* 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

@@ -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)?

View File

@@ -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);

View File

@@ -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);
}
}
}

View File

@@ -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; }
}
}

View File

@@ -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)