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:
@@ -7,6 +7,7 @@ using Content.Server.Utility;
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using Content.Shared.GameObjects.Components.Interactable;
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using Content.Shared.Interfaces.GameObjects.Components;
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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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@@ -42,7 +43,7 @@ namespace Content.Server.GameObjects.Components
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/// <returns>true if it is valid, false otherwise</returns>
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private async Task<bool> Valid(IEntity user, IEntity? utilizing, [NotNullWhen(true)] bool force = false)
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{
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if (!Owner.HasComponent<IPhysicsComponent>())
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if (!Owner.HasComponent<IPhysBody>())
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{
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return false;
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}
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@@ -74,8 +75,8 @@ namespace Content.Server.GameObjects.Components
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return false;
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}
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var physics = Owner.GetComponent<IPhysicsComponent>();
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physics.Anchored = true;
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var physics = Owner.GetComponent<IPhysBody>();
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physics.BodyType = BodyType.Static;
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if (Owner.TryGetComponent(out PullableComponent? pullableComponent))
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{
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@@ -105,8 +106,8 @@ namespace Content.Server.GameObjects.Components
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return false;
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}
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var physics = Owner.GetComponent<IPhysicsComponent>();
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physics.Anchored = false;
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var physics = Owner.GetComponent<IPhysBody>();
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physics.BodyType = BodyType.Dynamic;
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return true;
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}
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@@ -120,12 +121,12 @@ namespace Content.Server.GameObjects.Components
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/// <returns>true if toggled, false otherwise</returns>
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private async Task<bool> TryToggleAnchor(IEntity user, IEntity? utilizing = null, bool force = false)
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{
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if (!Owner.TryGetComponent(out IPhysicsComponent? physics))
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if (!Owner.TryGetComponent(out IPhysBody? physics))
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{
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return false;
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}
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return physics.Anchored ?
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return physics.BodyType == BodyType.Static ?
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await TryUnAnchor(user, utilizing, force) :
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await TryAnchor(user, utilizing, force);
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}
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@@ -15,6 +15,7 @@ using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Localization;
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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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@@ -134,19 +135,19 @@ namespace Content.Server.GameObjects.Components.Atmos
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}
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var entity = Owner.EntityManager.GetEntity(uid);
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var physics = Owner.GetComponent<IPhysicsComponent>();
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var otherPhysics = entity.GetComponent<IPhysicsComponent>();
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var physics = Owner.GetComponent<IPhysBody>();
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var otherPhysics = entity.GetComponent<IPhysBody>();
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if (!physics.WorldAABB.Intersects(otherPhysics.WorldAABB))
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if (!physics.GetWorldAABB().Intersects(otherPhysics.GetWorldAABB()))
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{
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_collided.Remove(uid);
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}
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}
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}
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public void CollideWith(IEntity collidedWith)
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public void CollideWith(IPhysBody ourBody, IPhysBody otherBody)
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{
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if (!collidedWith.TryGetComponent(out FlammableComponent otherFlammable))
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if (!otherBody.Entity.TryGetComponent(out FlammableComponent otherFlammable))
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return;
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if (!FireSpread || !otherFlammable.FireSpread)
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@@ -13,6 +13,7 @@ using Content.Shared.Interfaces.GameObjects.Components;
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using Content.Shared.Atmos;
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using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
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using Robust.Server.GameObjects;
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using Robust.Shared.Physics;
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namespace Content.Server.GameObjects.Components.Atmos
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{
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@@ -40,7 +41,7 @@ namespace Content.Server.GameObjects.Components.Atmos
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public GasMixture Air { get; set; } = default!;
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[ViewVariables]
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public bool Anchored => !Owner.TryGetComponent<IPhysicsComponent>(out var physics) || physics.Anchored;
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public bool Anchored => !Owner.TryGetComponent<IPhysBody>(out var physics) || physics.BodyType == BodyType.Static;
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/// <summary>
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/// The floor connector port that the canister is attached to.
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@@ -77,7 +78,7 @@ namespace Content.Server.GameObjects.Components.Atmos
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public override void Initialize()
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{
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base.Initialize();
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if (Owner.TryGetComponent<IPhysicsComponent>(out var physics))
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if (Owner.TryGetComponent<IPhysBody>(out var physics))
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{
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AnchorUpdate();
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}
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@@ -1,6 +1,14 @@
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#nullable enable
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using System;
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using System.Diagnostics.CodeAnalysis;
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using Content.Shared.Atmos;
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using Content.Shared.GameObjects.Components.Mobs.State;
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using Content.Shared.Physics;
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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.Random;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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@@ -9,8 +17,16 @@ namespace Content.Server.GameObjects.Components.Atmos
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[RegisterComponent]
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public class MovedByPressureComponent : Component
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{
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[Dependency] private readonly IRobustRandom _robustRandom = default!;
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public override string Name => "MovedByPressure";
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private const float MoveForcePushRatio = 1f;
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private const float MoveForceForcePushRatio = 1f;
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private const float ProbabilityOffset = 25f;
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private const float ProbabilityBasePercent = 10f;
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private const float ThrowForce = 100f;
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[ViewVariables(VVAccess.ReadWrite)]
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public bool Enabled { get; set; } = true;
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[ViewVariables(VVAccess.ReadWrite)]
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@@ -27,6 +43,77 @@ namespace Content.Server.GameObjects.Components.Atmos
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serializer.DataField(this, x => PressureResistance, "pressureResistance", 1f);
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serializer.DataField(this, x => MoveResist, "moveResist", 100f);
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}
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public void ExperiencePressureDifference(int cycle, float pressureDifference, AtmosDirection direction,
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float pressureResistanceProbDelta, EntityCoordinates throwTarget)
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{
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if (!Owner.TryGetComponent(out PhysicsComponent? physics))
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return;
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physics.WakeBody();
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// TODO ATMOS stuns?
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var transform = physics.Owner.Transform;
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var maxForce = MathF.Sqrt(pressureDifference) * 2.25f;
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var moveProb = 100f;
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if (PressureResistance > 0)
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moveProb = MathF.Abs((pressureDifference / PressureResistance * ProbabilityBasePercent) -
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ProbabilityOffset);
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if (moveProb > ProbabilityOffset && _robustRandom.Prob(MathF.Min(moveProb / 100f, 1f))
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&& !float.IsPositiveInfinity(MoveResist)
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&& (!physics.Anchored
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&& (maxForce >= (MoveResist * MoveForcePushRatio)))
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|| (physics.Anchored && (maxForce >= (MoveResist * MoveForceForcePushRatio))))
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{
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if (physics.Owner.HasComponent<IMobStateComponent>())
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{
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physics.BodyStatus = BodyStatus.InAir;
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foreach (var fixture in physics.Fixtures)
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{
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fixture.CollisionMask &= ~(int) CollisionGroup.VaultImpassable;
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}
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Owner.SpawnTimer(2000, () =>
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{
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if (Deleted || !Owner.TryGetComponent(out PhysicsComponent? physicsComponent)) return;
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// Uhh if you get race conditions good luck buddy.
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if (physicsComponent.Owner.HasComponent<IMobStateComponent>())
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{
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physicsComponent.BodyStatus = BodyStatus.OnGround;
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}
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foreach (var fixture in physics.Fixtures)
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{
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fixture.CollisionMask |= (int) CollisionGroup.VaultImpassable;
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}
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});
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}
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if (maxForce > ThrowForce)
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{
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// Vera please fix ;-;
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if (throwTarget != EntityCoordinates.Invalid)
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{
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var moveForce = maxForce * MathHelper.Clamp(moveProb, 0, 100) / 15f;
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var pos = ((throwTarget.Position - transform.Coordinates.Position).Normalized + direction.ToDirection().ToVec()).Normalized;
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physics.ApplyLinearImpulse(pos * moveForce);
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}
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else
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{
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var moveForce = MathF.Min(maxForce * MathHelper.Clamp(moveProb, 0, 100) / 2500f, 20f);
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physics.ApplyLinearImpulse(direction.ToDirection().ToVec() * moveForce);
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}
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LastHighPressureMovementAirCycle = cycle;
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}
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}
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}
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}
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public static class MovedByPressureExtensions
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@@ -7,6 +7,7 @@ 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.Physics;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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@@ -29,8 +30,6 @@ namespace Content.Server.GameObjects.Components.Chemistry
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private float _timer;
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private EntityCoordinates _target;
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private bool _running;
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private Vector2 _direction;
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private float _velocity;
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private float _aliveTime;
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public override void Initialize()
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@@ -40,18 +39,16 @@ namespace Content.Server.GameObjects.Components.Chemistry
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Owner.EnsureComponentWarn(out SolutionContainerComponent _);
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}
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public void Start(Vector2 dir, float velocity, EntityCoordinates target, float aliveTime)
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public void Start(Vector2 dir, float speed, EntityCoordinates target, float aliveTime)
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{
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_running = true;
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_target = target;
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_direction = dir;
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_velocity = velocity;
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_aliveTime = aliveTime;
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// Set Move
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if (Owner.TryGetComponent(out IPhysicsComponent physics))
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if (Owner.TryGetComponent(out PhysicsComponent physics))
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{
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var controller = physics.EnsureController<VaporController>();
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controller.Move(_direction, _velocity);
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physics.BodyStatus = BodyStatus.InAir;
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physics.ApplyLinearImpulse(dir * speed);
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}
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}
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@@ -72,7 +69,7 @@ namespace Content.Server.GameObjects.Components.Chemistry
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_timer += frameTime;
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_reactTimer += frameTime;
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if (_reactTimer >= ReactTime && Owner.TryGetComponent(out IPhysicsComponent physics))
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if (_reactTimer >= ReactTime)
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{
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_reactTimer = 0;
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var mapGrid = _mapManager.GetGrid(Owner.Transform.GridID);
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@@ -90,12 +87,6 @@ namespace Content.Server.GameObjects.Components.Chemistry
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if(!_reached && _target.TryDistance(Owner.EntityManager, Owner.Transform.Coordinates, out var distance) && distance <= 0.5f)
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{
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_reached = true;
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if (Owner.TryGetComponent(out IPhysicsComponent coll))
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{
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var controller = coll.EnsureController<VaporController>();
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controller.Stop();
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}
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}
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if (contents.CurrentVolume == 0 || _timer > _aliveTime)
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@@ -127,26 +118,17 @@ namespace Content.Server.GameObjects.Components.Chemistry
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return true;
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}
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void ICollideBehavior.CollideWith(IEntity collidedWith)
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void ICollideBehavior.CollideWith(IPhysBody ourBody, IPhysBody otherBody)
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{
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if (!Owner.TryGetComponent(out SolutionContainerComponent contents))
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return;
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contents.Solution.DoEntityReaction(collidedWith, ReactionMethod.Touch);
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contents.Solution.DoEntityReaction(otherBody.Entity, ReactionMethod.Touch);
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// Check for collision with a impassable object (e.g. wall) and stop
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if (collidedWith.TryGetComponent(out IPhysicsComponent physics))
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if ((otherBody.CollisionLayer & (int) CollisionGroup.Impassable) != 0 && otherBody.Hard)
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{
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if ((physics.CollisionLayer & (int) CollisionGroup.Impassable) != 0 && physics.Hard)
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{
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if (Owner.TryGetComponent(out IPhysicsComponent coll))
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{
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var controller = coll.EnsureController<VaporController>();
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controller.Stop();
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}
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Owner.Delete();
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}
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Owner.Delete();
|
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}
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}
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}
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@@ -16,6 +16,7 @@ using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Log;
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using Robust.Shared.Physics;
|
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
|
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@@ -436,10 +437,10 @@ namespace Content.Server.GameObjects.Components.Construction
|
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}
|
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}
|
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|
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if (Owner.TryGetComponent(out IPhysicsComponent? physics) &&
|
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entity.TryGetComponent(out IPhysicsComponent? otherPhysics))
|
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if (Owner.TryGetComponent(out IPhysBody? physics) &&
|
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entity.TryGetComponent(out IPhysBody? otherPhysics))
|
||||
{
|
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otherPhysics.Anchored = physics.Anchored;
|
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otherPhysics.BodyType = physics.BodyType;
|
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}
|
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|
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Owner.Delete();
|
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|
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@@ -4,11 +4,13 @@ using Content.Server.GameObjects.Components.MachineLinking;
|
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using Content.Server.GameObjects.Components.Power.ApcNetComponents;
|
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using Content.Shared.GameObjects.Components.Conveyor;
|
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using Content.Shared.GameObjects.Components.MachineLinking;
|
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using Content.Shared.GameObjects.Components.Movement;
|
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using Content.Shared.Physics;
|
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using Robust.Server.GameObjects;
|
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using Robust.Shared.Containers;
|
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using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.Serialization;
|
||||
using Robust.Shared.ViewVariables;
|
||||
|
||||
@@ -27,6 +29,8 @@ namespace Content.Server.GameObjects.Components.Conveyor
|
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[ViewVariables(VVAccess.ReadWrite)]
|
||||
private Angle _angle;
|
||||
|
||||
public float Speed => _speed;
|
||||
|
||||
/// <summary>
|
||||
/// The amount of units to move the entity by per second.
|
||||
/// </summary>
|
||||
@@ -86,7 +90,7 @@ namespace Content.Server.GameObjects.Components.Conveyor
|
||||
/// <returns>
|
||||
/// The angle when taking into account if the conveyor is reversed
|
||||
/// </returns>
|
||||
private Angle GetAngle()
|
||||
public Angle GetAngle()
|
||||
{
|
||||
var adjustment = _state == ConveyorState.Reversed ? MathHelper.Pi : 0;
|
||||
var radians = MathHelper.DegreesToRadians(_angle);
|
||||
@@ -94,7 +98,7 @@ namespace Content.Server.GameObjects.Components.Conveyor
|
||||
return new Angle(Owner.Transform.LocalRotation.Theta + radians + adjustment);
|
||||
}
|
||||
|
||||
private bool CanRun()
|
||||
public bool CanRun()
|
||||
{
|
||||
if (State == ConveyorState.Off)
|
||||
{
|
||||
@@ -115,15 +119,16 @@ namespace Content.Server.GameObjects.Components.Conveyor
|
||||
return true;
|
||||
}
|
||||
|
||||
private bool CanMove(IEntity entity)
|
||||
public bool CanMove(IEntity entity)
|
||||
{
|
||||
// TODO We should only check status InAir or Static or MapGrid or /mayber/ container
|
||||
if (entity == Owner)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!entity.TryGetComponent(out IPhysicsComponent? physics) ||
|
||||
physics.Anchored)
|
||||
if (!entity.TryGetComponent(out IPhysBody? physics) ||
|
||||
physics.BodyType == BodyType.Static)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
@@ -146,31 +151,6 @@ namespace Content.Server.GameObjects.Components.Conveyor
|
||||
return true;
|
||||
}
|
||||
|
||||
public void Update(float frameTime)
|
||||
{
|
||||
if (!CanRun())
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var intersecting = Owner.EntityManager.GetEntitiesIntersecting(Owner, true);
|
||||
var direction = GetAngle().ToVec();
|
||||
|
||||
foreach (var entity in intersecting)
|
||||
{
|
||||
if (!CanMove(entity))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (entity.TryGetComponent(out IPhysicsComponent? physics))
|
||||
{
|
||||
var controller = physics.EnsureController<ConveyedController>();
|
||||
controller.Move(direction, _speed, entity.Transform.WorldPosition - Owner.Transform.WorldPosition);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public override void ExposeData(ObjectSerializer serializer)
|
||||
{
|
||||
base.ExposeData(serializer);
|
||||
|
||||
@@ -6,6 +6,7 @@ using Content.Shared.GameObjects.Components.Damage;
|
||||
using Robust.Server.GameObjects;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.Random;
|
||||
using Robust.Shared.Serialization;
|
||||
using Robust.Shared.Timing;
|
||||
@@ -46,16 +47,16 @@ namespace Content.Server.GameObjects.Components.Damage
|
||||
serializer.DataField(this, x => x.StunMinimumDamage, "stunMinimumDamage", 10);
|
||||
}
|
||||
|
||||
public void CollideWith(IEntity collidedWith)
|
||||
public void CollideWith(IPhysBody ourBody, IPhysBody otherBody)
|
||||
{
|
||||
if (!Owner.TryGetComponent(out IPhysicsComponent physics) || !Owner.TryGetComponent(out IDamageableComponent damageable)) return;
|
||||
if (!Owner.TryGetComponent(out IDamageableComponent damageable)) return;
|
||||
|
||||
var speed = physics.LinearVelocity.Length;
|
||||
var speed = ourBody.LinearVelocity.Length;
|
||||
|
||||
if (speed < MinimumSpeed) return;
|
||||
|
||||
if(!string.IsNullOrEmpty(SoundHit))
|
||||
EntitySystem.Get<AudioSystem>().PlayFromEntity(SoundHit, collidedWith, AudioHelpers.WithVariation(0.125f).WithVolume(-0.125f));
|
||||
EntitySystem.Get<AudioSystem>().PlayFromEntity(SoundHit, otherBody.Entity, AudioHelpers.WithVariation(0.125f).WithVolume(-0.125f));
|
||||
|
||||
if ((_gameTiming.CurTime - _lastHit).TotalSeconds < DamageCooldown)
|
||||
return;
|
||||
@@ -67,7 +68,7 @@ namespace Content.Server.GameObjects.Components.Damage
|
||||
if (Owner.TryGetComponent(out StunnableComponent stun) && _robustRandom.Prob(StunChance))
|
||||
stun.Stun(StunSeconds);
|
||||
|
||||
damageable.ChangeDamage(Damage, damage, false, collidedWith);
|
||||
damageable.ChangeDamage(Damage, damage, false, otherBody.Entity);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -10,6 +10,7 @@ using Robust.Server.GameObjects;
|
||||
using Robust.Shared.Containers;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.Serialization;
|
||||
using Robust.Shared.ViewVariables;
|
||||
|
||||
@@ -80,7 +81,7 @@ namespace Content.Server.GameObjects.Components.Disposal
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!entity.TryGetComponent(out IPhysicsComponent? physics) ||
|
||||
if (!entity.TryGetComponent(out IPhysBody? physics) ||
|
||||
!physics.CanCollide)
|
||||
{
|
||||
return false;
|
||||
@@ -97,7 +98,7 @@ namespace Content.Server.GameObjects.Components.Disposal
|
||||
return false;
|
||||
}
|
||||
|
||||
if (entity.TryGetComponent(out IPhysicsComponent? physics))
|
||||
if (entity.TryGetComponent(out IPhysBody? physics))
|
||||
{
|
||||
physics.CanCollide = false;
|
||||
}
|
||||
@@ -129,7 +130,7 @@ namespace Content.Server.GameObjects.Components.Disposal
|
||||
|
||||
foreach (var entity in _contents.ContainedEntities.ToArray())
|
||||
{
|
||||
if (entity.TryGetComponent(out IPhysicsComponent? physics))
|
||||
if (entity.TryGetComponent(out IPhysBody? physics))
|
||||
{
|
||||
physics.CanCollide = true;
|
||||
}
|
||||
|
||||
@@ -26,6 +26,7 @@ using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Localization;
|
||||
using Robust.Shared.Log;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.Serialization;
|
||||
using Robust.Shared.Timing;
|
||||
using Robust.Shared.ViewVariables;
|
||||
@@ -142,7 +143,7 @@ namespace Content.Server.GameObjects.Components.Disposal
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!entity.TryGetComponent(out IPhysicsComponent? physics) ||
|
||||
if (!entity.TryGetComponent(out IPhysBody? physics) ||
|
||||
!physics.CanCollide)
|
||||
{
|
||||
return false;
|
||||
|
||||
@@ -16,6 +16,7 @@ using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Localization;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.ViewVariables;
|
||||
using static Content.Shared.GameObjects.Components.Disposal.SharedDisposalRouterComponent;
|
||||
|
||||
@@ -33,8 +34,8 @@ namespace Content.Server.GameObjects.Components.Disposal
|
||||
|
||||
[ViewVariables]
|
||||
public bool Anchored =>
|
||||
!Owner.TryGetComponent(out IPhysicsComponent? physics) ||
|
||||
physics.Anchored;
|
||||
!Owner.TryGetComponent(out IPhysBody? physics) ||
|
||||
physics.BodyType == BodyType.Static;
|
||||
|
||||
[ViewVariables] private BoundUserInterface? UserInterface => Owner.GetUIOrNull(DisposalRouterUiKey.Key);
|
||||
|
||||
|
||||
@@ -28,6 +28,7 @@ using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Localization;
|
||||
using Robust.Shared.Log;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.Random;
|
||||
using Robust.Shared.Serialization;
|
||||
using Robust.Shared.Timing;
|
||||
@@ -139,7 +140,7 @@ namespace Content.Server.GameObjects.Components.Disposal
|
||||
if (!base.CanInsert(entity))
|
||||
return false;
|
||||
|
||||
if (!entity.TryGetComponent(out IPhysicsComponent? physics) ||
|
||||
if (!entity.TryGetComponent(out IPhysBody? physics) ||
|
||||
!physics.CanCollide)
|
||||
{
|
||||
if (entity.TryGetComponent(out IMobStateComponent? state) && state.IsDead())
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
#nullable enable
|
||||
#nullable enable
|
||||
using System;
|
||||
using System.Linq;
|
||||
using System.Threading;
|
||||
@@ -25,6 +25,7 @@ using Robust.Shared.Log;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.Players;
|
||||
using Robust.Shared.Physics.Broadphase;
|
||||
using Robust.Shared.Serialization;
|
||||
using Robust.Shared.ViewVariables;
|
||||
using Timer = Robust.Shared.Timing.Timer;
|
||||
@@ -38,7 +39,7 @@ namespace Content.Server.GameObjects.Components.Doors
|
||||
{
|
||||
[ComponentDependency]
|
||||
private readonly IDoorCheck? _doorCheck = null;
|
||||
|
||||
|
||||
public override DoorState State
|
||||
{
|
||||
get => base.State;
|
||||
@@ -202,7 +203,7 @@ namespace Content.Server.GameObjects.Components.Doors
|
||||
}
|
||||
}
|
||||
|
||||
void ICollideBehavior.CollideWith(IEntity entity)
|
||||
void ICollideBehavior.CollideWith(IPhysBody ourBody, IPhysBody otherBody)
|
||||
{
|
||||
if (State != DoorState.Closed)
|
||||
{
|
||||
@@ -216,9 +217,9 @@ namespace Content.Server.GameObjects.Components.Doors
|
||||
|
||||
// Disabled because it makes it suck hard to walk through double doors.
|
||||
|
||||
if (entity.HasComponent<IBody>())
|
||||
if (otherBody.Entity.HasComponent<IBody>())
|
||||
{
|
||||
if (!entity.TryGetComponent<IMoverComponent>(out var mover)) return;
|
||||
if (!otherBody.Entity.TryGetComponent<IMoverComponent>(out var mover)) return;
|
||||
|
||||
/*
|
||||
// TODO: temporary hack to fix the physics system raising collision events akwardly.
|
||||
@@ -231,7 +232,7 @@ namespace Content.Server.GameObjects.Components.Doors
|
||||
TryOpen(entity);
|
||||
*/
|
||||
|
||||
TryOpen(entity);
|
||||
TryOpen(otherBody.Entity);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -308,7 +309,7 @@ namespace Content.Server.GameObjects.Components.Doors
|
||||
{
|
||||
return _doorCheck.OpenCheck();
|
||||
}
|
||||
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -412,18 +413,14 @@ namespace Content.Server.GameObjects.Components.Doors
|
||||
{
|
||||
var safety = SafetyCheck();
|
||||
|
||||
if (safety && PhysicsComponent != null)
|
||||
if (safety && Owner.TryGetComponent(out PhysicsComponent? physicsComponent))
|
||||
{
|
||||
var physics = IoCManager.Resolve<IPhysicsManager>();
|
||||
var broadPhaseSystem = EntitySystem.Get<SharedBroadPhaseSystem>();
|
||||
|
||||
foreach(var e in physics.GetCollidingEntities(Owner.Transform.MapID, PhysicsComponent.WorldAABB))
|
||||
// Use this version so we can ignore the CanCollide being false
|
||||
foreach(var e in broadPhaseSystem.GetCollidingEntities(physicsComponent.Entity.Transform.MapID, physicsComponent.GetWorldAABB()))
|
||||
{
|
||||
if (e.CanCollide &&
|
||||
((PhysicsComponent.CollisionMask & e.CollisionLayer) != 0x0 ||
|
||||
(PhysicsComponent.CollisionLayer & e.CollisionMask) != 0x0))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
if ((physicsComponent.CollisionMask & e.CollisionLayer) != 0 && broadPhaseSystem.IntersectionPercent(physicsComponent, e) > 0.01f) return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
@@ -452,7 +449,7 @@ namespace Content.Server.GameObjects.Components.Doors
|
||||
|
||||
OnPartialClose();
|
||||
await Timer.Delay(CloseTimeTwo, _stateChangeCancelTokenSource.Token);
|
||||
|
||||
|
||||
if (Occludes && Owner.TryGetComponent(out OccluderComponent? occluder))
|
||||
{
|
||||
occluder.Enabled = true;
|
||||
@@ -495,26 +492,25 @@ namespace Content.Server.GameObjects.Components.Doors
|
||||
return false;
|
||||
}
|
||||
|
||||
var doorAABB = PhysicsComponent.WorldAABB;
|
||||
var doorAABB = PhysicsComponent.GetWorldAABB();
|
||||
var hitsomebody = false;
|
||||
|
||||
// Crush
|
||||
foreach (var e in collidingentities)
|
||||
{
|
||||
if (!e.TryGetComponent(out StunnableComponent? stun)
|
||||
|| !e.TryGetComponent(out IDamageableComponent? damage)
|
||||
|| !e.TryGetComponent(out IPhysicsComponent? otherBody))
|
||||
if (!e.Entity.TryGetComponent(out StunnableComponent? stun)
|
||||
|| !e.Entity.TryGetComponent(out IDamageableComponent? damage))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
var percentage = otherBody.WorldAABB.IntersectPercentage(doorAABB);
|
||||
var percentage = e.GetWorldAABB().IntersectPercentage(doorAABB);
|
||||
|
||||
if (percentage < 0.1f)
|
||||
continue;
|
||||
|
||||
hitsomebody = true;
|
||||
CurrentlyCrushing.Add(e.Uid);
|
||||
CurrentlyCrushing.Add(e.Entity.Uid);
|
||||
|
||||
damage.ChangeDamage(DamageType.Blunt, DoorCrushDamage, false, Owner);
|
||||
stun.Paralyze(DoorStunTime);
|
||||
|
||||
@@ -1,22 +1,21 @@
|
||||
#nullable enable
|
||||
using Content.Shared.Interfaces.GameObjects.Components;
|
||||
using Content.Server.GameObjects.Components.Explosion;
|
||||
using Robust.Shared.GameObjects;
|
||||
using System.Threading.Tasks;
|
||||
using Robust.Shared.Serialization;
|
||||
using System;
|
||||
using System.Diagnostics.CodeAnalysis;
|
||||
using System.Threading.Tasks;
|
||||
using Content.Server.GameObjects.Components.Items;
|
||||
using Content.Server.GameObjects.Components.Trigger.TimerTrigger;
|
||||
using Content.Server.Throw;
|
||||
using Robust.Server.GameObjects;
|
||||
using Content.Shared.GameObjects.Components.Explosion;
|
||||
using Content.Shared.Interfaces.GameObjects.Components;
|
||||
using Robust.Server.GameObjects;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Random;
|
||||
using Robust.Shared.Serialization;
|
||||
using Robust.Shared.ViewVariables;
|
||||
|
||||
namespace Content.Server.GameObjects.Components.Explosives
|
||||
namespace Content.Server.GameObjects.Components.Explosion
|
||||
{
|
||||
[RegisterComponent]
|
||||
public sealed class ClusterFlashComponent : Component, IInteractUsing, IUse
|
||||
@@ -117,10 +116,13 @@ namespace Content.Server.GameObjects.Components.Explosives
|
||||
var angleMin = segmentAngle * thrownCount;
|
||||
var angleMax = segmentAngle * (thrownCount + 1);
|
||||
var angle = Angle.FromDegrees(random.Next(angleMin, angleMax));
|
||||
var distance = (float)random.NextFloat() * _throwDistance;
|
||||
var target = new EntityCoordinates(Owner.Uid, angle.ToVec().Normalized * distance);
|
||||
// var distance = random.NextFloat() * _throwDistance;
|
||||
|
||||
grenade.Throw(0.5f, target, grenade.Transform.Coordinates);
|
||||
delay += random.Next(550, 900);
|
||||
thrownCount++;
|
||||
|
||||
// TODO: Suss out throw strength
|
||||
grenade.TryThrow(angle.ToVec().Normalized * 50);
|
||||
|
||||
grenade.SpawnTimer(delay, () =>
|
||||
{
|
||||
@@ -132,9 +134,6 @@ namespace Content.Server.GameObjects.Components.Explosives
|
||||
useTimer.Trigger(eventArgs.User);
|
||||
}
|
||||
});
|
||||
|
||||
delay += random.Next(550, 900);
|
||||
thrownCount++;
|
||||
}
|
||||
|
||||
Owner.Delete();
|
||||
@@ -149,7 +148,7 @@ namespace Content.Server.GameObjects.Components.Explosives
|
||||
if (_unspawnedCount > 0)
|
||||
{
|
||||
_unspawnedCount--;
|
||||
grenade = Owner.EntityManager.SpawnEntity(_fillPrototype, Owner.Transform.Coordinates);
|
||||
grenade = Owner.EntityManager.SpawnEntity(_fillPrototype, Owner.Transform.MapPosition);
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
@@ -15,6 +15,7 @@ using Robust.Shared.IoC;
|
||||
using Robust.Shared.Localization;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.Random;
|
||||
using Robust.Shared.Serialization;
|
||||
using Robust.Shared.Utility;
|
||||
@@ -372,7 +373,7 @@ namespace Content.Server.GameObjects.Components.Fluids
|
||||
|
||||
foreach (var entity in _snapGrid.GetInDir(direction))
|
||||
{
|
||||
if (entity.TryGetComponent(out IPhysicsComponent physics) &&
|
||||
if (entity.TryGetComponent(out IPhysBody physics) &&
|
||||
(physics.CollisionLayer & (int) CollisionGroup.Impassable) != 0)
|
||||
{
|
||||
puddle = default;
|
||||
|
||||
@@ -27,6 +27,9 @@ using Robust.Shared.Maths;
|
||||
using Robust.Shared.Network;
|
||||
using Robust.Shared.Players;
|
||||
using Robust.Shared.ViewVariables;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Network;
|
||||
using Robust.Shared.Physics;
|
||||
|
||||
namespace Content.Server.GameObjects.Components.GUI
|
||||
{
|
||||
@@ -717,13 +720,13 @@ namespace Content.Server.GameObjects.Components.GUI
|
||||
|
||||
Dirty();
|
||||
|
||||
if (!message.Entity.TryGetComponent(out IPhysicsComponent? physics))
|
||||
if (!message.Entity.TryGetComponent(out IPhysBody? physics))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// set velocity to zero
|
||||
physics.Stop();
|
||||
physics.LinearVelocity = Vector2.Zero;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -17,6 +17,7 @@ using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Localization;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.Serialization;
|
||||
using Robust.Shared.Timing;
|
||||
using Robust.Shared.ViewVariables;
|
||||
@@ -226,7 +227,7 @@ namespace Content.Server.GameObjects.Components.Items.Storage
|
||||
|
||||
private void ModifyComponents()
|
||||
{
|
||||
if (!_isCollidableWhenOpen && Owner.TryGetComponent<IPhysicsComponent>(out var physics))
|
||||
if (!_isCollidableWhenOpen && Owner.TryGetComponent<IPhysBody>(out var physics))
|
||||
{
|
||||
if (Open)
|
||||
{
|
||||
@@ -252,10 +253,10 @@ namespace Content.Server.GameObjects.Components.Items.Storage
|
||||
protected virtual bool AddToContents(IEntity entity)
|
||||
{
|
||||
if (entity == Owner) return false;
|
||||
if (entity.TryGetComponent(out IPhysicsComponent? entityPhysicsComponent))
|
||||
if (entity.TryGetComponent(out IPhysBody? entityPhysicsComponent))
|
||||
{
|
||||
if(MaxSize < entityPhysicsComponent.WorldAABB.Size.X
|
||||
|| MaxSize < entityPhysicsComponent.WorldAABB.Size.Y)
|
||||
if(MaxSize < entityPhysicsComponent.GetWorldAABB().Size.X
|
||||
|| MaxSize < entityPhysicsComponent.GetWorldAABB().Size.Y)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
@@ -285,7 +286,7 @@ namespace Content.Server.GameObjects.Components.Items.Storage
|
||||
if(Contents.Remove(contained))
|
||||
{
|
||||
contained.Transform.WorldPosition = ContentsDumpPosition();
|
||||
if (contained.TryGetComponent<IPhysicsComponent>(out var physics))
|
||||
if (contained.TryGetComponent<IPhysBody>(out var physics))
|
||||
{
|
||||
physics.CanCollide = true;
|
||||
}
|
||||
|
||||
@@ -1,6 +1,5 @@
|
||||
using Content.Server.GameObjects.Components.GUI;
|
||||
using Content.Server.Interfaces.GameObjects.Components.Items;
|
||||
using Content.Server.Throw;
|
||||
using Content.Shared.GameObjects;
|
||||
using Content.Shared.GameObjects.Components.Items;
|
||||
using Content.Shared.GameObjects.Components.Storage;
|
||||
@@ -14,6 +13,7 @@ using Robust.Shared.Containers;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Localization;
|
||||
using Robust.Shared.Players;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.Serialization;
|
||||
|
||||
namespace Content.Server.GameObjects.Components.Items.Storage
|
||||
@@ -87,8 +87,8 @@ namespace Content.Server.GameObjects.Components.Items.Storage
|
||||
return false;
|
||||
}
|
||||
|
||||
if (Owner.TryGetComponent(out IPhysicsComponent physics) &&
|
||||
physics.Anchored)
|
||||
if (Owner.TryGetComponent(out IPhysBody physics) &&
|
||||
physics.BodyType == BodyType.Static)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
@@ -141,22 +141,22 @@ namespace Content.Server.GameObjects.Components.Items.Storage
|
||||
var targetLocation = eventArgs.Target.Transform.Coordinates;
|
||||
var dirVec = (targetLocation.ToMapPos(Owner.EntityManager) - sourceLocation.ToMapPos(Owner.EntityManager)).Normalized;
|
||||
|
||||
var throwForce = 1.0f;
|
||||
float throwForce;
|
||||
|
||||
switch (eventArgs.Severity)
|
||||
{
|
||||
case ExplosionSeverity.Destruction:
|
||||
throwForce = 3.0f;
|
||||
throwForce = 30.0f;
|
||||
break;
|
||||
case ExplosionSeverity.Heavy:
|
||||
throwForce = 2.0f;
|
||||
throwForce = 20.0f;
|
||||
break;
|
||||
case ExplosionSeverity.Light:
|
||||
throwForce = 1.0f;
|
||||
default:
|
||||
throwForce = 10.0f;
|
||||
break;
|
||||
}
|
||||
|
||||
Owner.Throw(throwForce, targetLocation, sourceLocation, true);
|
||||
Owner.TryThrow(dirVec * throwForce);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
49
Content.Server/GameObjects/Components/Items/ThrowHelper.cs
Normal file
49
Content.Server/GameObjects/Components/Items/ThrowHelper.cs
Normal file
@@ -0,0 +1,49 @@
|
||||
#nullable enable
|
||||
using Content.Server.GameObjects.Components.Items.Storage;
|
||||
using Content.Server.GameObjects.EntitySystems.Click;
|
||||
using Content.Shared.GameObjects.Components.Mobs.State;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Log;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Physics;
|
||||
|
||||
namespace Content.Server.GameObjects.Components.Items
|
||||
{
|
||||
internal static class ThrowHelper
|
||||
{
|
||||
/// <summary>
|
||||
/// Tries to throw the entity if it has a physics component, otherwise does nothing.
|
||||
/// </summary>
|
||||
/// <param name="entity"></param>
|
||||
/// <param name="direction">Will use the vector's magnitude as the strength of the impulse</param>
|
||||
internal static void TryThrow(this IEntity entity, Vector2 direction, IEntity? user = null)
|
||||
{
|
||||
if (direction == Vector2.Zero || !entity.TryGetComponent(out PhysicsComponent? physicsComponent))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (physicsComponent.BodyType == BodyType.Static)
|
||||
{
|
||||
Logger.Warning("Tried to throw entity {entity} but can't throw static bodies!");
|
||||
return;
|
||||
}
|
||||
|
||||
if (entity.HasComponent<IMobStateComponent>())
|
||||
{
|
||||
Logger.Warning("Throwing not supported for mobs!");
|
||||
return;
|
||||
}
|
||||
|
||||
if (entity.HasComponent<ItemComponent>())
|
||||
{
|
||||
entity.EnsureComponent<ThrownItemComponent>().Thrower = user;
|
||||
|
||||
if (user != null)
|
||||
EntitySystem.Get<InteractionSystem>().ThrownInteraction(user, entity);
|
||||
}
|
||||
|
||||
physicsComponent.ApplyLinearImpulse(direction);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,33 @@
|
||||
#nullable enable
|
||||
using Content.Server.GameObjects.EntitySystems.Click;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Physics;
|
||||
|
||||
namespace Content.Server.GameObjects.Components.Items
|
||||
{
|
||||
[RegisterComponent]
|
||||
public class ThrownItemComponent : Component, ICollideBehavior
|
||||
{
|
||||
public override string Name => "ThrownItem";
|
||||
|
||||
public IEntity? Thrower { get; set; }
|
||||
|
||||
public override void HandleMessage(ComponentMessage message, IComponent? component)
|
||||
{
|
||||
base.HandleMessage(message, component);
|
||||
switch (message)
|
||||
{
|
||||
case PhysicsSleepCompMessage:
|
||||
EntitySystem.Get<InteractionSystem>().LandInteraction(Thrower, Owner, Owner.Transform.Coordinates);
|
||||
IoCManager.Resolve<IComponentManager>().RemoveComponent(Owner.Uid, this);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
public void CollideWith(IPhysBody ourBody, IPhysBody otherBody)
|
||||
{
|
||||
EntitySystem.Get<InteractionSystem>().ThrowCollideInteraction(Thrower, ourBody, otherBody);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -4,6 +4,7 @@ using Content.Shared.GameObjects.Components.Mobs;
|
||||
using Content.Shared.GameObjects.Components.Mobs.State;
|
||||
using Robust.Server.GameObjects;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Physics;
|
||||
|
||||
namespace Content.Server.GameObjects.Components.Mobs.State
|
||||
{
|
||||
@@ -30,7 +31,7 @@ namespace Content.Server.GameObjects.Components.Mobs.State
|
||||
|
||||
EntitySystem.Get<StandingStateSystem>().Down(entity);
|
||||
|
||||
if (entity.TryGetComponent(out IPhysicsComponent physics))
|
||||
if (entity.TryGetComponent(out IPhysBody physics))
|
||||
{
|
||||
physics.CanCollide = false;
|
||||
}
|
||||
@@ -40,7 +41,7 @@ namespace Content.Server.GameObjects.Components.Mobs.State
|
||||
{
|
||||
base.ExitState(entity);
|
||||
|
||||
if (entity.TryGetComponent(out IPhysicsComponent physics))
|
||||
if (entity.TryGetComponent(out IPhysBody physics))
|
||||
{
|
||||
physics.CanCollide = true;
|
||||
}
|
||||
|
||||
@@ -14,8 +14,9 @@ using Robust.Shared.ViewVariables;
|
||||
|
||||
namespace Content.Server.GameObjects.Components.Movement
|
||||
{
|
||||
[RegisterComponent, ComponentReference(typeof(IMoverComponent))]
|
||||
public class AiControllerComponent : Component, IMoverComponent
|
||||
[RegisterComponent]
|
||||
[ComponentReference(typeof(IMobMoverComponent))]
|
||||
public class AiControllerComponent : Component, IMobMoverComponent, IMoverComponent
|
||||
{
|
||||
private float _visionRadius;
|
||||
|
||||
@@ -107,8 +108,7 @@ namespace Content.Server.GameObjects.Components.Movement
|
||||
|
||||
/// <inheritdoc />
|
||||
[ViewVariables]
|
||||
public float GrabRange => 0.2f;
|
||||
|
||||
public float GrabRange { get; set; } = 0.2f;
|
||||
|
||||
/// <summary>
|
||||
/// Is the entity Sprinting (running)?
|
||||
|
||||
@@ -13,6 +13,7 @@ using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Localization;
|
||||
using Robust.Shared.Log;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.Serialization;
|
||||
using Robust.Shared.ViewVariables;
|
||||
|
||||
@@ -164,9 +165,11 @@ namespace Content.Server.GameObjects.Components.Movement
|
||||
|
||||
var result = await EntitySystem.Get<DoAfterSystem>().DoAfter(doAfterEventArgs);
|
||||
|
||||
if (result != DoAfterStatus.Cancelled && entityToMove.TryGetComponent(out IPhysicsComponent body) && body.PhysicsShapes.Count >= 1)
|
||||
if (result != DoAfterStatus.Cancelled && entityToMove.TryGetComponent(out PhysicsComponent body) && body.Fixtures.Count >= 1)
|
||||
{
|
||||
var direction = (Owner.Transform.WorldPosition - entityToMove.Transform.WorldPosition).Normalized;
|
||||
var entityPos = entityToMove.Transform.WorldPosition;
|
||||
|
||||
var direction = (Owner.Transform.WorldPosition - entityPos).Normalized;
|
||||
var endPoint = Owner.Transform.WorldPosition;
|
||||
|
||||
var climbMode = entityToMove.GetComponent<ClimbingComponent>();
|
||||
@@ -174,14 +177,14 @@ namespace Content.Server.GameObjects.Components.Movement
|
||||
|
||||
if (MathF.Abs(direction.X) < 0.6f) // user climbed mostly vertically so lets make it a clean straight line
|
||||
{
|
||||
endPoint = new Vector2(entityToMove.Transform.WorldPosition.X, endPoint.Y);
|
||||
endPoint = new Vector2(entityPos.X, endPoint.Y);
|
||||
}
|
||||
else if (MathF.Abs(direction.Y) < 0.6f) // user climbed mostly horizontally so lets make it a clean straight line
|
||||
{
|
||||
endPoint = new Vector2(endPoint.X, entityToMove.Transform.WorldPosition.Y);
|
||||
endPoint = new Vector2(endPoint.X, entityPos.Y);
|
||||
}
|
||||
|
||||
climbMode.TryMoveTo(entityToMove.Transform.WorldPosition, endPoint);
|
||||
climbMode.TryMoveTo(entityPos, endPoint);
|
||||
// we may potentially need additional logic since we're forcing a player onto a climbable
|
||||
// there's also the cases where the user might collide with the person they are forcing onto the climbable that i haven't accounted for
|
||||
|
||||
@@ -209,9 +212,12 @@ namespace Content.Server.GameObjects.Components.Movement
|
||||
|
||||
var result = await EntitySystem.Get<DoAfterSystem>().DoAfter(doAfterEventArgs);
|
||||
|
||||
if (result != DoAfterStatus.Cancelled && user.TryGetComponent(out IPhysicsComponent body) && body.PhysicsShapes.Count >= 1)
|
||||
if (result != DoAfterStatus.Cancelled && user.TryGetComponent(out PhysicsComponent body) && body.Fixtures.Count >= 1)
|
||||
{
|
||||
var direction = (Owner.Transform.WorldPosition - user.Transform.WorldPosition).Normalized;
|
||||
// TODO: Remove the copy-paste code
|
||||
var userPos = user.Transform.WorldPosition;
|
||||
|
||||
var direction = (Owner.Transform.WorldPosition - userPos).Normalized;
|
||||
var endPoint = Owner.Transform.WorldPosition;
|
||||
|
||||
var climbMode = user.GetComponent<ClimbingComponent>();
|
||||
@@ -226,7 +232,7 @@ namespace Content.Server.GameObjects.Components.Movement
|
||||
endPoint = new Vector2(endPoint.X, user.Transform.WorldPosition.Y);
|
||||
}
|
||||
|
||||
climbMode.TryMoveTo(user.Transform.WorldPosition, endPoint);
|
||||
climbMode.TryMoveTo(userPos, endPoint);
|
||||
|
||||
var othersMessage = Loc.GetString("{0:theName} jumps onto {1:theName}!", user, Owner);
|
||||
user.PopupMessageOtherClients(othersMessage);
|
||||
|
||||
@@ -1,10 +1,13 @@
|
||||
#nullable enable
|
||||
using System;
|
||||
using Content.Server.GameObjects.EntitySystems;
|
||||
using Content.Shared.GameObjects.Components.Buckle;
|
||||
using Content.Shared.GameObjects.Components.Movement;
|
||||
using Content.Shared.Physics;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Players;
|
||||
using Robust.Shared.Timing;
|
||||
|
||||
namespace Content.Server.GameObjects.Components.Movement
|
||||
{
|
||||
@@ -12,23 +15,41 @@ namespace Content.Server.GameObjects.Components.Movement
|
||||
[ComponentReference(typeof(SharedClimbingComponent))]
|
||||
public class ClimbingComponent : SharedClimbingComponent
|
||||
{
|
||||
private bool _isClimbing;
|
||||
private ClimbController? _climbController;
|
||||
[Dependency] private readonly IGameTiming _gameTiming = default!;
|
||||
|
||||
public override bool IsClimbing
|
||||
{
|
||||
get => _isClimbing;
|
||||
get => base.IsClimbing;
|
||||
set
|
||||
{
|
||||
if (_isClimbing == value)
|
||||
return;
|
||||
|
||||
if (!value)
|
||||
base.IsClimbing = value;
|
||||
|
||||
if (value)
|
||||
{
|
||||
Body?.TryRemoveController<ClimbController>();
|
||||
StartClimbTime = IoCManager.Resolve<IGameTiming>().CurTime;
|
||||
EntitySystem.Get<ClimbSystem>().AddActiveClimber(this);
|
||||
OwnerIsTransitioning = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
EntitySystem.Get<ClimbSystem>().RemoveActiveClimber(this);
|
||||
OwnerIsTransitioning = false;
|
||||
}
|
||||
|
||||
_isClimbing = value;
|
||||
Dirty();
|
||||
}
|
||||
}
|
||||
|
||||
protected override bool OwnerIsTransitioning
|
||||
{
|
||||
get => base.OwnerIsTransitioning;
|
||||
set
|
||||
{
|
||||
if (value == base.OwnerIsTransitioning) return;
|
||||
base.OwnerIsTransitioning = value;
|
||||
Dirty();
|
||||
}
|
||||
}
|
||||
@@ -51,38 +72,36 @@ namespace Content.Server.GameObjects.Components.Movement
|
||||
/// </summary>
|
||||
public void TryMoveTo(Vector2 from, Vector2 to)
|
||||
{
|
||||
if (Body == null)
|
||||
return;
|
||||
if (Body == null) return;
|
||||
|
||||
_climbController = Body.EnsureController<ClimbController>();
|
||||
_climbController.TryMoveTo(from, to);
|
||||
var velocity = (to - from).Length;
|
||||
|
||||
if (velocity <= 0.0f) return;
|
||||
|
||||
Body.ApplyLinearImpulse((to - from).Normalized * velocity * 400);
|
||||
OwnerIsTransitioning = true;
|
||||
|
||||
Owner.SpawnTimer((int) (BufferTime * 1000), () =>
|
||||
{
|
||||
if (Deleted) return;
|
||||
OwnerIsTransitioning = false;
|
||||
});
|
||||
}
|
||||
|
||||
public void Update()
|
||||
{
|
||||
if (!IsClimbing || Body == null)
|
||||
return;
|
||||
|
||||
if (_climbController != null && (_climbController.IsBlocked || !_climbController.IsActive))
|
||||
if (!IsClimbing || _gameTiming.CurTime < TimeSpan.FromSeconds(BufferTime) + StartClimbTime)
|
||||
{
|
||||
if (Body.TryRemoveController<ClimbController>())
|
||||
{
|
||||
_climbController = null;
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
if (IsClimbing)
|
||||
Body.WakeBody();
|
||||
|
||||
if (!IsOnClimbableThisFrame && IsClimbing && _climbController == null)
|
||||
if (!IsOnClimbableThisFrame && IsClimbing)
|
||||
IsClimbing = false;
|
||||
|
||||
IsOnClimbableThisFrame = false;
|
||||
}
|
||||
|
||||
public override ComponentState GetComponentState(ICommonSession player)
|
||||
{
|
||||
return new ClimbModeComponentState(_isClimbing);
|
||||
return new ClimbModeComponentState(_isClimbing, OwnerIsTransitioning);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,19 +0,0 @@
|
||||
#nullable enable
|
||||
using Content.Shared.GameObjects.Components.Movement;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Map;
|
||||
|
||||
namespace Content.Server.GameObjects.Components.Movement
|
||||
{
|
||||
/// <summary>
|
||||
/// Moves the entity based on input from a KeyBindingInputComponent.
|
||||
/// </summary>
|
||||
[RegisterComponent]
|
||||
[ComponentReference(typeof(IMoverComponent))]
|
||||
public class PlayerInputMoverComponent : SharedPlayerInputMoverComponent
|
||||
{
|
||||
public override EntityCoordinates LastPosition { get; set; }
|
||||
|
||||
public override float StepSoundDistance { get; set; }
|
||||
}
|
||||
}
|
||||
@@ -10,6 +10,8 @@ using Robust.Shared.IoC;
|
||||
using Robust.Shared.Log;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.Physics.Dynamics;
|
||||
using Robust.Shared.Serialization;
|
||||
using Robust.Shared.ViewVariables;
|
||||
|
||||
@@ -19,8 +21,6 @@ namespace Content.Server.GameObjects.Components.Movement
|
||||
[ComponentReference(typeof(IMoverComponent))]
|
||||
internal class ShuttleControllerComponent : Component, IMoverComponent
|
||||
{
|
||||
[Dependency] private readonly IMapManager _mapManager = default!;
|
||||
|
||||
private bool _movingUp;
|
||||
private bool _movingDown;
|
||||
private bool _movingLeft;
|
||||
@@ -39,43 +39,19 @@ namespace Content.Server.GameObjects.Components.Movement
|
||||
|
||||
public override string Name => "ShuttleController";
|
||||
|
||||
public bool IgnorePaused => false;
|
||||
|
||||
[ViewVariables(VVAccess.ReadWrite)]
|
||||
public float CurrentWalkSpeed { get; } = 8;
|
||||
public float CurrentSprintSpeed => 0;
|
||||
|
||||
/// <inheritdoc />
|
||||
[ViewVariables]
|
||||
public float CurrentPushSpeed => 0.0f;
|
||||
|
||||
/// <inheritdoc />
|
||||
[ViewVariables]
|
||||
public float GrabRange => 0.0f;
|
||||
|
||||
public bool Sprinting => false;
|
||||
|
||||
public (Vector2 walking, Vector2 sprinting) VelocityDir { get; } = (Vector2.Zero, Vector2.Zero);
|
||||
public EntityCoordinates LastPosition { get; set; }
|
||||
public float StepSoundDistance { get; set; }
|
||||
public (Vector2 walking, Vector2 sprinting) VelocityDir { get; set; } = (Vector2.Zero, Vector2.Zero);
|
||||
|
||||
public void SetVelocityDirection(Direction direction, ushort subTick, bool enabled)
|
||||
{
|
||||
var gridId = Owner.Transform.GridID;
|
||||
|
||||
if (_mapManager.TryGetGrid(gridId, out var grid) &&
|
||||
Owner.EntityManager.TryGetEntity(grid.GridEntityId, out var gridEntity))
|
||||
{
|
||||
//TODO: Switch to shuttle component
|
||||
if (!gridEntity.TryGetComponent(out IPhysicsComponent? physics))
|
||||
{
|
||||
physics = gridEntity.AddComponent<PhysicsComponent>();
|
||||
physics.Mass = 1;
|
||||
physics.CanCollide = true;
|
||||
physics.PhysicsShapes.Add(new PhysShapeGrid(grid));
|
||||
}
|
||||
|
||||
var controller = physics.EnsureController<ShuttleController>();
|
||||
controller.Push(CalcNewVelocity(direction, enabled), CurrentWalkSpeed);
|
||||
}
|
||||
VelocityDir = (CalcNewVelocity(direction, enabled), Vector2.Zero);
|
||||
}
|
||||
|
||||
public void SetSprinting(ushort subTick, bool walking)
|
||||
|
||||
@@ -5,6 +5,7 @@ using System.Linq;
|
||||
using Content.Server.GameObjects.Components.NodeContainer.NodeGroups;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.Serialization;
|
||||
using Robust.Shared.ViewVariables;
|
||||
|
||||
@@ -38,7 +39,7 @@ namespace Content.Server.GameObjects.Components.NodeContainer.Nodes
|
||||
/// </summary>
|
||||
public bool Connectable => !_deleting && Anchored;
|
||||
|
||||
private bool Anchored => !Owner.TryGetComponent<IPhysicsComponent>(out var physics) || physics.Anchored;
|
||||
private bool Anchored => !Owner.TryGetComponent<IPhysBody>(out var physics) || physics.BodyType == BodyType.Static;
|
||||
|
||||
/// <summary>
|
||||
/// Prevents a node from being used by other nodes while midway through removal.
|
||||
|
||||
@@ -6,6 +6,7 @@ using Robust.Server.GameObjects;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Log;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.Timing;
|
||||
|
||||
namespace Content.Server.GameObjects.Components.PA
|
||||
@@ -15,9 +16,9 @@ namespace Content.Server.GameObjects.Components.PA
|
||||
{
|
||||
public override string Name => "ParticleProjectile";
|
||||
private ParticleAcceleratorPowerState _state;
|
||||
public void CollideWith(IEntity collidedWith)
|
||||
public void CollideWith(IPhysBody ourBody, IPhysBody otherBody)
|
||||
{
|
||||
if (collidedWith.TryGetComponent<SingularityComponent>(out var singularityComponent))
|
||||
if (otherBody.Entity.TryGetComponent<SingularityComponent>(out var singularityComponent))
|
||||
{
|
||||
var multiplier = _state switch
|
||||
{
|
||||
@@ -30,8 +31,8 @@ namespace Content.Server.GameObjects.Components.PA
|
||||
};
|
||||
singularityComponent.Energy += 10 * multiplier;
|
||||
Owner.Delete();
|
||||
}else if (collidedWith.TryGetComponent<SingularityGeneratorComponent>(out var singularityGeneratorComponent)
|
||||
)
|
||||
}
|
||||
else if (otherBody.Entity.TryGetComponent<SingularityGeneratorComponent>(out var singularityGeneratorComponent))
|
||||
{
|
||||
singularityGeneratorComponent.Power += _state switch
|
||||
{
|
||||
@@ -55,7 +56,7 @@ namespace Content.Server.GameObjects.Components.PA
|
||||
Logger.Error("ParticleProjectile tried firing, but it was spawned without a CollidableComponent");
|
||||
return;
|
||||
}
|
||||
physicsComponent.Status = BodyStatus.InAir;
|
||||
physicsComponent.BodyStatus = BodyStatus.InAir;
|
||||
|
||||
if (!Owner.TryGetComponent<ProjectileComponent>(out var projectileComponent))
|
||||
{
|
||||
@@ -81,7 +82,6 @@ namespace Content.Server.GameObjects.Components.PA
|
||||
spriteComponent.LayerSetState(0, $"particle{suffix}");
|
||||
|
||||
physicsComponent
|
||||
.EnsureController<BulletController>()
|
||||
.LinearVelocity = angle.ToVec() * 20f;
|
||||
|
||||
Owner.Transform.LocalRotation = new Angle(angle + Angle.FromDegrees(180));
|
||||
|
||||
@@ -5,6 +5,7 @@ using Content.Shared.GameObjects.Components.Portal;
|
||||
using Content.Shared.GameObjects.Components.Tag;
|
||||
using Robust.Server.GameObjects;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.Serialization;
|
||||
using Robust.Shared.ViewVariables;
|
||||
|
||||
@@ -168,11 +169,11 @@ namespace Content.Server.GameObjects.Components.Portal
|
||||
StartCooldown();
|
||||
}
|
||||
|
||||
public void CollideWith(IEntity collidedWith)
|
||||
public void CollideWith(IPhysBody ourBody, IPhysBody otherBody)
|
||||
{
|
||||
if (_onCooldown == false)
|
||||
{
|
||||
TryPortalEntity(collidedWith);
|
||||
TryPortalEntity(otherBody.Entity);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -9,6 +9,7 @@ using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.Random;
|
||||
using Robust.Shared.Serialization;
|
||||
using Robust.Shared.ViewVariables;
|
||||
@@ -104,7 +105,7 @@ namespace Content.Server.GameObjects.Components.Portal
|
||||
{
|
||||
// Added this component to avoid stacking portals and causing shenanigans
|
||||
// TODO: Doesn't do a great job of stopping stacking portals for directed
|
||||
if (entity.HasComponent<IPhysicsComponent>() || entity.HasComponent<TeleporterComponent>())
|
||||
if (entity.HasComponent<IPhysBody>() || entity.HasComponent<TeleporterComponent>())
|
||||
{
|
||||
return;
|
||||
}
|
||||
@@ -148,7 +149,7 @@ namespace Content.Server.GameObjects.Components.Portal
|
||||
// TODO: Check the user's spot? Upside is no stacking TPs but downside is they can't unstuck themselves from walls.
|
||||
foreach (var entity in _serverEntityManager.GetEntitiesIntersecting(user.Transform.MapID, target))
|
||||
{
|
||||
if (entity.HasComponent<IPhysicsComponent>() || entity.HasComponent<PortalComponent>())
|
||||
if (entity.HasComponent<IPhysBody>() || entity.HasComponent<PortalComponent>())
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
@@ -7,6 +7,7 @@ using Robust.Server.GameObjects;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Localization;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.Serialization;
|
||||
using Robust.Shared.Utility;
|
||||
using Robust.Shared.ViewVariables;
|
||||
@@ -21,7 +22,7 @@ namespace Content.Server.GameObjects.Components.Power.ApcNetComponents
|
||||
{
|
||||
[Dependency] private readonly IServerEntityManager _serverEntityManager = default!;
|
||||
|
||||
[ViewVariables] [ComponentDependency] private readonly IPhysicsComponent? _physicsComponent = null;
|
||||
[ViewVariables] [ComponentDependency] private readonly IPhysBody? _physicsComponent = null;
|
||||
|
||||
public override string Name => "PowerReceiver";
|
||||
|
||||
@@ -50,7 +51,7 @@ namespace Content.Server.GameObjects.Components.Power.ApcNetComponents
|
||||
/// </summary>
|
||||
public bool Connectable => Anchored;
|
||||
|
||||
private bool Anchored => _physicsComponent == null || _physicsComponent.Anchored;
|
||||
private bool Anchored => _physicsComponent == null || _physicsComponent.BodyType == BodyType.Static;
|
||||
|
||||
[ViewVariables]
|
||||
public bool NeedsProvider { get; private set; } = true;
|
||||
@@ -98,7 +99,7 @@ namespace Content.Server.GameObjects.Components.Power.ApcNetComponents
|
||||
}
|
||||
}
|
||||
|
||||
public override void OnRemove()
|
||||
public override void OnRemove()
|
||||
{
|
||||
_provider.RemoveReceiver(this);
|
||||
base.OnRemove();
|
||||
|
||||
@@ -5,6 +5,7 @@ using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Serialization;
|
||||
using Robust.Shared.ViewVariables;
|
||||
using System;
|
||||
using Robust.Shared.Physics;
|
||||
|
||||
namespace Content.Server.GameObjects.Components.Projectiles
|
||||
{
|
||||
@@ -36,9 +37,9 @@ namespace Content.Server.GameObjects.Components.Projectiles
|
||||
_solutionContainer = Owner.EnsureComponent<SolutionContainerComponent>();
|
||||
}
|
||||
|
||||
void ICollideBehavior.CollideWith(IEntity entity)
|
||||
void ICollideBehavior.CollideWith(IPhysBody ourBody, IPhysBody otherBody)
|
||||
{
|
||||
if (!entity.TryGetComponent<BloodstreamComponent>(out var bloodstream))
|
||||
if (!otherBody.Entity.TryGetComponent<BloodstreamComponent>(out var bloodstream))
|
||||
return;
|
||||
|
||||
var solution = _solutionContainer.Solution;
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
using Content.Server.GameObjects.Components.Explosion;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Physics;
|
||||
|
||||
namespace Content.Server.GameObjects.Components.Projectiles
|
||||
{
|
||||
@@ -15,18 +16,12 @@ namespace Content.Server.GameObjects.Components.Projectiles
|
||||
Owner.EnsureComponent<ExplosiveComponent>();
|
||||
}
|
||||
|
||||
void ICollideBehavior.CollideWith(IEntity entity)
|
||||
void ICollideBehavior.CollideWith(IPhysBody ourBody, IPhysBody otherBody)
|
||||
{
|
||||
if (Owner.TryGetComponent(out ExplosiveComponent explosive))
|
||||
{
|
||||
explosive.Explosion();
|
||||
}
|
||||
}
|
||||
|
||||
// Projectile should handle the deleting
|
||||
void ICollideBehavior.PostCollide(int collisionCount)
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
using Content.Server.GameObjects.Components.Weapon;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.Serialization;
|
||||
|
||||
namespace Content.Server.GameObjects.Components.Projectiles
|
||||
@@ -31,20 +32,15 @@ namespace Content.Server.GameObjects.Components.Projectiles
|
||||
Owner.EnsureComponent<ProjectileComponent>();
|
||||
}
|
||||
|
||||
void ICollideBehavior.CollideWith(IEntity entity)
|
||||
void ICollideBehavior.CollideWith(IPhysBody ourBody, IPhysBody otherBody)
|
||||
{
|
||||
if (_flashed)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
FlashableComponent.FlashAreaHelper(Owner, _range, _duration);
|
||||
_flashed = true;
|
||||
}
|
||||
|
||||
// Projectile should handle the deleting
|
||||
void ICollideBehavior.PostCollide(int collisionCount)
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -7,6 +7,7 @@ using Robust.Shared.IoC;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.Physics.Dynamics;
|
||||
using Robust.Shared.Serialization;
|
||||
using Robust.Shared.Timing;
|
||||
|
||||
|
||||
@@ -5,6 +5,7 @@ using Content.Shared.GameObjects.Components.Damage;
|
||||
using Content.Shared.GameObjects.Components.Projectiles;
|
||||
using Robust.Server.GameObjects;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.Players;
|
||||
using Robust.Shared.Serialization;
|
||||
using Robust.Shared.ViewVariables;
|
||||
@@ -12,7 +13,7 @@ using Robust.Shared.ViewVariables;
|
||||
namespace Content.Server.GameObjects.Components.Projectiles
|
||||
{
|
||||
[RegisterComponent]
|
||||
public class ProjectileComponent : SharedProjectileComponent, ICollideBehavior
|
||||
public class ProjectileComponent : SharedProjectileComponent, ICollideBehavior, IPostCollide
|
||||
{
|
||||
protected override EntityUid Shooter => _shooter;
|
||||
|
||||
@@ -27,15 +28,14 @@ namespace Content.Server.GameObjects.Components.Projectiles
|
||||
set => _damages = value;
|
||||
}
|
||||
|
||||
public bool DeleteOnCollide => _deleteOnCollide;
|
||||
private bool _damagedEntity = false;
|
||||
|
||||
private bool _deleteOnCollide;
|
||||
|
||||
// Get that juicy FPS hit sound
|
||||
private string _soundHit;
|
||||
private string _soundHitSpecies;
|
||||
|
||||
private bool _damagedEntity;
|
||||
|
||||
public override void ExposeData(ObjectSerializer serializer)
|
||||
{
|
||||
base.ExposeData(serializer);
|
||||
@@ -58,39 +58,27 @@ namespace Content.Server.GameObjects.Components.Projectiles
|
||||
Dirty();
|
||||
}
|
||||
|
||||
private bool _internalDeleteOnCollide;
|
||||
|
||||
/// <summary>
|
||||
/// Applies the damage when our projectile collides with its victim
|
||||
/// Applies the damage when our projectile collides with its victim
|
||||
/// </summary>
|
||||
/// <param name="entity"></param>
|
||||
void ICollideBehavior.CollideWith(IEntity entity)
|
||||
void ICollideBehavior.CollideWith(IPhysBody ourBody, IPhysBody otherBody)
|
||||
{
|
||||
if (_damagedEntity)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// This is so entities that shouldn't get a collision are ignored.
|
||||
if (entity.TryGetComponent(out IPhysicsComponent otherPhysics) && otherPhysics.Hard == false)
|
||||
if (!otherBody.Hard || _damagedEntity)
|
||||
{
|
||||
_internalDeleteOnCollide = false;
|
||||
return;
|
||||
}
|
||||
else
|
||||
|
||||
if (otherBody.Entity.TryGetComponent(out IDamageableComponent damage) && _soundHitSpecies != null)
|
||||
{
|
||||
_internalDeleteOnCollide = true;
|
||||
EntitySystem.Get<AudioSystem>().PlayAtCoords(_soundHitSpecies, otherBody.Entity.Transform.Coordinates);
|
||||
}
|
||||
else if (_soundHit != null)
|
||||
{
|
||||
EntitySystem.Get<AudioSystem>().PlayAtCoords(_soundHit, otherBody.Entity.Transform.Coordinates);
|
||||
}
|
||||
|
||||
if (_soundHitSpecies != null && entity.HasComponent<IDamageableComponent>())
|
||||
{
|
||||
EntitySystem.Get<AudioSystem>().PlayAtCoords(_soundHitSpecies, entity.Transform.Coordinates);
|
||||
} else if (_soundHit != null)
|
||||
{
|
||||
EntitySystem.Get<AudioSystem>().PlayAtCoords(_soundHit, entity.Transform.Coordinates);
|
||||
}
|
||||
|
||||
if (entity.TryGetComponent(out IDamageableComponent damage))
|
||||
if (damage != null)
|
||||
{
|
||||
Owner.EntityManager.TryGetEntity(_shooter, out var shooter);
|
||||
|
||||
@@ -102,17 +90,17 @@ namespace Content.Server.GameObjects.Components.Projectiles
|
||||
_damagedEntity = true;
|
||||
}
|
||||
|
||||
if (!entity.Deleted && entity.TryGetComponent(out CameraRecoilComponent recoilComponent)
|
||||
&& Owner.TryGetComponent(out IPhysicsComponent ownPhysics))
|
||||
// Damaging it can delete it
|
||||
if (!otherBody.Entity.Deleted && otherBody.Entity.TryGetComponent(out CameraRecoilComponent recoilComponent))
|
||||
{
|
||||
var direction = ownPhysics.LinearVelocity.Normalized;
|
||||
var direction = ourBody.LinearVelocity.Normalized;
|
||||
recoilComponent.Kick(direction);
|
||||
}
|
||||
}
|
||||
|
||||
void ICollideBehavior.PostCollide(int collideCount)
|
||||
void IPostCollide.PostCollide(IPhysBody ourBody, IPhysBody otherBody)
|
||||
{
|
||||
if (collideCount > 0 && DeleteOnCollide && _internalDeleteOnCollide) Owner.Delete();
|
||||
if (_damagedEntity) Owner.Delete();
|
||||
}
|
||||
|
||||
public override ComponentState GetComponentState(ICommonSession player)
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
using Content.Server.GameObjects.Components.Mobs;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.Serialization;
|
||||
|
||||
namespace Content.Server.GameObjects.Components.Projectiles
|
||||
@@ -32,16 +33,14 @@ namespace Content.Server.GameObjects.Components.Projectiles
|
||||
Owner.EnsureComponentWarn(out ProjectileComponent _);
|
||||
}
|
||||
|
||||
void ICollideBehavior.CollideWith(IEntity entity)
|
||||
void ICollideBehavior.CollideWith(IPhysBody ourBody, IPhysBody otherBody)
|
||||
{
|
||||
if (entity.TryGetComponent(out StunnableComponent stunnableComponent))
|
||||
if (otherBody.Entity.TryGetComponent(out StunnableComponent stunnableComponent))
|
||||
{
|
||||
stunnableComponent.Stun(_stunAmount);
|
||||
stunnableComponent.Knockdown(_knockdownAmount);
|
||||
stunnableComponent.Slowdown(_slowdownAmount);
|
||||
}
|
||||
}
|
||||
|
||||
void ICollideBehavior.PostCollide(int collidedCount) {}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,118 +0,0 @@
|
||||
using Content.Server.GameObjects.EntitySystems.Click;
|
||||
using Content.Shared.GameObjects;
|
||||
using Content.Shared.Physics;
|
||||
using Robust.Server.GameObjects;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Physics;
|
||||
|
||||
namespace Content.Server.GameObjects.Components.Projectiles
|
||||
{
|
||||
[RegisterComponent]
|
||||
internal class ThrownItemComponent : ProjectileComponent, ICollideBehavior
|
||||
{
|
||||
public const float DefaultThrowTime = 0.25f;
|
||||
|
||||
private bool _shouldCollide = true;
|
||||
private bool _shouldStop = false;
|
||||
|
||||
public override string Name => "ThrownItem";
|
||||
public override uint? NetID => ContentNetIDs.THROWN_ITEM;
|
||||
|
||||
/// <summary>
|
||||
/// User who threw the item.
|
||||
/// </summary>
|
||||
public IEntity User { get; set; }
|
||||
|
||||
void ICollideBehavior.CollideWith(IEntity entity)
|
||||
{
|
||||
if (!_shouldCollide || entity.Deleted) return;
|
||||
if (entity.TryGetComponent(out PhysicsComponent collid))
|
||||
{
|
||||
if (!collid.Hard) // ignore non hard
|
||||
return;
|
||||
|
||||
_shouldStop = true; // hit something hard => stop after this collision
|
||||
|
||||
// Raise an event.
|
||||
EntitySystem.Get<InteractionSystem>().ThrowCollideInteraction(User, Owner, entity, Owner.Transform.Coordinates);
|
||||
}
|
||||
|
||||
// Stop colliding with mobs, this mimics not having enough velocity to do damage
|
||||
// after impacting the first object.
|
||||
// For realism this should actually be changed when the velocity of the object is less than a threshold.
|
||||
// This would allow ricochets off walls, and weird gravity effects from slowing the object.
|
||||
if (!Owner.Deleted && Owner.TryGetComponent(out IPhysicsComponent body) && body.PhysicsShapes.Count >= 1)
|
||||
{
|
||||
_shouldCollide = false;
|
||||
}
|
||||
}
|
||||
|
||||
private void StopThrow()
|
||||
{
|
||||
if (Deleted)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (Owner.TryGetComponent(out IPhysicsComponent body) && body.PhysicsShapes.Count >= 1)
|
||||
{
|
||||
body.PhysicsShapes[0].CollisionMask &= (int) ~CollisionGroup.ThrownItem;
|
||||
|
||||
if (body.TryGetController(out ThrownController controller))
|
||||
{
|
||||
controller.LinearVelocity = Vector2.Zero;
|
||||
}
|
||||
|
||||
body.Status = BodyStatus.OnGround;
|
||||
|
||||
Owner.RemoveComponent<ThrownItemComponent>();
|
||||
EntitySystem.Get<InteractionSystem>().LandInteraction(User, Owner, Owner.Transform.Coordinates);
|
||||
}
|
||||
}
|
||||
|
||||
void ICollideBehavior.PostCollide(int collideCount)
|
||||
{
|
||||
if (_shouldStop && collideCount > 0)
|
||||
{
|
||||
StopThrow();
|
||||
}
|
||||
}
|
||||
|
||||
public void StartThrow(Vector2 direction, float speed)
|
||||
{
|
||||
var comp = Owner.GetComponent<IPhysicsComponent>();
|
||||
comp.Status = BodyStatus.InAir;
|
||||
|
||||
var controller = comp.EnsureController<ThrownController>();
|
||||
controller.Push(direction, speed);
|
||||
|
||||
EntitySystem.Get<AudioSystem>()
|
||||
.PlayFromEntity("/Audio/Effects/toss.ogg", Owner);
|
||||
|
||||
StartStopTimer();
|
||||
}
|
||||
|
||||
private void StartStopTimer()
|
||||
{
|
||||
Owner.SpawnTimer((int) (DefaultThrowTime * 1000), MaybeStopThrow);
|
||||
}
|
||||
|
||||
private void MaybeStopThrow()
|
||||
{
|
||||
if (Deleted)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (IoCManager.Resolve<IPhysicsManager>().IsWeightless(Owner.Transform.Coordinates))
|
||||
{
|
||||
StartStopTimer();
|
||||
return;
|
||||
}
|
||||
|
||||
StopThrow();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -5,6 +5,7 @@ using Content.Shared.GameObjects.EntitySystems;
|
||||
using Content.Shared.GameObjects.Verbs;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Localization;
|
||||
using Robust.Shared.Physics;
|
||||
|
||||
namespace Content.Server.GameObjects.Components.Pulling
|
||||
{
|
||||
@@ -31,15 +32,15 @@ namespace Content.Server.GameObjects.Components.Pulling
|
||||
}
|
||||
|
||||
if (!user.HasComponent<ISharedHandsComponent>() ||
|
||||
!user.TryGetComponent(out IPhysicsComponent? userPhysics) ||
|
||||
!component.Owner.TryGetComponent(out IPhysicsComponent? targetPhysics) ||
|
||||
targetPhysics.Anchored)
|
||||
!user.TryGetComponent(out IPhysBody? userPhysics) ||
|
||||
!component.Owner.TryGetComponent(out IPhysBody? targetPhysics) ||
|
||||
targetPhysics.BodyType == BodyType.Static)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
data.Visibility = VerbVisibility.Visible;
|
||||
data.Text = component.Puller == userPhysics
|
||||
data.Text = component.Puller == userPhysics.Entity
|
||||
? Loc.GetString("Stop pulling")
|
||||
: Loc.GetString("Pull");
|
||||
}
|
||||
|
||||
@@ -19,6 +19,7 @@ using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Localization;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.Serialization;
|
||||
using Robust.Shared.ViewVariables;
|
||||
|
||||
@@ -30,7 +31,7 @@ namespace Content.Server.GameObjects.Components.Recycling
|
||||
{
|
||||
public override string Name => "Recycler";
|
||||
|
||||
private readonly List<IEntity> _intersecting = new();
|
||||
public List<IEntity> Intersecting { get; set; } = new();
|
||||
|
||||
/// <summary>
|
||||
/// Whether or not sentient beings will be recycled
|
||||
@@ -72,9 +73,9 @@ namespace Content.Server.GameObjects.Components.Recycling
|
||||
|
||||
private void Recycle(IEntity entity)
|
||||
{
|
||||
if (!_intersecting.Contains(entity))
|
||||
if (!Intersecting.Contains(entity))
|
||||
{
|
||||
_intersecting.Add(entity);
|
||||
Intersecting.Add(entity);
|
||||
}
|
||||
|
||||
// TODO: Prevent collision with recycled items
|
||||
@@ -93,7 +94,7 @@ namespace Content.Server.GameObjects.Components.Recycling
|
||||
recyclable.Recycle(_efficiency);
|
||||
}
|
||||
|
||||
private bool CanRun()
|
||||
public bool CanRun()
|
||||
{
|
||||
if (Owner.TryGetComponent(out PowerReceiverComponent? receiver) &&
|
||||
!receiver.Powered)
|
||||
@@ -109,15 +110,15 @@ namespace Content.Server.GameObjects.Components.Recycling
|
||||
return true;
|
||||
}
|
||||
|
||||
private bool CanMove(IEntity entity)
|
||||
public bool CanMove(IEntity entity)
|
||||
{
|
||||
if (entity == Owner)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!entity.TryGetComponent(out IPhysicsComponent? physics) ||
|
||||
physics.Anchored)
|
||||
if (!entity.TryGetComponent(out IPhysBody? physics) ||
|
||||
physics.BodyType == BodyType.Static)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
@@ -140,34 +141,6 @@ namespace Content.Server.GameObjects.Components.Recycling
|
||||
return true;
|
||||
}
|
||||
|
||||
public void Update(float frameTime)
|
||||
{
|
||||
if (!CanRun())
|
||||
{
|
||||
_intersecting.Clear();
|
||||
return;
|
||||
}
|
||||
|
||||
var direction = Vector2.UnitX;
|
||||
|
||||
for (var i = _intersecting.Count - 1; i >= 0; i--)
|
||||
{
|
||||
var entity = _intersecting[i];
|
||||
|
||||
if (entity.Deleted || !CanMove(entity) || !Owner.EntityManager.IsIntersecting(Owner, entity))
|
||||
{
|
||||
_intersecting.RemoveAt(i);
|
||||
continue;
|
||||
}
|
||||
|
||||
if (entity.TryGetComponent(out IPhysicsComponent? physics))
|
||||
{
|
||||
var controller = physics.EnsureController<ConveyedController>();
|
||||
controller.Move(direction, frameTime, entity.Transform.WorldPosition - Owner.Transform.WorldPosition);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public override void ExposeData(ObjectSerializer serializer)
|
||||
{
|
||||
base.ExposeData(serializer);
|
||||
@@ -176,9 +149,9 @@ namespace Content.Server.GameObjects.Components.Recycling
|
||||
serializer.DataField(ref _efficiency, "efficiency", 0.25f);
|
||||
}
|
||||
|
||||
void ICollideBehavior.CollideWith(IEntity collidedWith)
|
||||
void ICollideBehavior.CollideWith(IPhysBody ourBody, IPhysBody otherBody)
|
||||
{
|
||||
Recycle(collidedWith);
|
||||
Recycle(otherBody.Entity);
|
||||
}
|
||||
|
||||
SuicideKind ISuicideAct.Suicide(IEntity victim, IChatManager chat)
|
||||
|
||||
@@ -4,6 +4,7 @@ using Content.Shared.GameObjects.Verbs;
|
||||
using Content.Shared.Interfaces;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Localization;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.Serialization;
|
||||
|
||||
namespace Content.Server.GameObjects.Components.Rotatable
|
||||
@@ -17,8 +18,8 @@ namespace Content.Server.GameObjects.Components.Rotatable
|
||||
|
||||
private void TryFlip(IEntity user)
|
||||
{
|
||||
if (Owner.TryGetComponent(out IPhysicsComponent? physics) &&
|
||||
physics.Anchored)
|
||||
if (Owner.TryGetComponent(out IPhysBody? physics) &&
|
||||
physics.BodyType == BodyType.Static)
|
||||
{
|
||||
Owner.PopupMessage(user, Loc.GetString("It's stuck."));
|
||||
return;
|
||||
|
||||
@@ -4,6 +4,7 @@ using Content.Shared.Interfaces;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Localization;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.Serialization;
|
||||
using Robust.Shared.ViewVariables;
|
||||
|
||||
@@ -28,9 +29,9 @@ namespace Content.Server.GameObjects.Components.Rotatable
|
||||
|
||||
private void TryRotate(IEntity user, Angle angle)
|
||||
{
|
||||
if (!RotateWhileAnchored && Owner.TryGetComponent(out IPhysicsComponent physics))
|
||||
if (!RotateWhileAnchored && Owner.TryGetComponent(out IPhysBody physics))
|
||||
{
|
||||
if (physics.Anchored)
|
||||
if (physics.BodyType == BodyType.Static)
|
||||
{
|
||||
Owner.PopupMessage(user, Loc.GetString("It's stuck."));
|
||||
return;
|
||||
@@ -45,7 +46,7 @@ namespace Content.Server.GameObjects.Components.Rotatable
|
||||
{
|
||||
protected override void GetData(IEntity user, RotatableComponent component, VerbData data)
|
||||
{
|
||||
if (!ActionBlockerSystem.CanInteract(user) || (!component.RotateWhileAnchored && component.Owner.TryGetComponent(out IPhysicsComponent physics) && physics.Anchored))
|
||||
if (!ActionBlockerSystem.CanInteract(user) || (!component.RotateWhileAnchored && component.Owner.TryGetComponent(out IPhysBody physics) && physics.BodyType == BodyType.Static))
|
||||
{
|
||||
data.Visibility = VerbVisibility.Invisible;
|
||||
return;
|
||||
@@ -67,7 +68,7 @@ namespace Content.Server.GameObjects.Components.Rotatable
|
||||
{
|
||||
protected override void GetData(IEntity user, RotatableComponent component, VerbData data)
|
||||
{
|
||||
if (!ActionBlockerSystem.CanInteract(user) || (!component.RotateWhileAnchored && component.Owner.TryGetComponent(out IPhysicsComponent physics) && physics.Anchored))
|
||||
if (!ActionBlockerSystem.CanInteract(user) || (!component.RotateWhileAnchored && component.Owner.TryGetComponent(out IPhysBody physics) && physics.BodyType == BodyType.Static))
|
||||
{
|
||||
data.Visibility = VerbVisibility.Invisible;
|
||||
return;
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
#nullable enable
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Physics;
|
||||
|
||||
namespace Content.Server.GameObjects.Components.Singularity
|
||||
{
|
||||
@@ -9,7 +10,7 @@ namespace Content.Server.GameObjects.Components.Singularity
|
||||
public override string Name => "ContainmentField";
|
||||
public ContainmentFieldConnection? Parent;
|
||||
|
||||
public void CollideWith(IEntity collidedWith)
|
||||
public void CollideWith(IPhysBody ourBody, IPhysBody otherBody)
|
||||
{
|
||||
if (Parent == null)
|
||||
{
|
||||
@@ -17,7 +18,7 @@ namespace Content.Server.GameObjects.Components.Singularity
|
||||
return;
|
||||
}
|
||||
|
||||
Parent.TryRepell(Owner, collidedWith);
|
||||
Parent.TryRepell(Owner, otherBody.Entity);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,11 +1,11 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Threading;
|
||||
using Content.Shared.Physics;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Log;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Physics;
|
||||
using Timer = Robust.Shared.Timing.Timer;
|
||||
|
||||
namespace Content.Server.GameObjects.Components.Singularity
|
||||
@@ -90,10 +90,12 @@ namespace Content.Server.GameObjects.Components.Singularity
|
||||
/// <param name="toRepell">Entity to repell.</param>
|
||||
public void TryRepell(IEntity repellFrom, IEntity toRepell)
|
||||
{
|
||||
if (!_fields.Contains(repellFrom) || !toRepell.TryGetComponent<IPhysicsComponent>(out var collidableComponent)) return;
|
||||
// TODO: Fix this also it's fucking repel
|
||||
if (!_fields.Contains(repellFrom) || !toRepell.TryGetComponent<IPhysBody>(out var collidableComponent)) return;
|
||||
|
||||
return;
|
||||
var speed = 5;
|
||||
var containmentFieldRepellController = collidableComponent.EnsureController<ContainmentFieldRepellController>();
|
||||
//var containmentFieldRepellController = collidableComponent.EnsureController<ContainmentFieldRepellController>();
|
||||
|
||||
if (!CanRepell(toRepell))
|
||||
{
|
||||
@@ -106,22 +108,22 @@ namespace Content.Server.GameObjects.Components.Singularity
|
||||
{
|
||||
if (repellFrom.Transform.WorldPosition.X.CompareTo(toRepell.Transform.WorldPosition.X) > 0)
|
||||
{
|
||||
containmentFieldRepellController.Repell(Direction.West, speed);
|
||||
//containmentFieldRepellController.Repell(Direction.West, speed);
|
||||
}
|
||||
else
|
||||
{
|
||||
containmentFieldRepellController.Repell(Direction.East, speed);
|
||||
//containmentFieldRepellController.Repell(Direction.East, speed);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (repellFrom.Transform.WorldPosition.Y.CompareTo(toRepell.Transform.WorldPosition.Y) > 0)
|
||||
{
|
||||
containmentFieldRepellController.Repell(Direction.South, speed);
|
||||
//containmentFieldRepellController.Repell(Direction.South, speed);
|
||||
}
|
||||
else
|
||||
{
|
||||
containmentFieldRepellController.Repell(Direction.North, speed);
|
||||
//containmentFieldRepellController.Repell(Direction.North, speed);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -10,6 +10,7 @@ using Robust.Shared.IoC;
|
||||
using Robust.Shared.Log;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.Physics.Broadphase;
|
||||
using Robust.Shared.ViewVariables;
|
||||
using Robust.Server.GameObjects;
|
||||
|
||||
@@ -117,7 +118,7 @@ namespace Content.Server.GameObjects.Components.Singularity
|
||||
|
||||
var dirVec = direction.ToVec();
|
||||
var ray = new CollisionRay(Owner.Transform.WorldPosition, dirVec, (int) CollisionGroup.MobMask);
|
||||
var rawRayCastResults = _physicsManager.IntersectRay(Owner.Transform.MapID, ray, 4.5f, Owner, false);
|
||||
var rawRayCastResults = EntitySystem.Get<SharedBroadPhaseSystem>().IntersectRay(Owner.Transform.MapID, ray, 4.5f, Owner, false);
|
||||
|
||||
var rayCastResults = rawRayCastResults as RayCastResults[] ?? rawRayCastResults.ToArray();
|
||||
if(!rayCastResults.Any()) continue;
|
||||
@@ -182,9 +183,9 @@ namespace Content.Server.GameObjects.Components.Singularity
|
||||
}
|
||||
}
|
||||
|
||||
public void CollideWith(IEntity collidedWith)
|
||||
public void CollideWith(IPhysBody ourBody, IPhysBody otherBody)
|
||||
{
|
||||
if(collidedWith.HasComponent<EmitterBoltComponent>())
|
||||
if (otherBody.Entity.HasComponent<EmitterBoltComponent>())
|
||||
{
|
||||
ReceivePower(4);
|
||||
}
|
||||
|
||||
@@ -254,7 +254,7 @@ namespace Content.Server.GameObjects.Components.Singularity
|
||||
return;
|
||||
}
|
||||
|
||||
physicsComponent.Status = BodyStatus.InAir;
|
||||
physicsComponent.BodyStatus = BodyStatus.InAir;
|
||||
|
||||
if (!projectile.TryGetComponent<ProjectileComponent>(out var projectileComponent))
|
||||
{
|
||||
@@ -265,7 +265,6 @@ namespace Content.Server.GameObjects.Components.Singularity
|
||||
projectileComponent.IgnoreEntity(Owner);
|
||||
|
||||
physicsComponent
|
||||
.EnsureController<BulletController>()
|
||||
.LinearVelocity = Owner.Transform.WorldRotation.ToVec() * 20f;
|
||||
|
||||
projectile.Transform.LocalRotation = Owner.Transform.WorldRotation;
|
||||
|
||||
@@ -14,6 +14,7 @@ using Robust.Shared.Log;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.Physics.Dynamics.Shapes;
|
||||
using Robust.Shared.Random;
|
||||
using Robust.Shared.Timing;
|
||||
|
||||
@@ -38,7 +39,6 @@ namespace Content.Server.GameObjects.Components.Singularity
|
||||
_energy = value;
|
||||
if (_energy <= 0)
|
||||
{
|
||||
if(_singularityController != null) _singularityController.LinearVelocity = Vector2.Zero;
|
||||
_spriteComponent?.LayerSetVisible(0, false);
|
||||
|
||||
Owner.Delete();
|
||||
@@ -75,7 +75,7 @@ namespace Content.Server.GameObjects.Components.Singularity
|
||||
_spriteComponent?.LayerSetRSI(0, "Effects/Singularity/singularity_" + _level + ".rsi");
|
||||
_spriteComponent?.LayerSetState(0, "singularity_" + _level);
|
||||
|
||||
if(_collidableComponent != null && _collidableComponent.PhysicsShapes.Any() && _collidableComponent.PhysicsShapes[0] is PhysShapeCircle circle)
|
||||
if(_collidableComponent != null && _collidableComponent.Fixtures.Any() && _collidableComponent.Fixtures[0].Shape is PhysShapeCircle circle)
|
||||
{
|
||||
circle.Radius = _level - 0.5f;
|
||||
}
|
||||
@@ -95,7 +95,6 @@ namespace Content.Server.GameObjects.Components.Singularity
|
||||
_ => 0
|
||||
};
|
||||
|
||||
private SingularityController? _singularityController;
|
||||
private PhysicsComponent? _collidableComponent;
|
||||
private SpriteComponent? _spriteComponent;
|
||||
private RadiationPulseComponent? _radiationPulseComponent;
|
||||
@@ -129,9 +128,6 @@ namespace Content.Server.GameObjects.Components.Singularity
|
||||
Logger.Error("SingularityComponent was spawned without SpriteComponent");
|
||||
}
|
||||
|
||||
_singularityController = _collidableComponent?.EnsureController<SingularityController>();
|
||||
if(_singularityController!=null)_singularityController.ControlledComponent = _collidableComponent;
|
||||
|
||||
if (!Owner.TryGetComponent(out _radiationPulseComponent))
|
||||
{
|
||||
Logger.Error("SingularityComponent was spawned without RadiationPulseComponent");
|
||||
@@ -140,60 +136,18 @@ namespace Content.Server.GameObjects.Components.Singularity
|
||||
Level = 1;
|
||||
}
|
||||
|
||||
public void Update()
|
||||
public void Update(int seconds)
|
||||
{
|
||||
Energy -= EnergyDrain;
|
||||
|
||||
if(Level == 1) return;
|
||||
//pushing
|
||||
var pushVector = new Vector2((_random.Next(-10, 10)), _random.Next(-10, 10));
|
||||
while (pushVector.X == 0 && pushVector.Y == 0)
|
||||
{
|
||||
pushVector = new Vector2((_random.Next(-10, 10)), _random.Next(-10, 10));
|
||||
}
|
||||
_singularityController?.Push(pushVector.Normalized, 2);
|
||||
Energy -= EnergyDrain * seconds;
|
||||
}
|
||||
|
||||
private readonly List<IEntity> _previousPulledEntities = new();
|
||||
public void CleanupPulledEntities()
|
||||
void ICollideBehavior.CollideWith(IPhysBody ourBody, IPhysBody otherBody)
|
||||
{
|
||||
foreach (var previousPulledEntity in _previousPulledEntities)
|
||||
var otherEntity = otherBody.Entity;
|
||||
|
||||
if (otherEntity.TryGetComponent<IMapGridComponent>(out var mapGridComponent))
|
||||
{
|
||||
if(previousPulledEntity.Deleted) continue;
|
||||
if (!previousPulledEntity.TryGetComponent<PhysicsComponent>(out var collidableComponent)) continue;
|
||||
var controller = collidableComponent.EnsureController<SingularityPullController>();
|
||||
controller.StopPull();
|
||||
}
|
||||
_previousPulledEntities.Clear();
|
||||
}
|
||||
|
||||
public void PullUpdate()
|
||||
{
|
||||
CleanupPulledEntities();
|
||||
var entitiesToPull = Owner.EntityManager.GetEntitiesInRange(Owner.Transform.Coordinates, Level * 10);
|
||||
foreach (var entity in entitiesToPull)
|
||||
{
|
||||
if (!entity.TryGetComponent<PhysicsComponent>(out var collidableComponent)) continue;
|
||||
if (entity.HasComponent<GhostComponent>()) continue;
|
||||
var controller = collidableComponent.EnsureController<SingularityPullController>();
|
||||
if(Owner.Transform.Coordinates.EntityId != entity.Transform.Coordinates.EntityId) continue;
|
||||
var vec = (Owner.Transform.Coordinates - entity.Transform.Coordinates).Position;
|
||||
if (vec == Vector2.Zero) continue;
|
||||
|
||||
var speed = 10 / vec.Length * Level;
|
||||
|
||||
controller.Pull(vec.Normalized, speed);
|
||||
_previousPulledEntities.Add(entity);
|
||||
}
|
||||
}
|
||||
|
||||
void ICollideBehavior.CollideWith(IEntity entity)
|
||||
{
|
||||
if (_collidableComponent == null) return; //how did it even collide then? :D
|
||||
|
||||
if (entity.TryGetComponent<IMapGridComponent>(out var mapGridComponent))
|
||||
{
|
||||
foreach (var tile in mapGridComponent.Grid.GetTilesIntersecting(((IPhysBody) _collidableComponent).WorldAABB))
|
||||
foreach (var tile in mapGridComponent.Grid.GetTilesIntersecting(ourBody.GetWorldAABB()))
|
||||
{
|
||||
mapGridComponent.Grid.SetTile(tile.GridIndices, Tile.Empty);
|
||||
Energy++;
|
||||
@@ -201,14 +155,14 @@ namespace Content.Server.GameObjects.Components.Singularity
|
||||
return;
|
||||
}
|
||||
|
||||
if (entity.HasComponent<ContainmentFieldComponent>() || (entity.TryGetComponent<ContainmentFieldGeneratorComponent>(out var component) && component.CanRepell(Owner)))
|
||||
if (otherEntity.HasComponent<ContainmentFieldComponent>() || (otherEntity.TryGetComponent<ContainmentFieldGeneratorComponent>(out var component) && component.CanRepell(Owner)))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (entity.IsInContainer()) return;
|
||||
if (otherEntity.IsInContainer()) return;
|
||||
|
||||
entity.Delete();
|
||||
otherEntity.Delete();
|
||||
Energy++;
|
||||
}
|
||||
|
||||
@@ -216,7 +170,6 @@ namespace Content.Server.GameObjects.Components.Singularity
|
||||
{
|
||||
_playingSound?.Stop();
|
||||
_audioSystem.PlayAtCoords("/Audio/Effects/singularity_collapse.ogg", Owner.Transform.Coordinates);
|
||||
CleanupPulledEntities();
|
||||
base.OnRemove();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -5,6 +5,7 @@ using Content.Shared.Atmos;
|
||||
using Content.Shared.Damage;
|
||||
using Content.Shared.GameObjects.Components.Damage;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.Serialization;
|
||||
using Robust.Shared.ViewVariables;
|
||||
|
||||
@@ -29,7 +30,7 @@ namespace Content.Server.GameObjects.Components.Temperature
|
||||
[ViewVariables] public float HeatCapacity {
|
||||
get
|
||||
{
|
||||
if (Owner.TryGetComponent<IPhysicsComponent>(out var physics))
|
||||
if (Owner.TryGetComponent<IPhysBody>(out var physics))
|
||||
{
|
||||
return SpecificHeat * physics.Mass;
|
||||
}
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
using System;
|
||||
using Content.Shared.GameObjects.Components.Weapons;
|
||||
using Content.Shared.Physics;
|
||||
using Content.Shared.Utility;
|
||||
using Robust.Server.GameObjects;
|
||||
using Robust.Shared.GameObjects;
|
||||
@@ -31,18 +32,17 @@ namespace Content.Server.GameObjects.Components.Weapon
|
||||
|
||||
public static void FlashAreaHelper(IEntity source, float range, float duration, string sound = null)
|
||||
{
|
||||
foreach (var entity in IoCManager.Resolve<IEntityManager>().GetEntitiesInRange(source.Transform.Coordinates, range))
|
||||
foreach (var entity in source.EntityManager.GetEntitiesInRange(source.Transform.Coordinates, range))
|
||||
{
|
||||
if (!source.InRangeUnobstructed(entity, range, popup: true))
|
||||
continue;
|
||||
if (!entity.TryGetComponent(out FlashableComponent flashable) ||
|
||||
!source.InRangeUnobstructed(entity, range, CollisionGroup.Opaque)) continue;
|
||||
|
||||
if(entity.TryGetComponent(out FlashableComponent flashable))
|
||||
flashable.Flash(duration);
|
||||
flashable.Flash(duration);
|
||||
}
|
||||
|
||||
if (!string.IsNullOrEmpty(sound))
|
||||
{
|
||||
IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<AudioSystem>().PlayAtCoords(sound, source.Transform.Coordinates);
|
||||
EntitySystem.Get<AudioSystem>().PlayAtCoords(sound, source.Transform.Coordinates);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -12,6 +12,7 @@ using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.Physics.Broadphase;
|
||||
using Robust.Shared.Serialization;
|
||||
using Robust.Shared.Timing;
|
||||
using Robust.Shared.ViewVariables;
|
||||
@@ -196,10 +197,13 @@ namespace Content.Server.GameObjects.Components.Weapon.Melee
|
||||
for (var i = 0; i < increments; i++)
|
||||
{
|
||||
var castAngle = new Angle(baseAngle + increment * i);
|
||||
var res = _physicsManager.IntersectRay(mapId, new CollisionRay(position, castAngle.ToWorldVec(), (int) (CollisionGroup.Impassable|CollisionGroup.MobImpassable)), Range, ignore).FirstOrDefault();
|
||||
if (res.HitEntity != null)
|
||||
var res = EntitySystem.Get<SharedBroadPhaseSystem>().IntersectRay(mapId,
|
||||
new CollisionRay(position, castAngle.ToVec(),
|
||||
(int) (CollisionGroup.Impassable | CollisionGroup.MobImpassable)), Range, ignore).ToList();
|
||||
|
||||
if (res.Count != 0)
|
||||
{
|
||||
resSet.Add(res.HitEntity);
|
||||
resSet.Add(res[0].HitEntity);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -20,6 +20,7 @@ using Robust.Shared.Log;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.Physics.Broadphase;
|
||||
using Robust.Shared.Prototypes;
|
||||
using Robust.Shared.Random;
|
||||
using Robust.Shared.Serialization;
|
||||
@@ -383,15 +384,14 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
|
||||
projectileAngle = angle;
|
||||
}
|
||||
|
||||
var physics = projectile.GetComponent<IPhysicsComponent>();
|
||||
physics.Status = BodyStatus.InAir;
|
||||
var physics = projectile.GetComponent<IPhysBody>();
|
||||
physics.BodyStatus = BodyStatus.InAir;
|
||||
|
||||
var projectileComponent = projectile.GetComponent<ProjectileComponent>();
|
||||
projectileComponent.IgnoreEntity(shooter);
|
||||
|
||||
projectile
|
||||
.GetComponent<IPhysicsComponent>()
|
||||
.EnsureController<BulletController>()
|
||||
.GetComponent<IPhysBody>()
|
||||
.LinearVelocity = projectileAngle.ToVec() * velocity;
|
||||
|
||||
projectile.Transform.LocalRotation = projectileAngle + MathHelper.PiOver2;
|
||||
@@ -421,7 +421,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
|
||||
private void FireHitscan(IEntity shooter, HitscanComponent hitscan, Angle angle)
|
||||
{
|
||||
var ray = new CollisionRay(Owner.Transform.Coordinates.ToMapPos(Owner.EntityManager), angle.ToVec(), (int) hitscan.CollisionMask);
|
||||
var physicsManager = IoCManager.Resolve<IPhysicsManager>();
|
||||
var physicsManager = EntitySystem.Get<SharedBroadPhaseSystem>();
|
||||
var rayCastResults = physicsManager.IntersectRay(Owner.Transform.MapID, ray, hitscan.MaxLength, shooter, false).ToList();
|
||||
|
||||
if (rayCastResults.Count >= 1)
|
||||
|
||||
@@ -10,6 +10,7 @@ using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.Timing;
|
||||
using Robust.Shared.Utility;
|
||||
|
||||
@@ -154,7 +155,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
|
||||
var targetNode = _pathfindingSystem.GetNode(targetTile);
|
||||
|
||||
var collisionMask = 0;
|
||||
if (entity.TryGetComponent(out IPhysicsComponent physics))
|
||||
if (entity.TryGetComponent(out IPhysBody physics))
|
||||
{
|
||||
collisionMask = physics.CollisionMask;
|
||||
}
|
||||
|
||||
@@ -3,6 +3,7 @@ using System.Collections.Generic;
|
||||
using Content.Server.GameObjects.Components.Access;
|
||||
using Content.Server.GameObjects.Components.Movement;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Physics;
|
||||
|
||||
namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
|
||||
{
|
||||
@@ -27,7 +28,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
|
||||
public static ReachableArgs GetArgs(IEntity entity)
|
||||
{
|
||||
var collisionMask = 0;
|
||||
if (entity.TryGetComponent(out IPhysicsComponent? physics))
|
||||
if (entity.TryGetComponent(out IPhysBody? physics))
|
||||
{
|
||||
collisionMask = physics.CollisionMask;
|
||||
}
|
||||
|
||||
@@ -6,6 +6,7 @@ using Content.Server.GameObjects.Components.Doors;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.Utility;
|
||||
|
||||
namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
|
||||
@@ -40,7 +41,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
|
||||
GenerateMask();
|
||||
}
|
||||
|
||||
public static bool IsRelevant(IEntity entity, IPhysicsComponent physicsComponent)
|
||||
public static bool IsRelevant(IEntity entity, IPhysBody physicsComponent)
|
||||
{
|
||||
if (entity.Transform.GridID == GridId.Invalid ||
|
||||
(PathfindingSystem.TrackedCollisionLayers & physicsComponent.CollisionLayer) == 0)
|
||||
@@ -256,7 +257,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
|
||||
/// <param name="entity"></param>
|
||||
/// TODO: These 2 methods currently don't account for a bunch of changes (e.g. airlock unpowered, wrenching, etc.)
|
||||
/// TODO: Could probably optimise this slightly more.
|
||||
public void AddEntity(IEntity entity, IPhysicsComponent physicsComponent)
|
||||
public void AddEntity(IEntity entity, IPhysBody physicsComponent)
|
||||
{
|
||||
// If we're a door
|
||||
if (entity.HasComponent<AirlockComponent>() || entity.HasComponent<ServerDoorComponent>())
|
||||
@@ -275,7 +276,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
|
||||
|
||||
DebugTools.Assert((PathfindingSystem.TrackedCollisionLayers & physicsComponent.CollisionLayer) != 0);
|
||||
|
||||
if (!physicsComponent.Anchored)
|
||||
if (physicsComponent.BodyType == BodyType.Static)
|
||||
{
|
||||
_physicsLayers.Add(entity, physicsComponent.CollisionLayer);
|
||||
}
|
||||
|
||||
@@ -11,6 +11,7 @@ using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.Utility;
|
||||
|
||||
namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
|
||||
@@ -29,7 +30,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
|
||||
{
|
||||
[Dependency] private readonly IMapManager _mapManager = default!;
|
||||
[Dependency] private readonly IEntityManager _entityManager = default!;
|
||||
|
||||
|
||||
public IReadOnlyDictionary<GridId, Dictionary<Vector2i, PathfindingChunk>> Graph => _graph;
|
||||
private readonly Dictionary<GridId, Dictionary<Vector2i, PathfindingChunk>> _graph = new();
|
||||
|
||||
@@ -81,7 +82,8 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
|
||||
|
||||
foreach (var update in _collidableUpdateQueue)
|
||||
{
|
||||
var entity = EntityManager.GetEntity(update.Owner);
|
||||
if (!EntityManager.TryGetEntity(update.Owner, out var entity)) continue;
|
||||
|
||||
if (update.CanCollide)
|
||||
{
|
||||
HandleEntityAdd(entity);
|
||||
@@ -262,7 +264,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
|
||||
{
|
||||
if (entity.Deleted ||
|
||||
_lastKnownPositions.ContainsKey(entity) ||
|
||||
!entity.TryGetComponent(out IPhysicsComponent physics) ||
|
||||
!entity.TryGetComponent(out IPhysBody physics) ||
|
||||
!PathfindingNode.IsRelevant(entity, physics))
|
||||
{
|
||||
return;
|
||||
@@ -301,7 +303,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
|
||||
{
|
||||
// If we've moved to space or the likes then remove us.
|
||||
if (moveEvent.Sender.Deleted ||
|
||||
!moveEvent.Sender.TryGetComponent(out IPhysicsComponent physics) ||
|
||||
!moveEvent.Sender.TryGetComponent(out IPhysBody physics) ||
|
||||
!PathfindingNode.IsRelevant(moveEvent.Sender, physics) ||
|
||||
moveEvent.NewPosition.GetGridId(EntityManager) == GridId.Invalid)
|
||||
{
|
||||
@@ -366,7 +368,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
|
||||
|
||||
public bool CanTraverse(IEntity entity, PathfindingNode node)
|
||||
{
|
||||
if (entity.TryGetComponent(out IPhysicsComponent physics) &&
|
||||
if (entity.TryGetComponent(out IPhysBody physics) &&
|
||||
(physics.CollisionMask & node.BlockedCollisionMask) != 0)
|
||||
{
|
||||
return false;
|
||||
|
||||
@@ -13,6 +13,7 @@ using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.Timing;
|
||||
using Robust.Shared.Utility;
|
||||
using Robust.Shared.ViewVariables;
|
||||
@@ -413,7 +414,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
|
||||
var startTile = gridManager.GetTileRef(entity.Transform.Coordinates);
|
||||
var endTile = gridManager.GetTileRef(steeringRequest.TargetGrid);
|
||||
var collisionMask = 0;
|
||||
if (entity.TryGetComponent(out IPhysicsComponent physics))
|
||||
if (entity.TryGetComponent(out IPhysBody physics))
|
||||
{
|
||||
collisionMask = physics.CollisionMask;
|
||||
}
|
||||
@@ -599,7 +600,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
|
||||
return Vector2.Zero;
|
||||
}
|
||||
|
||||
if (target.TryGetComponent(out IPhysicsComponent physics))
|
||||
if (target.TryGetComponent(out IPhysBody physics))
|
||||
{
|
||||
var targetDistance = (targetPos.Position - entityPos.Position);
|
||||
targetPos = targetPos.Offset(physics.LinearVelocity * targetDistance);
|
||||
@@ -617,7 +618,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
|
||||
/// <returns></returns>
|
||||
private Vector2 CollisionAvoidance(IEntity entity, Vector2 direction, ICollection<IEntity> ignoredTargets)
|
||||
{
|
||||
if (direction == Vector2.Zero || !entity.TryGetComponent(out IPhysicsComponent physics))
|
||||
if (direction == Vector2.Zero || !entity.TryGetComponent(out IPhysBody physics))
|
||||
{
|
||||
return Vector2.Zero;
|
||||
}
|
||||
@@ -658,7 +659,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
|
||||
// if we're moving in the same direction then ignore
|
||||
// So if 2 entities are moving towards each other and both detect a collision they'll both move in the same direction
|
||||
// i.e. towards the right
|
||||
if (physicsEntity.TryGetComponent(out IPhysicsComponent otherPhysics) &&
|
||||
if (physicsEntity.TryGetComponent(out IPhysBody otherPhysics) &&
|
||||
Vector2.Dot(otherPhysics.LinearVelocity, direction) > 0)
|
||||
{
|
||||
continue;
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Threading.Tasks;
|
||||
using Content.Server.GameObjects.Components.Items.Storage;
|
||||
@@ -25,6 +26,7 @@ using Robust.Shared.IoC;
|
||||
using Robust.Shared.Log;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.Players;
|
||||
|
||||
namespace Content.Server.GameObjects.EntitySystems.Click
|
||||
@@ -37,6 +39,8 @@ namespace Content.Server.GameObjects.EntitySystems.Click
|
||||
{
|
||||
[Dependency] private readonly IEntityManager _entityManager = default!;
|
||||
|
||||
private List<IThrowCollide> _throwCollide = new();
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
SubscribeNetworkEvent<DragDropMessage>(HandleDragDropMessage);
|
||||
@@ -602,28 +606,43 @@ namespace Content.Server.GameObjects.EntitySystems.Click
|
||||
/// Calls ThrowCollide on all components that implement the IThrowCollide interface
|
||||
/// on a thrown entity and the target entity it hit.
|
||||
/// </summary>
|
||||
public void ThrowCollideInteraction(IEntity user, IEntity thrown, IEntity target, EntityCoordinates location)
|
||||
public void ThrowCollideInteraction(IEntity user, IPhysBody thrown, IPhysBody target)
|
||||
{
|
||||
var collideMsg = new ThrowCollideMessage(user, thrown, target, location);
|
||||
// TODO: Just pass in the bodies directly
|
||||
var collideMsg = new ThrowCollideMessage(user, thrown.Entity, target.Entity);
|
||||
RaiseLocalEvent(collideMsg);
|
||||
if (collideMsg.Handled)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var eventArgs = new ThrowCollideEventArgs(user, thrown, target, location);
|
||||
var eventArgs = new ThrowCollideEventArgs(user, thrown.Entity, target.Entity);
|
||||
|
||||
foreach (var comp in thrown.GetAllComponents<IThrowCollide>().ToArray())
|
||||
foreach (var comp in thrown.Entity.GetAllComponents<IThrowCollide>())
|
||||
{
|
||||
if (thrown.Deleted) break;
|
||||
comp.DoHit(eventArgs);
|
||||
_throwCollide.Add(comp);
|
||||
}
|
||||
|
||||
foreach (var comp in target.GetAllComponents<IThrowCollide>().ToArray())
|
||||
foreach (var collide in _throwCollide)
|
||||
{
|
||||
if (target.Deleted) break;
|
||||
comp.HitBy(eventArgs);
|
||||
if (thrown.Entity.Deleted) break;
|
||||
collide.DoHit(eventArgs);
|
||||
}
|
||||
|
||||
_throwCollide.Clear();
|
||||
|
||||
foreach (var comp in target.Entity.GetAllComponents<IThrowCollide>())
|
||||
{
|
||||
_throwCollide.Add(comp);
|
||||
}
|
||||
|
||||
foreach (var collide in _throwCollide)
|
||||
{
|
||||
if (target.Entity.Deleted) break;
|
||||
collide.HitBy(eventArgs);
|
||||
}
|
||||
|
||||
_throwCollide.Clear();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
||||
@@ -1,18 +1,39 @@
|
||||
using Content.Server.GameObjects.Components.Movement;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Content.Server.GameObjects.Components.Movement;
|
||||
using Content.Shared.GameObjects.Components.Movement;
|
||||
using Content.Shared.GameTicking;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Shared.GameObjects;
|
||||
|
||||
namespace Content.Server.GameObjects.EntitySystems
|
||||
{
|
||||
[UsedImplicitly]
|
||||
internal sealed class ClimbSystem : EntitySystem
|
||||
internal sealed class ClimbSystem : EntitySystem, IResettingEntitySystem
|
||||
{
|
||||
private readonly HashSet<ClimbingComponent> _activeClimbers = new();
|
||||
|
||||
public void AddActiveClimber(ClimbingComponent climbingComponent)
|
||||
{
|
||||
_activeClimbers.Add(climbingComponent);
|
||||
}
|
||||
|
||||
public void RemoveActiveClimber(ClimbingComponent climbingComponent)
|
||||
{
|
||||
_activeClimbers.Remove(climbingComponent);
|
||||
}
|
||||
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
foreach (var comp in ComponentManager.EntityQuery<ClimbingComponent>(true))
|
||||
foreach (var climber in _activeClimbers.ToArray())
|
||||
{
|
||||
comp.Update();
|
||||
climber.Update();
|
||||
}
|
||||
}
|
||||
|
||||
public void Reset()
|
||||
{
|
||||
_activeClimbers.Clear();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,18 +0,0 @@
|
||||
using Content.Server.GameObjects.Components.Conveyor;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Shared.GameObjects;
|
||||
|
||||
namespace Content.Server.GameObjects.EntitySystems
|
||||
{
|
||||
[UsedImplicitly]
|
||||
internal sealed class ConveyorSystem : EntitySystem
|
||||
{
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
foreach (var comp in ComponentManager.EntityQuery<ConveyorComponent>(true))
|
||||
{
|
||||
comp.Update(frameTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,11 +1,11 @@
|
||||
using System;
|
||||
using System.Linq;
|
||||
using Content.Server.GameObjects.Components.GUI;
|
||||
using Content.Server.GameObjects.Components.Items;
|
||||
using Content.Server.GameObjects.Components.Items.Storage;
|
||||
using Content.Server.GameObjects.Components.Stack;
|
||||
using Content.Server.GameObjects.EntitySystems.Click;
|
||||
using Content.Server.Interfaces.GameObjects.Components.Items;
|
||||
using Content.Server.Throw;
|
||||
using Content.Shared.GameObjects.EntitySystems;
|
||||
using Content.Shared.Input;
|
||||
using Content.Shared.Interfaces;
|
||||
@@ -144,12 +144,12 @@ namespace Content.Server.GameObjects.EntitySystems
|
||||
|
||||
private bool HandleThrowItem(ICommonSession session, EntityCoordinates coords, EntityUid uid)
|
||||
{
|
||||
var plyEnt = ((IPlayerSession)session).AttachedEntity;
|
||||
var playerEnt = ((IPlayerSession)session).AttachedEntity;
|
||||
|
||||
if (plyEnt == null || !plyEnt.IsValid())
|
||||
if (playerEnt == null || !playerEnt.IsValid())
|
||||
return false;
|
||||
|
||||
if (!plyEnt.TryGetComponent(out HandsComponent handsComp))
|
||||
if (!playerEnt.TryGetComponent(out HandsComponent handsComp))
|
||||
return false;
|
||||
|
||||
if (!handsComp.CanDrop(handsComp.ActiveHand))
|
||||
@@ -168,14 +168,19 @@ namespace Content.Server.GameObjects.EntitySystems
|
||||
else
|
||||
{
|
||||
stackComp.Use(1);
|
||||
throwEnt = throwEnt.EntityManager.SpawnEntity(throwEnt.Prototype.ID, plyEnt.Transform.Coordinates);
|
||||
throwEnt = throwEnt.EntityManager.SpawnEntity(throwEnt.Prototype.ID, playerEnt.Transform.Coordinates);
|
||||
|
||||
// can only throw one item at a time, regardless of what the prototype stack size is.
|
||||
if (throwEnt.TryGetComponent<StackComponent>(out var newStackComp))
|
||||
newStackComp.Count = 1;
|
||||
}
|
||||
|
||||
throwEnt.ThrowTo(ThrowForce, coords, plyEnt.Transform.Coordinates, false, plyEnt);
|
||||
var direction = coords.ToMapPos(EntityManager) - playerEnt.Transform.WorldPosition;
|
||||
if (direction == Vector2.Zero) return true;
|
||||
|
||||
direction = direction.Normalized * MathF.Min(direction.Length, 8.0f);
|
||||
|
||||
throwEnt.TryThrow(direction * ThrowForce * 15);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -1,163 +0,0 @@
|
||||
#nullable enable
|
||||
using Content.Server.GameObjects.Components.GUI;
|
||||
using Content.Server.GameObjects.Components.Items.Storage;
|
||||
using Content.Server.GameObjects.Components.Mobs;
|
||||
using Content.Server.GameObjects.Components.Sound;
|
||||
using Content.Shared.Audio;
|
||||
using Content.Shared.GameObjects.Components.Inventory;
|
||||
using Content.Shared.GameObjects.Components.Movement;
|
||||
using Content.Shared.GameObjects.Components.Tag;
|
||||
using Content.Shared.GameObjects.EntitySystems;
|
||||
using Content.Shared.Maps;
|
||||
using Content.Shared.Physics;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Server.GameObjects;
|
||||
using Robust.Shared.Audio;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Log;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Prototypes;
|
||||
using Robust.Shared.Random;
|
||||
|
||||
namespace Content.Server.GameObjects.EntitySystems
|
||||
{
|
||||
[UsedImplicitly]
|
||||
internal class MoverSystem : SharedMoverSystem
|
||||
{
|
||||
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
|
||||
[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
|
||||
[Dependency] private readonly IMapManager _mapManager = default!;
|
||||
[Dependency] private readonly IRobustRandom _robustRandom = default!;
|
||||
|
||||
private AudioSystem _audioSystem = default!;
|
||||
|
||||
private const float StepSoundMoveDistanceRunning = 2;
|
||||
private const float StepSoundMoveDistanceWalking = 1.5f;
|
||||
|
||||
/// <inheritdoc />
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
SubscribeLocalEvent<PlayerDetachedSystemMessage>(PlayerDetached);
|
||||
|
||||
_audioSystem = EntitySystemManager.GetEntitySystem<AudioSystem>();
|
||||
|
||||
UpdatesBefore.Add(typeof(PhysicsSystem));
|
||||
}
|
||||
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
foreach (var (moverComponent, collidableComponent) in EntityManager.ComponentManager
|
||||
.EntityQuery<IMoverComponent, IPhysicsComponent>(false))
|
||||
{
|
||||
var entity = moverComponent.Owner;
|
||||
UpdateKinematics(entity.Transform, moverComponent, collidableComponent);
|
||||
}
|
||||
}
|
||||
|
||||
private void PlayerDetached(PlayerDetachedSystemMessage ev)
|
||||
{
|
||||
if (ev.Entity.TryGetComponent(out IPhysicsComponent? physics) &&
|
||||
physics.TryGetController(out MoverController controller) &&
|
||||
!ev.Entity.IsWeightless())
|
||||
{
|
||||
controller.StopMoving();
|
||||
}
|
||||
}
|
||||
|
||||
protected override void HandleFootsteps(IMoverComponent mover)
|
||||
{
|
||||
var transform = mover.Owner.Transform;
|
||||
// Handle footsteps.
|
||||
if (_mapManager.GridExists(mover.LastPosition.GetGridId(EntityManager)))
|
||||
{
|
||||
// Can happen when teleporting between grids.
|
||||
if (!transform.Coordinates.TryDistance(EntityManager, mover.LastPosition, out var distance))
|
||||
{
|
||||
mover.LastPosition = transform.Coordinates;
|
||||
return;
|
||||
}
|
||||
|
||||
mover.StepSoundDistance += distance;
|
||||
}
|
||||
|
||||
mover.LastPosition = transform.Coordinates;
|
||||
float distanceNeeded;
|
||||
if (mover.Sprinting)
|
||||
{
|
||||
distanceNeeded = StepSoundMoveDistanceRunning;
|
||||
}
|
||||
else
|
||||
{
|
||||
distanceNeeded = StepSoundMoveDistanceWalking;
|
||||
}
|
||||
|
||||
if (mover.StepSoundDistance > distanceNeeded)
|
||||
{
|
||||
mover.StepSoundDistance = 0;
|
||||
|
||||
if (!mover.Owner.HasTag("FootstepSound"))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (mover.Owner.TryGetComponent<InventoryComponent>(out var inventory)
|
||||
&& inventory.TryGetSlotItem<ItemComponent>(EquipmentSlotDefines.Slots.SHOES, out var item)
|
||||
&& item.Owner.TryGetComponent<FootstepModifierComponent>(out var modifier))
|
||||
{
|
||||
modifier.PlayFootstep();
|
||||
}
|
||||
else
|
||||
{
|
||||
PlayFootstepSound(transform.Coordinates, mover.Sprinting);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void PlayFootstepSound(EntityCoordinates coordinates, bool sprinting)
|
||||
{
|
||||
// Step one: figure out sound collection prototype.
|
||||
var grid = _mapManager.GetGrid(coordinates.GetGridId(EntityManager));
|
||||
var tile = grid.GetTileRef(coordinates);
|
||||
|
||||
// If the coordinates have a FootstepModifier component
|
||||
// i.e. component that emit sound on footsteps emit that sound
|
||||
string? soundCollectionName = null;
|
||||
foreach (var maybeFootstep in grid.GetSnapGridCell(tile.GridIndices, SnapGridOffset.Center))
|
||||
{
|
||||
if (maybeFootstep.Owner.TryGetComponent(out FootstepModifierComponent? footstep))
|
||||
{
|
||||
soundCollectionName = footstep._soundCollectionName;
|
||||
break;
|
||||
}
|
||||
}
|
||||
// if there is no FootstepModifierComponent, determine sound based on tiles
|
||||
if (soundCollectionName == null)
|
||||
{
|
||||
// Walking on a tile.
|
||||
var def = (ContentTileDefinition) _tileDefinitionManager[tile.Tile.TypeId];
|
||||
if (def.FootstepSounds == null)
|
||||
{
|
||||
// Nothing to play, oh well.
|
||||
return;
|
||||
}
|
||||
|
||||
soundCollectionName = def.FootstepSounds;
|
||||
}
|
||||
|
||||
// Ok well we know the position of the
|
||||
try
|
||||
{
|
||||
var soundCollection = _prototypeManager.Index<SoundCollectionPrototype>(soundCollectionName);
|
||||
var file = _robustRandom.Pick(soundCollection.PickFiles);
|
||||
_audioSystem.PlayAtCoords(file, coordinates, sprinting ? AudioParams.Default.WithVolume(0.75f) : null);
|
||||
}
|
||||
catch (UnknownPrototypeException)
|
||||
{
|
||||
// Shouldn't crash over a sound
|
||||
Logger.ErrorS("sound", $"Unable to find sound collection for {soundCollectionName}");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -8,6 +8,7 @@ using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.Physics.Broadphase;
|
||||
using Robust.Shared.Random;
|
||||
using Robust.Shared.Timing;
|
||||
|
||||
@@ -137,7 +138,7 @@ namespace Content.Server.GameObjects.EntitySystems
|
||||
// Determine if the solar panel is occluded, and zero out coverage if so.
|
||||
// FIXME: The "Opaque" collision group doesn't seem to work right now.
|
||||
var ray = new CollisionRay(entity.Transform.WorldPosition, TowardsSun.ToVec(), (int) CollisionGroup.Opaque);
|
||||
var rayCastResults = IoCManager.Resolve<IPhysicsManager>().IntersectRay(entity.Transform.MapID, ray, SunOcclusionCheckDistance, entity);
|
||||
var rayCastResults = EntitySystem.Get<SharedBroadPhaseSystem>().IntersectRay(entity.Transform.MapID, ray, SunOcclusionCheckDistance, entity);
|
||||
if (rayCastResults.Any())
|
||||
coverage = 0;
|
||||
}
|
||||
|
||||
@@ -1,18 +0,0 @@
|
||||
using Content.Server.GameObjects.Components.Recycling;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Shared.GameObjects;
|
||||
|
||||
namespace Content.Server.GameObjects.EntitySystems
|
||||
{
|
||||
[UsedImplicitly]
|
||||
internal sealed class RecyclerSystem : EntitySystem
|
||||
{
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
foreach (var component in ComponentManager.EntityQuery<RecyclerComponent>(true))
|
||||
{
|
||||
component.Update(frameTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -7,36 +7,21 @@ namespace Content.Server.GameObjects.EntitySystems
|
||||
[UsedImplicitly]
|
||||
public class SingularitySystem : EntitySystem
|
||||
{
|
||||
private float curTimeSingulo;
|
||||
private float curTimePull;
|
||||
private float _accumulator;
|
||||
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
base.Update(frameTime);
|
||||
|
||||
curTimeSingulo += frameTime;
|
||||
curTimePull += frameTime;
|
||||
_accumulator += frameTime;
|
||||
|
||||
var shouldUpdate = curTimeSingulo >= 1f;
|
||||
var shouldPull = curTimePull >= 0.2f;
|
||||
if (!shouldUpdate && !shouldPull) return;
|
||||
var singulos = ComponentManager.EntityQuery<SingularityComponent>(true);
|
||||
|
||||
if (curTimeSingulo >= 1f)
|
||||
while (_accumulator > 1.0f)
|
||||
{
|
||||
curTimeSingulo -= 1f;
|
||||
foreach (var singulo in singulos)
|
||||
{
|
||||
singulo.Update();
|
||||
}
|
||||
}
|
||||
_accumulator -= 1.0f;
|
||||
|
||||
if (curTimePull >= 0.5f)
|
||||
{
|
||||
curTimePull -= 0.5f;
|
||||
foreach (var singulo in singulos)
|
||||
foreach (var singularity in ComponentManager.EntityQuery<SingularityComponent>())
|
||||
{
|
||||
singulo.PullUpdate();
|
||||
singularity.Update(1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user