Uses raytrace to clamp drop distance (#1017)

Co-authored-by: Tomeno <tomeno@lulzsec.co.uk>
This commit is contained in:
Tomeno
2020-05-28 13:23:50 +02:00
committed by GitHub
parent 4c20a504a5
commit 1fc20a4e14
2 changed files with 45 additions and 16 deletions

View File

@@ -26,6 +26,43 @@ namespace Content.Server.GameObjects.EntitySystems
public const float InteractionRange = 2;
public const float InteractionRangeSquared = InteractionRange * InteractionRange;
/// <summary>
/// Traces a ray from coords to otherCoords and returns the length
/// of the vector between coords and the ray's first hit.
/// </summary>
/// <param name="coords">Set of coordinates to use.</param>
/// <param name="otherCoords">Other set of coordinates to use.</param>
/// <param name="collisionMask">the mask to check for collisions</param>
/// <param name="predicate">.</param>
/// <returns>Length of resulting ray.</returns>
public float UnobstructedRayLength(MapCoordinates coords, MapCoordinates otherCoords,
int collisionMask = (int) CollisionGroup.Impassable, Func<IEntity, bool> predicate = null)
{
var dir = otherCoords.Position - coords.Position;
if (dir.LengthSquared.Equals(0f)) return 0f;
var ray = new CollisionRay(coords.Position, dir.Normalized, collisionMask);
var rayResults = _physicsManager.IntersectRayWithPredicate(coords.MapId, ray, dir.Length, predicate, returnOnFirstHit: false).ToList();
if (rayResults.Count == 0) return dir.Length;
return (rayResults[0].HitPos - coords.Position).Length;
}
/// <summary>
/// Traces a ray from coords to otherCoords and returns the length
/// of the vector between coords and the ray's first hit.
/// </summary>
/// <param name="coords">Set of coordinates to use.</param>
/// <param name="otherCoords">Other set of coordinates to use.</param>
/// <param name="collisionMask">the mask to check for collisions</param>
/// <param name="ignoredEnt">the entity to be ignored when checking for collisions.</param>
/// <returns>Length of resulting ray.</returns>
public float UnobstructedRayLength(MapCoordinates coords, MapCoordinates otherCoords,
int collisionMask = (int) CollisionGroup.Impassable, IEntity ignoredEnt = null) =>
UnobstructedRayLength(coords, otherCoords, collisionMask,
ignoredEnt == null ? null : (Func<IEntity, bool>) (entity => ignoredEnt == entity));
/// <summary>
/// Checks that these coordinates are within a certain distance without any
/// entity that matches the collision mask obstructing them.
@@ -51,7 +88,7 @@ namespace Content.Server.GameObjects.EntitySystems
if (range > 0f && !(dir.LengthSquared <= range * range)) return false;
var ray = new CollisionRay(coords.Position, dir.Normalized, collisionMask);
var rayResults = _physicsManager.IntersectRayWithPredicate(coords.MapId, ray, dir.Length, predicate).ToList();
var rayResults = _physicsManager.IntersectRayWithPredicate(coords.MapId, ray, dir.Length, predicate, returnOnFirstHit: false).ToList();
return rayResults.Count == 0 || (insideBlockerValid && rayResults.Count > 0 && (rayResults[0].HitPos - otherCoords.Position).Length < 1f);
}