* 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>
187 lines
6.1 KiB
C#
187 lines
6.1 KiB
C#
#nullable enable
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using System;
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using System.Collections.Generic;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Serialization;
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namespace Content.Shared.AI
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{
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public static class SharedAiDebug
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{
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#region Mob Debug
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[Serializable, NetSerializable]
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public class UtilityAiDebugMessage : EntitySystemMessage
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{
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public EntityUid EntityUid { get; }
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public double PlanningTime { get; }
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public float ActionScore { get; }
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public string FoundTask { get; }
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public int ConsideredTaskCount { get; }
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public UtilityAiDebugMessage(
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EntityUid entityUid,
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double planningTime,
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float actionScore,
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string foundTask,
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int consideredTaskCount)
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{
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EntityUid = entityUid;
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PlanningTime = planningTime;
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ActionScore = actionScore;
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FoundTask = foundTask;
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ConsideredTaskCount = consideredTaskCount;
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}
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}
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#endregion
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#region Pathfinder Debug
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/// <summary>
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/// Client asks the server for the pathfinding graph details
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/// </summary>
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[Serializable, NetSerializable]
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public class RequestPathfindingGraphMessage : EntitySystemMessage {}
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[Serializable, NetSerializable]
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public class PathfindingGraphMessage : EntitySystemMessage
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{
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public Dictionary<int, List<Vector2>> Graph { get; }
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public PathfindingGraphMessage(Dictionary<int, List<Vector2>> graph)
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{
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Graph = graph;
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}
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}
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public class AStarRouteDebug
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{
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public EntityUid EntityUid { get; }
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public Queue<TileRef> Route { get; }
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public Dictionary<TileRef, TileRef> CameFrom { get; }
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public Dictionary<TileRef, float> GScores { get; }
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public double TimeTaken { get; }
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public AStarRouteDebug(
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EntityUid uid,
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Queue<TileRef> route,
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Dictionary<TileRef, TileRef> cameFrom,
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Dictionary<TileRef, float> gScores,
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double timeTaken)
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{
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EntityUid = uid;
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Route = route;
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CameFrom = cameFrom;
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GScores = gScores;
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TimeTaken = timeTaken;
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}
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}
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public class JpsRouteDebug
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{
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public EntityUid EntityUid { get; }
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public Queue<TileRef> Route { get; }
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public HashSet<TileRef> JumpNodes { get; }
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public double TimeTaken { get; }
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public JpsRouteDebug(
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EntityUid uid,
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Queue<TileRef> route,
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HashSet<TileRef> jumpNodes,
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double timeTaken)
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{
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EntityUid = uid;
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Route = route;
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JumpNodes = jumpNodes;
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TimeTaken = timeTaken;
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}
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}
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[Serializable, NetSerializable]
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public class AStarRouteMessage : EntitySystemMessage
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{
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public readonly EntityUid EntityUid;
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public readonly IEnumerable<Vector2> Route;
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public readonly Dictionary<Vector2, Vector2> CameFrom;
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public readonly Dictionary<Vector2, float> GScores;
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public double TimeTaken;
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public AStarRouteMessage(
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EntityUid uid,
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IEnumerable<Vector2> route,
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Dictionary<Vector2, Vector2> cameFrom,
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Dictionary<Vector2, float> gScores,
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double timeTaken)
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{
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EntityUid = uid;
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Route = route;
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CameFrom = cameFrom;
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GScores = gScores;
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TimeTaken = timeTaken;
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}
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}
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[Serializable, NetSerializable]
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public class JpsRouteMessage : EntitySystemMessage
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{
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public readonly EntityUid EntityUid;
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public readonly IEnumerable<Vector2> Route;
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public readonly List<Vector2> JumpNodes;
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public double TimeTaken;
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public JpsRouteMessage(
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EntityUid uid,
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IEnumerable<Vector2> route,
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List<Vector2> jumpNodes,
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double timeTaken)
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{
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EntityUid = uid;
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Route = route;
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JumpNodes = jumpNodes;
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TimeTaken = timeTaken;
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}
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}
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#endregion
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#region Reachable Debug
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[Serializable, NetSerializable]
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public sealed class ReachableChunkRegionsDebugMessage : EntitySystemMessage
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{
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public GridId GridId { get; }
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public Dictionary<int, Dictionary<int, List<Vector2>>> Regions { get; }
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public ReachableChunkRegionsDebugMessage(GridId gridId, Dictionary<int, Dictionary<int, List<Vector2>>> regions)
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{
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GridId = gridId;
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Regions = regions;
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}
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}
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[Serializable, NetSerializable]
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public sealed class ReachableCacheDebugMessage : EntitySystemMessage
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{
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public GridId GridId { get; }
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public Dictionary<int, List<Vector2>> Regions { get; }
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public bool Cached { get; }
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public ReachableCacheDebugMessage(GridId gridId, Dictionary<int, List<Vector2>> regions, bool cached)
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{
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GridId = gridId;
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Regions = regions;
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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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