Files
OldThink/Content.Shared/Physics/CollisionGroup.cs

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#nullable enable
using System;
using JetBrains.Annotations;
using Robust.Shared.Map;
using Robust.Shared.Serialization;
using RobustPhysics = Robust.Shared.Physics;
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
{
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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)
GhostImpassable = 1 << 6, // 64 Things impassible by ghosts/observers, ie blessed tiles or forcefields
Singularity, Particle Accelerator & Radiation Collectors (#2169) * basic radiation generator * might need this * thonk * big thonk * oop * e * werks * sprite * oopsy woopsy * radiation * clean up file * makes it work, probably * minor fixes * resources * progress on component * this will no longer be necessary * radiation go brrrr * finally fix container issues * out var Co-authored-by: Remie Richards <remierichards@gmail.com> * second out fix * another out fix Co-authored-by: Remie Richards <remierichards@gmail.com> * switch case * fix switch * sound and improvements * nullable * basic containment field system * ensure alignment * fix beam placement logic * field generation fully working * fix potential crash * working containment functionality * extremely basic emitter functionality * fix radiation panel naming * emitter stuff * oopsies * fixes * some fixes * cleanup * small fix and move emitter file * add sprite resources for PA * slight rework of the singulo adds rads * pushing for smugleaf :) * added radiationpanels * some fixes for the singulo * containmentfield * pa wip * progress * pa working * emitter fix * works :) * ui works * some work on ui & pa * progress * ui work & misc fixes * GREYSCALE * pa ui polish containmentfieldgen rework * singulo rework added snapgrid * getcomponent get out * singulo rework added collisiongroups underplating & passable * yaml work: - collision boxes - singulo now unshaded * no unlit * misc changes * pa wires * add usability check * nullable enable * minor fix * power need added * reenables containment field energy drain menu close button singularity collider fix * sprite replacement * finished singulo pulling * pjb fixes * fixing sprites & minor adjustments * decrease containmentfield power * some yml adjustments * unlit layers singulogenerator * singulogen * everything works just not the powergetting on the pa i wanna die * Adds PA construction graphs, PA construction works * Snap to grid parts when completing construction * updated to newest master * inb4 i work on power * fixes upstream merge adds power need to particleaccelerator * properly implements power & apc power * Emitters are now fancy. * I have actually no idea how this happened. * Give PA a wiring LayoutId * PA is an acronym * indicators fixes hacking * Singulo is a word you blasphemous IDE. * Rewrite the PA. * Fancy names for PA parts. * Wiring fixes, strength wire cutting. * fixes projectile & ignores components * nullability errors * fixes integration tests Co-authored-by: unusualcrow <unusualcrow@protonmail.com> Co-authored-by: L.E.D <10257081+unusualcrow@users.noreply.github.com> Co-authored-by: Remie Richards <remierichards@gmail.com> Co-authored-by: Víctor Aguilera Puerto <zddm@outlook.es> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
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Underplating = 1 << 7, // 128 Things that are under plating
Passable = 1 << 8, // 256 Things that are passable
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 = MobImpassable | Impassable,
// 32 possible groups
AllMask = -1,
}
}