Files
tbd-station-14/Content.Shared/Physics/CollisionGroup.cs
Pieter-Jan Briers bc24a852f9 Fix throwing.
2020-07-02 23:28:37 +02:00

32 lines
1.4 KiB
C#

using System;
using JetBrains.Annotations;
using Robust.Shared.Map;
using RobustPhysics = Robust.Shared.Physics;
using Robust.Shared.Serialization;
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)
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,
}
}