Fix wallmount constrution ghost rotation check. (#6272)

This commit is contained in:
Charlese2
2022-01-25 02:29:11 -07:00
committed by GitHub
parent 760210718d
commit 94c09bf295

View File

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