prevent placing tiles under walls (#10547)
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@@ -2,8 +2,10 @@ using Content.Server.Stack;
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using Content.Shared.Audio;
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using Content.Shared.Interaction;
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using Content.Shared.Maps;
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using Content.Shared.Physics;
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using Robust.Shared.Audio;
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using Robust.Shared.Map;
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using Robust.Shared.Physics;
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using Robust.Shared.Player;
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using Robust.Shared.Random;
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@@ -15,6 +17,8 @@ namespace Content.Server.Tiles
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly StackSystem _stackSystem = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly EntityLookupSystem _lookup = default!;
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public override void Initialize()
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{
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@@ -35,10 +39,20 @@ namespace Content.Server.Tiles
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// this looks a bit sussy but it might be because it needs to be able to place off of grids and expand them
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var location = args.ClickLocation.AlignWithClosestGridTile();
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var physics = GetEntityQuery<PhysicsComponent>();
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foreach (var ent in location.GetEntitiesInTile(lookupSystem: _lookup))
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{
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// check that we the tile we're trying to access isn't blocked by a wall or something
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if (physics.TryGetComponent(ent, out var phys) &&
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phys.BodyType == BodyType.Static &&
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phys.Hard &&
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(phys.CollisionLayer & (int) CollisionGroup.Impassable) != 0)
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return;
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}
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var locationMap = location.ToMap(EntityManager);
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if (locationMap.MapId == MapId.Nullspace)
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return;
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_mapManager.TryGetGrid(location.GetGridId(EntityManager), out var mapGrid);
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_mapManager.TryGetGrid(location.EntityId, out var mapGrid);
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foreach (var currentTile in component.OutputTiles)
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{
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@@ -82,7 +96,7 @@ namespace Content.Server.Tiles
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{
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var variant = _random.Pick(((ContentTileDefinition) _tileDefinitionManager[tileId]).PlacementVariants);
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mapGrid.SetTile(location.Offset(new Vector2(offset, offset)), new Tile(tileId, 0, variant));
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SoundSystem.Play(placeSound.GetSound(), Filter.Pvs(location), location, AudioHelpers.WithVariation(0.125f, _random));
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_audio.Play(placeSound, Filter.Pvs(location), location, AudioHelpers.WithVariation(0.125f, _random));
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}
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}
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}
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