Adds InRangeUnobstructed method to InteractionSystem (#698)

* You cannot pickup items across walls, or pickup items when dead/in crit.

* Adds InRangeUnobstructed method to InteractionSystem.
Changes HandsSystem and ItemComponent to use it.
This commit is contained in:
Víctor Aguilera Puerto
2020-02-16 23:04:06 +01:00
committed by GitHub
parent c7a171cf14
commit 70c41f63b0
6 changed files with 88 additions and 9 deletions

View File

@@ -4,6 +4,7 @@ using Content.Server.GameObjects.Components.Mobs;
using Content.Server.GameObjects.Components.Timing;
using Content.Server.Interfaces.GameObjects;
using Content.Shared.Input;
using Content.Shared.Physics;
using JetBrains.Annotations;
using Robust.Server.GameObjects.EntitySystems;
using Robust.Server.Interfaces.Player;
@@ -14,6 +15,7 @@ using Robust.Shared.Input;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.GameObjects.Components;
using Robust.Shared.Interfaces.Map;
using Robust.Shared.Interfaces.Physics;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Map;
@@ -248,6 +250,7 @@ namespace Content.Server.GameObjects.EntitySystems
{
#pragma warning disable 649
[Dependency] private readonly IMapManager _mapManager;
[Dependency] private readonly IPhysicsManager _physicsManager;
#pragma warning restore 649
public const float InteractionRange = 2;
@@ -264,6 +267,34 @@ namespace Content.Server.GameObjects.EntitySystems
new PointerInputCmdHandler(HandleActivateItemInWorld));
}
/// <summary>
/// Checks that these coordinates are within a certain distance without any
/// entity that matches the collision mask obstructing them.
/// 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>
/// <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)
{
if (range > 0f && !coords.InRange(_mapManager, otherCoords, 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);
return !rayResults.DidHitObject;
}
private bool HandleActivateItemInWorld(ICommonSession session, GridCoordinates coords, EntityUid uid)
{
if (!EntityManager.TryGetEntity(uid, out var used))