IPhysBody>().WakeBody();
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// Ensure that it is still closed
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Assert.That(doorComponent.State, Is.EqualTo(SharedDoorComponent.DoorState.Closed));
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@@ -159,7 +160,5 @@ namespace Content.IntegrationTests.Tests.Doors
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// Blocked by the airlock
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Assert.That(physicsDummy.Transform.MapPosition.X, Is.Negative.Or.Zero);
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}
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private class TestController : VirtualController { }
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}
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}
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@@ -7,6 +7,7 @@ using NUnit.Framework;
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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.Physics;
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namespace Content.IntegrationTests.Tests.GameObjects.Components.Movement
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{
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@@ -59,15 +60,12 @@ namespace Content.IntegrationTests.Tests.GameObjects.Components.Movement
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// Now let's make the player enter a climbing transitioning state.
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climbing.IsClimbing = true;
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climbing.TryMoveTo(human.Transform.WorldPosition, table.Transform.WorldPosition);
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var body = human.GetComponent<IPhysicsComponent>();
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Assert.That(body.HasController<ClimbController>(), "Player has no ClimbController");
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var body = human.GetComponent<IPhysBody>();
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// TODO: Check it's climbing
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// Force the player out of climb state. It should immediately remove the ClimbController.
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climbing.IsClimbing = false;
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Assert.That(!body.HasController<ClimbController>(), "Player wrongly has a ClimbController");
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});
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await server.WaitIdleAsync();
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@@ -1,79 +0,0 @@
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using System.Threading.Tasks;
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using Content.Server.GameObjects.Components.Pulling;
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using Content.Shared.GameObjects.Components.Pulling;
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using Content.Shared.Physics.Pull;
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using NUnit.Framework;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Map;
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namespace Content.IntegrationTests.Tests.Pulling
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{
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[TestFixture]
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[TestOf(typeof(SharedPullableComponent))]
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[TestOf(typeof(SharedPullerComponent))]
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[TestOf(typeof(PullController))]
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public class PullTest : ContentIntegrationTest
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{
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private const string Prototypes = @"
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- type: entity
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name: PullTestPullerDummy
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id: PullTestPullerDummy
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components:
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- type: Puller
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- type: Physics
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- type: entity
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name: PullTestPullableDummy
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id: PullTestPullableDummy
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components:
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- type: Pullable
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- type: Physics
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";
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[Test]
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public async Task AnchoredNoPullTest()
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{
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var options = new ServerContentIntegrationOption {ExtraPrototypes = Prototypes};
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var server = StartServerDummyTicker(options);
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await server.WaitIdleAsync();
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var mapManager = server.ResolveDependency<IMapManager>();
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var entityManager = server.ResolveDependency<IEntityManager>();
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await server.WaitAssertion(() =>
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{
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mapManager.CreateNewMapEntity(MapId.Nullspace);
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var pullerEntity = entityManager.SpawnEntity("PullTestPullerDummy", MapCoordinates.Nullspace);
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var pullableEntity = entityManager.SpawnEntity("PullTestPullableDummy", MapCoordinates.Nullspace);
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var puller = pullerEntity.GetComponent<SharedPullerComponent>();
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var pullable = pullableEntity.GetComponent<PullableComponent>();
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var pullablePhysics = pullableEntity.GetComponent<PhysicsComponent>();
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pullablePhysics.Anchored = false;
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Assert.That(pullable.TryStartPull(puller.Owner));
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Assert.That(pullable.Puller, Is.EqualTo(puller.Owner));
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Assert.That(pullable.BeingPulled);
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Assert.That(puller.Pulling, Is.EqualTo(pullable.Owner));
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Assert.That(pullable.TryStopPull);
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Assert.That(pullable.Puller, Is.Null);
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Assert.That(pullable.BeingPulled, Is.False);
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Assert.That(puller.Pulling, Is.Null);
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pullablePhysics.Anchored = true;
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Assert.That(pullable.TryStartPull(puller.Owner), Is.False);
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Assert.That(pullable.Puller, Is.Null);
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Assert.That(pullable.BeingPulled, Is.False);
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Assert.That(puller.Pulling, Is.Null);
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});
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}
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}
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}
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@@ -5,6 +5,7 @@ using Content.Shared.Utility;
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using NUnit.Framework;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Map;
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using Robust.Shared.Physics.Broadphase;
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namespace Content.IntegrationTests.Tests.Utility
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{
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@@ -20,9 +21,10 @@ namespace Content.IntegrationTests.Tests.Utility
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name: {BlockerDummyId}
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components:
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- type: Physics
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shapes:
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- !type:PhysShapeAabb
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bounds: ""-0.49,-0.49,0.49,0.49""
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fixtures:
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- shape:
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!type:PhysShapeAabb
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bounds: ""-0.49,-0.49,0.49,0.49""
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mask:
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- Impassable
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";
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@@ -37,6 +39,7 @@ namespace Content.IntegrationTests.Tests.Utility
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var sMapManager = server.ResolveDependency<IMapManager>();
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var sEntityManager = server.ResolveDependency<IEntityManager>();
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var broady = server.ResolveDependency<IEntitySystemManager>().GetEntitySystem<SharedBroadPhaseSystem>();
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await server.WaitAssertion(() =>
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{
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@@ -58,6 +61,7 @@ namespace Content.IntegrationTests.Tests.Utility
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// Spawn a blocker with an Impassable mask
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sEntityManager.SpawnEntity(BlockerDummyId, entityCoordinates);
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broady.Update(0.016f);
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// Cannot spawn something with an Impassable layer
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Assert.Null(sEntityManager.SpawnIfUnobstructed(null, entityCoordinates, CollisionGroup.Impassable));
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