* 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:
metalgearsloth
2021-03-08 04:09:59 +11:00
committed by GitHub
parent 217e8c0ba2
commit 4d064abcd7
237 changed files with 3365 additions and 2880 deletions

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#nullable enable
using System;
using System.Collections.Generic;
using Content.Server.GameObjects.Components.Conveyor;
using Content.Server.GameObjects.Components.Recycling;
using Content.Shared.GameObjects.Components.Movement;
using Robust.Shared.GameObjects;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Controllers;
namespace Content.Server.Physics.Controllers
{
internal sealed class ConveyorController : VirtualController
{
public override List<Type> UpdatesAfter => new() {typeof(MoverController)};
public override void UpdateBeforeSolve(bool prediction, float frameTime)
{
base.UpdateBeforeSolve(prediction, frameTime);
foreach (var comp in ComponentManager.EntityQuery<ConveyorComponent>())
{
Convey(comp, frameTime);
}
// TODO: Uhh you can probably wrap the recycler's conveying properties into... conveyor
foreach (var comp in ComponentManager.EntityQuery<RecyclerComponent>())
{
ConveyRecycler(comp, frameTime);
}
}
private void Convey(ConveyorComponent comp, float frameTime)
{
// TODO: Use ICollideBehavior and cache intersecting
// Use an event for conveyors to know what needs to run
if (!comp.CanRun())
{
return;
}
var intersecting = EntityManager.GetEntitiesIntersecting(comp.Owner, true);
var direction = comp.GetAngle().ToVec();
Vector2? ownerPos = null;
foreach (var entity in intersecting)
{
if (!comp.CanMove(entity)) continue;
if (!entity.TryGetComponent(out IPhysBody? physics) || physics.BodyStatus == BodyStatus.InAir ||
entity.IsWeightless()) continue;
ownerPos ??= comp.Owner.Transform.WorldPosition;
var itemRelativeToConveyor = entity.Transform.WorldPosition - ownerPos.Value;
physics.LinearVelocity += Convey(direction * comp.Speed, frameTime, itemRelativeToConveyor);
}
}
// TODO Uhhh I did a shit job plz fix smug
private Vector2 Convey(Vector2 velocityDirection, float frameTime, Vector2 itemRelativeToConveyor)
{
//gravitating item towards center
//http://csharphelper.com/blog/2016/09/find-the-shortest-distance-between-a-point-and-a-line-segment-in-c/
Vector2 centerPoint;
var t = 0f;
if (velocityDirection.Length > 0) // if velocitydirection is 0, this calculation will divide by 0
{
t = Vector2.Dot(itemRelativeToConveyor, velocityDirection) /
Vector2.Dot(velocityDirection, velocityDirection);
}
if (t < 0)
{
centerPoint = new Vector2();
}
else if (t > 1)
{
centerPoint = velocityDirection;
}
else
{
centerPoint = velocityDirection * t;
}
var delta = centerPoint - itemRelativeToConveyor;
return delta * (400 * delta.Length) * frameTime;
}
private void ConveyRecycler(RecyclerComponent comp, float frameTime)
{
if (!comp.CanRun())
{
comp.Intersecting.Clear();
return;
}
var direction = Vector2.UnitX;
Vector2? ownerPos = null;
for (var i = comp.Intersecting.Count - 1; i >= 0; i--)
{
var entity = comp.Intersecting[i];
if (entity.Deleted || !comp.CanMove(entity) || !EntityManager.IsIntersecting(comp.Owner, entity))
{
comp.Intersecting.RemoveAt(i);
continue;
}
if (!entity.TryGetComponent(out IPhysBody? physics)) continue;
ownerPos ??= comp.Owner.Transform.WorldPosition;
physics.LinearVelocity += Convey(direction, frameTime, entity.Transform.WorldPosition - ownerPos.Value);
}
}
}
}

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#nullable enable
using System.Collections.Generic;
using Content.Server.GameObjects.Components.GUI;
using Content.Server.GameObjects.Components.Items.Storage;
using Content.Server.GameObjects.Components.Mobs;
using Content.Server.GameObjects.Components.Movement;
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.Maps;
using Content.Shared.Physics;
using Content.Shared.Physics.Controllers;
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.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Dynamics;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
namespace Content.Server.Physics.Controllers
{
public class MoverController : SharedMoverController
{
[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;
private HashSet<EntityUid> _excludedMobs = new();
public override void Initialize()
{
base.Initialize();
_audioSystem = EntitySystem.Get<AudioSystem>();
}
public override void UpdateBeforeSolve(bool prediction, float frameTime)
{
base.UpdateBeforeSolve(prediction, frameTime);
_excludedMobs.Clear();
foreach (var (mobMover, mover, physics) in ComponentManager.EntityQuery<IMobMoverComponent, IMoverComponent, PhysicsComponent>())
{
_excludedMobs.Add(mover.Owner.Uid);
HandleMobMovement(mover, physics, mobMover);
}
foreach (var mover in ComponentManager.EntityQuery<ShuttleControllerComponent>())
{
_excludedMobs.Add(mover.Owner.Uid);
HandleShuttleMovement(mover);
}
foreach (var (mover, physics) in ComponentManager.EntityQuery<IMoverComponent, PhysicsComponent>(true))
{
if (_excludedMobs.Contains(mover.Owner.Uid)) continue;
HandleKinematicMovement(mover, physics);
}
}
/*
* Some thoughts:
* Unreal actually doesn't predict vehicle movement at all, it's purely server-side which I thought was interesting
* The reason for this is that vehicles change direction very slowly compared to players so you don't really have the requirement for quick movement anyway
* As such could probably just look at applying a force / impulse to the shuttle server-side only so it controls like the titanic.
*/
private void HandleShuttleMovement(ShuttleControllerComponent mover)
{
var gridId = mover.Owner.Transform.GridID;
if (!_mapManager.TryGetGrid(gridId, out var grid) || !EntityManager.TryGetEntity(grid.GridEntityId, out var gridEntity)) return;
//TODO: Switch to shuttle component
if (!gridEntity.TryGetComponent(out PhysicsComponent? physics))
{
physics = gridEntity.AddComponent<PhysicsComponent>();
physics.BodyStatus = BodyStatus.InAir;
physics.Mass = 1;
physics.CanCollide = true;
physics.AddFixture(new Fixture(physics, new PhysShapeGrid(grid)));
}
// TODO: Uhh this probably doesn't work but I still need to rip out the entity tree and make RenderingTreeSystem use grids so I'm not overly concerned about breaking shuttles.
physics.ApplyForce(mover.VelocityDir.walking + mover.VelocityDir.sprinting);
mover.VelocityDir = (Vector2.Zero, Vector2.Zero);
}
protected override void HandleFootsteps(IMoverComponent mover, IMobMoverComponent mobMover)
{
var transform = mover.Owner.Transform;
// Handle footsteps.
if (_mapManager.GridExists(mobMover.LastPosition.GetGridId(EntityManager)))
{
// Can happen when teleporting between grids.
if (!transform.Coordinates.TryDistance(EntityManager, mobMover.LastPosition, out var distance))
{
mobMover.LastPosition = transform.Coordinates;
return;
}
mobMover.StepSoundDistance += distance;
}
mobMover.LastPosition = transform.Coordinates;
float distanceNeeded;
if (mover.Sprinting)
{
distanceNeeded = StepSoundMoveDistanceRunning;
}
else
{
distanceNeeded = StepSoundMoveDistanceWalking;
}
if (mobMover.StepSoundDistance > distanceNeeded)
{
mobMover.StepSoundDistance = 0;
if (!mover.Owner.HasTag("FootstepSound") || mover.Owner.Transform.GridID == GridId.Invalid)
{
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(mover.Owner, mover.Sprinting);
}
}
}
private void PlayFootstepSound(IEntity mover, bool sprinting)
{
var coordinates = mover.Transform.Coordinates;
// 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}");
}
}
}
}

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#nullable enable
using Content.Server.GameObjects.Components.Observer;
using Content.Server.GameObjects.Components.Singularity;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Broadphase;
using Robust.Shared.Physics.Controllers;
using Robust.Shared.Random;
namespace Content.Server.Physics.Controllers
{
internal sealed class SingularityController : VirtualController
{
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IRobustRandom _robustRandom = default!;
private float _pullAccumulator;
private float _moveAccumulator;
public override void UpdateBeforeSolve(bool prediction, float frameTime)
{
base.UpdateBeforeSolve(prediction, frameTime);
_moveAccumulator += frameTime;
_pullAccumulator += frameTime;
while (_pullAccumulator > 0.5f)
{
_pullAccumulator -= 0.5f;
foreach (var singularity in ComponentManager.EntityQuery<SingularityComponent>())
{
// TODO: Use colliders instead probably yada yada
PullEntities(singularity);
// Yeah look the collision with station wasn't working and I'm 15k lines in and not debugging this shit
DestroyTiles(singularity);
}
}
while (_moveAccumulator > 1.0f)
{
_moveAccumulator -= 1.0f;
foreach (var (singularity, physics) in ComponentManager.EntityQuery<SingularityComponent, PhysicsComponent>())
{
if (singularity.Owner.HasComponent<BasicActorComponent>()) continue;
// TODO: Need to essentially use a push vector in a random direction for us PLUS
// Any entity colliding with our larger circlebox needs to have an impulse applied to itself.
physics.BodyStatus = BodyStatus.InAir;
MoveSingulo(singularity, physics);
}
}
}
private void MoveSingulo(SingularityComponent singularity, PhysicsComponent physics)
{
if (singularity.Level <= 1) return;
// TODO: Could try gradual changes instead but for now just try to replicate
var pushVector = new Vector2(_robustRandom.Next(-10, 10), _robustRandom.Next(-10, 10));
if (pushVector == Vector2.Zero) return;
physics.LinearVelocity = Vector2.Zero;
physics.LinearVelocity = pushVector.Normalized * 2;
}
private void PullEntities(SingularityComponent component)
{
var singularityCoords = component.Owner.Transform.Coordinates;
// TODO: Maybe if we have named fixtures needs to pull out the outer circle collider (inner will be for deleting).
var entitiesToPull = EntityManager.GetEntitiesInRange(singularityCoords, component.Level * 10);
foreach (var entity in entitiesToPull)
{
if (!entity.TryGetComponent<PhysicsComponent>(out var collidableComponent) || collidableComponent.BodyType == BodyType.Static) continue;
if (entity.HasComponent<GhostComponent>()) continue;
if (singularityCoords.EntityId != entity.Transform.Coordinates.EntityId) continue;
var vec = (singularityCoords - entity.Transform.Coordinates).Position;
if (vec == Vector2.Zero) continue;
var speed = 10 / vec.Length * component.Level;
collidableComponent.ApplyLinearImpulse(vec.Normalized * speed);
}
}
private void DestroyTiles(SingularityComponent component)
{
if (!component.Owner.TryGetComponent(out PhysicsComponent? physicsComponent)) return;
var worldBox = physicsComponent.GetWorldAABB();
foreach (var grid in _mapManager.FindGridsIntersecting(component.Owner.Transform.MapID, worldBox))
{
foreach (var tile in grid.GetTilesIntersecting(worldBox))
{
grid.SetTile(tile.GridIndices, Tile.Empty);
}
}
}
}
}