Files
tbd-station-14/Content.Shared/Physics/CollisionGroup.cs
2020-01-09 18:29:09 -08:00

28 lines
1.2 KiB
C#

using System;
using JetBrains.Annotations;
using Robust.Shared.Map;
namespace Content.Shared.Physics
{
/// <summary>
/// Defined collision groups for the physics system.
/// </summary>
[Flags, PublicAPI]
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)
MapGrid = MapGridHelpers.CollisionGroup, // Map grids, like shuttles. This is the actual grid itself, not the walls or other entities connected to the grid.
// 32 possible groups
MobMask = Impassable | MobImpassable | VaultImpassable | SmallImpassable,
AllMask = -1,
}
}