allow to place tiles under directional windows (#13836)
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@@ -1,3 +1,4 @@
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using System.Linq;
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using Content.Shared.Audio;
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using Content.Shared.Audio;
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using Content.Shared.Interaction;
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using Content.Shared.Interaction;
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using Content.Shared.Maps;
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using Content.Shared.Maps;
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@@ -10,7 +11,7 @@ using Robust.Shared.Map.Components;
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using Robust.Shared.Network;
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using Robust.Shared.Network;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Player;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Random;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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using Robust.Shared.Timing;
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@@ -28,6 +29,7 @@ public sealed class FloorTileSystem : EntitySystem
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly SharedStackSystem _stackSystem = default!;
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[Dependency] private readonly SharedStackSystem _stackSystem = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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public override void Initialize()
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public override void Initialize()
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{
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{
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@@ -48,19 +50,39 @@ public sealed class FloorTileSystem : EntitySystem
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// this looks a bit sussy but it might be because it needs to be able to place off of grids and expand them
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// this looks a bit sussy but it might be because it needs to be able to place off of grids and expand them
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var location = args.ClickLocation.AlignWithClosestGridTile();
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var location = args.ClickLocation.AlignWithClosestGridTile();
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var physics = GetEntityQuery<PhysicsComponent>();
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foreach (var ent in location.GetEntitiesInTile(lookupSystem: _lookup))
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{
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// check that we the tile we're trying to access isn't blocked by a wall or something
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if (physics.TryGetComponent(ent, out var phys) &&
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phys.BodyType == BodyType.Static &&
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phys.Hard &&
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(phys.CollisionLayer & (int) CollisionGroup.Impassable) != 0)
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return;
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}
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var locationMap = location.ToMap(EntityManager, _transform);
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var locationMap = location.ToMap(EntityManager, _transform);
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if (locationMap.MapId == MapId.Nullspace)
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if (locationMap.MapId == MapId.Nullspace)
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return;
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return;
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var physicQuery = GetEntityQuery<PhysicsComponent>();
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var transformQuery = GetEntityQuery<TransformComponent>();
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var tilePos = location.ToMapPos(EntityManager, _transform);
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var userPos = transformQuery.GetComponent(args.User).Coordinates.ToMapPos(EntityManager, _transform);
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var dir = userPos - tilePos;
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var canAccessCenter = false;
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if (dir.LengthSquared > 0.01)
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{
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var ray = new CollisionRay(tilePos, dir.Normalized, (int) CollisionGroup.Impassable);
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var results = _physics.IntersectRay(locationMap.MapId, ray, dir.Length, returnOnFirstHit: true);
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canAccessCenter = !results.Any();
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}
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// if user can access tile center then they can place floor
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// otherwise check it isn't blocked by a wall
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if (!canAccessCenter)
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{
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foreach (var ent in location.GetEntitiesInTile(lookupSystem: _lookup))
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{
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if (physicQuery.TryGetComponent(ent, out var phys) &&
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phys.BodyType == BodyType.Static &&
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phys.Hard &&
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(phys.CollisionLayer & (int) CollisionGroup.Impassable) != 0)
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{
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return;
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}
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}
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}
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_mapManager.TryGetGrid(location.EntityId, out var mapGrid);
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_mapManager.TryGetGrid(location.EntityId, out var mapGrid);
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foreach (var currentTile in component.OutputTiles)
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foreach (var currentTile in component.OutputTiles)
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