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:
@@ -7,11 +7,13 @@ using Robust.Shared.ViewVariables;
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using System;
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using Robust.Shared.Prototypes;
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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.Physics.Collision;
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namespace Content.Server.GameObjects.Components.Projectiles
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{
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[RegisterComponent]
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public class ChemicalInjectionProjectileComponent : Component, ICollideBehavior
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public class ChemicalInjectionProjectileComponent : Component, IStartCollide
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{
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public override string Name => "ChemicalInjectionProjectile";
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@@ -33,9 +35,9 @@ namespace Content.Server.GameObjects.Components.Projectiles
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_solutionContainer = Owner.EnsureComponent<SolutionContainerComponent>();
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}
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void ICollideBehavior.CollideWith(IEntity entity)
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void IStartCollide.CollideWith(IPhysBody ourBody, IPhysBody otherBody, in Manifold manifold)
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{
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if (!entity.TryGetComponent<BloodstreamComponent>(out var bloodstream))
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if (!otherBody.Entity.TryGetComponent<BloodstreamComponent>(out var bloodstream))
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return;
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var solution = _solutionContainer.Solution;
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@@ -1,10 +1,12 @@
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using Content.Server.GameObjects.Components.Explosion;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Collision;
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namespace Content.Server.GameObjects.Components.Projectiles
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{
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[RegisterComponent]
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public class ExplosiveProjectileComponent : Component, ICollideBehavior
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public class ExplosiveProjectileComponent : Component, IStartCollide
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{
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public override string Name => "ExplosiveProjectile";
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@@ -15,18 +17,12 @@ namespace Content.Server.GameObjects.Components.Projectiles
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Owner.EnsureComponent<ExplosiveComponent>();
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}
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void ICollideBehavior.CollideWith(IEntity entity)
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void IStartCollide.CollideWith(IPhysBody ourBody, IPhysBody otherBody, in Manifold manifold)
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{
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if (Owner.TryGetComponent(out ExplosiveComponent explosive))
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{
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explosive.Explosion();
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}
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}
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// Projectile should handle the deleting
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void ICollideBehavior.PostCollide(int collisionCount)
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{
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return;
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}
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}
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}
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@@ -1,6 +1,9 @@
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using Content.Server.GameObjects.Components.Weapon;
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using Robust.Shared.GameObjects;
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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.Physics.Collision;
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using Robust.Shared.Serialization;
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namespace Content.Server.GameObjects.Components.Projectiles
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{
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@@ -8,7 +11,7 @@ namespace Content.Server.GameObjects.Components.Projectiles
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/// Upon colliding with an object this will flash in an area around it
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/// </summary>
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[RegisterComponent]
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public class FlashProjectileComponent : Component, ICollideBehavior
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public class FlashProjectileComponent : Component, IStartCollide
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{
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public override string Name => "FlashProjectile";
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@@ -26,20 +29,15 @@ namespace Content.Server.GameObjects.Components.Projectiles
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Owner.EnsureComponent<ProjectileComponent>();
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}
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void ICollideBehavior.CollideWith(IEntity entity)
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void IStartCollide.CollideWith(IPhysBody ourBody, IPhysBody otherBody, in Manifold manifold)
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{
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if (_flashed)
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{
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return;
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}
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FlashableComponent.FlashAreaHelper(Owner, _range, _duration);
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_flashed = true;
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}
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// Projectile should handle the deleting
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void ICollideBehavior.PostCollide(int collisionCount)
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{
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return;
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}
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}
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}
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@@ -6,6 +6,9 @@ using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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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.Dynamics;
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using Robust.Shared.Serialization;
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using Robust.Shared.Timing;
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using Robust.Shared.Serialization.Manager.Attributes;
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@@ -5,6 +5,8 @@ using Content.Shared.GameObjects.Components.Damage;
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using Content.Shared.GameObjects.Components.Projectiles;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Collision;
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using Robust.Shared.Players;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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@@ -13,7 +15,7 @@ using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Projectiles
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{
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[RegisterComponent]
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public class ProjectileComponent : SharedProjectileComponent, ICollideBehavior
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public class ProjectileComponent : SharedProjectileComponent, IStartCollide
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{
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protected override EntityUid Shooter => _shooter;
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@@ -52,39 +54,27 @@ namespace Content.Server.GameObjects.Components.Projectiles
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Dirty();
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}
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private bool _internalDeleteOnCollide;
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/// <summary>
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/// Applies the damage when our projectile collides with its victim
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/// Applies the damage when our projectile collides with its victim
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/// </summary>
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/// <param name="entity"></param>
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void ICollideBehavior.CollideWith(IEntity entity)
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void IStartCollide.CollideWith(IPhysBody ourBody, IPhysBody otherBody, in Manifold manifold)
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{
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if (_damagedEntity)
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{
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return;
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}
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// This is so entities that shouldn't get a collision are ignored.
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if (entity.TryGetComponent(out IPhysicsComponent otherPhysics) && otherPhysics.Hard == false)
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if (!otherBody.Hard || _damagedEntity)
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{
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_internalDeleteOnCollide = false;
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return;
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}
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else
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if (otherBody.Entity.TryGetComponent(out IDamageableComponent damage) && _soundHitSpecies != null)
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{
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_internalDeleteOnCollide = true;
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EntitySystem.Get<AudioSystem>().PlayAtCoords(_soundHitSpecies, otherBody.Entity.Transform.Coordinates);
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}
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else if (_soundHit != null)
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{
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EntitySystem.Get<AudioSystem>().PlayAtCoords(_soundHit, otherBody.Entity.Transform.Coordinates);
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}
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if (_soundHitSpecies != null && entity.HasComponent<IDamageableComponent>())
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{
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EntitySystem.Get<AudioSystem>().PlayAtCoords(_soundHitSpecies, entity.Transform.Coordinates);
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} else if (_soundHit != null)
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{
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EntitySystem.Get<AudioSystem>().PlayAtCoords(_soundHit, entity.Transform.Coordinates);
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}
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if (entity.TryGetComponent(out IDamageableComponent damage))
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if (damage != null)
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{
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Owner.EntityManager.TryGetEntity(_shooter, out var shooter);
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@@ -96,17 +86,14 @@ namespace Content.Server.GameObjects.Components.Projectiles
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_damagedEntity = true;
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}
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if (!entity.Deleted && entity.TryGetComponent(out CameraRecoilComponent recoilComponent)
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&& Owner.TryGetComponent(out IPhysicsComponent ownPhysics))
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// Damaging it can delete it
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if (!otherBody.Entity.Deleted && otherBody.Entity.TryGetComponent(out CameraRecoilComponent recoilComponent))
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{
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var direction = ownPhysics.LinearVelocity.Normalized;
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var direction = ourBody.LinearVelocity.Normalized;
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recoilComponent.Kick(direction);
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}
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}
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void ICollideBehavior.PostCollide(int collideCount)
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{
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if (collideCount > 0 && DeleteOnCollide && _internalDeleteOnCollide) Owner.Delete();
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Owner.Delete();
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}
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public override ComponentState GetComponentState(ICommonSession player)
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@@ -1,6 +1,9 @@
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using Content.Server.GameObjects.Components.Mobs;
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using Robust.Shared.GameObjects;
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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.Physics.Collision;
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using Robust.Shared.Serialization;
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namespace Content.Server.GameObjects.Components.Projectiles
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{
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@@ -8,7 +11,7 @@ namespace Content.Server.GameObjects.Components.Projectiles
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/// Adds stun when it collides with an entity
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/// </summary>
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[RegisterComponent]
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public sealed class StunnableProjectileComponent : Component, ICollideBehavior
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public sealed class StunnableProjectileComponent : Component, IStartCollide
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{
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public override string Name => "StunnableProjectile";
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@@ -27,16 +30,14 @@ namespace Content.Server.GameObjects.Components.Projectiles
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Owner.EnsureComponentWarn(out ProjectileComponent _);
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}
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void ICollideBehavior.CollideWith(IEntity entity)
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void IStartCollide.CollideWith(IPhysBody ourBody, IPhysBody otherBody, in Manifold manifold)
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{
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if (entity.TryGetComponent(out StunnableComponent stunnableComponent))
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if (otherBody.Entity.TryGetComponent(out StunnableComponent stunnableComponent))
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{
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stunnableComponent.Stun(_stunAmount);
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stunnableComponent.Knockdown(_knockdownAmount);
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stunnableComponent.Slowdown(_slowdownAmount);
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}
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}
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void ICollideBehavior.PostCollide(int collidedCount) {}
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}
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}
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@@ -1,118 +0,0 @@
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using Content.Server.GameObjects.EntitySystems.Click;
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using Content.Shared.GameObjects;
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using Content.Shared.Physics;
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using Robust.Server.GameObjects;
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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.Physics;
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namespace Content.Server.GameObjects.Components.Projectiles
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{
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[RegisterComponent]
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internal class ThrownItemComponent : ProjectileComponent, ICollideBehavior
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{
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public const float DefaultThrowTime = 0.25f;
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private bool _shouldCollide = true;
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private bool _shouldStop = false;
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public override string Name => "ThrownItem";
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public override uint? NetID => ContentNetIDs.THROWN_ITEM;
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/// <summary>
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/// User who threw the item.
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/// </summary>
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public IEntity User { get; set; }
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void ICollideBehavior.CollideWith(IEntity entity)
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{
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if (!_shouldCollide || entity.Deleted) return;
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if (entity.TryGetComponent(out PhysicsComponent collid))
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{
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if (!collid.Hard) // ignore non hard
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return;
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_shouldStop = true; // hit something hard => stop after this collision
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// Raise an event.
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EntitySystem.Get<InteractionSystem>().ThrowCollideInteraction(User, Owner, entity, Owner.Transform.Coordinates);
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}
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// Stop colliding with mobs, this mimics not having enough velocity to do damage
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// after impacting the first object.
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// For realism this should actually be changed when the velocity of the object is less than a threshold.
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// This would allow ricochets off walls, and weird gravity effects from slowing the object.
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if (!Owner.Deleted && Owner.TryGetComponent(out IPhysicsComponent body) && body.PhysicsShapes.Count >= 1)
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{
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_shouldCollide = false;
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}
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}
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private void StopThrow()
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{
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if (Deleted)
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{
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return;
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}
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if (Owner.TryGetComponent(out IPhysicsComponent body) && body.PhysicsShapes.Count >= 1)
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{
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body.PhysicsShapes[0].CollisionMask &= (int) ~CollisionGroup.ThrownItem;
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if (body.TryGetController(out ThrownController controller))
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{
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controller.LinearVelocity = Vector2.Zero;
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}
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body.Status = BodyStatus.OnGround;
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Owner.RemoveComponent<ThrownItemComponent>();
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EntitySystem.Get<InteractionSystem>().LandInteraction(User, Owner, Owner.Transform.Coordinates);
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}
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}
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void ICollideBehavior.PostCollide(int collideCount)
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{
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if (_shouldStop && collideCount > 0)
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{
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StopThrow();
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}
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}
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public void StartThrow(Vector2 direction, float speed)
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{
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var comp = Owner.GetComponent<IPhysicsComponent>();
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comp.Status = BodyStatus.InAir;
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var controller = comp.EnsureController<ThrownController>();
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controller.Push(direction, speed);
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EntitySystem.Get<AudioSystem>()
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.PlayFromEntity("/Audio/Effects/toss.ogg", Owner);
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StartStopTimer();
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}
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private void StartStopTimer()
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{
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Owner.SpawnTimer((int) (DefaultThrowTime * 1000), MaybeStopThrow);
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}
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private void MaybeStopThrow()
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{
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if (Deleted)
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{
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return;
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}
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if (IoCManager.Resolve<IPhysicsManager>().IsWeightless(Owner.Transform.Coordinates))
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{
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StartStopTimer();
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return;
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}
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StopThrow();
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}
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}
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}
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Reference in New Issue
Block a user