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:
@@ -10,6 +10,7 @@ using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.Timing;
|
||||
using Robust.Shared.Utility;
|
||||
|
||||
@@ -154,7 +155,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
|
||||
var targetNode = _pathfindingSystem.GetNode(targetTile);
|
||||
|
||||
var collisionMask = 0;
|
||||
if (entity.TryGetComponent(out IPhysicsComponent physics))
|
||||
if (entity.TryGetComponent(out IPhysBody physics))
|
||||
{
|
||||
collisionMask = physics.CollisionMask;
|
||||
}
|
||||
|
||||
@@ -3,6 +3,7 @@ using System.Collections.Generic;
|
||||
using Content.Server.GameObjects.Components.Access;
|
||||
using Content.Server.GameObjects.Components.Movement;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Physics;
|
||||
|
||||
namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
|
||||
{
|
||||
@@ -27,7 +28,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
|
||||
public static ReachableArgs GetArgs(IEntity entity)
|
||||
{
|
||||
var collisionMask = 0;
|
||||
if (entity.TryGetComponent(out IPhysicsComponent? physics))
|
||||
if (entity.TryGetComponent(out IPhysBody? physics))
|
||||
{
|
||||
collisionMask = physics.CollisionMask;
|
||||
}
|
||||
|
||||
@@ -6,6 +6,7 @@ using Content.Server.GameObjects.Components.Doors;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.Utility;
|
||||
|
||||
namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
|
||||
@@ -40,7 +41,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
|
||||
GenerateMask();
|
||||
}
|
||||
|
||||
public static bool IsRelevant(IEntity entity, IPhysicsComponent physicsComponent)
|
||||
public static bool IsRelevant(IEntity entity, IPhysBody physicsComponent)
|
||||
{
|
||||
if (entity.Transform.GridID == GridId.Invalid ||
|
||||
(PathfindingSystem.TrackedCollisionLayers & physicsComponent.CollisionLayer) == 0)
|
||||
@@ -256,7 +257,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
|
||||
/// <param name="entity"></param>
|
||||
/// TODO: These 2 methods currently don't account for a bunch of changes (e.g. airlock unpowered, wrenching, etc.)
|
||||
/// TODO: Could probably optimise this slightly more.
|
||||
public void AddEntity(IEntity entity, IPhysicsComponent physicsComponent)
|
||||
public void AddEntity(IEntity entity, IPhysBody physicsComponent)
|
||||
{
|
||||
// If we're a door
|
||||
if (entity.HasComponent<AirlockComponent>() || entity.HasComponent<ServerDoorComponent>())
|
||||
@@ -275,7 +276,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
|
||||
|
||||
DebugTools.Assert((PathfindingSystem.TrackedCollisionLayers & physicsComponent.CollisionLayer) != 0);
|
||||
|
||||
if (!physicsComponent.Anchored)
|
||||
if (physicsComponent.BodyType == BodyType.Static)
|
||||
{
|
||||
_physicsLayers.Add(entity, physicsComponent.CollisionLayer);
|
||||
}
|
||||
|
||||
@@ -11,6 +11,7 @@ using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.Utility;
|
||||
|
||||
namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
|
||||
@@ -29,7 +30,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
|
||||
{
|
||||
[Dependency] private readonly IMapManager _mapManager = default!;
|
||||
[Dependency] private readonly IEntityManager _entityManager = default!;
|
||||
|
||||
|
||||
public IReadOnlyDictionary<GridId, Dictionary<Vector2i, PathfindingChunk>> Graph => _graph;
|
||||
private readonly Dictionary<GridId, Dictionary<Vector2i, PathfindingChunk>> _graph = new();
|
||||
|
||||
@@ -81,7 +82,8 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
|
||||
|
||||
foreach (var update in _collidableUpdateQueue)
|
||||
{
|
||||
var entity = EntityManager.GetEntity(update.Owner);
|
||||
if (!EntityManager.TryGetEntity(update.Owner, out var entity)) continue;
|
||||
|
||||
if (update.CanCollide)
|
||||
{
|
||||
HandleEntityAdd(entity);
|
||||
@@ -262,7 +264,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
|
||||
{
|
||||
if (entity.Deleted ||
|
||||
_lastKnownPositions.ContainsKey(entity) ||
|
||||
!entity.TryGetComponent(out IPhysicsComponent physics) ||
|
||||
!entity.TryGetComponent(out IPhysBody physics) ||
|
||||
!PathfindingNode.IsRelevant(entity, physics))
|
||||
{
|
||||
return;
|
||||
@@ -301,7 +303,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
|
||||
{
|
||||
// If we've moved to space or the likes then remove us.
|
||||
if (moveEvent.Sender.Deleted ||
|
||||
!moveEvent.Sender.TryGetComponent(out IPhysicsComponent physics) ||
|
||||
!moveEvent.Sender.TryGetComponent(out IPhysBody physics) ||
|
||||
!PathfindingNode.IsRelevant(moveEvent.Sender, physics) ||
|
||||
moveEvent.NewPosition.GetGridId(EntityManager) == GridId.Invalid)
|
||||
{
|
||||
@@ -366,7 +368,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
|
||||
|
||||
public bool CanTraverse(IEntity entity, PathfindingNode node)
|
||||
{
|
||||
if (entity.TryGetComponent(out IPhysicsComponent physics) &&
|
||||
if (entity.TryGetComponent(out IPhysBody physics) &&
|
||||
(physics.CollisionMask & node.BlockedCollisionMask) != 0)
|
||||
{
|
||||
return false;
|
||||
|
||||
@@ -13,6 +13,7 @@ using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.Timing;
|
||||
using Robust.Shared.Utility;
|
||||
using Robust.Shared.ViewVariables;
|
||||
@@ -413,7 +414,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
|
||||
var startTile = gridManager.GetTileRef(entity.Transform.Coordinates);
|
||||
var endTile = gridManager.GetTileRef(steeringRequest.TargetGrid);
|
||||
var collisionMask = 0;
|
||||
if (entity.TryGetComponent(out IPhysicsComponent physics))
|
||||
if (entity.TryGetComponent(out IPhysBody physics))
|
||||
{
|
||||
collisionMask = physics.CollisionMask;
|
||||
}
|
||||
@@ -599,7 +600,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
|
||||
return Vector2.Zero;
|
||||
}
|
||||
|
||||
if (target.TryGetComponent(out IPhysicsComponent physics))
|
||||
if (target.TryGetComponent(out IPhysBody physics))
|
||||
{
|
||||
var targetDistance = (targetPos.Position - entityPos.Position);
|
||||
targetPos = targetPos.Offset(physics.LinearVelocity * targetDistance);
|
||||
@@ -617,7 +618,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
|
||||
/// <returns></returns>
|
||||
private Vector2 CollisionAvoidance(IEntity entity, Vector2 direction, ICollection<IEntity> ignoredTargets)
|
||||
{
|
||||
if (direction == Vector2.Zero || !entity.TryGetComponent(out IPhysicsComponent physics))
|
||||
if (direction == Vector2.Zero || !entity.TryGetComponent(out IPhysBody physics))
|
||||
{
|
||||
return Vector2.Zero;
|
||||
}
|
||||
@@ -658,7 +659,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
|
||||
// if we're moving in the same direction then ignore
|
||||
// So if 2 entities are moving towards each other and both detect a collision they'll both move in the same direction
|
||||
// i.e. towards the right
|
||||
if (physicsEntity.TryGetComponent(out IPhysicsComponent otherPhysics) &&
|
||||
if (physicsEntity.TryGetComponent(out IPhysBody otherPhysics) &&
|
||||
Vector2.Dot(otherPhysics.LinearVelocity, direction) > 0)
|
||||
{
|
||||
continue;
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Threading.Tasks;
|
||||
using Content.Server.GameObjects.Components.Items.Storage;
|
||||
@@ -25,6 +26,7 @@ using Robust.Shared.IoC;
|
||||
using Robust.Shared.Log;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.Players;
|
||||
|
||||
namespace Content.Server.GameObjects.EntitySystems.Click
|
||||
@@ -37,6 +39,8 @@ namespace Content.Server.GameObjects.EntitySystems.Click
|
||||
{
|
||||
[Dependency] private readonly IEntityManager _entityManager = default!;
|
||||
|
||||
private List<IThrowCollide> _throwCollide = new();
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
SubscribeNetworkEvent<DragDropMessage>(HandleDragDropMessage);
|
||||
@@ -602,28 +606,43 @@ namespace Content.Server.GameObjects.EntitySystems.Click
|
||||
/// Calls ThrowCollide on all components that implement the IThrowCollide interface
|
||||
/// on a thrown entity and the target entity it hit.
|
||||
/// </summary>
|
||||
public void ThrowCollideInteraction(IEntity user, IEntity thrown, IEntity target, EntityCoordinates location)
|
||||
public void ThrowCollideInteraction(IEntity user, IPhysBody thrown, IPhysBody target)
|
||||
{
|
||||
var collideMsg = new ThrowCollideMessage(user, thrown, target, location);
|
||||
// TODO: Just pass in the bodies directly
|
||||
var collideMsg = new ThrowCollideMessage(user, thrown.Entity, target.Entity);
|
||||
RaiseLocalEvent(collideMsg);
|
||||
if (collideMsg.Handled)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var eventArgs = new ThrowCollideEventArgs(user, thrown, target, location);
|
||||
var eventArgs = new ThrowCollideEventArgs(user, thrown.Entity, target.Entity);
|
||||
|
||||
foreach (var comp in thrown.GetAllComponents<IThrowCollide>().ToArray())
|
||||
foreach (var comp in thrown.Entity.GetAllComponents<IThrowCollide>())
|
||||
{
|
||||
if (thrown.Deleted) break;
|
||||
comp.DoHit(eventArgs);
|
||||
_throwCollide.Add(comp);
|
||||
}
|
||||
|
||||
foreach (var comp in target.GetAllComponents<IThrowCollide>().ToArray())
|
||||
foreach (var collide in _throwCollide)
|
||||
{
|
||||
if (target.Deleted) break;
|
||||
comp.HitBy(eventArgs);
|
||||
if (thrown.Entity.Deleted) break;
|
||||
collide.DoHit(eventArgs);
|
||||
}
|
||||
|
||||
_throwCollide.Clear();
|
||||
|
||||
foreach (var comp in target.Entity.GetAllComponents<IThrowCollide>())
|
||||
{
|
||||
_throwCollide.Add(comp);
|
||||
}
|
||||
|
||||
foreach (var collide in _throwCollide)
|
||||
{
|
||||
if (target.Entity.Deleted) break;
|
||||
collide.HitBy(eventArgs);
|
||||
}
|
||||
|
||||
_throwCollide.Clear();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
||||
@@ -1,18 +1,39 @@
|
||||
using Content.Server.GameObjects.Components.Movement;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Content.Server.GameObjects.Components.Movement;
|
||||
using Content.Shared.GameObjects.Components.Movement;
|
||||
using Content.Shared.GameTicking;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Shared.GameObjects;
|
||||
|
||||
namespace Content.Server.GameObjects.EntitySystems
|
||||
{
|
||||
[UsedImplicitly]
|
||||
internal sealed class ClimbSystem : EntitySystem
|
||||
internal sealed class ClimbSystem : EntitySystem, IResettingEntitySystem
|
||||
{
|
||||
private readonly HashSet<ClimbingComponent> _activeClimbers = new();
|
||||
|
||||
public void AddActiveClimber(ClimbingComponent climbingComponent)
|
||||
{
|
||||
_activeClimbers.Add(climbingComponent);
|
||||
}
|
||||
|
||||
public void RemoveActiveClimber(ClimbingComponent climbingComponent)
|
||||
{
|
||||
_activeClimbers.Remove(climbingComponent);
|
||||
}
|
||||
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
foreach (var comp in ComponentManager.EntityQuery<ClimbingComponent>(true))
|
||||
foreach (var climber in _activeClimbers.ToArray())
|
||||
{
|
||||
comp.Update();
|
||||
climber.Update();
|
||||
}
|
||||
}
|
||||
|
||||
public void Reset()
|
||||
{
|
||||
_activeClimbers.Clear();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,18 +0,0 @@
|
||||
using Content.Server.GameObjects.Components.Conveyor;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Shared.GameObjects;
|
||||
|
||||
namespace Content.Server.GameObjects.EntitySystems
|
||||
{
|
||||
[UsedImplicitly]
|
||||
internal sealed class ConveyorSystem : EntitySystem
|
||||
{
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
foreach (var comp in ComponentManager.EntityQuery<ConveyorComponent>(true))
|
||||
{
|
||||
comp.Update(frameTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,11 +1,11 @@
|
||||
using System;
|
||||
using System.Linq;
|
||||
using Content.Server.GameObjects.Components.GUI;
|
||||
using Content.Server.GameObjects.Components.Items;
|
||||
using Content.Server.GameObjects.Components.Items.Storage;
|
||||
using Content.Server.GameObjects.Components.Stack;
|
||||
using Content.Server.GameObjects.EntitySystems.Click;
|
||||
using Content.Server.Interfaces.GameObjects.Components.Items;
|
||||
using Content.Server.Throw;
|
||||
using Content.Shared.GameObjects.EntitySystems;
|
||||
using Content.Shared.Input;
|
||||
using Content.Shared.Interfaces;
|
||||
@@ -144,12 +144,12 @@ namespace Content.Server.GameObjects.EntitySystems
|
||||
|
||||
private bool HandleThrowItem(ICommonSession session, EntityCoordinates coords, EntityUid uid)
|
||||
{
|
||||
var plyEnt = ((IPlayerSession)session).AttachedEntity;
|
||||
var playerEnt = ((IPlayerSession)session).AttachedEntity;
|
||||
|
||||
if (plyEnt == null || !plyEnt.IsValid())
|
||||
if (playerEnt == null || !playerEnt.IsValid())
|
||||
return false;
|
||||
|
||||
if (!plyEnt.TryGetComponent(out HandsComponent handsComp))
|
||||
if (!playerEnt.TryGetComponent(out HandsComponent handsComp))
|
||||
return false;
|
||||
|
||||
if (!handsComp.CanDrop(handsComp.ActiveHand))
|
||||
@@ -168,14 +168,19 @@ namespace Content.Server.GameObjects.EntitySystems
|
||||
else
|
||||
{
|
||||
stackComp.Use(1);
|
||||
throwEnt = throwEnt.EntityManager.SpawnEntity(throwEnt.Prototype.ID, plyEnt.Transform.Coordinates);
|
||||
throwEnt = throwEnt.EntityManager.SpawnEntity(throwEnt.Prototype.ID, playerEnt.Transform.Coordinates);
|
||||
|
||||
// can only throw one item at a time, regardless of what the prototype stack size is.
|
||||
if (throwEnt.TryGetComponent<StackComponent>(out var newStackComp))
|
||||
newStackComp.Count = 1;
|
||||
}
|
||||
|
||||
throwEnt.ThrowTo(ThrowForce, coords, plyEnt.Transform.Coordinates, false, plyEnt);
|
||||
var direction = coords.ToMapPos(EntityManager) - playerEnt.Transform.WorldPosition;
|
||||
if (direction == Vector2.Zero) return true;
|
||||
|
||||
direction = direction.Normalized * MathF.Min(direction.Length, 8.0f);
|
||||
|
||||
throwEnt.TryThrow(direction * ThrowForce * 15);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -1,163 +0,0 @@
|
||||
#nullable enable
|
||||
using Content.Server.GameObjects.Components.GUI;
|
||||
using Content.Server.GameObjects.Components.Items.Storage;
|
||||
using Content.Server.GameObjects.Components.Mobs;
|
||||
using Content.Server.GameObjects.Components.Sound;
|
||||
using Content.Shared.Audio;
|
||||
using Content.Shared.GameObjects.Components.Inventory;
|
||||
using Content.Shared.GameObjects.Components.Movement;
|
||||
using Content.Shared.GameObjects.Components.Tag;
|
||||
using Content.Shared.GameObjects.EntitySystems;
|
||||
using Content.Shared.Maps;
|
||||
using Content.Shared.Physics;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Server.GameObjects;
|
||||
using Robust.Shared.Audio;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Log;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Prototypes;
|
||||
using Robust.Shared.Random;
|
||||
|
||||
namespace Content.Server.GameObjects.EntitySystems
|
||||
{
|
||||
[UsedImplicitly]
|
||||
internal class MoverSystem : SharedMoverSystem
|
||||
{
|
||||
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
|
||||
[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
|
||||
[Dependency] private readonly IMapManager _mapManager = default!;
|
||||
[Dependency] private readonly IRobustRandom _robustRandom = default!;
|
||||
|
||||
private AudioSystem _audioSystem = default!;
|
||||
|
||||
private const float StepSoundMoveDistanceRunning = 2;
|
||||
private const float StepSoundMoveDistanceWalking = 1.5f;
|
||||
|
||||
/// <inheritdoc />
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
SubscribeLocalEvent<PlayerDetachedSystemMessage>(PlayerDetached);
|
||||
|
||||
_audioSystem = EntitySystemManager.GetEntitySystem<AudioSystem>();
|
||||
|
||||
UpdatesBefore.Add(typeof(PhysicsSystem));
|
||||
}
|
||||
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
foreach (var (moverComponent, collidableComponent) in EntityManager.ComponentManager
|
||||
.EntityQuery<IMoverComponent, IPhysicsComponent>(false))
|
||||
{
|
||||
var entity = moverComponent.Owner;
|
||||
UpdateKinematics(entity.Transform, moverComponent, collidableComponent);
|
||||
}
|
||||
}
|
||||
|
||||
private void PlayerDetached(PlayerDetachedSystemMessage ev)
|
||||
{
|
||||
if (ev.Entity.TryGetComponent(out IPhysicsComponent? physics) &&
|
||||
physics.TryGetController(out MoverController controller) &&
|
||||
!ev.Entity.IsWeightless())
|
||||
{
|
||||
controller.StopMoving();
|
||||
}
|
||||
}
|
||||
|
||||
protected override void HandleFootsteps(IMoverComponent mover)
|
||||
{
|
||||
var transform = mover.Owner.Transform;
|
||||
// Handle footsteps.
|
||||
if (_mapManager.GridExists(mover.LastPosition.GetGridId(EntityManager)))
|
||||
{
|
||||
// Can happen when teleporting between grids.
|
||||
if (!transform.Coordinates.TryDistance(EntityManager, mover.LastPosition, out var distance))
|
||||
{
|
||||
mover.LastPosition = transform.Coordinates;
|
||||
return;
|
||||
}
|
||||
|
||||
mover.StepSoundDistance += distance;
|
||||
}
|
||||
|
||||
mover.LastPosition = transform.Coordinates;
|
||||
float distanceNeeded;
|
||||
if (mover.Sprinting)
|
||||
{
|
||||
distanceNeeded = StepSoundMoveDistanceRunning;
|
||||
}
|
||||
else
|
||||
{
|
||||
distanceNeeded = StepSoundMoveDistanceWalking;
|
||||
}
|
||||
|
||||
if (mover.StepSoundDistance > distanceNeeded)
|
||||
{
|
||||
mover.StepSoundDistance = 0;
|
||||
|
||||
if (!mover.Owner.HasTag("FootstepSound"))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (mover.Owner.TryGetComponent<InventoryComponent>(out var inventory)
|
||||
&& inventory.TryGetSlotItem<ItemComponent>(EquipmentSlotDefines.Slots.SHOES, out var item)
|
||||
&& item.Owner.TryGetComponent<FootstepModifierComponent>(out var modifier))
|
||||
{
|
||||
modifier.PlayFootstep();
|
||||
}
|
||||
else
|
||||
{
|
||||
PlayFootstepSound(transform.Coordinates, mover.Sprinting);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void PlayFootstepSound(EntityCoordinates coordinates, bool sprinting)
|
||||
{
|
||||
// Step one: figure out sound collection prototype.
|
||||
var grid = _mapManager.GetGrid(coordinates.GetGridId(EntityManager));
|
||||
var tile = grid.GetTileRef(coordinates);
|
||||
|
||||
// If the coordinates have a FootstepModifier component
|
||||
// i.e. component that emit sound on footsteps emit that sound
|
||||
string? soundCollectionName = null;
|
||||
foreach (var maybeFootstep in grid.GetSnapGridCell(tile.GridIndices, SnapGridOffset.Center))
|
||||
{
|
||||
if (maybeFootstep.Owner.TryGetComponent(out FootstepModifierComponent? footstep))
|
||||
{
|
||||
soundCollectionName = footstep._soundCollectionName;
|
||||
break;
|
||||
}
|
||||
}
|
||||
// if there is no FootstepModifierComponent, determine sound based on tiles
|
||||
if (soundCollectionName == null)
|
||||
{
|
||||
// Walking on a tile.
|
||||
var def = (ContentTileDefinition) _tileDefinitionManager[tile.Tile.TypeId];
|
||||
if (def.FootstepSounds == null)
|
||||
{
|
||||
// Nothing to play, oh well.
|
||||
return;
|
||||
}
|
||||
|
||||
soundCollectionName = def.FootstepSounds;
|
||||
}
|
||||
|
||||
// Ok well we know the position of the
|
||||
try
|
||||
{
|
||||
var soundCollection = _prototypeManager.Index<SoundCollectionPrototype>(soundCollectionName);
|
||||
var file = _robustRandom.Pick(soundCollection.PickFiles);
|
||||
_audioSystem.PlayAtCoords(file, coordinates, sprinting ? AudioParams.Default.WithVolume(0.75f) : null);
|
||||
}
|
||||
catch (UnknownPrototypeException)
|
||||
{
|
||||
// Shouldn't crash over a sound
|
||||
Logger.ErrorS("sound", $"Unable to find sound collection for {soundCollectionName}");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -8,6 +8,7 @@ using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.Physics.Broadphase;
|
||||
using Robust.Shared.Random;
|
||||
using Robust.Shared.Timing;
|
||||
|
||||
@@ -137,7 +138,7 @@ namespace Content.Server.GameObjects.EntitySystems
|
||||
// Determine if the solar panel is occluded, and zero out coverage if so.
|
||||
// FIXME: The "Opaque" collision group doesn't seem to work right now.
|
||||
var ray = new CollisionRay(entity.Transform.WorldPosition, TowardsSun.ToVec(), (int) CollisionGroup.Opaque);
|
||||
var rayCastResults = IoCManager.Resolve<IPhysicsManager>().IntersectRay(entity.Transform.MapID, ray, SunOcclusionCheckDistance, entity);
|
||||
var rayCastResults = EntitySystem.Get<SharedBroadPhaseSystem>().IntersectRay(entity.Transform.MapID, ray, SunOcclusionCheckDistance, entity);
|
||||
if (rayCastResults.Any())
|
||||
coverage = 0;
|
||||
}
|
||||
|
||||
@@ -1,18 +0,0 @@
|
||||
using Content.Server.GameObjects.Components.Recycling;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Shared.GameObjects;
|
||||
|
||||
namespace Content.Server.GameObjects.EntitySystems
|
||||
{
|
||||
[UsedImplicitly]
|
||||
internal sealed class RecyclerSystem : EntitySystem
|
||||
{
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
foreach (var component in ComponentManager.EntityQuery<RecyclerComponent>(true))
|
||||
{
|
||||
component.Update(frameTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -7,36 +7,21 @@ namespace Content.Server.GameObjects.EntitySystems
|
||||
[UsedImplicitly]
|
||||
public class SingularitySystem : EntitySystem
|
||||
{
|
||||
private float curTimeSingulo;
|
||||
private float curTimePull;
|
||||
private float _accumulator;
|
||||
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
base.Update(frameTime);
|
||||
|
||||
curTimeSingulo += frameTime;
|
||||
curTimePull += frameTime;
|
||||
_accumulator += frameTime;
|
||||
|
||||
var shouldUpdate = curTimeSingulo >= 1f;
|
||||
var shouldPull = curTimePull >= 0.2f;
|
||||
if (!shouldUpdate && !shouldPull) return;
|
||||
var singulos = ComponentManager.EntityQuery<SingularityComponent>(true);
|
||||
|
||||
if (curTimeSingulo >= 1f)
|
||||
while (_accumulator > 1.0f)
|
||||
{
|
||||
curTimeSingulo -= 1f;
|
||||
foreach (var singulo in singulos)
|
||||
{
|
||||
singulo.Update();
|
||||
}
|
||||
}
|
||||
_accumulator -= 1.0f;
|
||||
|
||||
if (curTimePull >= 0.5f)
|
||||
{
|
||||
curTimePull -= 0.5f;
|
||||
foreach (var singulo in singulos)
|
||||
foreach (var singularity in ComponentManager.EntityQuery<SingularityComponent>())
|
||||
{
|
||||
singulo.PullUpdate();
|
||||
singularity.Update(1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user