* Content side new physics structure

* BroadPhase outline done

* But we need to fix WorldAABB

* Fix static pvs AABB

* Fix import

* Rando fixes

* B is for balloon

* Change human mob hitbox to circle

* Decent movement

* Start adding friction to player controller

I think it's the best way to go about it to keep other objects somewhat consistent for physics.

* This baby can fit so many physics bugs in it.

* Slight mob mover optimisations.

* Player mover kinda works okay.

* Beginnings of testbed

* More testbed

* Circlestack bed

* Namespaces

* BB fixes

* Pull WorldAABB

* Joint pulling

* Semi-decent movement I guess.

* Pulling better

* Bullet controller + old movement

* im too dumb for this shit

* Use kinematic mob controller again

It's probably for the best TBH

* Stashed shitcode

* Remove SlipController

* In which movement code is entirely refactored

* Singularity fix

* Fix ApplyLinearImpulse

* MoveRelay fix

* Fix door collisions

* Disable subfloor collisions

Saves on broadphase a fair bit

* Re-implement ClimbController

* Zumzum's pressure

* Laggy item throwing

* Minor atmos change

* Some caching

* Optimise controllers

* Optimise CollideWith to hell and back

* Re-do throwing and tile friction

* Landing too

* Optimise controllers

* Move CCVars and other stuff swept is beautiful

* Cleanup a bunch of controllers

* Fix shooting and high pressure movement controller

* Flashing improvements

* Stuff and things

* Combat collisions

* Combat mode collisions

* Pulling distance joint again

* Cleanup physics interfaces

* More like scuffedularity

* Shit's fucked

* Haha tests go green

* Bigmoneycrab

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
This commit is contained in:
metalgearsloth
2021-03-01 03:11:29 +11:00
committed by GitHub
parent 9deee05279
commit 3e64fd56a1
211 changed files with 2602 additions and 2562 deletions

View File

@@ -15,6 +15,7 @@ using Content.Shared.Interfaces.GameObjects.Components;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.Localization;
using Robust.Shared.Physics;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
@@ -134,19 +135,19 @@ namespace Content.Server.GameObjects.Components.Atmos
}
var entity = Owner.EntityManager.GetEntity(uid);
var physics = Owner.GetComponent<IPhysicsComponent>();
var otherPhysics = entity.GetComponent<IPhysicsComponent>();
var physics = Owner.GetComponent<IPhysBody>();
var otherPhysics = entity.GetComponent<IPhysBody>();
if (!physics.WorldAABB.Intersects(otherPhysics.WorldAABB))
if (!physics.GetWorldAABB().Intersects(otherPhysics.GetWorldAABB()))
{
_collided.Remove(uid);
}
}
}
public void CollideWith(IEntity collidedWith)
public void CollideWith(IPhysBody ourBody, IPhysBody otherBody)
{
if (!collidedWith.TryGetComponent(out FlammableComponent otherFlammable))
if (!otherBody.Entity.TryGetComponent(out FlammableComponent otherFlammable))
return;
if (!FireSpread || !otherFlammable.FireSpread)

View File

@@ -13,6 +13,7 @@ using Content.Shared.Interfaces.GameObjects.Components;
using Content.Shared.Atmos;
using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
using Robust.Server.GameObjects;
using Robust.Shared.Physics;
namespace Content.Server.GameObjects.Components.Atmos
{
@@ -40,7 +41,7 @@ namespace Content.Server.GameObjects.Components.Atmos
public GasMixture Air { get; set; } = default!;
[ViewVariables]
public bool Anchored => !Owner.TryGetComponent<IPhysicsComponent>(out var physics) || physics.Anchored;
public bool Anchored => !Owner.TryGetComponent<IPhysBody>(out var physics) || physics.BodyType == BodyType.Static;
/// <summary>
/// The floor connector port that the canister is attached to.
@@ -77,7 +78,7 @@ namespace Content.Server.GameObjects.Components.Atmos
public override void Initialize()
{
base.Initialize();
if (Owner.TryGetComponent<IPhysicsComponent>(out var physics))
if (Owner.TryGetComponent<IPhysBody>(out var physics))
{
AnchorUpdate();
}

View File

@@ -1,6 +1,14 @@
#nullable enable
using System;
using System.Diagnostics.CodeAnalysis;
using Content.Shared.Atmos;
using Content.Shared.GameObjects.Components.Mobs.State;
using Content.Shared.Physics;
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;
@@ -9,8 +17,16 @@ namespace Content.Server.GameObjects.Components.Atmos
[RegisterComponent]
public class MovedByPressureComponent : Component
{
[Dependency] private readonly IRobustRandom _robustRandom = default!;
public override string Name => "MovedByPressure";
private const float MoveForcePushRatio = 1f;
private const float MoveForceForcePushRatio = 1f;
private const float ProbabilityOffset = 25f;
private const float ProbabilityBasePercent = 10f;
private const float ThrowForce = 100f;
[ViewVariables(VVAccess.ReadWrite)]
public bool Enabled { get; set; } = true;
[ViewVariables(VVAccess.ReadWrite)]
@@ -27,6 +43,77 @@ namespace Content.Server.GameObjects.Components.Atmos
serializer.DataField(this, x => PressureResistance, "pressureResistance", 1f);
serializer.DataField(this, x => MoveResist, "moveResist", 100f);
}
public void ExperiencePressureDifference(int cycle, float pressureDifference, AtmosDirection direction,
float pressureResistanceProbDelta, EntityCoordinates throwTarget)
{
if (!Owner.TryGetComponent(out PhysicsComponent? physics))
return;
physics.WakeBody();
// TODO ATMOS stuns?
var transform = physics.Owner.Transform;
var maxForce = MathF.Sqrt(pressureDifference) * 2.25f;
var moveProb = 100f;
if (PressureResistance > 0)
moveProb = MathF.Abs((pressureDifference / PressureResistance * ProbabilityBasePercent) -
ProbabilityOffset);
if (moveProb > ProbabilityOffset && _robustRandom.Prob(MathF.Min(moveProb / 100f, 1f))
&& !float.IsPositiveInfinity(MoveResist)
&& (!physics.Anchored
&& (maxForce >= (MoveResist * MoveForcePushRatio)))
|| (physics.Anchored && (maxForce >= (MoveResist * MoveForceForcePushRatio))))
{
if (physics.Owner.HasComponent<IMobStateComponent>())
{
physics.BodyStatus = BodyStatus.InAir;
foreach (var fixture in physics.Fixtures)
{
fixture.CollisionMask &= ~(int) CollisionGroup.VaultImpassable;
}
Owner.SpawnTimer(2000, () =>
{
if (Deleted || !Owner.TryGetComponent(out PhysicsComponent? physicsComponent)) return;
// Uhh if you get race conditions good luck buddy.
if (physicsComponent.Owner.HasComponent<IMobStateComponent>())
{
physicsComponent.BodyStatus = BodyStatus.OnGround;
}
foreach (var fixture in physics.Fixtures)
{
fixture.CollisionMask |= (int) CollisionGroup.VaultImpassable;
}
});
}
if (maxForce > ThrowForce)
{
// Vera please fix ;-;
if (throwTarget != EntityCoordinates.Invalid)
{
var moveForce = maxForce * MathHelper.Clamp(moveProb, 0, 100) / 15f;
var pos = ((throwTarget.Position - transform.Coordinates.Position).Normalized + direction.ToDirection().ToVec()).Normalized;
physics.ApplyLinearImpulse(pos * moveForce);
}
else
{
var moveForce = MathF.Min(maxForce * MathHelper.Clamp(moveProb, 0, 100) / 2500f, 20f);
physics.ApplyLinearImpulse(direction.ToDirection().ToVec() * moveForce);
}
LastHighPressureMovementAirCycle = cycle;
}
}
}
}
public static class MovedByPressureExtensions