Files
tbd-station-14/Content.Shared/Construction/Conditions/WallmountCondition.cs
J 2a80540b70 Construction spring cleaning (#36163)
* Construction warnings cleanup

* More construction warnings cleanup

* Fix failing ITests - Remove unnecessary casts and dodgy anchroing implementation.

* Checking anchor status before setting

* Reusing shared system call

* inlining anchor setting
2025-04-16 13:02:41 +02:00

73 lines
3.1 KiB
C#

using System.Linq;
using System.Numerics;
using Content.Shared.Physics;
using Content.Shared.Tag;
using JetBrains.Annotations;
using Robust.Shared.Map;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Prototypes;
using Robust.Shared.Utility;
namespace Content.Shared.Construction.Conditions
{
[UsedImplicitly]
[DataDefinition]
public sealed partial class WallmountCondition : IConstructionCondition
{
private static readonly ProtoId<TagPrototype> WallTag = "Wall";
public bool Condition(EntityUid user, EntityCoordinates location, Direction direction)
{
var entManager = IoCManager.Resolve<IEntityManager>();
// get blueprint and user position
var transformSystem = entManager.System<SharedTransformSystem>();
var userWorldPosition = transformSystem.GetWorldPosition(user);
var objWorldPosition = transformSystem.ToMapCoordinates(location).Position;
// find direction from user to blueprint
var userToObject = (objWorldPosition - userWorldPosition);
// get direction of the grid being placed on as an offset.
var gridRotation = transformSystem.GetWorldRotation(location.EntityId);
var directionWithOffset = gridRotation.RotateVec(direction.ToVec());
// dot product will be positive if user direction and blueprint are co-directed
var dotProd = Vector2.Dot(directionWithOffset.Normalized(), userToObject.Normalized());
if (dotProd > 0)
return false;
// now we need to check that user actually tries to build wallmount on a wall
var physics = entManager.System<SharedPhysicsSystem>();
var rUserToObj = new CollisionRay(userWorldPosition, userToObject.Normalized(), (int) CollisionGroup.Impassable);
var length = userToObject.Length();
var tagSystem = entManager.System<TagSystem>();
var userToObjRaycastResults = physics.IntersectRayWithPredicate(entManager.GetComponent<TransformComponent>(user).MapID, rUserToObj, maxLength: length,
predicate: (e) => !tagSystem.HasTag(e, WallTag));
var targetWall = userToObjRaycastResults.FirstOrNull();
if (targetWall == null)
return false;
// get this wall entity
// check that we didn't try to build wallmount that facing another adjacent wall
var rAdjWall = new CollisionRay(objWorldPosition, directionWithOffset.Normalized(), (int) CollisionGroup.Impassable);
var adjWallRaycastResults = physics.IntersectRayWithPredicate(entManager.GetComponent<TransformComponent>(user).MapID, rAdjWall, maxLength: 0.5f,
predicate: e => e == targetWall.Value.HitEntity || !tagSystem.HasTag(e, WallTag));
return !adjWallRaycastResults.Any();
}
public ConstructionGuideEntry GenerateGuideEntry()
{
return new ConstructionGuideEntry()
{
Localization = "construction-step-condition-wallmount",
};
}
}
}