* 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

@@ -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)