116 lines
6.9 KiB
C#
116 lines
6.9 KiB
C#
using System;
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using System.Linq;
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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.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.Shared.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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[Dependency] private readonly IPhysicsManager _physicsManager = default!;
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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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/// Traces a ray from coords to otherCoords and returns the length
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/// of the vector between coords and the ray's first hit.
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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="collisionMask">the mask to check for collisions</param>
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/// <param name="predicate">A predicate to check whether to ignore an entity or not. If it returns true, it will be ignored.</param>
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/// <returns>Length of resulting ray.</returns>
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public float UnobstructedRayLength(MapCoordinates coords, MapCoordinates otherCoords,
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int collisionMask = (int) CollisionGroup.Impassable, Func<IEntity, bool> predicate = null)
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{
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var dir = otherCoords.Position - coords.Position;
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if (dir.LengthSquared.Equals(0f)) return 0f;
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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, returnOnFirstHit: false).ToList();
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if (rayResults.Count == 0) return dir.Length;
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return (rayResults[0].HitPos - coords.Position).Length;
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}
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/// <summary>
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/// Traces a ray from coords to otherCoords and returns the length
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/// of the vector between coords and the ray's first hit.
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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="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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/// <returns>Length of resulting ray.</returns>
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public float UnobstructedRayLength(MapCoordinates coords, MapCoordinates otherCoords,
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int collisionMask = (int) CollisionGroup.Impassable, IEntity ignoredEnt = null) =>
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UnobstructedRayLength(coords, otherCoords, collisionMask,
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ignoredEnt == null ? null : (Func<IEntity, bool>) (entity => ignoredEnt == entity));
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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">A predicate to check whether to ignore an entity or not. If it returns true, it will be ignored.</param>
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/// <param name="ignoreInsideBlocker">if true and the coordinates are inside the obstruction, ignores the obstruction and
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/// considers the interaction unobstructed. Therefore, setting this to true makes this check more permissive, such
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/// as allowing an interaction to occur inside something impassable (like a wall). The default, false,
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/// makes the check more restrictive.</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, MapCoordinates otherCoords, float range = InteractionRange,
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int collisionMask = (int)CollisionGroup.Impassable, Func<IEntity, bool> predicate = null, bool ignoreInsideBlocker = false)
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{
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if (!coords.InRange(otherCoords, range))
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return false;
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var dir = otherCoords.Position - 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, returnOnFirstHit: false).ToList();
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return rayResults.Count == 0 || (ignoreInsideBlocker && rayResults.Count > 0 && (rayResults[0].HitPos - otherCoords.Position).Length < 1f);
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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="ignoreInsideBlocker">if true and the coordinates are inside the obstruction, ignores the obstruction and
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/// considers the interaction unobstructed. Therefore, setting this to true makes this check more permissive, such
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/// as allowing an interaction to occur inside something impassable (like a wall). The default, false,
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/// makes the check more restrictive.</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, MapCoordinates otherCoords, float range = InteractionRange,
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int collisionMask = (int)CollisionGroup.Impassable, IEntity ignoredEnt = null, bool ignoreInsideBlocker = false) =>
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InRangeUnobstructed(coords, otherCoords, range, collisionMask,
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ignoredEnt == null ? null : (Func<IEntity, bool>)(entity => ignoredEnt == entity), ignoreInsideBlocker);
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}
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}
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