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
This commit is contained in:
Alex Evgrashin
2021-02-07 02:05:53 +03:00
committed by GitHub
parent 2f01d7899f
commit 59e72697cb
14 changed files with 306 additions and 59 deletions

View File

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#nullable enable
using Content.Shared.GameObjects.Components.Tag;
using Content.Shared.Physics;
using JetBrains.Annotations;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Physics;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Serialization;
using System.Linq;
namespace Content.Shared.Construction.ConstructionConditions
{
[UsedImplicitly]
public class WallmountCondition : IConstructionCondition
{
public void ExposeData(ObjectSerializer serializer) { }
public bool Condition(IEntity user, EntityCoordinates location, Direction direction)
{
var entManager = IoCManager.Resolve<IEntityManager>();
// get blueprint and user position
var userWorldPosition = user.Transform.WorldPosition;
var objWorldPosition = location.ToMap(entManager).Position;
// find direction from user to blueprint
var userToObject = (objWorldPosition - userWorldPosition);
// dot product will be positive if user direction and blueprint are co-directed
var dotProd = Vector2.Dot(direction.ToVec(), userToObject);
if (dotProd > 0)
return false;
// now we need to check that user actually tries to build wallmount on a wall
var physics = IoCManager.Resolve<IPhysicsManager>();
var rUserToObj = new CollisionRay(userWorldPosition, userToObject.Normalized, (int) CollisionGroup.Impassable);
var length = userToObject.Length;
var userToObjRaycastResults = physics.IntersectRayWithPredicate(user.Transform.MapID, rUserToObj, maxLength: length,
predicate: (e) => !e.HasTag("Wall"));
if (!userToObjRaycastResults.Any())
return false;
// get this wall entity
var targetWall = userToObjRaycastResults.First().HitEntity;
// check that we didn't try to build wallmount that facing another adjacent wall
var rAdjWall = new CollisionRay(objWorldPosition, direction.ToVec(), (int) CollisionGroup.Impassable);
var adjWallRaycastResults = physics.IntersectRayWithPredicate(user.Transform.MapID, rAdjWall, maxLength: 0.5f,
predicate: (e) => e == targetWall || !e.HasTag("Wall"));
return !adjWallRaycastResults.Any();
}
}
}