Shuttle console + FTL rework (#24430)
* Add shuttle interior drawing back Just do it per-tile she'll be right, at least it's done with 1 draw call. * Revamp shuttle console * Bunch of cleanup work * Lables sortito * dok * Pixel alignment and colours * Fix a bunch of drawing bugs * Shuttle map drawing * Drawing fixes * Map parallax working finally * weh * Commit all my stuff * mic * deez * Update everything * Xamlify everything * uh * Rudimentary blocker range * My enemies have succeeded * Bunch of changes to FTL * Heaps of cleanup * Fix FTL bugs * FTL * weewoo * FTL fallback * wew * weh * Basic FTL working * FTL working * FTL destination fixes * a * Exclusion zones * Fix drawing / FTL * Beacons working * Coordinates drawing * Fix unknown map names * Dorks beginning * State + docking cleanup start * Basic dock drawing * Bunch of drawing fixes * Batching / color fixes * Cleanup and beacons support * weh * weh * Begin pings * First draft at map objects * Map fixup * Faster drawing * Fix perf + FTL * Cached drawing * Fix drawing * Best I got * strips * Back to lists but with caching * Final optimisation * Fix dock bounds * Docking work * stinker * kobolds * Btns * Docking vis working * Fix docking pre-vis * canasses * Helldivers 2 * a * Array life * Fix * Fix TODOs * liltenhead feature club * dorking * Merge artifacts * Last-minute touchup
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78
Content.Shared/Shuttles/Systems/SharedDockingSystem.cs
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78
Content.Shared/Shuttles/Systems/SharedDockingSystem.cs
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using Content.Shared.Shuttles.Components;
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using Robust.Shared.Map;
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namespace Content.Shared.Shuttles.Systems;
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public abstract class SharedDockingSystem : EntitySystem
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{
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[Dependency] protected readonly SharedTransformSystem XformSystem = default!;
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public const float DockingHiglightRange = 4f;
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public const float DockRange = 1f + 0.2f;
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public static readonly double AlignmentTolerance = Angle.FromDegrees(15).Theta;
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public bool CanShuttleDock(EntityUid? shuttle)
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{
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if (shuttle == null)
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return false;
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return !HasComp<PreventPilotComponent>(shuttle.Value);
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}
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public bool CanShuttleUndock(EntityUid? shuttle)
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{
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if (shuttle == null)
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return false;
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return !HasComp<PreventPilotComponent>(shuttle.Value);
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}
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public bool CanDock(MapCoordinates mapPosA, Angle worldRotA,
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MapCoordinates mapPosB, Angle worldRotB)
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{
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// Uh oh
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if (mapPosA.MapId != mapPosB.MapId)
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return false;
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return InRange(mapPosA, mapPosB) && InAlignment(mapPosA, worldRotA, mapPosB, worldRotB);
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}
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public bool InRange(MapCoordinates mapPosA, MapCoordinates mapPosB)
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{
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return (mapPosA.Position - mapPosB.Position).Length() <= DockRange;
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}
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public bool InAlignment(MapCoordinates mapPosA, Angle worldRotA, MapCoordinates mapPosB, Angle worldRotB)
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{
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// Check if the nubs are in line with the two docks.
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var worldRotToB = (mapPosB.Position - mapPosA.Position).ToWorldAngle();
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var worldRotToA = (mapPosA.Position - mapPosB.Position).ToWorldAngle();
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var aDiff = Angle.ShortestDistance((worldRotA - worldRotToB).Reduced(), Angle.Zero);
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var bDiff = Angle.ShortestDistance((worldRotB - worldRotToA).Reduced(), Angle.Zero);
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if (Math.Abs(aDiff.Theta) > AlignmentTolerance)
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return false;
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if (Math.Abs(bDiff.Theta) > AlignmentTolerance)
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return false;
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return true;
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}
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public bool CanDock(NetCoordinates coordinatesOne, Angle angleOne,
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NetCoordinates coordinatesTwo, Angle angleTwo)
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{
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// TODO: Dump the dock fixtures
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var coordsA = GetCoordinates(coordinatesOne);
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var coordsB = GetCoordinates(coordinatesTwo);
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var mapPosA = XformSystem.ToMapCoordinates(coordsA);
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var mapPosB = XformSystem.ToMapCoordinates(coordsB);
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var worldRotA = XformSystem.GetWorldRotation(coordsA.EntityId) + angleOne;
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var worldRotB = XformSystem.GetWorldRotation(coordsB.EntityId) + angleTwo;
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return CanDock(mapPosA, worldRotA, mapPosB, worldRotB);
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}
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}
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