* 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

@@ -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;