89 lines
4.7 KiB
C#
89 lines
4.7 KiB
C#
using System;
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using Content.Shared.Physics;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Map;
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using Robust.Shared.Interfaces.Physics;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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namespace Content.Server.GameObjects.EntitySystems
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{
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/// <summary>
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/// Governs interactions during clicking on entities
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/// </summary>
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[UsedImplicitly]
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public class SharedInteractionSystem : EntitySystem
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{
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#pragma warning disable 649
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[Dependency] private readonly IMapManager _mapManager;
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[Dependency] private readonly IPhysicsManager _physicsManager;
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#pragma warning restore 649
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public const float InteractionRange = 2;
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public const float InteractionRangeSquared = InteractionRange * InteractionRange;
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/// <summary>
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/// Checks that these coordinates are within a certain distance without any
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/// entity that matches the collision mask obstructing them.
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/// If the <paramref name="range"/> is zero or negative,
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/// this method will only check if nothing obstructs the two sets of coordinates..
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/// </summary>
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/// <param name="coords">Set of coordinates to use.</param>
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/// <param name="otherCoords">Other set of coordinates to use.</param>
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/// <param name="range">maximum distance between the two sets of coordinates.</param>
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/// <param name="collisionMask">the mask to check for collisions</param>
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/// <param name="predicate">.</param>
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/// <param name="mapManager">Map manager containing the two GridIds.</param>
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/// <param name="insideBlockerValid">if coordinates inside obstructions count as obstructed or not</param>
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/// <returns>True if the two points are within a given range without being obstructed.</returns>
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public bool InRangeUnobstructed(MapCoordinates coords, Vector2 otherCoords, float range = InteractionRange,
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int collisionMask = (int)CollisionGroup.Impassable, Func<IEntity, bool> predicate = null, bool insideBlockerValid = false)
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{
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var dir = otherCoords - coords.Position;
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if (dir.LengthSquared.Equals(0f)) return true;
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if (range > 0f && !(dir.LengthSquared <= range * range)) return false;
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var ray = new CollisionRay(coords.Position, dir.Normalized, collisionMask);
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var rayResults = _physicsManager.IntersectRayWithPredicate(coords.MapId, ray, dir.Length, predicate, true);
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if(!rayResults.DidHitObject || (insideBlockerValid && rayResults.DidHitObject && (rayResults.HitPos - otherCoords).Length < 1f))
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{
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if (_mapManager.TryFindGridAt(coords, out var mapGrid) && mapGrid != null)
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{
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var srcPos = mapGrid.MapToGrid(coords);
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var destPos = new GridCoordinates(otherCoords, mapGrid);
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if (srcPos.InRange(_mapManager, destPos, range))
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{
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return true;
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}
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}
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}
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return false;
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}
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/// <summary>
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/// Checks that these coordinates are within a certain distance without any
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/// entity that matches the collision mask obstructing them.
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/// If the <paramref name="range"/> is zero or negative,
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/// this method will only check if nothing obstructs the two sets of coordinates..
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/// </summary>
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/// <param name="coords">Set of coordinates to use.</param>
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/// <param name="otherCoords">Other set of coordinates to use.</param>
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/// <param name="range">maximum distance between the two sets of coordinates.</param>
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/// <param name="collisionMask">the mask to check for collisions</param>
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/// <param name="ignoredEnt">the entity to be ignored when checking for collisions.</param>
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/// <param name="mapManager">Map manager containing the two GridIds.</param>
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/// <param name="insideBlockerValid">if coordinates inside obstructions count as obstructed or not</param>
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/// <returns>True if the two points are within a given range without being obstructed.</returns>
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public bool InRangeUnobstructed(MapCoordinates coords, Vector2 otherCoords, float range = InteractionRange,
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int collisionMask = (int)CollisionGroup.Impassable, IEntity ignoredEnt = null, bool insideBlockerValid = false) =>
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InRangeUnobstructed(coords, otherCoords, range, collisionMask,
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ignoredEnt == null ? null : (Func<IEntity, bool>)(entity => ignoredEnt == entity), insideBlockerValid);
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}
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}
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