* Content side new physics structure * BroadPhase outline done * But we need to fix WorldAABB * Fix static pvs AABB * Fix import * Rando fixes * B is for balloon * Change human mob hitbox to circle * Decent movement * Start adding friction to player controller I think it's the best way to go about it to keep other objects somewhat consistent for physics. * This baby can fit so many physics bugs in it. * Slight mob mover optimisations. * Player mover kinda works okay. * Beginnings of testbed * More testbed * Circlestack bed * Namespaces * BB fixes * Pull WorldAABB * Joint pulling * Semi-decent movement I guess. * Pulling better * Bullet controller + old movement * im too dumb for this shit * Use kinematic mob controller again It's probably for the best TBH * Stashed shitcode * Remove SlipController * In which movement code is entirely refactored * Singularity fix * Fix ApplyLinearImpulse * MoveRelay fix * Fix door collisions * Disable subfloor collisions Saves on broadphase a fair bit * Re-implement ClimbController * Zumzum's pressure * Laggy item throwing * Minor atmos change * Some caching * Optimise controllers * Optimise CollideWith to hell and back * Re-do throwing and tile friction * Landing too * Optimise controllers * Move CCVars and other stuff swept is beautiful * Cleanup a bunch of controllers * Fix shooting and high pressure movement controller * Flashing improvements * Stuff and things * Combat collisions * Combat mode collisions * Pulling distance joint again * Cleanup physics interfaces * More like scuffedularity * Shit's fucked * Haha tests go green * Bigmoneycrab * Fix dupe pulling * Zumzum's based fix * Don't run tile friction for non-predicted bodies * Experimental pulling improvement * Everything's a poly now * Optimise AI region debugging a bit Could still be better but should improve default performance a LOT * Mover no updater * Crazy kinematic body idea * Good collisions * KinematicController * Fix aghost * Throwing refactor * Pushing cleanup * Fix throwing and footstep sounds * Frametime in ICollideBehavior * Fix stuff * Actually fix weightlessness * Optimise collision behaviors a lot * Make open lockers still collide with walls * powwweeerrrrr * Merge master proper * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * Ch ch ch changesss * SHIP IT * Fix #if DEBUG * Fix vaulting and item locker collision * Fix throwing * Editing yaml by hand what can go wrong * on * Last yaml fixes * Okay now it's fixed * Linter Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> Co-authored-by: Vera Aguilera Puerto <zddm@outlook.es>
56 lines
2.4 KiB
C#
56 lines
2.4 KiB
C#
#nullable enable
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using System.Linq;
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using Content.Shared.GameObjects.Components.Tag;
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using Content.Shared.Physics;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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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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using Robust.Shared.Physics;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Physics.Broadphase;
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namespace Content.Shared.Construction.ConstructionConditions
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{
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[UsedImplicitly]
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[DataDefinition]
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public class WallmountCondition : IConstructionCondition
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{
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public bool Condition(IEntity user, EntityCoordinates location, Direction direction)
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{
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var entManager = IoCManager.Resolve<IEntityManager>();
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// get blueprint and user position
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var userWorldPosition = user.Transform.WorldPosition;
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var objWorldPosition = location.ToMap(entManager).Position;
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// find direction from user to blueprint
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var userToObject = (objWorldPosition - userWorldPosition);
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// dot product will be positive if user direction and blueprint are co-directed
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var dotProd = Vector2.Dot(direction.ToVec(), userToObject);
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if (dotProd > 0)
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return false;
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// now we need to check that user actually tries to build wallmount on a wall
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var physics = EntitySystem.Get<SharedBroadPhaseSystem>();
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var rUserToObj = new CollisionRay(userWorldPosition, userToObject.Normalized, (int) CollisionGroup.Impassable);
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var length = userToObject.Length;
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var userToObjRaycastResults = physics.IntersectRayWithPredicate(user.Transform.MapID, rUserToObj, maxLength: length,
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predicate: (e) => !e.HasTag("Wall"));
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if (!userToObjRaycastResults.Any())
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return false;
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// get this wall entity
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var targetWall = userToObjRaycastResults.First().HitEntity;
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// check that we didn't try to build wallmount that facing another adjacent wall
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var rAdjWall = new CollisionRay(objWorldPosition, direction.ToVec(), (int) CollisionGroup.Impassable);
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var adjWallRaycastResults = physics.IntersectRayWithPredicate(user.Transform.MapID, rAdjWall, maxLength: 0.5f,
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predicate: (e) => e == targetWall || !e.HasTag("Wall"));
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return !adjWallRaycastResults.Any();
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}
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}
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}
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