Files
tbd-station-14/Content.Shared/Construction/Conditions/WallmountCondition.cs
2022-02-16 18:23:23 +11:00

72 lines
3.1 KiB
C#

using System.Linq;
using Content.Shared.Physics;
using Content.Shared.Tag;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Broadphase;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Utility;
namespace Content.Shared.Construction.Conditions
{
[UsedImplicitly]
[DataDefinition]
public sealed class WallmountCondition : IConstructionCondition
{
public bool Condition(EntityUid user, EntityCoordinates location, Direction direction)
{
var entManager = IoCManager.Resolve<IEntityManager>();
// get blueprint and user position
var userWorldPosition = entManager.GetComponent<TransformComponent>(user).WorldPosition;
var objWorldPosition = location.ToMap(entManager).Position;
// find direction from user to blueprint
var userToObject = (objWorldPosition - userWorldPosition);
// get direction of the grid being placed on as an offset.
var gridRotation = entManager.GetComponent<TransformComponent>(location.EntityId).WorldRotation;
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 = EntitySystem.Get<SharedPhysicsSystem>();
var rUserToObj = new CollisionRay(userWorldPosition, userToObject.Normalized, (int) CollisionGroup.Impassable);
var length = userToObject.Length;
var tagSystem = EntitySystem.Get<TagSystem>();
var userToObjRaycastResults = physics.IntersectRayWithPredicate(entManager.GetComponent<TransformComponent>(user).MapID, rUserToObj, maxLength: length,
predicate: (e) => !tagSystem.HasTag(e, "Wall"));
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, "Wall"));
return !adjWallRaycastResults.Any();
}
public ConstructionGuideEntry? GenerateGuideEntry()
{
return new ConstructionGuideEntry()
{
Localization = "construction-step-condition-wallmount",
};
}
}
}