Files
tbd-station-14/Content.Server/AI/Utils/Visibility.cs
metalgearsloth 3e64fd56a1 Physics (#3452)
* Content side new physics structure

* BroadPhase outline done

* But we need to fix WorldAABB

* Fix static pvs AABB

* Fix import

* Rando fixes

* B is for balloon

* Change human mob hitbox to circle

* Decent movement

* Start adding friction to player controller

I think it's the best way to go about it to keep other objects somewhat consistent for physics.

* This baby can fit so many physics bugs in it.

* Slight mob mover optimisations.

* Player mover kinda works okay.

* Beginnings of testbed

* More testbed

* Circlestack bed

* Namespaces

* BB fixes

* Pull WorldAABB

* Joint pulling

* Semi-decent movement I guess.

* Pulling better

* Bullet controller + old movement

* im too dumb for this shit

* Use kinematic mob controller again

It's probably for the best TBH

* Stashed shitcode

* Remove SlipController

* In which movement code is entirely refactored

* Singularity fix

* Fix ApplyLinearImpulse

* MoveRelay fix

* Fix door collisions

* Disable subfloor collisions

Saves on broadphase a fair bit

* Re-implement ClimbController

* Zumzum's pressure

* Laggy item throwing

* Minor atmos change

* Some caching

* Optimise controllers

* Optimise CollideWith to hell and back

* Re-do throwing and tile friction

* Landing too

* Optimise controllers

* Move CCVars and other stuff swept is beautiful

* Cleanup a bunch of controllers

* Fix shooting and high pressure movement controller

* Flashing improvements

* Stuff and things

* Combat collisions

* Combat mode collisions

* Pulling distance joint again

* Cleanup physics interfaces

* More like scuffedularity

* Shit's fucked

* Haha tests go green

* Bigmoneycrab

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-03-01 03:11:29 +11:00

76 lines
2.8 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Content.Server.GameObjects.Components.Movement;
using Content.Shared.Physics;
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;
namespace Content.Server.AI.Utils
{
public static class Visibility
{
// Just do a simple range check, then chuck the ray out. If we get bigger than 1 tile mobs may need to adjust this
public static bool InLineOfSight(IEntity owner, IEntity target)
{
var range = 50.0f;
if (owner.Transform.GridID != target.Transform.GridID)
{
return false;
}
if (owner.TryGetComponent(out AiControllerComponent controller))
{
var targetRange = (target.Transform.Coordinates.Position - owner.Transform.Coordinates.Position).Length;
if (targetRange > controller.VisionRadius)
{
return false;
}
range = controller.VisionRadius;
}
var angle = new Angle(target.Transform.Coordinates.Position - owner.Transform.Coordinates.Position);
var ray = new CollisionRay(
owner.Transform.Coordinates.Position,
angle.ToVec(),
(int)(CollisionGroup.Opaque | CollisionGroup.Impassable | CollisionGroup.MobImpassable));
var rayCastResults = EntitySystem.Get<SharedBroadPhaseSystem>().IntersectRay(owner.Transform.MapID, ray, range, owner).ToList();
return rayCastResults.Count > 0 && rayCastResults[0].HitEntity == target;
}
// Should this be in robust or something? Fark it
public static IEnumerable<IEntity> GetNearestEntities(EntityCoordinates grid, Type component, float range)
{
var inRange = GetEntitiesInRange(grid, component, range).ToList();
var sortedInRange = inRange.OrderBy(o => (o.Transform.Coordinates.Position - grid.Position).Length);
return sortedInRange;
}
public static IEnumerable<IEntity> GetEntitiesInRange(EntityCoordinates grid, Type component, float range)
{
var entityManager = IoCManager.Resolve<IEntityManager>();
foreach (var entity in entityManager.GetEntities(new TypeEntityQuery(component)))
{
if (entity.Transform.Coordinates.GetGridId(entityManager) != grid.GetGridId(entityManager))
{
continue;
}
if ((entity.Transform.Coordinates.Position - grid.Position).Length <= range)
{
yield return entity;
}
}
}
}
}