#nullable enable using System; using JetBrains.Annotations; using Robust.Shared.Map; using Robust.Shared.Serialization; using RobustPhysics = Robust.Shared.Physics; namespace Content.Shared.Physics { /// /// Defined collision groups for the physics system. /// [Flags, PublicAPI] [FlagsFor(typeof(RobustPhysics.CollisionLayer)), FlagsFor(typeof(RobustPhysics.CollisionMask))] public enum CollisionGroup { None = 0, Opaque = 1 << 0, // 1 Blocks light, for lasers Impassable = 1 << 1, // 2 Walls, objects impassable by any means MobImpassable = 1 << 2, // 4 Mobs, players, crabs, etc VaultImpassable = 1 << 3, // 8 Things that cannot be jumped over, not half walls or tables SmallImpassable = 1 << 4, // 16 Things a smaller object - a cat, a crab - can't go through - a wall, but not a computer terminal or a table Clickable = 1 << 5, // 32 Temporary "dummy" layer to ensure that objects can still be clicked even if they don't collide with anything (you can't interact with objects that have no layer, including items) GhostImpassable = 1 << 6, // 64 Things impassible by ghosts/observers, ie blessed tiles or forcefields Underplating = 1 << 7, // 128 Things that are under plating Passable = 1 << 8, // 256 Things that are passable MapGrid = MapGridHelpers.CollisionGroup, // Map grids, like shuttles. This is the actual grid itself, not the walls or other entities connected to the grid. MobMask = Impassable | MobImpassable | VaultImpassable | SmallImpassable, ThrownItem = MobImpassable | Impassable, // 32 possible groups AllMask = -1, } }