* 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

@@ -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);
}
}
}

View File

@@ -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);
}
}

View File

@@ -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)