You can now pick up items that are not on a grid.

API changes for IMapManager.TryGetGridAt().
This commit is contained in:
Acruid
2020-02-27 02:12:57 -08:00
parent a99919538c
commit 3011c06460
4 changed files with 21 additions and 14 deletions

View File

@@ -273,24 +273,26 @@ namespace Content.Server.GameObjects.EntitySystems
/// If the <paramref name="range"/> is zero or negative,
/// this method will only check if nothing obstructs the two sets of coordinates..
/// </summary>
/// <param name="mapManager">Map manager containing the two GridIds.</param>
/// <param name="coords">Set of coordinates to use.</param>
/// <param name="otherCoords">Other set of coordinates to use.</param>
/// <param name="range">maximum distance between the two sets of coordinates.</param>
/// <param name="collisionMask">the mask to check for collisions</param>
/// <param name="ignoredEnt">the entity to be ignored when checking for collisions.</param>
/// <param name="mapManager">Map manager containing the two GridIds.</param>
/// <returns>True if the two points are within a given range without being obstructed.</returns>
public bool InRangeUnobstructed(GridCoordinates coords, GridCoordinates otherCoords, float range = InteractionRange, int collisionMask = (int)CollisionGroup.Impassable, IEntity ignoredEnt = null)
public bool InRangeUnobstructed(MapCoordinates coords, Vector2 otherCoords, float range = InteractionRange,
int collisionMask = (int) CollisionGroup.Impassable, IEntity ignoredEnt = null)
{
if (range > 0f && !coords.InRange(_mapManager, otherCoords, range))
{
return false;
}
var dir = otherCoords - coords.Position;
if (dir.LengthSquared.Equals(0f))
return true;
if (range > 0f && !(dir.LengthSquared <= range*range))
return false;
var dir = (otherCoords.Position - coords.Position);
if (!(dir.Length > 0f)) return true;
var ray = new CollisionRay(coords.Position, dir.Normalized, collisionMask);
var rayResults = _physicsManager.IntersectRay(_mapManager.GetGrid(coords.GridID).ParentMapId, ray, dir.Length, ignoredEnt);
var rayResults = _physicsManager.IntersectRay(coords.MapId, ray, dir.Length, ignoredEnt);
return !rayResults.DidHitObject;
}