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:
@@ -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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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; }
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public void SetVelocityDirection(Direction direction, ushort subTick, bool enabled)
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{
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@@ -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;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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using Robust.Shared.Players;
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@@ -15,7 +14,9 @@ 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 SharedPlayerInputMoverComponent : Component, IMoverComponent, ICollideSpecial
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[RegisterComponent]
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[ComponentReference(typeof(IMoverComponent))]
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public class SharedPlayerInputMoverComponent : Component, IMoverComponent
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{
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// This class has to be able to handle server TPS being lower than client FPS.
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// While still having perfectly responsive movement client side.
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@@ -39,8 +40,10 @@ namespace Content.Shared.GameObjects.Components.Movement
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[Dependency] private readonly IConfigurationManager _configurationManager = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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public sealed override string Name => "PlayerInputMover";
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public sealed override uint? NetID => ContentNetIDs.PLAYER_INPUT_MOVER;
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[ComponentDependency] private readonly MovementSpeedModifierComponent? _movementSpeed = default!;
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public override string Name => "PlayerInputMover";
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public override uint? NetID => ContentNetIDs.PLAYER_INPUT_MOVER;
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private GameTick _lastInputTick;
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private ushort _lastInputSubTick;
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@@ -49,36 +52,10 @@ namespace Content.Shared.GameObjects.Components.Movement
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private MoveButtons _heldMoveButtons = MoveButtons.None;
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public float CurrentWalkSpeed
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{
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get
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{
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if (Owner.TryGetComponent(out MovementSpeedModifierComponent? component))
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{
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return component.CurrentWalkSpeed;
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}
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public float CurrentWalkSpeed => _movementSpeed?.CurrentWalkSpeed ?? MovementSpeedModifierComponent.DefaultBaseWalkSpeed;
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return MovementSpeedModifierComponent.DefaultBaseWalkSpeed;
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}
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}
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public float CurrentSprintSpeed => _movementSpeed?.CurrentSprintSpeed ?? MovementSpeedModifierComponent.DefaultBaseSprintSpeed;
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public float CurrentSprintSpeed
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{
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get
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{
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if (Owner.TryGetComponent(out MovementSpeedModifierComponent? component))
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{
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return component.CurrentSprintSpeed;
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}
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return MovementSpeedModifierComponent.DefaultBaseSprintSpeed;
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}
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}
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[ViewVariables(VVAccess.ReadWrite)]
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public float CurrentPushSpeed => 5;
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[ViewVariables(VVAccess.ReadWrite)]
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public float GrabRange => 0.2f;
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public bool Sprinting => !HasFlag(_heldMoveButtons, MoveButtons.Walk);
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/// <summary>
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@@ -131,9 +108,6 @@ namespace Content.Shared.GameObjects.Components.Movement
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}
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}
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public abstract EntityCoordinates LastPosition { get; set; }
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public abstract float StepSoundDistance { get; set; }
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/// <summary>
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/// Whether or not the player can move diagonally.
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/// </summary>
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@@ -141,18 +115,12 @@ namespace Content.Shared.GameObjects.Components.Movement
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public bool DiagonalMovementEnabled => _configurationManager.GetCVar<bool>(CCVars.GameDiagonalMovement);
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/// <inheritdoc />
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public override void OnAdd()
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public override void Initialize()
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{
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// This component requires that the entity has a IPhysicsComponent.
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if (!Owner.HasComponent<IPhysicsComponent>())
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Logger.Error(
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$"[ECS] {Owner.Prototype?.Name} - {nameof(SharedPlayerInputMoverComponent)} requires" +
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$" {nameof(IPhysicsComponent)}. ");
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base.OnAdd();
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base.Initialize();
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Owner.EnsureComponentWarn<PhysicsComponent>();
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}
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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="VelocityDir"/>. Enabling
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@@ -266,12 +234,6 @@ namespace Content.Shared.GameObjects.Components.Movement
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return vec;
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}
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bool ICollideSpecial.PreventCollide(IPhysBody collidedWith)
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{
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// Don't collide with other mobs
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return collidedWith.Entity.HasComponent<IBody>();
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}
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[Serializable, NetSerializable]
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private sealed class MoverComponentState : ComponentState
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{
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@@ -0,0 +1,123 @@
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#nullable enable
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using System;
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using Content.Shared.GameObjects.Components.Body;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Log;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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using Robust.Shared.Players;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Shared.GameObjects.Components.Movement
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{
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/// <summary>
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/// The basic player mover with footsteps and grabbing
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/// </summary>
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[RegisterComponent]
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[ComponentReference(typeof(IMobMoverComponent))]
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public class SharedPlayerMobMoverComponent : Component, IMobMoverComponent, ICollideSpecial
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{
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public override string Name => "PlayerMobMover";
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public override uint? NetID => ContentNetIDs.PLAYER_MOB_MOVER;
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private float _stepSoundDistance;
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[DataField("grabRange")]
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private float _grabRange = 0.2f;
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[DataField("pushStrength")]
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private float _pushStrength = 600.0f;
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|
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[ViewVariables(VVAccess.ReadWrite)]
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public EntityCoordinates LastPosition { get; set; }
|
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|
||||
/// <summary>
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/// Used to keep track of how far we have moved before playing a step sound
|
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/// </summary>
|
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[ViewVariables(VVAccess.ReadWrite)]
|
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public float StepSoundDistance
|
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{
|
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get => _stepSoundDistance;
|
||||
set
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{
|
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if (MathHelper.CloseTo(_stepSoundDistance, value)) return;
|
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_stepSoundDistance = value;
|
||||
}
|
||||
}
|
||||
|
||||
[ViewVariables(VVAccess.ReadWrite)]
|
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public float GrabRange
|
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{
|
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get => _grabRange;
|
||||
set
|
||||
{
|
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if (MathHelper.CloseTo(_grabRange, value)) return;
|
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_grabRange = value;
|
||||
Dirty();
|
||||
}
|
||||
}
|
||||
|
||||
[ViewVariables(VVAccess.ReadWrite)]
|
||||
public float PushStrength
|
||||
{
|
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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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user