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