34 lines
1.5 KiB
C#
34 lines
1.5 KiB
C#
using System;
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using JetBrains.Annotations;
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using Robust.Shared.Map;
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using Robust.Shared.Physics.Dynamics;
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using Robust.Shared.Serialization;
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using RobustPhysics = Robust.Shared.Physics;
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namespace Content.Shared.Physics
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{
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/// <summary>
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/// Defined collision groups for the physics system.
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/// </summary>
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[Flags, PublicAPI]
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[FlagsFor(typeof(CollisionLayer)), FlagsFor(typeof(CollisionMask))]
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public enum CollisionGroup
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{
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None = 0,
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Opaque = 1 << 0, // 1 Blocks light, for lasers
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Impassable = 1 << 1, // 2 Walls, objects impassable by any means
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MobImpassable = 1 << 2, // 4 Mobs, players, crabs, etc
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VaultImpassable = 1 << 3, // 8 Things that cannot be jumped over, not half walls or tables
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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
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GhostImpassable = 1 << 5, // 32 Things impassible by ghosts/observers, ie blessed tiles or forcefields
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Underplating = 1 << 6, // 64 Things that are under plating
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Passable = 1 << 7, // 128 Things that are passable
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MapGrid = MapGridHelpers.CollisionGroup, // Map grids, like shuttles. This is the actual grid itself, not the walls or other entities connected to the grid.
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MobMask = Impassable | MobImpassable | VaultImpassable | SmallImpassable,
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ThrownItem = VaultImpassable,
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// 32 possible groups
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AllMask = -1,
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}
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}
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