Physics (#3485)
* 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 * Fix dupe pulling * Zumzum's based fix * Don't run tile friction for non-predicted bodies * Experimental pulling improvement * Everything's a poly now * Optimise AI region debugging a bit Could still be better but should improve default performance a LOT * Mover no updater * Crazy kinematic body idea * Good collisions * KinematicController * Fix aghost * Throwing refactor * Pushing cleanup * Fix throwing and footstep sounds * Frametime in ICollideBehavior * Fix stuff * Actually fix weightlessness * Optimise collision behaviors a lot * Make open lockers still collide with walls * powwweeerrrrr * Merge master proper * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * Ch ch ch changesss * SHIP IT * Fix #if DEBUG * Fix vaulting and item locker collision * Fix throwing * Editing yaml by hand what can go wrong * on * Last yaml fixes * Okay now it's fixed * Linter Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> Co-authored-by: Vera Aguilera Puerto <zddm@outlook.es>
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@@ -4,12 +4,14 @@ using Content.Server.GameObjects.Components.MachineLinking;
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using Content.Server.GameObjects.Components.Power.ApcNetComponents;
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using Content.Shared.GameObjects.Components.Conveyor;
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using Content.Shared.GameObjects.Components.MachineLinking;
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using Content.Shared.GameObjects.Components.Movement;
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using Content.Shared.Physics;
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using Robust.Server.GameObjects;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Maths;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Physics;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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@@ -30,6 +32,8 @@ namespace Content.Server.GameObjects.Components.Conveyor
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[DataField("angle")]
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private Angle _angle;
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public float Speed => _speed;
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/// <summary>
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/// The amount of units to move the entity by per second.
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/// </summary>
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@@ -90,7 +94,7 @@ namespace Content.Server.GameObjects.Components.Conveyor
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/// <returns>
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/// The angle when taking into account if the conveyor is reversed
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/// </returns>
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private Angle GetAngle()
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public Angle GetAngle()
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{
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var adjustment = _state == ConveyorState.Reversed ? MathHelper.Pi : 0;
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var radians = MathHelper.DegreesToRadians(_angle);
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@@ -98,7 +102,7 @@ namespace Content.Server.GameObjects.Components.Conveyor
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return new Angle(Owner.Transform.LocalRotation.Theta + radians + adjustment);
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}
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private bool CanRun()
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public bool CanRun()
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{
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if (State == ConveyorState.Off)
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{
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@@ -119,15 +123,16 @@ namespace Content.Server.GameObjects.Components.Conveyor
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return true;
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}
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private bool CanMove(IEntity entity)
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public bool CanMove(IEntity entity)
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{
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// TODO We should only check status InAir or Static or MapGrid or /mayber/ container
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if (entity == Owner)
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{
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return false;
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}
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if (!entity.TryGetComponent(out IPhysicsComponent? physics) ||
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physics.Anchored)
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if (!entity.TryGetComponent(out IPhysBody? physics) ||
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physics.BodyType == BodyType.Static)
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{
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return false;
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}
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@@ -150,31 +155,6 @@ namespace Content.Server.GameObjects.Components.Conveyor
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return true;
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}
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public void Update(float frameTime)
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{
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if (!CanRun())
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{
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return;
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}
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var intersecting = Owner.EntityManager.GetEntitiesIntersecting(Owner, true);
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var direction = GetAngle().ToVec();
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foreach (var entity in intersecting)
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{
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if (!CanMove(entity))
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{
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continue;
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}
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if (entity.TryGetComponent(out IPhysicsComponent? physics))
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{
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var controller = physics.EnsureController<ConveyedController>();
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controller.Move(direction, _speed, entity.Transform.WorldPosition - Owner.Transform.WorldPosition);
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}
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}
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}
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public void TriggerSignal(TwoWayLeverSignal signal)
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{
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State = signal switch
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