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:
@@ -17,6 +17,7 @@ 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.Maths;
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using Robust.Shared.Physics;
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using Robust.Shared.Serialization;
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using Robust.Shared.Timing;
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using Robust.Shared.ViewVariables;
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@@ -226,7 +227,7 @@ namespace Content.Server.GameObjects.Components.Items.Storage
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private void ModifyComponents()
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{
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if (!_isCollidableWhenOpen && Owner.TryGetComponent<IPhysicsComponent>(out var physics))
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if (!_isCollidableWhenOpen && Owner.TryGetComponent<IPhysBody>(out var physics))
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{
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if (Open)
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{
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@@ -252,10 +253,10 @@ namespace Content.Server.GameObjects.Components.Items.Storage
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protected virtual bool AddToContents(IEntity entity)
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{
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if (entity == Owner) return false;
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if (entity.TryGetComponent(out IPhysicsComponent? entityPhysicsComponent))
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if (entity.TryGetComponent(out IPhysBody? entityPhysicsComponent))
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{
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if(MaxSize < entityPhysicsComponent.WorldAABB.Size.X
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|| MaxSize < entityPhysicsComponent.WorldAABB.Size.Y)
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if(MaxSize < entityPhysicsComponent.GetWorldAABB().Size.X
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|| MaxSize < entityPhysicsComponent.GetWorldAABB().Size.Y)
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{
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return false;
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}
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@@ -285,7 +286,7 @@ namespace Content.Server.GameObjects.Components.Items.Storage
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if(Contents.Remove(contained))
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{
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contained.Transform.WorldPosition = ContentsDumpPosition();
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if (contained.TryGetComponent<IPhysicsComponent>(out var physics))
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if (contained.TryGetComponent<IPhysBody>(out var physics))
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{
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physics.CanCollide = true;
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}
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@@ -1,6 +1,5 @@
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using Content.Server.GameObjects.Components.GUI;
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using Content.Server.Interfaces.GameObjects.Components.Items;
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using Content.Server.Throw;
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using Content.Shared.GameObjects;
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using Content.Shared.GameObjects.Components.Items;
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using Content.Shared.GameObjects.Components.Storage;
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@@ -14,6 +13,7 @@ using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Localization;
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using Robust.Shared.Players;
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using Robust.Shared.Physics;
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using Robust.Shared.Serialization;
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namespace Content.Server.GameObjects.Components.Items.Storage
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@@ -87,8 +87,8 @@ namespace Content.Server.GameObjects.Components.Items.Storage
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return false;
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}
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if (Owner.TryGetComponent(out IPhysicsComponent physics) &&
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physics.Anchored)
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if (Owner.TryGetComponent(out IPhysBody physics) &&
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physics.BodyType == BodyType.Static)
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{
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return false;
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}
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@@ -141,22 +141,22 @@ namespace Content.Server.GameObjects.Components.Items.Storage
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var targetLocation = eventArgs.Target.Transform.Coordinates;
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var dirVec = (targetLocation.ToMapPos(Owner.EntityManager) - sourceLocation.ToMapPos(Owner.EntityManager)).Normalized;
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var throwForce = 1.0f;
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float throwForce;
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switch (eventArgs.Severity)
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{
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case ExplosionSeverity.Destruction:
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throwForce = 3.0f;
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throwForce = 30.0f;
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break;
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case ExplosionSeverity.Heavy:
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throwForce = 2.0f;
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throwForce = 20.0f;
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break;
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case ExplosionSeverity.Light:
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throwForce = 1.0f;
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default:
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throwForce = 10.0f;
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break;
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}
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Owner.Throw(throwForce, targetLocation, sourceLocation, true);
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Owner.TryThrow(dirVec * throwForce);
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}
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}
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}
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49
Content.Server/GameObjects/Components/Items/ThrowHelper.cs
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49
Content.Server/GameObjects/Components/Items/ThrowHelper.cs
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@@ -0,0 +1,49 @@
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#nullable enable
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using Content.Server.GameObjects.Components.Items.Storage;
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using Content.Server.GameObjects.EntitySystems.Click;
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using Content.Shared.GameObjects.Components.Mobs.State;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Log;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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namespace Content.Server.GameObjects.Components.Items
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{
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internal static class ThrowHelper
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{
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/// <summary>
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/// Tries to throw the entity if it has a physics component, otherwise does nothing.
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/// </summary>
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/// <param name="entity"></param>
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/// <param name="direction">Will use the vector's magnitude as the strength of the impulse</param>
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internal static void TryThrow(this IEntity entity, Vector2 direction, IEntity? user = null)
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{
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if (direction == Vector2.Zero || !entity.TryGetComponent(out PhysicsComponent? physicsComponent))
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{
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return;
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}
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if (physicsComponent.BodyType == BodyType.Static)
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{
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Logger.Warning("Tried to throw entity {entity} but can't throw static bodies!");
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return;
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}
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if (entity.HasComponent<IMobStateComponent>())
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{
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Logger.Warning("Throwing not supported for mobs!");
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return;
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}
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if (entity.HasComponent<ItemComponent>())
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{
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entity.EnsureComponent<ThrownItemComponent>().Thrower = user;
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if (user != null)
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EntitySystem.Get<InteractionSystem>().ThrownInteraction(user, entity);
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}
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physicsComponent.ApplyLinearImpulse(direction);
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}
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}
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}
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@@ -0,0 +1,33 @@
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#nullable enable
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using Content.Server.GameObjects.EntitySystems.Click;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Physics;
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namespace Content.Server.GameObjects.Components.Items
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{
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[RegisterComponent]
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public class ThrownItemComponent : Component, ICollideBehavior
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{
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public override string Name => "ThrownItem";
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public IEntity? Thrower { get; set; }
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public override void HandleMessage(ComponentMessage message, IComponent? component)
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{
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base.HandleMessage(message, component);
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switch (message)
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{
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case PhysicsSleepCompMessage:
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EntitySystem.Get<InteractionSystem>().LandInteraction(Thrower, Owner, Owner.Transform.Coordinates);
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IoCManager.Resolve<IComponentManager>().RemoveComponent(Owner.Uid, this);
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break;
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}
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}
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public void CollideWith(IPhysBody ourBody, IPhysBody otherBody)
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{
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EntitySystem.Get<InteractionSystem>().ThrowCollideInteraction(Thrower, ourBody, otherBody);
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}
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}
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}
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