Files
RobustToolbox/Robust.Server/Physics/Commands/BoxStackCommand.cs
T
metalgearslothandGitHub ee8ea4ec3b Purge PhysicsMapComponent (#5766)
* Replace PhysicsMapComponent

- Dumb idea
- Lots of book-keeping and perf overhead.
- Much saner this way.

* stuff

* More work

* Purge

* Fixes

* Eh?

* Fixes

* Also this

* weh

* Fixes

* ice-cream

* Fix

* Fix stacking / gravity

* Gravity query

* MoveBuffer optimisations

* Fixes for test

* World gravity

* Fix build

* Avoid some transform resolves for contactless ents

* Less getcomps

* Fix contact caching

* Possibly less copies

* reh

* bulldoze

* Test "fix"

* seikrets

* a

* I saw this but now I decideded against it

* true
2025-05-28 19:18:36 +10:00

83 lines
3.1 KiB
C#

using System.Collections.Generic;
using System.Numerics;
using Robust.Shared.Console;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Collision.Shapes;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Controllers;
using Robust.Shared.Physics.Dynamics;
using Robust.Shared.Physics.Systems;
namespace Robust.Server.Physics.Commands;
public sealed class BoxStackCommand : IConsoleCommand
{
[Dependency] private readonly IEntityManager _entManager = default!;
public string Command => "boxstack";
public string Description => string.Empty;
public string Help => "boxstack [mapid] [columns] [rows]";
public void Execute(IConsoleShell shell, string argStr, string[] args)
{
if (args.Length != 3 ||
!int.TryParse(args[0], out var mapInt) ||
!int.TryParse(args[1], out var columns) ||
!int.TryParse(args[2], out var rows))
{
return;
}
var mapId = new MapId(mapInt);
var fixtureSystem = _entManager.System<FixtureSystem>();
var physSystem = _entManager.System<SharedPhysicsSystem>();
physSystem.SetGravity(new Vector2(0f, -9.8f));
var groundUid = _entManager.SpawnEntity(null, new MapCoordinates(0, 0, mapId));
var ground = _entManager.AddComponent<PhysicsComponent>(groundUid);
var groundManager = _entManager.EnsureComponent<FixturesComponent>(groundUid);
var horizontal = new EdgeShape(new Vector2(-40, 0), new Vector2(40, 0));
fixtureSystem.CreateFixture(groundUid, "fix1", new Fixture(horizontal, 1, 1, true), manager: groundManager, body: ground);
var vertical = new EdgeShape(new Vector2(10, 0), new Vector2(10, 10));
fixtureSystem.CreateFixture(groundUid, "fix2", new Fixture(vertical, 1, 1, true), manager: groundManager, body: ground);
physSystem.WakeBody(groundUid, manager: groundManager, body: ground);
var xs = new[]
{
0.0f, -10.0f, -5.0f, 5.0f, 10.0f
};
for (var j = 0; j < columns; j++)
{
for (var i = 0; i < rows; i++)
{
var x = 0.0f;
var boxUid = _entManager.SpawnEntity(null,
new MapCoordinates(new Vector2(xs[j] + x, 0.55f + 2.1f * i), mapId));
var box = _entManager.AddComponent<PhysicsComponent>(boxUid);
var manager = _entManager.EnsureComponent<FixturesComponent>(boxUid);
physSystem.SetBodyType(boxUid, BodyType.Dynamic, manager: manager, body: box);
var poly = new PolygonShape(0.001f);
poly.Set(new List<Vector2>()
{
new(0.5f, -0.5f),
new(0.5f, 0.5f),
new(-0.5f, 0.5f),
new(-0.5f, -0.5f),
});
fixtureSystem.CreateFixture(boxUid, "fix1", new Fixture(poly, 1, 1, true), manager: manager, body: box);
physSystem.WakeBody(boxUid, manager: manager, body: box);
}
}
}
}