Fix wallmount constrution ghost rotation check. (#6272)
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@@ -21,14 +21,17 @@ namespace Content.Shared.Construction.Conditions
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var entManager = IoCManager.Resolve<IEntityManager>();
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// get blueprint and user position
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var userWorldPosition = IoCManager.Resolve<IEntityManager>().GetComponent<TransformComponent>(user).WorldPosition;
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var userWorldPosition = entManager.GetComponent<TransformComponent>(user).WorldPosition;
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var objWorldPosition = location.ToMap(entManager).Position;
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// find direction from user to blueprint
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var userToObject = (objWorldPosition - userWorldPosition);
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// get direction of the grid being placed on as an offset.
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var gridRotation = entManager.GetComponent<TransformComponent>(location.EntityId).WorldRotation;
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var directionWithOffset = gridRotation.RotateVec(direction.ToVec());
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// dot product will be positive if user direction and blueprint are co-directed
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var dotProd = Vector2.Dot(direction.ToVec(), userToObject);
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var dotProd = Vector2.Dot(directionWithOffset.Normalized, userToObject.Normalized);
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if (dotProd > 0)
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return false;
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@@ -36,7 +39,7 @@ namespace Content.Shared.Construction.Conditions
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var physics = EntitySystem.Get<SharedPhysicsSystem>();
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var rUserToObj = new CollisionRay(userWorldPosition, userToObject.Normalized, (int) CollisionGroup.Impassable);
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var length = userToObject.Length;
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var userToObjRaycastResults = physics.IntersectRayWithPredicate(IoCManager.Resolve<IEntityManager>().GetComponent<TransformComponent>(user).MapID, rUserToObj, maxLength: length,
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var userToObjRaycastResults = physics.IntersectRayWithPredicate(entManager.GetComponent<TransformComponent>(user).MapID, rUserToObj, maxLength: length,
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predicate: (e) => !e.HasTag("Wall"));
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if (!userToObjRaycastResults.Any())
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return false;
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@@ -45,8 +48,8 @@ namespace Content.Shared.Construction.Conditions
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var targetWall = userToObjRaycastResults.First().HitEntity;
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// check that we didn't try to build wallmount that facing another adjacent wall
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var rAdjWall = new CollisionRay(objWorldPosition, direction.ToVec(), (int) CollisionGroup.Impassable);
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var adjWallRaycastResults = physics.IntersectRayWithPredicate(IoCManager.Resolve<IEntityManager>().GetComponent<TransformComponent>(user).MapID, rAdjWall, maxLength: 0.5f,
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var rAdjWall = new CollisionRay(objWorldPosition, directionWithOffset.Normalized, (int) CollisionGroup.Impassable);
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var adjWallRaycastResults = physics.IntersectRayWithPredicate(entManager.GetComponent<TransformComponent>(user).MapID, rAdjWall, maxLength: 0.5f,
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predicate: (e) => e == targetWall || !e.HasTag("Wall"));
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return !adjWallRaycastResults.Any();
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}
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