Files
tbd-station-14/Content.Server/Movement/Systems/BoundarySystem.cs
J 4f848e814f Movement systems warning cleanup (#36161)
* Movement systems warning cleanup

* Revert unnecessary change

* Reverting variable removal and changing entity query

* Reverting VV removals

* LocalEntity does in fact exist
2025-03-30 15:06:20 +02:00

33 lines
1.2 KiB
C#

using Content.Shared.Movement.Components;
using Robust.Shared.Physics.Events;
namespace Content.Server.Movement.Systems;
public sealed class BoundarySystem : EntitySystem
{
/*
* The real reason this even exists is because with out mover controller it's really easy to clip out of bounds on chain shapes.
*/
[Dependency] private readonly SharedTransformSystem _xform = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<BoundaryComponent, StartCollideEvent>(OnBoundaryCollide);
}
private void OnBoundaryCollide(Entity<BoundaryComponent> ent, ref StartCollideEvent args)
{
var center = _xform.GetWorldPosition(ent.Owner);
var otherXform = Transform(args.OtherEntity);
var collisionPoint = _xform.GetWorldPosition(otherXform);
var offset = collisionPoint - center;
offset = offset.Normalized() * (offset.Length() - ent.Comp.Offset);
// If for whatever reason you want to yeet them to the other side.
// offset = new Angle(MathF.PI).RotateVec(offset);
_xform.SetWorldPosition((args.OtherEntity, otherXform), center + offset);
}
}