Files
tbd-station-14/Content.Shared/Physics/CollisionGroup.cs
Paul Ritter 6a0aa9b72f Singularity, Particle Accelerator & Radiation Collectors (#2169)
* basic radiation generator

* might need this

* thonk

* big thonk

* oop

* e

* werks

* sprite

* oopsy woopsy

* radiation

* clean up file

* makes it work, probably

* minor fixes

* resources

* progress on component

* this will no longer be necessary

* radiation go brrrr

* finally fix container issues

* out var

Co-authored-by: Remie Richards <remierichards@gmail.com>

* second out fix

* another out fix

Co-authored-by: Remie Richards <remierichards@gmail.com>

* switch case

* fix switch

* sound and improvements

* nullable

* basic containment field system

* ensure alignment

* fix beam placement logic

* field generation fully working

* fix potential crash

* working containment functionality

* extremely basic emitter functionality

* fix radiation panel naming

* emitter stuff

* oopsies

* fixes

* some fixes

* cleanup

* small fix and move emitter file

* add sprite resources for PA

* slight rework of the singulo
adds rads

* pushing for smugleaf :)

* added radiationpanels

* some fixes for the singulo

* containmentfield

* pa wip

* progress

* pa working

* emitter fix

* works :)

* ui works

* some work on ui & pa

* progress

* ui work & misc fixes

* GREYSCALE

* pa ui polish
containmentfieldgen rework

* singulo rework
added snapgrid

* getcomponent get out

* singulo rework
added collisiongroups underplating & passable

* yaml work:
- collision boxes
- singulo now unshaded

* no unlit

* misc changes

* pa wires

* add usability check

* nullable enable

* minor fix

* power need added

* reenables containment field energy drain
menu close button
singularity collider fix

* sprite replacement

* finished singulo pulling

* pjb fixes

* fixing sprites & minor adjustments

* decrease containmentfield power

* some yml adjustments

* unlit layers
singulogenerator

* singulogen

* everything works just not the powergetting on the pa
i wanna die

* Adds PA construction graphs, PA construction works

* Snap to grid parts when completing construction

* updated to newest master

* inb4 i work on power

* fixes upstream merge
adds power need to particleaccelerator

* properly implements power & apc power

* Emitters are now fancy.

* I have actually no idea how this happened.

* Give PA a wiring LayoutId

* PA is an acronym

* indicators
fixes hacking

* Singulo is a word you blasphemous IDE.

* Rewrite the PA.

* Fancy names for PA parts.

* Wiring fixes, strength wire cutting.

* fixes projectile & ignores components

* nullability errors

* fixes integration tests

Co-authored-by: unusualcrow <unusualcrow@protonmail.com>
Co-authored-by: L.E.D <10257081+unusualcrow@users.noreply.github.com>
Co-authored-by: Remie Richards <remierichards@gmail.com>
Co-authored-by: Víctor Aguilera Puerto <zddm@outlook.es>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2020-10-28 19:19:47 +01:00

34 lines
1.7 KiB
C#

using System;
using JetBrains.Annotations;
using Robust.Shared.Map;
using Robust.Shared.Serialization;
using RobustPhysics = Robust.Shared.Physics;
namespace Content.Shared.Physics
{
/// <summary>
/// Defined collision groups for the physics system.
/// </summary>
[Flags, PublicAPI]
[FlagsFor(typeof(RobustPhysics.CollisionLayer)), FlagsFor(typeof(RobustPhysics.CollisionMask))]
public enum CollisionGroup
{
None = 0,
Opaque = 1 << 0, // 1 Blocks light, for lasers
Impassable = 1 << 1, // 2 Walls, objects impassable by any means
MobImpassable = 1 << 2, // 4 Mobs, players, crabs, etc
VaultImpassable = 1 << 3, // 8 Things that cannot be jumped over, not half walls or tables
SmallImpassable = 1 << 4, // 16 Things a smaller object - a cat, a crab - can't go through - a wall, but not a computer terminal or a table
Clickable = 1 << 5, // 32 Temporary "dummy" layer to ensure that objects can still be clicked even if they don't collide with anything (you can't interact with objects that have no layer, including items)
GhostImpassable = 1 << 6, // 64 Things impassible by ghosts/observers, ie blessed tiles or forcefields
Underplating = 1 << 7, // 128 Things that are under plating
Passable = 1 << 8, // 256 Things that are passable
MapGrid = MapGridHelpers.CollisionGroup, // Map grids, like shuttles. This is the actual grid itself, not the walls or other entities connected to the grid.
MobMask = Impassable | MobImpassable | VaultImpassable | SmallImpassable,
ThrownItem = MobImpassable | Impassable,
// 32 possible groups
AllMask = -1,
}
}