Fix planet docking (#20104)
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@@ -46,6 +46,7 @@ public sealed partial class DockingSystem
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Angle targetGridRotation,
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FixturesComponent shuttleFixtures,
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MapGridComponent grid,
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bool isMap,
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out Matrix3 matty,
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out Box2 shuttleDockedAABB,
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out Angle gridRotation)
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@@ -75,7 +76,7 @@ public sealed partial class DockingSystem
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var gridXformMatrix = Matrix3.CreateTransform(gridDockXform.LocalPosition, gridDockAngle);
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Matrix3.Multiply(in stationDockMatrix, in gridXformMatrix, out matty);
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if (!ValidSpawn(grid, matty, offsetAngle, shuttleFixtures))
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if (!ValidSpawn(grid, matty, offsetAngle, shuttleFixtures, isMap))
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return false;
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shuttleDockedAABB = matty.TransformBox(shuttleAABB);
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@@ -136,6 +137,8 @@ public sealed partial class DockingSystem
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var shuttleFixturesComp = Comp<FixturesComponent>(shuttleUid);
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var shuttleAABB = Comp<MapGridComponent>(shuttleUid).LocalAABB;
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var isMap = HasComp<MapComponent>(targetGrid);
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var validDockConfigs = new List<DockingConfig>();
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if (shuttleDocks.Count > 0)
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{
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@@ -155,6 +158,7 @@ public sealed partial class DockingSystem
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targetGridAngle,
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shuttleFixturesComp,
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targetGridGrid,
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isMap,
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out var matty,
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out var dockedAABB,
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out var targetAngle))
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@@ -205,6 +209,7 @@ public sealed partial class DockingSystem
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shuttleAABB,
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targetGridAngle,
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shuttleFixturesComp, targetGridGrid,
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isMap,
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out _,
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out var otherdockedAABB,
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out var otherTargetAngle))
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@@ -255,9 +260,9 @@ public sealed partial class DockingSystem
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}
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/// <summary>
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/// Checks whether the emergency shuttle can warp to the specified position.
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/// Checks whether the shuttle can warp to the specified position.
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/// </summary>
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private bool ValidSpawn(MapGridComponent grid, Matrix3 matty, Angle angle, FixturesComponent shuttleFixturesComp)
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private bool ValidSpawn(MapGridComponent grid, Matrix3 matty, Angle angle, FixturesComponent shuttleFixturesComp, bool isMap)
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{
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var transform = new Transform(matty.Transform(Vector2.Zero), angle);
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@@ -268,8 +273,32 @@ public sealed partial class DockingSystem
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var aabb = polyShape.ComputeAABB(transform, 0);
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aabb = aabb.Enlarged(-0.01f);
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if (grid.GetLocalTilesIntersecting(aabb).Any())
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return false;
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// If it's a map check no hard collidable anchored entities overlap
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if (isMap)
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{
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foreach (var tile in grid.GetLocalTilesIntersecting(aabb))
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{
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var anchoredEnumerator = grid.GetAnchoredEntitiesEnumerator(tile.GridIndices);
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while (anchoredEnumerator.MoveNext(out var anc))
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{
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if (!_physicsQuery.TryGetComponent(anc, out var physics) ||
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!physics.CanCollide ||
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!physics.Hard)
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{
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continue;
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}
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return false;
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}
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}
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}
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// If it's not a map check it doesn't overlap the grid.
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else
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{
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if (grid.GetLocalTilesIntersecting(aabb).Any())
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return false;
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}
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}
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return true;
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