Files
crystall-punk-14/Content.Shared/AI/SharedAiDebug.cs
metalgearsloth 4d064abcd7 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>
2021-03-08 04:09:59 +11:00

187 lines
6.1 KiB
C#

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