Files
tbd-station-14/Content.Shared/Shuttles/Systems/SharedDockingSystem.cs
metalgearsloth c5486873db Shuttle console + FTL rework (#24430)
* Add shuttle interior drawing back

Just do it per-tile she'll be right, at least it's done with 1 draw call.

* Revamp shuttle console

* Bunch of cleanup work

* Lables sortito

* dok

* Pixel alignment and colours

* Fix a bunch of drawing bugs

* Shuttle map drawing

* Drawing fixes

* Map parallax working finally

* weh

* Commit all my stuff

* mic

* deez

* Update everything

* Xamlify everything

* uh

* Rudimentary blocker range

* My enemies have succeeded

* Bunch of changes to FTL

* Heaps of cleanup

* Fix FTL bugs

* FTL

* weewoo

* FTL fallback

* wew

* weh

* Basic FTL working

* FTL working

* FTL destination fixes

* a

* Exclusion zones

* Fix drawing / FTL

* Beacons working

* Coordinates drawing

* Fix unknown map names

* Dorks beginning

* State + docking cleanup start

* Basic dock drawing

* Bunch of drawing fixes

* Batching / color fixes

* Cleanup and beacons support

* weh

* weh

* Begin pings

* First draft at map objects

* Map fixup

* Faster drawing

* Fix perf + FTL

* Cached drawing

* Fix drawing

* Best I got

* strips

* Back to lists but with caching

* Final optimisation

* Fix dock bounds

* Docking work

* stinker

* kobolds

* Btns

* Docking vis working

* Fix docking pre-vis

* canasses

* Helldivers 2

* a

* Array life

* Fix

* Fix TODOs

* liltenhead feature club

* dorking

* Merge artifacts

* Last-minute touchup
2024-03-03 18:39:19 +11:00

79 lines
2.6 KiB
C#

using Content.Shared.Shuttles.Components;
using Robust.Shared.Map;
namespace Content.Shared.Shuttles.Systems;
public abstract class SharedDockingSystem : EntitySystem
{
[Dependency] protected readonly SharedTransformSystem XformSystem = default!;
public const float DockingHiglightRange = 4f;
public const float DockRange = 1f + 0.2f;
public static readonly double AlignmentTolerance = Angle.FromDegrees(15).Theta;
public bool CanShuttleDock(EntityUid? shuttle)
{
if (shuttle == null)
return false;
return !HasComp<PreventPilotComponent>(shuttle.Value);
}
public bool CanShuttleUndock(EntityUid? shuttle)
{
if (shuttle == null)
return false;
return !HasComp<PreventPilotComponent>(shuttle.Value);
}
public bool CanDock(MapCoordinates mapPosA, Angle worldRotA,
MapCoordinates mapPosB, Angle worldRotB)
{
// Uh oh
if (mapPosA.MapId != mapPosB.MapId)
return false;
return InRange(mapPosA, mapPosB) && InAlignment(mapPosA, worldRotA, mapPosB, worldRotB);
}
public bool InRange(MapCoordinates mapPosA, MapCoordinates mapPosB)
{
return (mapPosA.Position - mapPosB.Position).Length() <= DockRange;
}
public bool InAlignment(MapCoordinates mapPosA, Angle worldRotA, MapCoordinates mapPosB, Angle worldRotB)
{
// Check if the nubs are in line with the two docks.
var worldRotToB = (mapPosB.Position - mapPosA.Position).ToWorldAngle();
var worldRotToA = (mapPosA.Position - mapPosB.Position).ToWorldAngle();
var aDiff = Angle.ShortestDistance((worldRotA - worldRotToB).Reduced(), Angle.Zero);
var bDiff = Angle.ShortestDistance((worldRotB - worldRotToA).Reduced(), Angle.Zero);
if (Math.Abs(aDiff.Theta) > AlignmentTolerance)
return false;
if (Math.Abs(bDiff.Theta) > AlignmentTolerance)
return false;
return true;
}
public bool CanDock(NetCoordinates coordinatesOne, Angle angleOne,
NetCoordinates coordinatesTwo, Angle angleTwo)
{
// TODO: Dump the dock fixtures
var coordsA = GetCoordinates(coordinatesOne);
var coordsB = GetCoordinates(coordinatesTwo);
var mapPosA = XformSystem.ToMapCoordinates(coordsA);
var mapPosB = XformSystem.ToMapCoordinates(coordsB);
var worldRotA = XformSystem.GetWorldRotation(coordsA.EntityId) + angleOne;
var worldRotB = XformSystem.GetWorldRotation(coordsB.EntityId) + angleTwo;
return CanDock(mapPosA, worldRotA, mapPosB, worldRotB);
}
}