Buildable wall light (#2644)
* Added empty light * Can build light fixture * Can construct and deconstruct small light * You can build bulbs only on walls * Playing with placement conditions * Refactored code a bit * Added check for north direction and snapping * Fixed all small light sprites (wrong directions order) * Fixed weird problem with bulb lights * Fixed rotation on all stations * Fixed map again * Much better placement mode * Deleted shared wall component and moved all logic to raycasts * Missing bracket * Better texture * Moved wallmount condition to tags * Removed station station * Added suffix and fixed on map init bug
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#nullable enable
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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.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Physics;
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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.Serialization;
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using System.Linq;
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namespace Content.Shared.Construction.ConstructionConditions
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{
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[UsedImplicitly]
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public class WallmountCondition : IConstructionCondition
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{
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public void ExposeData(ObjectSerializer serializer) { }
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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 = IoCManager.Resolve<IPhysicsManager>();
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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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