46 lines
1.7 KiB
C#
46 lines
1.7 KiB
C#
using System.Numerics;
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using Content.Shared.Movement.Components;
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using Content.Shared.Physics;
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using Content.Shared.Salvage;
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using Robust.Shared.Map;
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using Robust.Shared.Physics.Collision.Shapes;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Systems;
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namespace Content.Server.Salvage;
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public sealed class RestrictedRangeSystem : SharedRestrictedRangeSystem
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{
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[Dependency] private readonly FixtureSystem _fixtures = default!;
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<RestrictedRangeComponent, MapInitEvent>(OnRestrictedMapInit);
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}
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private void OnRestrictedMapInit(EntityUid uid, RestrictedRangeComponent component, MapInitEvent args)
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{
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component.BoundaryEntity = CreateBoundary(new EntityCoordinates(uid, component.Origin), component.Range);
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}
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public EntityUid CreateBoundary(EntityCoordinates coordinates, float range)
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{
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var boundaryUid = Spawn(null, coordinates);
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var boundaryPhysics = AddComp<PhysicsComponent>(boundaryUid);
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var cShape = new ChainShape();
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// Don't need it to be a perfect circle, just need it to be loosely accurate.
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cShape.CreateLoop(Vector2.Zero, range + 0.25f, false, count: 4);
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_fixtures.TryCreateFixture(
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boundaryUid,
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cShape,
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"boundary",
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collisionLayer: (int) (CollisionGroup.HighImpassable | CollisionGroup.Impassable | CollisionGroup.LowImpassable),
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body: boundaryPhysics);
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_physics.WakeBody(boundaryUid, body: boundaryPhysics);
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AddComp<BoundaryComponent>(boundaryUid);
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return boundaryUid;
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}
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}
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