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>
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@@ -1,5 +1,6 @@
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using System;
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using Content.Shared.GameObjects.Components.Weapons;
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using Content.Shared.Physics;
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using Content.Shared.Utility;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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@@ -31,18 +32,17 @@ namespace Content.Server.GameObjects.Components.Weapon
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public static void FlashAreaHelper(IEntity source, float range, float duration, string sound = null)
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{
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foreach (var entity in IoCManager.Resolve<IEntityManager>().GetEntitiesInRange(source.Transform.Coordinates, range))
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foreach (var entity in source.EntityManager.GetEntitiesInRange(source.Transform.Coordinates, range))
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{
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if (!source.InRangeUnobstructed(entity, range, popup: true))
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continue;
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if (!entity.TryGetComponent(out FlashableComponent flashable) ||
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!source.InRangeUnobstructed(entity, range, CollisionGroup.Opaque)) continue;
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if(entity.TryGetComponent(out FlashableComponent flashable))
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flashable.Flash(duration);
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flashable.Flash(duration);
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}
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if (!string.IsNullOrEmpty(sound))
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{
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IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<AudioSystem>().PlayAtCoords(sound, source.Transform.Coordinates);
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EntitySystem.Get<AudioSystem>().PlayAtCoords(sound, source.Transform.Coordinates);
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}
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}
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}
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@@ -12,6 +12,7 @@ using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Broadphase;
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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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@@ -196,10 +197,13 @@ namespace Content.Server.GameObjects.Components.Weapon.Melee
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for (var i = 0; i < increments; i++)
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{
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var castAngle = new Angle(baseAngle + increment * i);
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var res = _physicsManager.IntersectRay(mapId, new CollisionRay(position, castAngle.ToWorldVec(), (int) (CollisionGroup.Impassable|CollisionGroup.MobImpassable)), Range, ignore).FirstOrDefault();
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if (res.HitEntity != null)
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var res = EntitySystem.Get<SharedBroadPhaseSystem>().IntersectRay(mapId,
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new CollisionRay(position, castAngle.ToVec(),
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(int) (CollisionGroup.Impassable | CollisionGroup.MobImpassable)), Range, ignore).ToList();
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if (res.Count != 0)
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{
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resSet.Add(res.HitEntity);
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resSet.Add(res[0].HitEntity);
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}
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}
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@@ -20,6 +20,7 @@ using Robust.Shared.Log;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Broadphase;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Serialization;
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@@ -383,15 +384,14 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
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projectileAngle = angle;
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}
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var physics = projectile.GetComponent<IPhysicsComponent>();
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physics.Status = BodyStatus.InAir;
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var physics = projectile.GetComponent<IPhysBody>();
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physics.BodyStatus = BodyStatus.InAir;
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var projectileComponent = projectile.GetComponent<ProjectileComponent>();
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projectileComponent.IgnoreEntity(shooter);
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projectile
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.GetComponent<IPhysicsComponent>()
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.EnsureController<BulletController>()
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.GetComponent<IPhysBody>()
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.LinearVelocity = projectileAngle.ToVec() * velocity;
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projectile.Transform.LocalRotation = projectileAngle + MathHelper.PiOver2;
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@@ -421,7 +421,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
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private void FireHitscan(IEntity shooter, HitscanComponent hitscan, Angle angle)
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{
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var ray = new CollisionRay(Owner.Transform.Coordinates.ToMapPos(Owner.EntityManager), angle.ToVec(), (int) hitscan.CollisionMask);
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var physicsManager = IoCManager.Resolve<IPhysicsManager>();
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var physicsManager = EntitySystem.Get<SharedBroadPhaseSystem>();
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var rayCastResults = physicsManager.IntersectRay(Owner.Transform.MapID, ray, hitscan.MaxLength, shooter, false).ToList();
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if (rayCastResults.Count >= 1)
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