Uses raytrace to clamp drop distance (#1017)
Co-authored-by: Tomeno <tomeno@lulzsec.co.uk>
This commit is contained in:
@@ -18,6 +18,7 @@ using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Map;
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using Robust.Shared.Players;
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using System;
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namespace Content.Server.GameObjects.EntitySystems
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{
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@@ -121,22 +122,13 @@ namespace Content.Server.GameObjects.EntitySystems
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if (handsComp.GetActiveHand == null)
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return false;
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var entCoords = ent.Transform.GridPosition.Position;
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var entToDesiredDropCoords = coords.Position - entCoords;
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var targetLength = Math.Min(entToDesiredDropCoords.Length, InteractionSystem.InteractionRange - 0.001f); // InteractionRange is reduced due to InRange not dealing with floating point error
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var newCoords = new GridCoordinates((entToDesiredDropCoords.Normalized * targetLength) + entCoords, coords.GridID);
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var rayLength = EntitySystem.Get<SharedInteractionSystem>().UnobstructedRayLength(ent.Transform.MapPosition, newCoords.ToMap(_mapManager), ignoredEnt: ent);
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if(EntitySystem.Get<SharedInteractionSystem>().InRangeUnobstructed(coords.ToMap(_mapManager), ent.Transform.MapPosition, ignoredEnt: ent))
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if (coords.InRange(_mapManager, ent.Transform.GridPosition, InteractionSystem.InteractionRange))
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{
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handsComp.Drop(handsComp.ActiveIndex, coords);
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}
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else
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{
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var entCoords = ent.Transform.GridPosition.Position;
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var entToDesiredDropCoords = coords.Position - entCoords;
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var clampedDropCoords = ((entToDesiredDropCoords.Normalized * InteractionSystem.InteractionRange) + entCoords);
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handsComp.Drop(handsComp.ActiveIndex, new GridCoordinates(clampedDropCoords, coords.GridID));
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}
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else
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handsComp.Drop(handsComp.ActiveIndex, ent.Transform.GridPosition);
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handsComp.Drop(handsComp.ActiveIndex, new GridCoordinates(entCoords + (entToDesiredDropCoords.Normalized * rayLength), coords.GridID));
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return true;
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}
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@@ -26,6 +26,43 @@ namespace Content.Server.GameObjects.EntitySystems
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public const float InteractionRange = 2;
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public const float InteractionRangeSquared = InteractionRange * InteractionRange;
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/// <summary>
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/// Traces a ray from coords to otherCoords and returns the length
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/// of the vector between coords and the ray's first hit.
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/// </summary>
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/// <param name="coords">Set of coordinates to use.</param>
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/// <param name="otherCoords">Other set of coordinates to use.</param>
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/// <param name="collisionMask">the mask to check for collisions</param>
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/// <param name="predicate">.</param>
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/// <returns>Length of resulting ray.</returns>
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public float UnobstructedRayLength(MapCoordinates coords, MapCoordinates otherCoords,
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int collisionMask = (int) CollisionGroup.Impassable, Func<IEntity, bool> predicate = null)
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{
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var dir = otherCoords.Position - coords.Position;
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if (dir.LengthSquared.Equals(0f)) return 0f;
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var ray = new CollisionRay(coords.Position, dir.Normalized, collisionMask);
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var rayResults = _physicsManager.IntersectRayWithPredicate(coords.MapId, ray, dir.Length, predicate, returnOnFirstHit: false).ToList();
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if (rayResults.Count == 0) return dir.Length;
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return (rayResults[0].HitPos - coords.Position).Length;
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}
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/// <summary>
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/// Traces a ray from coords to otherCoords and returns the length
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/// of the vector between coords and the ray's first hit.
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/// </summary>
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/// <param name="coords">Set of coordinates to use.</param>
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/// <param name="otherCoords">Other set of coordinates to use.</param>
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/// <param name="collisionMask">the mask to check for collisions</param>
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/// <param name="ignoredEnt">the entity to be ignored when checking for collisions.</param>
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/// <returns>Length of resulting ray.</returns>
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public float UnobstructedRayLength(MapCoordinates coords, MapCoordinates otherCoords,
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int collisionMask = (int) CollisionGroup.Impassable, IEntity ignoredEnt = null) =>
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UnobstructedRayLength(coords, otherCoords, collisionMask,
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ignoredEnt == null ? null : (Func<IEntity, bool>) (entity => ignoredEnt == entity));
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/// <summary>
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/// Checks that these coordinates are within a certain distance without any
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/// entity that matches the collision mask obstructing them.
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@@ -51,7 +88,7 @@ namespace Content.Server.GameObjects.EntitySystems
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if (range > 0f && !(dir.LengthSquared <= range * range)) return false;
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var ray = new CollisionRay(coords.Position, dir.Normalized, collisionMask);
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var rayResults = _physicsManager.IntersectRayWithPredicate(coords.MapId, ray, dir.Length, predicate).ToList();
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var rayResults = _physicsManager.IntersectRayWithPredicate(coords.MapId, ray, dir.Length, predicate, returnOnFirstHit: false).ToList();
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return rayResults.Count == 0 || (insideBlockerValid && rayResults.Count > 0 && (rayResults[0].HitPos - otherCoords.Position).Length < 1f);
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}
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