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:
@@ -169,6 +169,18 @@ namespace Content.Shared.AI
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Cached = cached;
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}
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}
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/// <summary>
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/// Send if someone is subscribing to reachable regions for NPCs.
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/// </summary>
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[Serializable, NetSerializable]
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public sealed class SubscribeReachableMessage : EntitySystemMessage {}
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/// <summary>
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/// Send if someone is unsubscribing to reachable regions for NPCs.
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/// </summary>
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[Serializable, NetSerializable]
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public sealed class UnsubscribeReachableMessage : EntitySystemMessage {}
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#endregion
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}
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}
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@@ -166,6 +166,15 @@ namespace Content.Shared
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public static readonly CVarDef<bool> ParallaxDebug =
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CVarDef.Create("parallax.debug", false, CVar.CLIENTONLY);
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/*
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* Physics
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*/
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public static readonly CVarDef<float> TileFrictionModifier =
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CVarDef.Create("physics.tilefriction", 15.0f);
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public static readonly CVarDef<float> StopSpeed =
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CVarDef.Create("physics.stopspeed", 0.1f);
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/*
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* Ambience
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@@ -9,6 +9,7 @@ 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.Serialization.Manager.Attributes;
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using Robust.Shared.Physics.Broadphase;
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namespace Content.Shared.Construction.ConstructionConditions
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{
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@@ -33,7 +34,7 @@ namespace Content.Shared.Construction.ConstructionConditions
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return false;
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// now we need to check that user actually tries to build wallmount on a wall
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var physics = IoCManager.Resolve<IPhysicsManager>();
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var physics = EntitySystem.Get<SharedBroadPhaseSystem>();
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var rUserToObj = new CollisionRay(userWorldPosition, userToObject.Normalized, (int) CollisionGroup.Impassable);
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var length = userToObject.Length;
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var userToObjRaycastResults = physics.IntersectRayWithPredicate(user.Transform.MapID, rUserToObj, maxLength: length,
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@@ -13,6 +13,9 @@ using Content.Shared.GameObjects.Components.Movement;
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using Content.Shared.GameObjects.EntitySystems;
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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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using Robust.Shared.Physics.Collision;
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using Robust.Shared.Players;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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@@ -19,7 +19,7 @@ namespace Content.Shared.GameObjects.Components.Buckle
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public sealed override uint? NetID => ContentNetIDs.BUCKLE;
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[ComponentDependency] protected readonly IPhysicsComponent? Physics;
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[ComponentDependency] protected readonly IPhysBody? Physics;
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/// <summary>
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/// The range from which this entity can buckle to a <see cref="SharedStrapComponent"/>.
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@@ -21,8 +21,8 @@ namespace Content.Shared.GameObjects.Components.Disposal
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[ViewVariables]
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public bool Anchored =>
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!Owner.TryGetComponent(out IPhysicsComponent? physics) ||
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physics.Anchored;
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!Owner.TryGetComponent(out IPhysBody? physics) ||
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physics.BodyType == BodyType.Static;
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[Serializable, NetSerializable]
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public enum Visuals
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@@ -167,7 +167,7 @@ namespace Content.Shared.GameObjects.Components.Disposal
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if (!Anchored)
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return false;
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if (!entity.TryGetComponent(out IPhysicsComponent? physics) ||
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if (!entity.TryGetComponent(out IPhysBody? physics) ||
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!physics.CanCollide)
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{
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if (!(entity.TryGetComponent(out IMobStateComponent? damageState) && damageState.IsDead())) {
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@@ -20,7 +20,7 @@ namespace Content.Shared.GameObjects.Components.Doors
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protected readonly SharedAppearanceComponent? AppearanceComponent = null;
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[ComponentDependency]
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protected readonly IPhysicsComponent? PhysicsComponent = null;
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protected readonly IPhysBody? PhysicsComponent = null;
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[ViewVariables]
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private DoorState _state = DoorState.Closed;
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@@ -0,0 +1,27 @@
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#nullable enable
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using Content.Shared.GameObjects.EntitySystems;
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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.Shared.GameObjects.Components.Items
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{
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[RegisterComponent]
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public class ThrownItemComponent : Component, IStartCollide, ICollideSpecial
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{
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public override string Name => "ThrownItem";
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public IEntity? Thrower { get; set; }
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void IStartCollide.CollideWith(IPhysBody ourBody, IPhysBody otherBody, in Manifold manifold)
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{
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if (otherBody.Entity == Thrower) return;
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EntitySystem.Get<ThrownItemSystem>().ThrowCollideInteraction(Thrower, ourBody, otherBody);
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}
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bool ICollideSpecial.PreventCollide(IPhysBody collidedwith)
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{
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return collidedwith.Entity == Thrower;
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}
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}
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}
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@@ -21,8 +21,22 @@ namespace Content.Shared.GameObjects.Components.Mobs
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get => _isInCombatMode;
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set
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{
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if (_isInCombatMode == value) return;
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_isInCombatMode = value;
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Dirty();
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// Regenerate physics contacts -> Can probably just selectively check
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/* Still a bit jank so left disabled for now.
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if (Owner.TryGetComponent(out PhysicsComponent? physicsComponent))
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{
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if (value)
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{
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physicsComponent.WakeBody();
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}
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physicsComponent.RegenerateContacts();
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}
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*/
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}
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}
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@@ -32,6 +46,7 @@ namespace Content.Shared.GameObjects.Components.Mobs
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get => _activeZone;
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set
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{
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if (_activeZone == value) return;
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_activeZone = value;
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Dirty();
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}
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@@ -0,0 +1,17 @@
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using Robust.Shared.GameObjects;
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using Robust.Shared.Map;
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namespace Content.Shared.GameObjects.Components.Movement
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{
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public interface IMobMoverComponent : IComponent
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{
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EntityCoordinates LastPosition { get; set; }
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public float StepSoundDistance { get; set; }
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float GrabRange { get; set; }
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float PushStrength { get; set; }
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}
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}
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@@ -19,17 +19,6 @@ namespace Content.Shared.GameObjects.Components.Movement
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/// </summary>
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float CurrentSprintSpeed { get; }
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/// <summary>
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/// The movement speed (m/s) of the entity when it pushes off of a solid object in zero gravity.
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/// </summary>
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float CurrentPushSpeed { get; }
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/// <summary>
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/// How far an entity can reach (in meters) to grab hold of a solid object in zero gravity.
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/// </summary>
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float GrabRange { get; }
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/// <summary>
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/// Is the entity Sprinting (running)?
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/// </summary>
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@@ -40,10 +29,6 @@ namespace Content.Shared.GameObjects.Components.Movement
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/// </summary>
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(Vector2 walking, Vector2 sprinting) VelocityDir { get; }
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EntityCoordinates LastPosition { get; set; }
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float StepSoundDistance { get; set; }
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/// <summary>
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/// Toggles one of the four cardinal directions. Each of the four directions are
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/// composed into a single direction vector, <see cref="SharedPlayerInputMoverComponent.VelocityDir"/>. Enabling
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@@ -55,6 +40,5 @@ namespace Content.Shared.GameObjects.Components.Movement
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void SetVelocityDirection(Direction direction, ushort subTick, bool enabled);
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void SetSprinting(ushort subTick, bool walking);
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}
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}
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@@ -5,62 +5,107 @@ using Content.Shared.Physics;
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using Robust.Shared.GameObjects;
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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.Shared.GameObjects.Components.Movement
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{
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public abstract class SharedClimbingComponent : Component, IActionBlocker, ICollideSpecial
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public abstract class SharedClimbingComponent : Component, IActionBlocker
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{
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public sealed override string Name => "Climbing";
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public sealed override uint? NetID => ContentNetIDs.CLIMBING;
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protected IPhysicsComponent? Body;
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protected bool IsOnClimbableThisFrame;
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protected bool OwnerIsTransitioning
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protected bool IsOnClimbableThisFrame
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{
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get
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{
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if (Body != null && Body.TryGetController<ClimbController>(out var controller))
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if (Body == null) return false;
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foreach (var entity in Body.GetBodiesIntersecting())
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{
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return controller.IsActive;
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if ((entity.CollisionLayer & (int) CollisionGroup.VaultImpassable) != 0) return true;
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}
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return false;
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}
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}
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public abstract bool IsClimbing { get; set; }
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bool IActionBlocker.CanMove() => !OwnerIsTransitioning;
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bool IActionBlocker.CanChangeDirection() => !OwnerIsTransitioning;
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bool ICollideSpecial.PreventCollide(IPhysBody collided)
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[ViewVariables]
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protected virtual bool OwnerIsTransitioning
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{
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if (((CollisionGroup)collided.CollisionLayer).HasFlag(CollisionGroup.VaultImpassable) && collided.Entity.HasComponent<IClimbable>())
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get => _ownerIsTransitioning;
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set
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{
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IsOnClimbableThisFrame = true;
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return IsClimbing;
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if (_ownerIsTransitioning == value) return;
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_ownerIsTransitioning = value;
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if (Body == null) return;
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if (value)
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{
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Body.BodyType = BodyType.Dynamic;
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}
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else
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{
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Body.BodyType = BodyType.KinematicController;
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}
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}
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return false;
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}
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public override void Initialize()
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{
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base.Initialize();
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private bool _ownerIsTransitioning = false;
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Owner.TryGetComponent(out Body);
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[ComponentDependency] protected PhysicsComponent? Body;
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protected TimeSpan StartClimbTime = TimeSpan.Zero;
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/// <summary>
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/// We'll launch the mob onto the table and give them at least this amount of time to be on it.
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/// </summary>
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protected const float BufferTime = 0.3f;
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public virtual bool IsClimbing
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{
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get => _isClimbing;
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set
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{
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if (_isClimbing == value) return;
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_isClimbing = value;
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ToggleVaultPassable(value);
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}
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}
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protected bool _isClimbing;
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// TODO: Layers need a re-work
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private void ToggleVaultPassable(bool value)
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{
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// Hope the mob has one fixture
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if (Body == null || Body.Deleted) return;
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foreach (var fixture in Body.Fixtures)
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{
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if (value)
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{
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fixture.CollisionMask &= ~(int) CollisionGroup.VaultImpassable;
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}
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else
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{
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fixture.CollisionMask |= (int) CollisionGroup.VaultImpassable;
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}
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}
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}
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[Serializable, NetSerializable]
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protected sealed class ClimbModeComponentState : ComponentState
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{
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public ClimbModeComponentState(bool climbing) : base(ContentNetIDs.CLIMBING)
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public ClimbModeComponentState(bool climbing, bool isTransitioning) : base(ContentNetIDs.CLIMBING)
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{
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Climbing = climbing;
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IsTransitioning = isTransitioning;
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}
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public bool Climbing { get; }
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public bool IsTransitioning { get; }
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}
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}
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}
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@@ -10,14 +10,12 @@ namespace Content.Shared.GameObjects.Components.Movement
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public class SharedDummyInputMoverComponent : Component, IMoverComponent
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{
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public override string Name => "DummyInputMover";
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public bool IgnorePaused => false;
|
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public float CurrentWalkSpeed => 0f;
|
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public float CurrentSprintSpeed => 0f;
|
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public float CurrentPushSpeed => 0f;
|
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public float GrabRange => 0f;
|
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|
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public bool Sprinting => false;
|
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public (Vector2 walking, Vector2 sprinting) VelocityDir => (Vector2.Zero, Vector2.Zero);
|
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public EntityCoordinates LastPosition { get; set; }
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public float StepSoundDistance { get; set; }
|
||||
|
||||
public void SetVelocityDirection(Direction direction, ushort subTick, bool enabled)
|
||||
{
|
||||
|
||||
@@ -5,7 +5,6 @@ using Robust.Shared.Configuration;
|
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using Robust.Shared.GameObjects;
|
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using Robust.Shared.IoC;
|
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using Robust.Shared.Log;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.Players;
|
||||
@@ -15,7 +14,9 @@ using Robust.Shared.ViewVariables;
|
||||
|
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namespace Content.Shared.GameObjects.Components.Movement
|
||||
{
|
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public abstract class SharedPlayerInputMoverComponent : Component, IMoverComponent, ICollideSpecial
|
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[RegisterComponent]
|
||||
[ComponentReference(typeof(IMoverComponent))]
|
||||
public class SharedPlayerInputMoverComponent : Component, IMoverComponent
|
||||
{
|
||||
// This class has to be able to handle server TPS being lower than client FPS.
|
||||
// While still having perfectly responsive movement client side.
|
||||
@@ -39,8 +40,10 @@ namespace Content.Shared.GameObjects.Components.Movement
|
||||
[Dependency] private readonly IConfigurationManager _configurationManager = default!;
|
||||
[Dependency] private readonly IGameTiming _gameTiming = default!;
|
||||
|
||||
public sealed override string Name => "PlayerInputMover";
|
||||
public sealed override uint? NetID => ContentNetIDs.PLAYER_INPUT_MOVER;
|
||||
[ComponentDependency] private readonly MovementSpeedModifierComponent? _movementSpeed = default!;
|
||||
|
||||
public override string Name => "PlayerInputMover";
|
||||
public override uint? NetID => ContentNetIDs.PLAYER_INPUT_MOVER;
|
||||
|
||||
private GameTick _lastInputTick;
|
||||
private ushort _lastInputSubTick;
|
||||
@@ -49,36 +52,10 @@ namespace Content.Shared.GameObjects.Components.Movement
|
||||
|
||||
private MoveButtons _heldMoveButtons = MoveButtons.None;
|
||||
|
||||
public float CurrentWalkSpeed
|
||||
{
|
||||
get
|
||||
{
|
||||
if (Owner.TryGetComponent(out MovementSpeedModifierComponent? component))
|
||||
{
|
||||
return component.CurrentWalkSpeed;
|
||||
}
|
||||
public float CurrentWalkSpeed => _movementSpeed?.CurrentWalkSpeed ?? MovementSpeedModifierComponent.DefaultBaseWalkSpeed;
|
||||
|
||||
return MovementSpeedModifierComponent.DefaultBaseWalkSpeed;
|
||||
}
|
||||
}
|
||||
public float CurrentSprintSpeed => _movementSpeed?.CurrentSprintSpeed ?? MovementSpeedModifierComponent.DefaultBaseSprintSpeed;
|
||||
|
||||
public float CurrentSprintSpeed
|
||||
{
|
||||
get
|
||||
{
|
||||
if (Owner.TryGetComponent(out MovementSpeedModifierComponent? component))
|
||||
{
|
||||
return component.CurrentSprintSpeed;
|
||||
}
|
||||
|
||||
return MovementSpeedModifierComponent.DefaultBaseSprintSpeed;
|
||||
}
|
||||
}
|
||||
|
||||
[ViewVariables(VVAccess.ReadWrite)]
|
||||
public float CurrentPushSpeed => 5;
|
||||
[ViewVariables(VVAccess.ReadWrite)]
|
||||
public float GrabRange => 0.2f;
|
||||
public bool Sprinting => !HasFlag(_heldMoveButtons, MoveButtons.Walk);
|
||||
|
||||
/// <summary>
|
||||
@@ -131,9 +108,6 @@ namespace Content.Shared.GameObjects.Components.Movement
|
||||
}
|
||||
}
|
||||
|
||||
public abstract EntityCoordinates LastPosition { get; set; }
|
||||
public abstract float StepSoundDistance { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Whether or not the player can move diagonally.
|
||||
/// </summary>
|
||||
@@ -141,18 +115,12 @@ namespace Content.Shared.GameObjects.Components.Movement
|
||||
public bool DiagonalMovementEnabled => _configurationManager.GetCVar<bool>(CCVars.GameDiagonalMovement);
|
||||
|
||||
/// <inheritdoc />
|
||||
public override void OnAdd()
|
||||
public override void Initialize()
|
||||
{
|
||||
// This component requires that the entity has a IPhysicsComponent.
|
||||
if (!Owner.HasComponent<IPhysicsComponent>())
|
||||
Logger.Error(
|
||||
$"[ECS] {Owner.Prototype?.Name} - {nameof(SharedPlayerInputMoverComponent)} requires" +
|
||||
$" {nameof(IPhysicsComponent)}. ");
|
||||
|
||||
base.OnAdd();
|
||||
base.Initialize();
|
||||
Owner.EnsureComponentWarn<PhysicsComponent>();
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Toggles one of the four cardinal directions. Each of the four directions are
|
||||
/// composed into a single direction vector, <see cref="VelocityDir"/>. Enabling
|
||||
@@ -266,12 +234,6 @@ namespace Content.Shared.GameObjects.Components.Movement
|
||||
return vec;
|
||||
}
|
||||
|
||||
bool ICollideSpecial.PreventCollide(IPhysBody collidedWith)
|
||||
{
|
||||
// Don't collide with other mobs
|
||||
return collidedWith.Entity.HasComponent<IBody>();
|
||||
}
|
||||
|
||||
[Serializable, NetSerializable]
|
||||
private sealed class MoverComponentState : ComponentState
|
||||
{
|
||||
|
||||
@@ -0,0 +1,123 @@
|
||||
#nullable enable
|
||||
using System;
|
||||
using Content.Shared.GameObjects.Components.Body;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Log;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.Players;
|
||||
using Robust.Shared.Serialization;
|
||||
using Robust.Shared.Serialization.Manager.Attributes;
|
||||
using Robust.Shared.ViewVariables;
|
||||
|
||||
namespace Content.Shared.GameObjects.Components.Movement
|
||||
{
|
||||
/// <summary>
|
||||
/// The basic player mover with footsteps and grabbing
|
||||
/// </summary>
|
||||
[RegisterComponent]
|
||||
[ComponentReference(typeof(IMobMoverComponent))]
|
||||
public class SharedPlayerMobMoverComponent : Component, IMobMoverComponent, ICollideSpecial
|
||||
{
|
||||
public override string Name => "PlayerMobMover";
|
||||
public override uint? NetID => ContentNetIDs.PLAYER_MOB_MOVER;
|
||||
|
||||
private float _stepSoundDistance;
|
||||
[DataField("grabRange")]
|
||||
private float _grabRange = 0.2f;
|
||||
[DataField("pushStrength")]
|
||||
private float _pushStrength = 600.0f;
|
||||
|
||||
[ViewVariables(VVAccess.ReadWrite)]
|
||||
public EntityCoordinates LastPosition { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Used to keep track of how far we have moved before playing a step sound
|
||||
/// </summary>
|
||||
[ViewVariables(VVAccess.ReadWrite)]
|
||||
public float StepSoundDistance
|
||||
{
|
||||
get => _stepSoundDistance;
|
||||
set
|
||||
{
|
||||
if (MathHelper.CloseTo(_stepSoundDistance, value)) return;
|
||||
_stepSoundDistance = value;
|
||||
}
|
||||
}
|
||||
|
||||
[ViewVariables(VVAccess.ReadWrite)]
|
||||
public float GrabRange
|
||||
{
|
||||
get => _grabRange;
|
||||
set
|
||||
{
|
||||
if (MathHelper.CloseTo(_grabRange, value)) return;
|
||||
_grabRange = value;
|
||||
Dirty();
|
||||
}
|
||||
}
|
||||
|
||||
[ViewVariables(VVAccess.ReadWrite)]
|
||||
public float PushStrength
|
||||
{
|
||||
get => _pushStrength;
|
||||
set
|
||||
{
|
||||
if (MathHelper.CloseTo(_pushStrength, value)) return;
|
||||
_pushStrength = value;
|
||||
Dirty();
|
||||
}
|
||||
}
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
if (!Owner.HasComponent<IMoverComponent>())
|
||||
{
|
||||
Owner.EnsureComponentWarn<SharedPlayerInputMoverComponent>();
|
||||
}
|
||||
|
||||
if (Owner.TryGetComponent(out IPhysBody? body) && body.BodyType != BodyType.KinematicController)
|
||||
{
|
||||
Logger.WarningS("mover", $"Attached {nameof(SharedPlayerMobMoverComponent)} to a mob that's BodyType is not KinematicController!'");
|
||||
}
|
||||
}
|
||||
|
||||
public override ComponentState GetComponentState(ICommonSession session)
|
||||
{
|
||||
return new PlayerMobMoverComponentState(_grabRange, _pushStrength);
|
||||
}
|
||||
|
||||
public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
|
||||
{
|
||||
base.HandleComponentState(curState, nextState);
|
||||
if (curState is not PlayerMobMoverComponentState playerMoverState) return;
|
||||
GrabRange = playerMoverState.GrabRange;
|
||||
PushStrength = playerMoverState.PushStrength;
|
||||
}
|
||||
|
||||
bool ICollideSpecial.PreventCollide(IPhysBody collidedWith)
|
||||
{
|
||||
// Don't collide with other mobs
|
||||
// unless they have combat mode on
|
||||
return collidedWith.Entity.HasComponent<IBody>(); /* &&
|
||||
(!Owner.TryGetComponent(out SharedCombatModeComponent? ownerCombat) || !ownerCombat.IsInCombatMode) &&
|
||||
(!collidedWith.Entity.TryGetComponent(out SharedCombatModeComponent? otherCombat) || !otherCombat.IsInCombatMode);
|
||||
*/
|
||||
}
|
||||
|
||||
[Serializable, NetSerializable]
|
||||
private sealed class PlayerMobMoverComponentState : ComponentState
|
||||
{
|
||||
public float GrabRange;
|
||||
public float PushStrength;
|
||||
|
||||
public PlayerMobMoverComponentState(float grabRange, float pushStrength) : base(ContentNetIDs.PLAYER_MOB_MOVER)
|
||||
{
|
||||
GrabRange = grabRange;
|
||||
PushStrength = pushStrength;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -7,13 +7,15 @@ using Content.Shared.GameObjects.EntitySystems.EffectBlocker;
|
||||
using Content.Shared.Physics;
|
||||
using Robust.Shared.Containers;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.Physics.Collision;
|
||||
using Robust.Shared.Serialization;
|
||||
using Robust.Shared.Serialization.Manager.Attributes;
|
||||
using Robust.Shared.ViewVariables;
|
||||
|
||||
namespace Content.Shared.GameObjects.Components.Movement
|
||||
{
|
||||
public abstract class SharedSlipperyComponent : Component, ICollideBehavior
|
||||
public abstract class SharedSlipperyComponent : Component, IStartCollide
|
||||
{
|
||||
public sealed override string Name => "Slippery";
|
||||
|
||||
@@ -58,14 +60,12 @@ namespace Content.Shared.GameObjects.Components.Movement
|
||||
[DataField("slippery")]
|
||||
public virtual bool Slippery { get; set; } = true;
|
||||
|
||||
private bool TrySlip(IEntity entity)
|
||||
private bool TrySlip(IPhysBody ourBody, IPhysBody otherBody)
|
||||
{
|
||||
if (!Slippery
|
||||
|| Owner.IsInContainer()
|
||||
|| _slipped.Contains(entity.Uid)
|
||||
|| !entity.TryGetComponent(out SharedStunnableComponent? stun)
|
||||
|| !entity.TryGetComponent(out IPhysicsComponent? otherBody)
|
||||
|| !Owner.TryGetComponent(out IPhysicsComponent? body))
|
||||
|| _slipped.Contains(otherBody.Entity.Uid)
|
||||
|| !otherBody.Entity.TryGetComponent(out SharedStunnableComponent? stun))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
@@ -75,26 +75,22 @@ namespace Content.Shared.GameObjects.Components.Movement
|
||||
return false;
|
||||
}
|
||||
|
||||
var percentage = otherBody.WorldAABB.IntersectPercentage(body.WorldAABB);
|
||||
var percentage = otherBody.GetWorldAABB().IntersectPercentage(ourBody.GetWorldAABB());
|
||||
|
||||
if (percentage < IntersectPercentage)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!EffectBlockerSystem.CanSlip(entity))
|
||||
if (!EffectBlockerSystem.CanSlip(otherBody.Entity))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (entity.TryGetComponent(out IPhysicsComponent? physics))
|
||||
{
|
||||
var controller = physics.EnsureController<SlipController>();
|
||||
controller.LinearVelocity = physics.LinearVelocity * LaunchForwardsMultiplier;
|
||||
}
|
||||
otherBody.LinearVelocity *= LaunchForwardsMultiplier;
|
||||
|
||||
stun.Paralyze(5);
|
||||
_slipped.Add(entity.Uid);
|
||||
_slipped.Add(otherBody.Entity.Uid);
|
||||
|
||||
OnSlip();
|
||||
|
||||
@@ -103,9 +99,9 @@ namespace Content.Shared.GameObjects.Components.Movement
|
||||
|
||||
protected virtual void OnSlip() { }
|
||||
|
||||
public void CollideWith(IEntity collidedWith)
|
||||
void IStartCollide.CollideWith(IPhysBody ourBody, IPhysBody otherBody, in Manifold manifold)
|
||||
{
|
||||
TrySlip(collidedWith);
|
||||
TrySlip(ourBody, otherBody);
|
||||
}
|
||||
|
||||
public void Update()
|
||||
@@ -119,10 +115,10 @@ namespace Content.Shared.GameObjects.Components.Movement
|
||||
}
|
||||
|
||||
var entity = Owner.EntityManager.GetEntity(uid);
|
||||
var physics = Owner.GetComponent<IPhysicsComponent>();
|
||||
var otherPhysics = entity.GetComponent<IPhysicsComponent>();
|
||||
var physics = Owner.GetComponent<IPhysBody>();
|
||||
var otherPhysics = entity.GetComponent<IPhysBody>();
|
||||
|
||||
if (!physics.WorldAABB.Intersects(otherPhysics.WorldAABB))
|
||||
if (!physics.GetWorldAABB().Intersects(otherPhysics.GetWorldAABB()))
|
||||
{
|
||||
_slipped.Remove(uid);
|
||||
}
|
||||
@@ -137,12 +133,12 @@ namespace Content.Shared.GameObjects.Components.Movement
|
||||
|
||||
physics.Hard = false;
|
||||
|
||||
var shape = physics.PhysicsShapes.FirstOrDefault();
|
||||
var fixtures = physics.Fixtures.FirstOrDefault();
|
||||
|
||||
if (shape != null)
|
||||
if (fixtures != null)
|
||||
{
|
||||
shape.CollisionLayer |= (int) CollisionGroup.SmallImpassable;
|
||||
shape.CollisionMask = (int) CollisionGroup.None;
|
||||
fixtures.CollisionLayer |= (int) CollisionGroup.SmallImpassable;
|
||||
fixtures.CollisionMask = (int) CollisionGroup.None;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,58 @@
|
||||
#nullable enable
|
||||
using System;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Players;
|
||||
using Robust.Shared.Serialization;
|
||||
using Robust.Shared.Serialization.Manager.Attributes;
|
||||
using Robust.Shared.ViewVariables;
|
||||
|
||||
namespace Content.Shared.GameObjects.Components.Movement
|
||||
{
|
||||
[RegisterComponent]
|
||||
public class SharedTileFrictionModifier : Component
|
||||
{
|
||||
public override string Name => "TileFrictionModifier";
|
||||
|
||||
/// <summary>
|
||||
/// Multiply the tilefriction cvar by this to get the body's actual tilefriction.
|
||||
/// </summary>
|
||||
[ViewVariables(VVAccess.ReadWrite)]
|
||||
public float Modifier
|
||||
{
|
||||
get => _modifier;
|
||||
set
|
||||
{
|
||||
if (MathHelper.CloseTo(_modifier, value)) return;
|
||||
|
||||
_modifier = value;
|
||||
}
|
||||
}
|
||||
|
||||
[DataField("modifier")]
|
||||
private float _modifier = 1.0f;
|
||||
|
||||
public override ComponentState GetComponentState(ICommonSession session)
|
||||
{
|
||||
return new TileFrictionComponentState(_modifier);
|
||||
}
|
||||
|
||||
public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
|
||||
{
|
||||
base.HandleComponentState(curState, nextState);
|
||||
if (curState is not TileFrictionComponentState tileState) return;
|
||||
_modifier = tileState.Modifier;
|
||||
}
|
||||
|
||||
[NetSerializable, Serializable]
|
||||
protected class TileFrictionComponentState : ComponentState
|
||||
{
|
||||
public float Modifier;
|
||||
|
||||
public TileFrictionComponentState(float modifier) : base(ContentNetIDs.TILE_FRICTION)
|
||||
{
|
||||
Modifier = modifier;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,6 +1,7 @@
|
||||
#nullable enable
|
||||
using System;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.Serialization;
|
||||
|
||||
namespace Content.Shared.GameObjects.Components.Portal
|
||||
@@ -13,7 +14,7 @@ namespace Content.Shared.GameObjects.Components.Portal
|
||||
{
|
||||
base.OnAdd();
|
||||
|
||||
if (Owner.TryGetComponent<IPhysicsComponent>(out var physics))
|
||||
if (Owner.TryGetComponent<IPhysBody>(out var physics))
|
||||
{
|
||||
physics.Hard = false;
|
||||
}
|
||||
|
||||
@@ -19,6 +19,8 @@ namespace Content.Shared.GameObjects.Components.Projectiles
|
||||
get => _ignoreShooter;
|
||||
set
|
||||
{
|
||||
if (_ignoreShooter == value) return;
|
||||
|
||||
_ignoreShooter = value;
|
||||
Dirty();
|
||||
}
|
||||
|
||||
@@ -11,6 +11,7 @@ using Robust.Shared.Log;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.Players;
|
||||
using Robust.Shared.Physics.Dynamics.Joints;
|
||||
using Robust.Shared.Serialization;
|
||||
|
||||
namespace Content.Shared.GameObjects.Components.Pulling
|
||||
@@ -20,14 +21,16 @@ namespace Content.Shared.GameObjects.Components.Pulling
|
||||
public override string Name => "Pullable";
|
||||
public override uint? NetID => ContentNetIDs.PULLABLE;
|
||||
|
||||
[ComponentDependency] private readonly IPhysicsComponent? _physics = default!;
|
||||
[ComponentDependency] private readonly PhysicsComponent? _physics = default!;
|
||||
|
||||
/// <summary>
|
||||
/// Only set in Puller->set! Only set in unison with _pullerPhysics!
|
||||
/// </summary>
|
||||
private IEntity? _puller;
|
||||
private IPhysicsComponent? _pullerPhysics;
|
||||
public IPhysicsComponent? PullerPhysics => _pullerPhysics;
|
||||
private IPhysBody? _pullerPhysics;
|
||||
public IPhysBody? PullerPhysics => _pullerPhysics;
|
||||
|
||||
private DistanceJoint? _pullJoint;
|
||||
|
||||
/// <summary>
|
||||
/// The current entity pulling this component.
|
||||
@@ -62,7 +65,6 @@ namespace Content.Shared.GameObjects.Components.Pulling
|
||||
|
||||
oldPuller.EntityManager.EventBus.RaiseEvent(EventSource.Local, message);
|
||||
_physics.WakeBody();
|
||||
_physics.TryRemoveController<PullController>();
|
||||
}
|
||||
// else-branch warning is handled below
|
||||
}
|
||||
@@ -70,7 +72,7 @@ namespace Content.Shared.GameObjects.Components.Pulling
|
||||
// Now that is settled, prepare to be pulled by a new object.
|
||||
if (_physics == null)
|
||||
{
|
||||
Logger.WarningS("c.go.c.pulling", "Well now you've done it, haven't you? SharedPullableComponent on {0} didn't have an IPhysicsComponent.", Owner);
|
||||
Logger.WarningS("c.go.c.pulling", "Well now you've done it, haven't you? SharedPullableComponent on {0} didn't have an IPhysBody.", Owner);
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -83,7 +85,7 @@ namespace Content.Shared.GameObjects.Components.Pulling
|
||||
return;
|
||||
}
|
||||
|
||||
if (!value.TryGetComponent<IPhysicsComponent>(out var valuePhysics))
|
||||
if (!value.TryGetComponent<PhysicsComponent>(out var pullerPhysics))
|
||||
{
|
||||
return;
|
||||
}
|
||||
@@ -102,7 +104,7 @@ namespace Content.Shared.GameObjects.Components.Pulling
|
||||
{
|
||||
if (oldPulling.TryGetComponent(out SharedPullableComponent? pullable))
|
||||
{
|
||||
pullable.Puller = null;
|
||||
pullable.TryStopPull();
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -113,7 +115,7 @@ namespace Content.Shared.GameObjects.Components.Pulling
|
||||
|
||||
// Continue with pulling process.
|
||||
|
||||
var pullAttempt = new PullAttemptMessage(valuePhysics, _physics);
|
||||
var pullAttempt = new PullAttemptMessage(pullerPhysics, _physics);
|
||||
|
||||
value.SendMessage(null, pullAttempt);
|
||||
|
||||
@@ -133,9 +135,8 @@ namespace Content.Shared.GameObjects.Components.Pulling
|
||||
|
||||
_puller = value;
|
||||
Dirty();
|
||||
_pullerPhysics = valuePhysics;
|
||||
_pullerPhysics = pullerPhysics;
|
||||
|
||||
_physics.EnsureController<PullController>().Manager = this;
|
||||
var message = new PullStartedMessage(_pullerPhysics, _physics);
|
||||
|
||||
_puller.SendMessage(null, message);
|
||||
@@ -143,7 +144,15 @@ namespace Content.Shared.GameObjects.Components.Pulling
|
||||
|
||||
_puller.EntityManager.EventBus.RaiseEvent(EventSource.Local, message);
|
||||
|
||||
var union = _pullerPhysics.GetWorldAABB().Union(_physics.GetWorldAABB());
|
||||
var length = Math.Max(union.Size.X, union.Size.Y) * 0.75f;
|
||||
|
||||
_physics.WakeBody();
|
||||
_pullJoint = pullerPhysics.CreateDistanceJoint(_physics);
|
||||
// _physics.BodyType = BodyType.Kinematic; // TODO: Need to consider their original bodytype
|
||||
_pullJoint.CollideConnected = true;
|
||||
_pullJoint.Length = length * 0.75f;
|
||||
_pullJoint.MaxLength = length;
|
||||
}
|
||||
// Code here will not run if pulling a new object was attempted and failed because of the returns from the refactor.
|
||||
}
|
||||
@@ -212,6 +221,12 @@ namespace Content.Shared.GameObjects.Components.Pulling
|
||||
return false;
|
||||
}
|
||||
|
||||
if (_physics != null && _pullJoint != null)
|
||||
{
|
||||
_physics.RemoveJoint(_pullJoint);
|
||||
}
|
||||
|
||||
_pullJoint = null;
|
||||
Puller = null;
|
||||
return true;
|
||||
}
|
||||
@@ -246,12 +261,16 @@ namespace Content.Shared.GameObjects.Components.Pulling
|
||||
return false;
|
||||
}
|
||||
|
||||
/*
|
||||
if (!_physics.TryGetController(out PullController controller))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
*/
|
||||
|
||||
return controller.TryMoveTo(Puller.Transform.Coordinates, to);
|
||||
return true;
|
||||
|
||||
//return controller.TryMoveTo(Puller.Transform.Coordinates, to);
|
||||
}
|
||||
|
||||
public override ComponentState GetComponentState(ICommonSession player)
|
||||
|
||||
@@ -14,8 +14,8 @@ namespace Content.Shared.GameObjects
|
||||
public const uint STORAGE = 1005;
|
||||
public const uint INVENTORY = 1006;
|
||||
public const uint POWER_DEBUG_TOOL = 1007;
|
||||
// 1008
|
||||
// 1009
|
||||
public const uint PLAYER_MOB_MOVER = 1008;
|
||||
public const uint TILE_FRICTION = 1009;
|
||||
public const uint RANGED_WEAPON = 1010;
|
||||
public const uint CAMERA_RECOIL = 1011;
|
||||
public const uint SOUND = 1012;
|
||||
@@ -60,7 +60,7 @@ namespace Content.Shared.GameObjects
|
||||
public const uint FLASHABLE = 1051;
|
||||
public const uint BUCKLE = 1052;
|
||||
public const uint PROJECTILE = 1053;
|
||||
public const uint THROWN_ITEM = 1054;
|
||||
// 1054
|
||||
public const uint STRAP = 1055;
|
||||
public const uint DISPOSABLE = 1056;
|
||||
public const uint GAS_ANALYZER = 1057;
|
||||
|
||||
@@ -9,6 +9,7 @@ using Robust.Shared.Localization;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.Physics.Broadphase;
|
||||
|
||||
namespace Content.Shared.GameObjects.EntitySystems
|
||||
{
|
||||
@@ -18,8 +19,6 @@ namespace Content.Shared.GameObjects.EntitySystems
|
||||
[UsedImplicitly]
|
||||
public class SharedInteractionSystem : EntitySystem
|
||||
{
|
||||
[Dependency] private readonly IPhysicsManager _physicsManager = default!;
|
||||
|
||||
public const float InteractionRange = 2;
|
||||
public const float InteractionRangeSquared = InteractionRange * InteractionRange;
|
||||
|
||||
@@ -49,7 +48,7 @@ namespace Content.Shared.GameObjects.EntitySystems
|
||||
|
||||
predicate ??= _ => false;
|
||||
var ray = new CollisionRay(origin.Position, dir.Normalized, collisionMask);
|
||||
var rayResults = _physicsManager.IntersectRayWithPredicate(origin.MapId, ray, dir.Length, predicate.Invoke, false).ToList();
|
||||
var rayResults = Get<SharedBroadPhaseSystem>().IntersectRayWithPredicate(origin.MapId, ray, dir.Length, predicate.Invoke, false).ToList();
|
||||
|
||||
if (rayResults.Count == 0) return dir.Length;
|
||||
return (rayResults[0].HitPos - origin.Position).Length;
|
||||
@@ -125,7 +124,7 @@ namespace Content.Shared.GameObjects.EntitySystems
|
||||
predicate ??= _ => false;
|
||||
|
||||
var ray = new CollisionRay(origin.Position, dir.Normalized, (int) collisionMask);
|
||||
var rayResults = _physicsManager.IntersectRayWithPredicate(origin.MapId, ray, dir.Length, predicate.Invoke, false).ToList();
|
||||
var rayResults = Get<SharedBroadPhaseSystem>().IntersectRayWithPredicate(origin.MapId, ray, dir.Length, predicate.Invoke, false).ToList();
|
||||
|
||||
if (rayResults.Count == 0) return true;
|
||||
|
||||
@@ -133,12 +132,12 @@ namespace Content.Shared.GameObjects.EntitySystems
|
||||
|
||||
foreach (var result in rayResults)
|
||||
{
|
||||
if (!result.HitEntity.TryGetComponent(out IPhysicsComponent p))
|
||||
if (!result.HitEntity.TryGetComponent(out IPhysBody p))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
var bBox = p.WorldAABB;
|
||||
var bBox = p.GetWorldAABB();
|
||||
|
||||
if (bBox.Contains(origin.Position) || bBox.Contains(other.Position))
|
||||
{
|
||||
|
||||
@@ -0,0 +1,38 @@
|
||||
#nullable enable
|
||||
using Content.Shared.GameObjects.Components.Movement;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.Physics.Collision;
|
||||
|
||||
namespace Content.Shared.GameObjects.EntitySystems
|
||||
{
|
||||
public sealed class SharedMobMoverSystem : EntitySystem
|
||||
{
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
Get<SharedPhysicsSystem>().KinematicControllerCollision += HandleCollisionMessage;
|
||||
}
|
||||
|
||||
public override void Shutdown()
|
||||
{
|
||||
base.Shutdown();
|
||||
Get<SharedPhysicsSystem>().KinematicControllerCollision -= HandleCollisionMessage;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Fake pushing for player collisions.
|
||||
/// </summary>
|
||||
private void HandleCollisionMessage(IPhysBody ourBody, IPhysBody otherBody, float frameTime, Manifold manifold)
|
||||
{
|
||||
if (otherBody.BodyType != BodyType.Dynamic) return;
|
||||
|
||||
var normal = manifold.LocalNormal;
|
||||
|
||||
if (!ourBody.Entity.TryGetComponent(out IMobMoverComponent? mobMover) || normal == Vector2.Zero) return;
|
||||
|
||||
otherBody.ApplyLinearImpulse(-normal * mobMover.PushStrength * frameTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,10 +1,11 @@
|
||||
#nullable enable
|
||||
using System.Diagnostics.CodeAnalysis;
|
||||
using Content.Shared.GameObjects.Components.Items;
|
||||
using Content.Shared.GameObjects.Components.Mobs.State;
|
||||
using Content.Shared.GameObjects.Components.Movement;
|
||||
using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
|
||||
using Content.Shared.Physics;
|
||||
using Content.Shared.Physics.Pull;
|
||||
using Robust.Shared.Containers;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Input;
|
||||
using Robust.Shared.Input.Binding;
|
||||
@@ -15,11 +16,11 @@ using Robust.Shared.Players;
|
||||
|
||||
namespace Content.Shared.GameObjects.EntitySystems
|
||||
{
|
||||
public abstract class SharedMoverSystem : EntitySystem
|
||||
/// <summary>
|
||||
/// Handles converting inputs into movement.
|
||||
/// </summary>
|
||||
public sealed class SharedMoverSystem : EntitySystem
|
||||
{
|
||||
[Dependency] private readonly IEntityManager _entityManager = default!;
|
||||
[Dependency] protected readonly IPhysicsManager PhysicsManager = default!;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
@@ -45,109 +46,9 @@ namespace Content.Shared.GameObjects.EntitySystems
|
||||
base.Shutdown();
|
||||
}
|
||||
|
||||
//TODO: reorganize this to make more logical sense
|
||||
protected void UpdateKinematics(ITransformComponent transform, IMoverComponent mover, IPhysicsComponent physics)
|
||||
{
|
||||
physics.EnsureController<MoverController>();
|
||||
|
||||
var weightless = transform.Owner.IsWeightless();
|
||||
|
||||
if (weightless)
|
||||
{
|
||||
// No gravity: is our entity touching anything?
|
||||
var touching = IsAroundCollider(transform, mover, physics);
|
||||
|
||||
if (!touching)
|
||||
{
|
||||
transform.LocalRotation = physics.LinearVelocity.GetDir().ToAngle();
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// TODO: movement check.
|
||||
var (walkDir, sprintDir) = mover.VelocityDir;
|
||||
var combined = walkDir + sprintDir;
|
||||
if (combined.LengthSquared < 0.001 || !ActionBlockerSystem.CanMove(mover.Owner) && !weightless)
|
||||
{
|
||||
if (physics.TryGetController(out MoverController controller))
|
||||
{
|
||||
controller.StopMoving();
|
||||
}
|
||||
}
|
||||
else if (ActionBlockerSystem.CanMove(mover.Owner))
|
||||
{
|
||||
if (weightless)
|
||||
{
|
||||
if (physics.TryGetController(out MoverController controller))
|
||||
{
|
||||
controller.Push(combined, mover.CurrentPushSpeed);
|
||||
}
|
||||
|
||||
transform.LocalRotation = physics.LinearVelocity.GetDir().ToAngle();
|
||||
return;
|
||||
}
|
||||
|
||||
var total = walkDir * mover.CurrentWalkSpeed + sprintDir * mover.CurrentSprintSpeed;
|
||||
|
||||
{
|
||||
if (physics.TryGetController(out MoverController controller))
|
||||
{
|
||||
controller.Move(total, 1);
|
||||
}
|
||||
}
|
||||
|
||||
transform.LocalRotation = total.GetDir().ToAngle();
|
||||
|
||||
HandleFootsteps(mover);
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void HandleFootsteps(IMoverComponent mover)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
private bool IsAroundCollider(ITransformComponent transform, IMoverComponent mover,
|
||||
IPhysicsComponent collider)
|
||||
{
|
||||
foreach (var entity in _entityManager.GetEntitiesInRange(transform.Owner, mover.GrabRange, true))
|
||||
{
|
||||
if (entity == transform.Owner)
|
||||
{
|
||||
continue; // Don't try to push off of yourself!
|
||||
}
|
||||
|
||||
if (!entity.TryGetComponent<IPhysicsComponent>(out var otherCollider) ||
|
||||
!otherCollider.CanCollide ||
|
||||
(collider.CollisionMask & otherCollider.CollisionLayer) == 0)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// Don't count pulled entities
|
||||
if (otherCollider.HasController<PullController>())
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// TODO: Item check.
|
||||
var touching = ((collider.CollisionMask & otherCollider.CollisionLayer) != 0x0
|
||||
|| (otherCollider.CollisionMask & collider.CollisionLayer) != 0x0) // Ensure collision
|
||||
&& !entity.HasComponent<IItemComponent>(); // This can't be an item
|
||||
|
||||
if (touching)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
private static void HandleDirChange(ICommonSession? session, Direction dir, ushort subTick, bool state)
|
||||
{
|
||||
if (!TryGetAttachedComponent<IMoverComponent>(session, out var moverComp))
|
||||
if (!TryGetAttachedComponent<SharedPlayerInputMoverComponent>(session, out var moverComp))
|
||||
return;
|
||||
|
||||
var owner = session?.AttachedEntity;
|
||||
@@ -158,6 +59,15 @@ namespace Content.Shared.GameObjects.EntitySystems
|
||||
{
|
||||
comp.MoveInputPressed(session);
|
||||
}
|
||||
|
||||
// For stuff like "Moving out of locker" or the likes
|
||||
if (owner.IsInContainer() &&
|
||||
(!owner.TryGetComponent(out IMobStateComponent? mobState) ||
|
||||
mobState.IsAlive()))
|
||||
{
|
||||
var relayEntityMoveMessage = new RelayMovementEntityMessage(owner);
|
||||
owner.Transform.Parent!.Owner.SendMessage(owner.Transform, relayEntityMoveMessage);
|
||||
}
|
||||
}
|
||||
|
||||
moverComp.SetVelocityDirection(dir, subTick, state);
|
||||
|
||||
@@ -8,6 +8,7 @@ using JetBrains.Annotations;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Input.Binding;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.Players;
|
||||
|
||||
namespace Content.Shared.GameObjects.EntitySystems
|
||||
@@ -58,7 +59,7 @@ namespace Content.Shared.GameObjects.EntitySystems
|
||||
return;
|
||||
}
|
||||
|
||||
if (!pulled.TryGetComponent(out IPhysicsComponent? physics))
|
||||
if (!pulled.TryGetComponent(out IPhysBody? physics))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
104
Content.Shared/GameObjects/EntitySystems/ThrownItemSystem.cs
Normal file
104
Content.Shared/GameObjects/EntitySystems/ThrownItemSystem.cs
Normal file
@@ -0,0 +1,104 @@
|
||||
#nullable enable
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Content.Shared.GameObjects.Components.Items;
|
||||
using Content.Shared.Interfaces.GameObjects.Components;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Physics;
|
||||
|
||||
namespace Content.Shared.GameObjects.EntitySystems
|
||||
{
|
||||
/// <summary>
|
||||
/// Handles throwing landing and collisions.
|
||||
/// </summary>
|
||||
public class ThrownItemSystem : EntitySystem
|
||||
{
|
||||
private List<IThrowCollide> _throwCollide = new();
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
SubscribeLocalEvent<PhysicsSleepMessage>(HandleSleep);
|
||||
}
|
||||
|
||||
public override void Shutdown()
|
||||
{
|
||||
base.Shutdown();
|
||||
UnsubscribeLocalEvent<PhysicsSleepMessage>();
|
||||
}
|
||||
|
||||
private void HandleSleep(PhysicsSleepMessage message)
|
||||
{
|
||||
// TODO: Sub to ThrownitemComponent
|
||||
if (message.Body.Deleted || !message.Body.Owner.TryGetComponent(out ThrownItemComponent? thrownItem)) return;
|
||||
|
||||
var user = thrownItem.Thrower;
|
||||
var landing = message.Body.Owner;
|
||||
var coordinates = landing.Transform.Coordinates;
|
||||
|
||||
// LandInteraction
|
||||
// TODO: Refactor these to system messages
|
||||
var landMsg = new LandMessage(user, landing, coordinates);
|
||||
RaiseLocalEvent(landMsg);
|
||||
if (landMsg.Handled)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var comps = landing.GetAllComponents<ILand>().ToArray();
|
||||
var landArgs = new LandEventArgs(user, coordinates);
|
||||
|
||||
// Call Land on all components that implement the interface
|
||||
foreach (var comp in comps)
|
||||
{
|
||||
if (landing.Deleted) break;
|
||||
comp.Land(landArgs);
|
||||
}
|
||||
|
||||
ComponentManager.RemoveComponent(landing.Uid, thrownItem);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Calls ThrowCollide on all components that implement the IThrowCollide interface
|
||||
/// on a thrown entity and the target entity it hit.
|
||||
/// </summary>
|
||||
public void ThrowCollideInteraction(IEntity? user, IPhysBody thrown, IPhysBody target)
|
||||
{
|
||||
// TODO: Just pass in the bodies directly
|
||||
var collideMsg = new ThrowCollideMessage(user, thrown.Entity, target.Entity);
|
||||
RaiseLocalEvent(collideMsg);
|
||||
if (collideMsg.Handled)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var eventArgs = new ThrowCollideEventArgs(user, thrown.Entity, target.Entity);
|
||||
|
||||
foreach (var comp in thrown.Entity.GetAllComponents<IThrowCollide>())
|
||||
{
|
||||
_throwCollide.Add(comp);
|
||||
}
|
||||
|
||||
foreach (var collide in _throwCollide)
|
||||
{
|
||||
if (thrown.Entity.Deleted) break;
|
||||
collide.DoHit(eventArgs);
|
||||
}
|
||||
|
||||
_throwCollide.Clear();
|
||||
|
||||
foreach (var comp in target.Entity.GetAllComponents<IThrowCollide>())
|
||||
{
|
||||
_throwCollide.Add(comp);
|
||||
}
|
||||
|
||||
foreach (var collide in _throwCollide)
|
||||
{
|
||||
if (target.Entity.Deleted) break;
|
||||
collide.HitBy(eventArgs);
|
||||
}
|
||||
|
||||
_throwCollide.Clear();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -18,13 +18,13 @@ namespace Content.Shared.Interfaces.GameObjects.Components
|
||||
|
||||
public class LandEventArgs : EventArgs
|
||||
{
|
||||
public LandEventArgs(IEntity user, EntityCoordinates landingLocation)
|
||||
public LandEventArgs(IEntity? user, EntityCoordinates landingLocation)
|
||||
{
|
||||
User = user;
|
||||
LandingLocation = landingLocation;
|
||||
}
|
||||
|
||||
public IEntity User { get; }
|
||||
public IEntity? User { get; }
|
||||
public EntityCoordinates LandingLocation { get; }
|
||||
}
|
||||
|
||||
@@ -42,7 +42,7 @@ namespace Content.Shared.Interfaces.GameObjects.Components
|
||||
/// <summary>
|
||||
/// Entity that threw the item.
|
||||
/// </summary>
|
||||
public IEntity User { get; }
|
||||
public IEntity? User { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Item that was thrown.
|
||||
@@ -54,7 +54,7 @@ namespace Content.Shared.Interfaces.GameObjects.Components
|
||||
/// </summary>
|
||||
public EntityCoordinates LandLocation { get; }
|
||||
|
||||
public LandMessage(IEntity user, IEntity thrown, EntityCoordinates landLocation)
|
||||
public LandMessage(IEntity? user, IEntity thrown, EntityCoordinates landLocation)
|
||||
{
|
||||
User = user;
|
||||
Thrown = thrown;
|
||||
|
||||
@@ -18,7 +18,7 @@ namespace Content.Shared.Interfaces.GameObjects.Components
|
||||
/// <summary>
|
||||
/// The entity that threw <see cref="Thrown"/> and hit <see cref="Target"/>.
|
||||
/// </summary>
|
||||
public IEntity User { get; }
|
||||
public IEntity? User { get; }
|
||||
|
||||
/// <summary>
|
||||
/// The entity thrown by <see cref="User"/> that hit <see cref="Target"/>
|
||||
@@ -29,14 +29,12 @@ namespace Content.Shared.Interfaces.GameObjects.Components
|
||||
/// The entity hit with <see cref="Thrown"/> by <see cref="User"/>
|
||||
/// </summary>
|
||||
public IEntity Target { get; }
|
||||
public EntityCoordinates Location { get; }
|
||||
|
||||
public ThrowCollideEventArgs(IEntity user, IEntity thrown, IEntity target, EntityCoordinates location)
|
||||
public ThrowCollideEventArgs(IEntity? user, IEntity thrown, IEntity target)
|
||||
{
|
||||
User = user;
|
||||
Thrown = thrown;
|
||||
Target = target;
|
||||
Location = location;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -50,7 +48,7 @@ namespace Content.Shared.Interfaces.GameObjects.Components
|
||||
/// <summary>
|
||||
/// The entity that threw <see cref="Thrown"/>.
|
||||
/// </summary>
|
||||
public IEntity User { get; }
|
||||
public IEntity? User { get; }
|
||||
|
||||
/// <summary>
|
||||
/// The entity thrown by <see cref="User"/> that hit <see cref="Target"/>
|
||||
@@ -61,14 +59,12 @@ namespace Content.Shared.Interfaces.GameObjects.Components
|
||||
/// The entity hit with <see cref="Thrown"/> by <see cref="User"/>
|
||||
/// </summary>
|
||||
public IEntity Target { get; }
|
||||
public EntityCoordinates Location { get; }
|
||||
|
||||
public ThrowCollideMessage(IEntity user, IEntity thrown, IEntity target, EntityCoordinates location)
|
||||
public ThrowCollideMessage(IEntity? user, IEntity thrown, IEntity target)
|
||||
{
|
||||
User = user;
|
||||
Thrown = thrown;
|
||||
Target = target;
|
||||
Location = location;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -10,6 +10,7 @@ using Robust.Shared.IoC;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.Physics.Broadphase;
|
||||
|
||||
namespace Content.Shared.Maps
|
||||
{
|
||||
@@ -181,7 +182,7 @@ namespace Content.Shared.Maps
|
||||
/// </summary>
|
||||
public static bool IsBlockedTurf(this TileRef turf, bool filterMobs)
|
||||
{
|
||||
var physics = IoCManager.Resolve<IPhysicsManager>();
|
||||
var physics = EntitySystem.Get<SharedBroadPhaseSystem>();
|
||||
|
||||
var worldBox = GetWorldTileBox(turf);
|
||||
|
||||
|
||||
@@ -1,17 +0,0 @@
|
||||
#nullable enable
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Physics;
|
||||
|
||||
namespace Content.Shared.Physics
|
||||
{
|
||||
public class BulletController : VirtualController
|
||||
{
|
||||
public override IPhysicsComponent? ControlledComponent { protected get; set; }
|
||||
|
||||
public void Push(Vector2 velocityDirection, float speed)
|
||||
{
|
||||
LinearVelocity = velocityDirection * speed;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,89 +0,0 @@
|
||||
#nullable enable
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Physics;
|
||||
|
||||
namespace Content.Shared.Physics
|
||||
{
|
||||
/// <summary>
|
||||
/// Movement controller used by the climb system. Lerps the player from A to B.
|
||||
/// Also does checks to make sure the player isn't blocked.
|
||||
/// </summary>
|
||||
public class ClimbController : VirtualController
|
||||
{
|
||||
private Vector2? _movingTo = null;
|
||||
private Vector2 _lastKnownPosition = default;
|
||||
private int _numTicksBlocked = 0;
|
||||
|
||||
/// <summary>
|
||||
/// If 5 ticks have passed and our position has not changed then something is blocking us.
|
||||
/// </summary>
|
||||
public bool IsBlocked => _numTicksBlocked > 5 || _isMovingWrongDirection;
|
||||
|
||||
/// <summary>
|
||||
/// If the controller is currently moving the player somewhere, it is considered active.
|
||||
/// </summary>
|
||||
public bool IsActive => _movingTo.HasValue;
|
||||
|
||||
private float _initialDist = default;
|
||||
private bool _isMovingWrongDirection = false;
|
||||
|
||||
public void TryMoveTo(Vector2 from, Vector2 to)
|
||||
{
|
||||
if (ControlledComponent == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_initialDist = (from - to).Length;
|
||||
_numTicksBlocked = 0;
|
||||
_lastKnownPosition = from;
|
||||
_movingTo = to;
|
||||
_isMovingWrongDirection = false;
|
||||
}
|
||||
|
||||
public override void UpdateAfterProcessing()
|
||||
{
|
||||
base.UpdateAfterProcessing();
|
||||
|
||||
if (ControlledComponent == null || _movingTo == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
ControlledComponent.WakeBody();
|
||||
|
||||
if ((ControlledComponent.Owner.Transform.WorldPosition - _lastKnownPosition).Length <= 0.05f)
|
||||
{
|
||||
_numTicksBlocked++;
|
||||
}
|
||||
else
|
||||
{
|
||||
_numTicksBlocked = 0;
|
||||
}
|
||||
|
||||
_lastKnownPosition = ControlledComponent.Owner.Transform.WorldPosition;
|
||||
|
||||
if ((ControlledComponent.Owner.Transform.WorldPosition - _movingTo.Value).Length <= 0.1f)
|
||||
{
|
||||
_movingTo = null;
|
||||
}
|
||||
|
||||
if (_movingTo.HasValue)
|
||||
{
|
||||
var dist = (_lastKnownPosition - _movingTo.Value).Length;
|
||||
|
||||
if (dist > _initialDist)
|
||||
{
|
||||
_isMovingWrongDirection = true;
|
||||
}
|
||||
|
||||
var diff = _movingTo.Value - ControlledComponent.Owner.Transform.WorldPosition;
|
||||
LinearVelocity = diff.Normalized * 5;
|
||||
}
|
||||
else
|
||||
{
|
||||
LinearVelocity = Vector2.Zero;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -2,6 +2,7 @@
|
||||
using System;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Physics.Dynamics;
|
||||
using Robust.Shared.Serialization;
|
||||
using RobustPhysics = Robust.Shared.Physics;
|
||||
|
||||
@@ -11,7 +12,7 @@ namespace Content.Shared.Physics
|
||||
/// Defined collision groups for the physics system.
|
||||
/// </summary>
|
||||
[Flags, PublicAPI]
|
||||
[FlagsFor(typeof(RobustPhysics.CollisionLayer)), FlagsFor(typeof(RobustPhysics.CollisionMask))]
|
||||
[FlagsFor(typeof(CollisionLayer)), FlagsFor(typeof(CollisionMask))]
|
||||
public enum CollisionGroup
|
||||
{
|
||||
None = 0,
|
||||
|
||||
@@ -1,10 +0,0 @@
|
||||
#nullable enable
|
||||
using Robust.Shared.Physics;
|
||||
|
||||
namespace Content.Shared.Physics
|
||||
{
|
||||
public class ContainmentFieldCollisionController : VirtualController
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
@@ -1,13 +0,0 @@
|
||||
#nullable enable
|
||||
using Robust.Shared.Maths;
|
||||
|
||||
namespace Content.Shared.Physics
|
||||
{
|
||||
public class ContainmentFieldRepellController : FrictionController
|
||||
{
|
||||
public void Repell(Direction dir, float speed)
|
||||
{
|
||||
LinearVelocity = dir.ToVec() * speed;
|
||||
}
|
||||
}
|
||||
}
|
||||
143
Content.Shared/Physics/Controllers/SharedMoverController.cs
Normal file
143
Content.Shared/Physics/Controllers/SharedMoverController.cs
Normal file
@@ -0,0 +1,143 @@
|
||||
#nullable enable
|
||||
using Content.Shared.GameObjects.Components.Mobs.State;
|
||||
using Content.Shared.GameObjects.Components.Movement;
|
||||
using Content.Shared.GameObjects.Components.Pulling;
|
||||
using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.Physics.Broadphase;
|
||||
using Robust.Shared.Physics.Controllers;
|
||||
|
||||
namespace Content.Shared.Physics.Controllers
|
||||
{
|
||||
/// <summary>
|
||||
/// Handles player and NPC mob movement.
|
||||
/// NPCs are handled server-side only.
|
||||
/// </summary>
|
||||
public abstract class SharedMoverController : VirtualController
|
||||
{
|
||||
[Dependency] private readonly IPhysicsManager _physicsManager = default!;
|
||||
|
||||
private SharedBroadPhaseSystem _broadPhaseSystem = default!;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
_broadPhaseSystem = EntitySystem.Get<SharedBroadPhaseSystem>();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// A generic kinematic mover for entities.
|
||||
/// </summary>
|
||||
protected void HandleKinematicMovement(IMoverComponent mover, PhysicsComponent physicsComponent)
|
||||
{
|
||||
var (walkDir, sprintDir) = mover.VelocityDir;
|
||||
|
||||
// Regular movement.
|
||||
// Target velocity.
|
||||
var total = (walkDir * mover.CurrentWalkSpeed + sprintDir * mover.CurrentSprintSpeed);
|
||||
|
||||
if (total != Vector2.Zero)
|
||||
{
|
||||
mover.Owner.Transform.LocalRotation = total.GetDir().ToAngle();
|
||||
}
|
||||
|
||||
physicsComponent.LinearVelocity = total;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Movement while considering actionblockers, weightlessness, etc.
|
||||
/// </summary>
|
||||
/// <param name="mover"></param>
|
||||
/// <param name="physicsComponent"></param>
|
||||
/// <param name="mobMover"></param>
|
||||
protected void HandleMobMovement(IMoverComponent mover, PhysicsComponent physicsComponent, IMobMoverComponent mobMover)
|
||||
{
|
||||
// TODO: Look at https://gameworksdocs.nvidia.com/PhysX/4.1/documentation/physxguide/Manual/CharacterControllers.html?highlight=controller as it has some adviceo n kinematic controllersx
|
||||
if (!UseMobMovement(_broadPhaseSystem, physicsComponent, _physicsManager))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var transform = mover.Owner.Transform;
|
||||
var (walkDir, sprintDir) = mover.VelocityDir;
|
||||
|
||||
var weightless = transform.Owner.IsWeightless(_physicsManager);
|
||||
|
||||
// Handle wall-pushes.
|
||||
if (weightless)
|
||||
{
|
||||
// No gravity: is our entity touching anything?
|
||||
var touching = IsAroundCollider(_broadPhaseSystem, transform, mobMover, physicsComponent);
|
||||
|
||||
if (!touching)
|
||||
{
|
||||
transform.LocalRotation = physicsComponent.LinearVelocity.GetDir().ToAngle();
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// Regular movement.
|
||||
// Target velocity.
|
||||
var total = (walkDir * mover.CurrentWalkSpeed + sprintDir * mover.CurrentSprintSpeed);
|
||||
|
||||
if (total != Vector2.Zero)
|
||||
{
|
||||
// This should have its event run during island solver soooo
|
||||
transform.DeferUpdates = true;
|
||||
transform.LocalRotation = total.GetDir().ToAngle();
|
||||
transform.DeferUpdates = false;
|
||||
HandleFootsteps(mover, mobMover);
|
||||
}
|
||||
|
||||
physicsComponent.LinearVelocity = total;
|
||||
}
|
||||
|
||||
public static bool UseMobMovement(SharedBroadPhaseSystem broadPhaseSystem, PhysicsComponent body, IPhysicsManager? physicsManager = null)
|
||||
{
|
||||
return (body.BodyStatus == BodyStatus.OnGround) &
|
||||
body.Owner.HasComponent<IMobStateComponent>() &&
|
||||
ActionBlockerSystem.CanMove(body.Owner) &&
|
||||
(!body.Owner.IsWeightless(physicsManager) ||
|
||||
body.Owner.TryGetComponent(out SharedPlayerMobMoverComponent? mover) &&
|
||||
IsAroundCollider(broadPhaseSystem, body.Owner.Transform, mover, body));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Used for weightlessness to determine if we are near a wall.
|
||||
/// </summary>
|
||||
/// <param name="broadPhaseSystem"></param>
|
||||
/// <param name="transform"></param>
|
||||
/// <param name="mover"></param>
|
||||
/// <param name="collider"></param>
|
||||
/// <returns></returns>
|
||||
public static bool IsAroundCollider(SharedBroadPhaseSystem broadPhaseSystem, ITransformComponent transform, IMobMoverComponent mover, IPhysBody collider)
|
||||
{
|
||||
var enlargedAABB = collider.GetWorldAABB().Enlarged(mover.GrabRange);
|
||||
|
||||
foreach (var otherCollider in broadPhaseSystem.GetCollidingEntities(transform.MapID, enlargedAABB))
|
||||
{
|
||||
if (otherCollider == collider) continue; // Don't try to push off of yourself!
|
||||
|
||||
// Only allow pushing off of anchored things that have collision.
|
||||
if (otherCollider.BodyType != BodyType.Static ||
|
||||
!otherCollider.CanCollide ||
|
||||
((collider.CollisionMask & otherCollider.CollisionLayer) == 0 &&
|
||||
(otherCollider.CollisionMask & collider.CollisionLayer) == 0) ||
|
||||
(otherCollider.Entity.TryGetComponent(out SharedPullableComponent? pullable) && pullable.BeingPulled))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// TODO: Need a predicted client version that only plays for our own entity and then have server-side ignore our session (for that entity only)
|
||||
protected virtual void HandleFootsteps(IMoverComponent mover, IMobMoverComponent mobMover) {}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,102 @@
|
||||
using System;
|
||||
using Content.Shared.GameObjects.Components.Mobs.State;
|
||||
using Content.Shared.GameObjects.Components.Movement;
|
||||
using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Shared;
|
||||
using Robust.Shared.Configuration;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.Physics.Broadphase;
|
||||
using Robust.Shared.Physics.Controllers;
|
||||
using Robust.Shared.Physics.Dynamics;
|
||||
|
||||
#nullable enable
|
||||
|
||||
namespace Content.Shared.Physics.Controllers
|
||||
{
|
||||
public sealed class SharedTileFrictionController : VirtualController
|
||||
{
|
||||
[Dependency] private readonly IConfigurationManager _configManager = default!;
|
||||
[Dependency] private readonly IMapManager _mapManager = default!;
|
||||
[Dependency] private readonly IPhysicsManager _physicsManager = default!;
|
||||
[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
|
||||
|
||||
private SharedBroadPhaseSystem _broadPhaseSystem = default!;
|
||||
|
||||
private float _stopSpeed;
|
||||
|
||||
private float _frictionModifier;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
_broadPhaseSystem = EntitySystem.Get<SharedBroadPhaseSystem>();
|
||||
|
||||
_frictionModifier = _configManager.GetCVar(CCVars.TileFrictionModifier);
|
||||
_configManager.OnValueChanged(CCVars.TileFrictionModifier, value => _frictionModifier = value);
|
||||
|
||||
_stopSpeed = _configManager.GetCVar(CCVars.StopSpeed);
|
||||
_configManager.OnValueChanged(CCVars.StopSpeed, value => _stopSpeed = value);
|
||||
}
|
||||
|
||||
public override void UpdateBeforeMapSolve(bool prediction, PhysicsMap map, float frameTime)
|
||||
{
|
||||
base.UpdateBeforeMapSolve(prediction, map, frameTime);
|
||||
|
||||
foreach (var body in map.AwakeBodies)
|
||||
{
|
||||
if (prediction && !body.Predict) continue;
|
||||
|
||||
var speed = body.LinearVelocity.Length;
|
||||
|
||||
if (speed <= 0.0f || body.BodyStatus == BodyStatus.InAir) continue;
|
||||
|
||||
// This is the *actual* amount that speed will drop by, we just do some multiplication around it to be easier.
|
||||
var drop = 0.0f;
|
||||
float control;
|
||||
|
||||
// Only apply friction when it's not a mob (or the mob doesn't have control).
|
||||
if (SharedMoverController.UseMobMovement(_broadPhaseSystem, body, _physicsManager)) continue;
|
||||
|
||||
var surfaceFriction = GetTileFriction(body);
|
||||
var bodyModifier = body.Owner.GetComponentOrNull<SharedTileFrictionModifier>()?.Modifier ?? 1.0f;
|
||||
var friction = _frictionModifier * surfaceFriction * bodyModifier;
|
||||
|
||||
if (friction > 0.0f)
|
||||
{
|
||||
// TBH I can't really tell if this makes a difference.
|
||||
if (!prediction)
|
||||
{
|
||||
control = speed < _stopSpeed ? _stopSpeed : speed;
|
||||
}
|
||||
else
|
||||
{
|
||||
control = speed;
|
||||
}
|
||||
|
||||
drop += control * friction * frameTime;
|
||||
}
|
||||
|
||||
var newSpeed = MathF.Max(0.0f, speed - drop);
|
||||
|
||||
newSpeed /= speed;
|
||||
body.LinearVelocity *= newSpeed;
|
||||
}
|
||||
}
|
||||
|
||||
[Pure]
|
||||
private float GetTileFriction(IPhysBody body)
|
||||
{
|
||||
// TODO: Make IsWeightless event-based; we already have grid traversals tracked so just raise events
|
||||
if (body.BodyStatus == BodyStatus.InAir || body.Owner.IsWeightless(_physicsManager) || !_mapManager.TryGetGrid(body.Owner.Transform.GridID, out var grid))
|
||||
return 0.0f;
|
||||
|
||||
var tile = grid.GetTileRef(body.Owner.Transform.Coordinates);
|
||||
var tileDef = _tileDefinitionManager[tile.Tile.TypeId];
|
||||
return tileDef.Friction;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,62 +0,0 @@
|
||||
#nullable enable
|
||||
using Content.Shared.GameObjects.Components.Movement;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Physics;
|
||||
|
||||
namespace Content.Shared.Physics
|
||||
{
|
||||
public class ConveyedController : VirtualController
|
||||
{
|
||||
public override IPhysicsComponent? ControlledComponent { protected get; set; }
|
||||
|
||||
public void Move(Vector2 velocityDirection, float speed, Vector2 itemRelativeToConveyor)
|
||||
{
|
||||
if (ControlledComponent?.Owner.IsWeightless() ?? false)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (ControlledComponent?.Status == BodyStatus.InAir)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
LinearVelocity = velocityDirection * speed;
|
||||
|
||||
//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;
|
||||
LinearVelocity += delta * (4 * delta.Length);
|
||||
}
|
||||
|
||||
public override void UpdateAfterProcessing()
|
||||
{
|
||||
base.UpdateAfterProcessing();
|
||||
|
||||
LinearVelocity = Vector2.Zero;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,24 +0,0 @@
|
||||
#nullable enable
|
||||
using System;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Physics;
|
||||
|
||||
namespace Content.Shared.Physics
|
||||
{
|
||||
public abstract class FrictionController : VirtualController
|
||||
{
|
||||
[Dependency] private readonly IPhysicsManager _physicsManager = default!;
|
||||
|
||||
public override void UpdateAfterProcessing()
|
||||
{
|
||||
base.UpdateAfterProcessing();
|
||||
|
||||
if (ControlledComponent != null && !_physicsManager.IsWeightless(ControlledComponent.Owner.Transform.Coordinates))
|
||||
{
|
||||
LinearVelocity *= 0.85f;
|
||||
if (MathF.Abs(LinearVelocity.Length) < 1f)
|
||||
Stop();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,33 +0,0 @@
|
||||
#nullable enable
|
||||
using Content.Shared.GameObjects.Components.Movement;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Physics;
|
||||
|
||||
namespace Content.Shared.Physics
|
||||
{
|
||||
public class MoverController : VirtualController
|
||||
{
|
||||
public override IPhysicsComponent? ControlledComponent { protected get; set; }
|
||||
|
||||
public void Move(Vector2 velocityDirection, float speed)
|
||||
{
|
||||
if (ControlledComponent?.Owner.IsWeightless() ?? false)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
Push(velocityDirection, speed);
|
||||
}
|
||||
|
||||
public void Push(Vector2 velocityDirection, float speed)
|
||||
{
|
||||
LinearVelocity = velocityDirection * speed;
|
||||
}
|
||||
|
||||
public void StopMoving()
|
||||
{
|
||||
LinearVelocity = Vector2.Zero;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,11 +1,11 @@
|
||||
#nullable enable
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Physics;
|
||||
|
||||
namespace Content.Shared.Physics.Pull
|
||||
{
|
||||
public class PullAttemptMessage : PullMessage
|
||||
{
|
||||
public PullAttemptMessage(IPhysicsComponent puller, IPhysicsComponent pulled) : base(puller, pulled) { }
|
||||
public PullAttemptMessage(IPhysBody puller, IPhysBody pulled) : base(puller, pulled) { }
|
||||
|
||||
public bool Cancelled { get; set; }
|
||||
}
|
||||
|
||||
@@ -1,190 +0,0 @@
|
||||
#nullable enable
|
||||
using System;
|
||||
using System.Linq;
|
||||
using Robust.Shared.Containers;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Physics;
|
||||
using Content.Shared.GameObjects.Components.Pulling;
|
||||
using static Content.Shared.GameObjects.EntitySystems.SharedInteractionSystem;
|
||||
|
||||
namespace Content.Shared.Physics.Pull
|
||||
{
|
||||
/// <summary>
|
||||
/// This is applied upon a Pullable object when that object is being pulled.
|
||||
/// It lives only to serve that Pullable object.
|
||||
/// </summary>
|
||||
public class PullController : VirtualController
|
||||
{
|
||||
[Dependency] private readonly IEntityManager _entityManager = default!;
|
||||
[Dependency] private readonly IPhysicsManager _physicsManager = default!;
|
||||
|
||||
private const float DistBeforeStopPull = InteractionRange;
|
||||
|
||||
private const float StopMoveThreshold = 0.25f;
|
||||
|
||||
/// <summary>
|
||||
/// The managing SharedPullableComponent of this PullController.
|
||||
/// MUST BE SET! If you go attaching PullControllers yourself, YOU ARE DOING IT WRONG.
|
||||
/// If you get a crash based on such, then, well, see previous note.
|
||||
/// This is set by the SharedPullableComponent attaching the PullController.
|
||||
/// </summary>
|
||||
public SharedPullableComponent Manager = default!;
|
||||
|
||||
private EntityCoordinates? _movingTo;
|
||||
|
||||
public EntityCoordinates? MovingTo
|
||||
{
|
||||
get => _movingTo;
|
||||
set
|
||||
{
|
||||
if (_movingTo == value || ControlledComponent == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_movingTo = value;
|
||||
ControlledComponent.WakeBody();
|
||||
}
|
||||
}
|
||||
|
||||
private bool PullerMovingTowardsPulled()
|
||||
{
|
||||
var _puller = Manager.PullerPhysics;
|
||||
if (_puller == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (ControlledComponent == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (_puller.LinearVelocity.EqualsApprox(Vector2.Zero))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
var pullerTransform = _puller.Owner.Transform;
|
||||
var origin = pullerTransform.Coordinates.Position;
|
||||
var velocity = _puller.LinearVelocity.Normalized;
|
||||
var mapId = pullerTransform.MapPosition.MapId;
|
||||
var ray = new CollisionRay(origin, velocity, (int) CollisionGroup.AllMask);
|
||||
bool Predicate(IEntity e) => e != ControlledComponent.Owner;
|
||||
var rayResults =
|
||||
_physicsManager.IntersectRayWithPredicate(mapId, ray, DistBeforeStopPull, Predicate);
|
||||
|
||||
return rayResults.Any();
|
||||
}
|
||||
|
||||
public bool TryMoveTo(EntityCoordinates from, EntityCoordinates to)
|
||||
{
|
||||
var _puller = Manager.PullerPhysics;
|
||||
if (_puller == null || ControlledComponent == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!_puller.Owner.Transform.Coordinates.InRange(_entityManager, from, InteractionRange))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!_puller.Owner.Transform.Coordinates.InRange(_entityManager, to, InteractionRange))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!from.InRange(_entityManager, to, InteractionRange))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (from.Position.EqualsApprox(to.Position))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!_puller.Owner.Transform.Coordinates.TryDistance(_entityManager, to, out var distance) ||
|
||||
Math.Sqrt(distance) > DistBeforeStopPull ||
|
||||
Math.Sqrt(distance) < StopMoveThreshold)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
MovingTo = to;
|
||||
return true;
|
||||
}
|
||||
|
||||
public override void UpdateBeforeProcessing()
|
||||
{
|
||||
var _puller = Manager.PullerPhysics;
|
||||
if (_puller == null || ControlledComponent == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (!_puller.Owner.IsInSameOrNoContainer(ControlledComponent.Owner))
|
||||
{
|
||||
Manager.Puller = null;
|
||||
return;
|
||||
}
|
||||
|
||||
var distance = _puller.Owner.Transform.WorldPosition - ControlledComponent.Owner.Transform.WorldPosition;
|
||||
|
||||
if (distance.Length > DistBeforeStopPull)
|
||||
{
|
||||
Manager.Puller = null;
|
||||
}
|
||||
else if (MovingTo.HasValue)
|
||||
{
|
||||
var diff = MovingTo.Value.Position - ControlledComponent.Owner.Transform.Coordinates.Position;
|
||||
LinearVelocity = diff.Normalized * 5;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (PullerMovingTowardsPulled())
|
||||
{
|
||||
LinearVelocity = Vector2.Zero;
|
||||
return;
|
||||
}
|
||||
|
||||
var distanceAbs = Vector2.Abs(distance);
|
||||
var totalAabb = _puller.AABB.Size + ControlledComponent.AABB.Size / 2;
|
||||
if (distanceAbs.X < totalAabb.X && distanceAbs.Y < totalAabb.Y)
|
||||
{
|
||||
LinearVelocity = Vector2.Zero;
|
||||
return;
|
||||
}
|
||||
|
||||
LinearVelocity = distance.Normalized * _puller.LinearVelocity.Length * 1.5f;
|
||||
}
|
||||
}
|
||||
|
||||
public override void UpdateAfterProcessing()
|
||||
{
|
||||
base.UpdateAfterProcessing();
|
||||
|
||||
if (ControlledComponent == null)
|
||||
{
|
||||
MovingTo = null;
|
||||
return;
|
||||
}
|
||||
|
||||
if (MovingTo != null &&
|
||||
ControlledComponent.Owner.Transform.Coordinates.Position.EqualsApprox(MovingTo.Value.Position, 0.01))
|
||||
{
|
||||
MovingTo = null;
|
||||
}
|
||||
|
||||
if (LinearVelocity != Vector2.Zero)
|
||||
{
|
||||
var angle = LinearVelocity.ToAngle();
|
||||
ControlledComponent.Owner.Transform.LocalRotation = angle;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,14 +1,15 @@
|
||||
#nullable enable
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Physics;
|
||||
|
||||
namespace Content.Shared.Physics.Pull
|
||||
{
|
||||
public class PullMessage : ComponentMessage
|
||||
{
|
||||
public readonly IPhysicsComponent Puller;
|
||||
public readonly IPhysicsComponent Pulled;
|
||||
public readonly IPhysBody Puller;
|
||||
public readonly IPhysBody Pulled;
|
||||
|
||||
protected PullMessage(IPhysicsComponent puller, IPhysicsComponent pulled)
|
||||
protected PullMessage(IPhysBody puller, IPhysBody pulled)
|
||||
{
|
||||
Puller = puller;
|
||||
Pulled = pulled;
|
||||
|
||||
@@ -1,11 +1,11 @@
|
||||
#nullable enable
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Physics;
|
||||
|
||||
namespace Content.Shared.Physics.Pull
|
||||
{
|
||||
public class PullStartedMessage : PullMessage
|
||||
{
|
||||
public PullStartedMessage(IPhysicsComponent puller, IPhysicsComponent pulled) :
|
||||
public PullStartedMessage(IPhysBody puller, IPhysBody pulled) :
|
||||
base(puller, pulled)
|
||||
{
|
||||
}
|
||||
|
||||
@@ -1,11 +1,11 @@
|
||||
#nullable enable
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Physics;
|
||||
|
||||
namespace Content.Shared.Physics.Pull
|
||||
{
|
||||
public class PullStoppedMessage : PullMessage
|
||||
{
|
||||
public PullStoppedMessage(IPhysicsComponent puller, IPhysicsComponent pulled) : base(puller, pulled)
|
||||
public PullStoppedMessage(IPhysBody puller, IPhysBody pulled) : base(puller, pulled)
|
||||
{
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,17 +0,0 @@
|
||||
#nullable enable
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Physics;
|
||||
|
||||
namespace Content.Shared.Physics
|
||||
{
|
||||
public class ShuttleController : VirtualController
|
||||
{
|
||||
public override IPhysicsComponent? ControlledComponent { protected get; set; }
|
||||
|
||||
public void Push(Vector2 velocityDirection, float speed)
|
||||
{
|
||||
LinearVelocity = velocityDirection * speed;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,18 +0,0 @@
|
||||
#nullable enable
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Physics;
|
||||
|
||||
namespace Content.Shared.Physics
|
||||
{
|
||||
public class SingularityController : VirtualController
|
||||
{
|
||||
public override IPhysicsComponent? ControlledComponent { protected get; set; }
|
||||
|
||||
|
||||
public void Push(Vector2 velocityDirection, float speed)
|
||||
{
|
||||
LinearVelocity = velocityDirection * speed;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,22 +0,0 @@
|
||||
#nullable enable
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Physics;
|
||||
|
||||
namespace Content.Server.GameObjects.Components.Singularity
|
||||
{
|
||||
public class SingularityPullController : VirtualController
|
||||
{
|
||||
public override IPhysicsComponent? ControlledComponent { protected get; set; }
|
||||
|
||||
public void StopPull()
|
||||
{
|
||||
LinearVelocity = Vector2.Zero;
|
||||
}
|
||||
|
||||
public void Pull(Vector2 velocityDirection, float speed)
|
||||
{
|
||||
LinearVelocity = velocityDirection * speed;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,44 +0,0 @@
|
||||
#nullable enable
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Physics;
|
||||
|
||||
namespace Content.Shared.Physics
|
||||
{
|
||||
public class SlipController : VirtualController
|
||||
{
|
||||
[Dependency] private readonly IPhysicsManager _physicsManager = default!;
|
||||
|
||||
public SlipController()
|
||||
{
|
||||
IoCManager.InjectDependencies(this);
|
||||
}
|
||||
|
||||
private float Decay { get; set; } = 0.95f;
|
||||
|
||||
public override void UpdateAfterProcessing()
|
||||
{
|
||||
if (ControlledComponent == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (_physicsManager.IsWeightless(ControlledComponent.Owner.Transform.Coordinates))
|
||||
{
|
||||
if (ControlledComponent.IsColliding(Vector2.Zero, false))
|
||||
{
|
||||
Stop();
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
LinearVelocity *= Decay;
|
||||
|
||||
if (LinearVelocity.Length < 0.001)
|
||||
{
|
||||
Stop();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,50 +0,0 @@
|
||||
#nullable enable
|
||||
using Content.Shared.GameObjects.Components.Movement;
|
||||
using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Physics;
|
||||
|
||||
namespace Content.Shared.Physics
|
||||
{
|
||||
public class ThrowKnockbackController : VirtualController
|
||||
{
|
||||
public ThrowKnockbackController()
|
||||
{
|
||||
IoCManager.InjectDependencies(this);
|
||||
}
|
||||
|
||||
public void Push(Vector2 velocityDirection, float speed)
|
||||
{
|
||||
LinearVelocity = velocityDirection * speed;
|
||||
}
|
||||
|
||||
private float Decay { get; set; } = 0.95f;
|
||||
|
||||
public override void UpdateAfterProcessing()
|
||||
{
|
||||
if (ControlledComponent == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (ControlledComponent.Owner.IsWeightless())
|
||||
{
|
||||
if (ActionBlockerSystem.CanMove(ControlledComponent.Owner)
|
||||
&& ControlledComponent.IsColliding(Vector2.Zero, false))
|
||||
{
|
||||
Stop();
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
LinearVelocity *= Decay;
|
||||
|
||||
if (LinearVelocity.Length < 0.001)
|
||||
{
|
||||
Stop();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,17 +0,0 @@
|
||||
#nullable enable
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Physics;
|
||||
|
||||
namespace Content.Shared.Physics
|
||||
{
|
||||
public class ThrownController : VirtualController
|
||||
{
|
||||
public override IPhysicsComponent? ControlledComponent { protected get; set; }
|
||||
|
||||
public void Push(Vector2 velocityDirection, float speed)
|
||||
{
|
||||
LinearVelocity = velocityDirection * speed;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,14 +0,0 @@
|
||||
#nullable enable
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Physics;
|
||||
|
||||
namespace Content.Shared.Physics
|
||||
{
|
||||
public class VaporController : VirtualController
|
||||
{
|
||||
public void Move(Vector2 velocityDirection, float speed)
|
||||
{
|
||||
LinearVelocity = velocityDirection * speed;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -6,6 +6,7 @@ using Robust.Shared.IoC;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.Physics.Broadphase;
|
||||
|
||||
namespace Content.Shared.Utility
|
||||
{
|
||||
@@ -17,9 +18,9 @@ namespace Content.Shared.Utility
|
||||
EntityCoordinates coordinates,
|
||||
CollisionGroup collisionLayer,
|
||||
in Box2? box = null,
|
||||
IPhysicsManager? physicsManager = null)
|
||||
SharedBroadPhaseSystem? physicsManager = null)
|
||||
{
|
||||
physicsManager ??= IoCManager.Resolve<IPhysicsManager>();
|
||||
physicsManager ??= EntitySystem.Get<SharedBroadPhaseSystem>();
|
||||
var mapCoordinates = coordinates.ToMap(entityManager);
|
||||
|
||||
return entityManager.SpawnIfUnobstructed(prototypeName, mapCoordinates, collisionLayer, box, physicsManager);
|
||||
@@ -31,18 +32,19 @@ namespace Content.Shared.Utility
|
||||
MapCoordinates coordinates,
|
||||
CollisionGroup collisionLayer,
|
||||
in Box2? box = null,
|
||||
IPhysicsManager? physicsManager = null)
|
||||
SharedBroadPhaseSystem? collision = null)
|
||||
{
|
||||
var boxOrDefault = box.GetValueOrDefault(Box2.UnitCentered);
|
||||
physicsManager ??= IoCManager.Resolve<IPhysicsManager>();
|
||||
collision ??= EntitySystem.Get<SharedBroadPhaseSystem>();
|
||||
|
||||
foreach (var body in physicsManager.GetCollidingEntities(coordinates.MapId, in boxOrDefault))
|
||||
foreach (var body in collision.GetCollidingEntities(coordinates.MapId, in boxOrDefault))
|
||||
{
|
||||
if (!body.Hard)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// TODO: wtf fix this
|
||||
if (collisionLayer == 0 || (body.CollisionMask & (int) collisionLayer) == 0)
|
||||
{
|
||||
continue;
|
||||
@@ -61,7 +63,7 @@ namespace Content.Shared.Utility
|
||||
CollisionGroup collisionLayer,
|
||||
[NotNullWhen(true)] out IEntity? entity,
|
||||
Box2? box = null,
|
||||
IPhysicsManager? physicsManager = null)
|
||||
SharedBroadPhaseSystem? physicsManager = null)
|
||||
{
|
||||
entity = entityManager.SpawnIfUnobstructed(prototypeName, coordinates, collisionLayer, box, physicsManager);
|
||||
|
||||
@@ -75,7 +77,7 @@ namespace Content.Shared.Utility
|
||||
CollisionGroup collisionLayer,
|
||||
[NotNullWhen(true)] out IEntity? entity,
|
||||
in Box2? box = null,
|
||||
IPhysicsManager? physicsManager = null)
|
||||
SharedBroadPhaseSystem? physicsManager = null)
|
||||
{
|
||||
entity = entityManager.SpawnIfUnobstructed(prototypeName, coordinates, collisionLayer, box, physicsManager);
|
||||
|
||||
|
||||
Reference in New Issue
Block a user