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>
This commit is contained in:
@@ -12,8 +12,9 @@ using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Movement
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{
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[RegisterComponent, ComponentReference(typeof(IMoverComponent))]
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public class AiControllerComponent : Component, IMoverComponent
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[RegisterComponent]
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[ComponentReference(typeof(IMobMoverComponent))]
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public class AiControllerComponent : Component, IMobMoverComponent, IMoverComponent
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{
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[DataField("logic")] private float _visionRadius = 8.0f;
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@@ -88,13 +89,12 @@ namespace Content.Server.GameObjects.Components.Movement
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}
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/// <inheritdoc />
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[ViewVariables]
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public float CurrentPushSpeed => 5.0f;
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[ViewVariables(VVAccess.ReadWrite)]
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public float PushStrength { get; set; }
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/// <inheritdoc />
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[ViewVariables]
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public float GrabRange => 0.2f;
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[ViewVariables(VVAccess.ReadWrite)]
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public float GrabRange { get; set; } = 0.2f;
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/// <summary>
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/// Is the entity Sprinting (running)?
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@@ -113,7 +113,8 @@ namespace Content.Server.GameObjects.Components.Movement
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public EntityCoordinates LastPosition { get; set; }
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[ViewVariables(VVAccess.ReadWrite)] public float StepSoundDistance { get; set; }
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[ViewVariables(VVAccess.ReadWrite)]
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public float StepSoundDistance { get; set; }
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public void SetVelocityDirection(Direction direction, ushort subTick, bool enabled) { }
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public void SetSprinting(ushort subTick, bool walking) { }
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@@ -14,6 +14,8 @@ using Robust.Shared.Localization;
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using Robust.Shared.Log;
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using Robust.Shared.Maths;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Physics;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Movement
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@@ -158,9 +160,11 @@ namespace Content.Server.GameObjects.Components.Movement
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var result = await EntitySystem.Get<DoAfterSystem>().DoAfter(doAfterEventArgs);
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if (result != DoAfterStatus.Cancelled && entityToMove.TryGetComponent(out IPhysicsComponent body) && body.PhysicsShapes.Count >= 1)
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if (result != DoAfterStatus.Cancelled && entityToMove.TryGetComponent(out PhysicsComponent body) && body.Fixtures.Count >= 1)
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{
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var direction = (Owner.Transform.WorldPosition - entityToMove.Transform.WorldPosition).Normalized;
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var entityPos = entityToMove.Transform.WorldPosition;
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var direction = (Owner.Transform.WorldPosition - entityPos).Normalized;
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var endPoint = Owner.Transform.WorldPosition;
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var climbMode = entityToMove.GetComponent<ClimbingComponent>();
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@@ -168,14 +172,14 @@ namespace Content.Server.GameObjects.Components.Movement
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if (MathF.Abs(direction.X) < 0.6f) // user climbed mostly vertically so lets make it a clean straight line
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{
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endPoint = new Vector2(entityToMove.Transform.WorldPosition.X, endPoint.Y);
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endPoint = new Vector2(entityPos.X, endPoint.Y);
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}
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else if (MathF.Abs(direction.Y) < 0.6f) // user climbed mostly horizontally so lets make it a clean straight line
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{
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endPoint = new Vector2(endPoint.X, entityToMove.Transform.WorldPosition.Y);
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endPoint = new Vector2(endPoint.X, entityPos.Y);
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}
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climbMode.TryMoveTo(entityToMove.Transform.WorldPosition, endPoint);
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climbMode.TryMoveTo(entityPos, endPoint);
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// we may potentially need additional logic since we're forcing a player onto a climbable
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// there's also the cases where the user might collide with the person they are forcing onto the climbable that i haven't accounted for
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@@ -203,9 +207,12 @@ namespace Content.Server.GameObjects.Components.Movement
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var result = await EntitySystem.Get<DoAfterSystem>().DoAfter(doAfterEventArgs);
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if (result != DoAfterStatus.Cancelled && user.TryGetComponent(out IPhysicsComponent body) && body.PhysicsShapes.Count >= 1)
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if (result != DoAfterStatus.Cancelled && user.TryGetComponent(out PhysicsComponent body) && body.Fixtures.Count >= 1)
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{
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var direction = (Owner.Transform.WorldPosition - user.Transform.WorldPosition).Normalized;
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// TODO: Remove the copy-paste code
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var userPos = user.Transform.WorldPosition;
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var direction = (Owner.Transform.WorldPosition - userPos).Normalized;
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var endPoint = Owner.Transform.WorldPosition;
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var climbMode = user.GetComponent<ClimbingComponent>();
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@@ -220,7 +227,7 @@ namespace Content.Server.GameObjects.Components.Movement
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endPoint = new Vector2(endPoint.X, user.Transform.WorldPosition.Y);
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}
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climbMode.TryMoveTo(user.Transform.WorldPosition, endPoint);
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climbMode.TryMoveTo(userPos, endPoint);
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var othersMessage = Loc.GetString("{0:theName} jumps onto {1:theName}!", user, Owner);
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user.PopupMessageOtherClients(othersMessage);
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@@ -1,10 +1,13 @@
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#nullable enable
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using System;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Shared.GameObjects.Components.Buckle;
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using Content.Shared.GameObjects.Components.Movement;
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using Content.Shared.Physics;
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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.Players;
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using Robust.Shared.Timing;
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namespace Content.Server.GameObjects.Components.Movement
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{
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@@ -12,23 +15,41 @@ namespace Content.Server.GameObjects.Components.Movement
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[ComponentReference(typeof(SharedClimbingComponent))]
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public class ClimbingComponent : SharedClimbingComponent
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{
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private bool _isClimbing;
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private ClimbController? _climbController;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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public override bool IsClimbing
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{
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get => _isClimbing;
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get => base.IsClimbing;
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set
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{
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if (_isClimbing == value)
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return;
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if (!value)
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base.IsClimbing = value;
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if (value)
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{
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Body?.TryRemoveController<ClimbController>();
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StartClimbTime = IoCManager.Resolve<IGameTiming>().CurTime;
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EntitySystem.Get<ClimbSystem>().AddActiveClimber(this);
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OwnerIsTransitioning = true;
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}
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else
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{
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EntitySystem.Get<ClimbSystem>().RemoveActiveClimber(this);
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OwnerIsTransitioning = false;
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}
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_isClimbing = value;
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Dirty();
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}
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}
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protected override bool OwnerIsTransitioning
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{
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get => base.OwnerIsTransitioning;
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set
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{
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if (value == base.OwnerIsTransitioning) return;
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base.OwnerIsTransitioning = value;
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Dirty();
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}
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}
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@@ -51,38 +72,36 @@ namespace Content.Server.GameObjects.Components.Movement
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/// </summary>
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public void TryMoveTo(Vector2 from, Vector2 to)
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{
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if (Body == null)
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return;
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if (Body == null) return;
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_climbController = Body.EnsureController<ClimbController>();
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_climbController.TryMoveTo(from, to);
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var velocity = (to - from).Length;
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if (velocity <= 0.0f) return;
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Body.ApplyLinearImpulse((to - from).Normalized * velocity * 400);
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OwnerIsTransitioning = true;
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Owner.SpawnTimer((int) (BufferTime * 1000), () =>
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{
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if (Deleted) return;
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OwnerIsTransitioning = false;
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});
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}
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public void Update()
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{
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if (!IsClimbing || Body == null)
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return;
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if (_climbController != null && (_climbController.IsBlocked || !_climbController.IsActive))
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if (!IsClimbing || _gameTiming.CurTime < TimeSpan.FromSeconds(BufferTime) + StartClimbTime)
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{
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if (Body.TryRemoveController<ClimbController>())
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{
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_climbController = null;
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}
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return;
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}
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if (IsClimbing)
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Body.WakeBody();
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if (!IsOnClimbableThisFrame && IsClimbing && _climbController == null)
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if (!IsOnClimbableThisFrame && IsClimbing)
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IsClimbing = false;
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IsOnClimbableThisFrame = false;
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}
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public override ComponentState GetComponentState(ICommonSession player)
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{
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return new ClimbModeComponentState(_isClimbing);
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return new ClimbModeComponentState(_isClimbing, OwnerIsTransitioning);
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}
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}
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}
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@@ -1,19 +0,0 @@
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#nullable enable
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using Content.Shared.GameObjects.Components.Movement;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Map;
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namespace Content.Server.GameObjects.Components.Movement
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{
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/// <summary>
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/// Moves the entity based on input from a KeyBindingInputComponent.
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/// </summary>
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[RegisterComponent]
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[ComponentReference(typeof(IMoverComponent))]
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public class PlayerInputMoverComponent : SharedPlayerInputMoverComponent
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{
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public override EntityCoordinates LastPosition { get; set; }
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public override float StepSoundDistance { get; set; }
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}
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}
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@@ -11,6 +11,8 @@ 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.Prototypes;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Dynamics;
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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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@@ -21,8 +23,6 @@ namespace Content.Server.GameObjects.Components.Movement
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[ComponentReference(typeof(IMoverComponent))]
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internal class ShuttleControllerComponent : Component, IMoverComponent
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{
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[Dependency] private readonly IMapManager _mapManager = default!;
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private bool _movingUp;
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private bool _movingDown;
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private bool _movingLeft;
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@@ -42,43 +42,19 @@ namespace Content.Server.GameObjects.Components.Movement
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public override string Name => "ShuttleController";
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public bool IgnorePaused => false;
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[ViewVariables(VVAccess.ReadWrite)]
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public float CurrentWalkSpeed { get; } = 8;
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public float CurrentSprintSpeed => 0;
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/// <inheritdoc />
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[ViewVariables]
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public float CurrentPushSpeed => 0.0f;
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/// <inheritdoc />
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[ViewVariables]
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public float GrabRange => 0.0f;
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public bool Sprinting => false;
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public (Vector2 walking, Vector2 sprinting) VelocityDir { get; } = (Vector2.Zero, Vector2.Zero);
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public EntityCoordinates LastPosition { get; set; }
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public float StepSoundDistance { get; set; }
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public (Vector2 walking, Vector2 sprinting) VelocityDir { get; set; } = (Vector2.Zero, Vector2.Zero);
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public void SetVelocityDirection(Direction direction, ushort subTick, bool enabled)
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{
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var gridId = Owner.Transform.GridID;
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if (_mapManager.TryGetGrid(gridId, out var grid) &&
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Owner.EntityManager.TryGetEntity(grid.GridEntityId, out var gridEntity))
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{
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//TODO: Switch to shuttle component
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if (!gridEntity.TryGetComponent(out IPhysicsComponent? physics))
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{
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physics = gridEntity.AddComponent<PhysicsComponent>();
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physics.Mass = 1;
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physics.CanCollide = true;
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physics.PhysicsShapes.Add(new PhysShapeGrid(grid));
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}
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var controller = physics.EnsureController<ShuttleController>();
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controller.Push(CalcNewVelocity(direction, enabled), CurrentWalkSpeed);
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}
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VelocityDir = (CalcNewVelocity(direction, enabled), Vector2.Zero);
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}
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public void SetSprinting(ushort subTick, bool walking)
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