* 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:
metalgearsloth
2021-03-01 03:11:29 +11:00
committed by GitHub
parent 9deee05279
commit 3e64fd56a1
211 changed files with 2602 additions and 2562 deletions

View File

@@ -2,6 +2,7 @@
using Content.Shared.Construction;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
using Robust.Shared.Physics;
using Robust.Shared.Serialization;
using Robust.Shared.Utility;
@@ -19,21 +20,21 @@ namespace Content.Server.Construction.Conditions
public async Task<bool> Condition(IEntity entity)
{
if (!entity.TryGetComponent(out IPhysicsComponent physics)) return false;
if (!entity.TryGetComponent(out IPhysBody physics)) return false;
return physics.Anchored == Anchored;
return (physics.BodyType == BodyType.Static && Anchored) || (physics.BodyType != BodyType.Static && !Anchored);
}
public bool DoExamine(IEntity entity, FormattedMessage message, bool inDetailsRange)
{
if (!entity.TryGetComponent(out IPhysicsComponent physics)) return false;
if (!entity.TryGetComponent(out IPhysBody physics)) return false;
switch (Anchored)
{
case true when !physics.Anchored:
case true when physics.BodyType == BodyType.Static:
message.AddMarkup("First, anchor it.\n");
return true;
case false when physics.Anchored:
case false when physics.BodyType == BodyType.Static:
message.AddMarkup("First, unanchor it.\n");
return true;
}