Rework CollisionGroups (#7656)

* Replace Mob, Vault, and Small impassable with Mid, High, Low

* Remove CollisionGroup.Underplating

* Remove CollisionGroup.Passable

* Fix constructed APCs not being interactable

* Change firelocks to occlude

* Make pipe inherit from BaseItem

* Clean up pipes

* Remove duplicate physics and fixtures from bucket

* Rework CollisionGroups on all entities

* Add SlipLayer

* Remove fixture from delta

* Fix maps

* Address reviews

* Add SubfloorMask

* Fix glass collisions for flying mobs

* Fix maps

* Update new items

* Fix bagel again

* Fix slug

* Fix maps

* Touchups

* Fix tables blocking high pressure movement

* Update StandingState to allow going under flaps

* Cleanup

* More formatting
This commit is contained in:
Jacob Tong
2022-05-10 17:57:20 -07:00
committed by GitHub
parent 6617310ffa
commit 8c853476fb
141 changed files with 750 additions and 1533 deletions

View File

@@ -1,35 +1,62 @@
using System;
using JetBrains.Annotations;
using Robust.Shared.Map;
using Robust.Shared.Physics.Dynamics;
using Robust.Shared.Serialization;
using RobustPhysics = Robust.Shared.Physics;
namespace Content.Shared.Physics
namespace Content.Shared.Physics;
/// <summary>
/// Defined collision groups for the physics system.
/// </summary>
[Flags, PublicAPI]
[FlagsFor(typeof(CollisionLayer)), FlagsFor(typeof(CollisionMask))]
public enum CollisionGroup
{
/// <summary>
/// Defined collision groups for the physics system.
/// </summary>
[Flags, PublicAPI]
[FlagsFor(typeof(CollisionLayer)), FlagsFor(typeof(CollisionMask))]
public enum CollisionGroup
{
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
GhostImpassable = 1 << 5, // 32 Things impassible by ghosts/observers, ie blessed tiles or forcefields
Underplating = 1 << 6, // 64 Things that are under plating
[Obsolete("Don't use Passable for collision.")]
// Collision is for what things collide, not what they "don't collide with" so this makes 0 logical sense.
Passable = 1 << 7, // 128 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.
None = 0,
Opaque = 1 << 0, // 1 Blocks light, can be hit by lasers
Impassable = 1 << 1, // 2 Walls, objects impassable by any means
MidImpassable = 1 << 2, // 4 Mobs, players, crabs, etc
HighImpassable = 1 << 3, // 8 Things on top of tables and things that block tall/large mobs.
LowImpassable = 1 << 4, // 16 For things that can fit under a table or squeeze under an airlock
GhostImpassable = 1 << 5, // 32 Things impassible by ghosts/observers, ie blessed tiles or forcefields
BulletImpassable = 1 << 6, // 64 Can be hit by bullets
MobMask = Impassable | MobImpassable | VaultImpassable | SmallImpassable,
ThrownItem = VaultImpassable,
// 32 possible groups
AllMask = -1,
}
MapGrid = MapGridHelpers.CollisionGroup, // Map grids, like shuttles. This is the actual grid itself, not the walls or other entities connected to the grid.
// 32 possible groups
AllMask = -1,
MobMask = Impassable | MidImpassable | LowImpassable,
MobLayer = Opaque | BulletImpassable,
SmallMobMask = Impassable | LowImpassable,
SmallMobLayer = Opaque | BulletImpassable,
FlyingMobMask = Impassable,
FlyingMobLayer = Opaque | BulletImpassable,
LargeMobMask = Impassable | HighImpassable | MidImpassable | LowImpassable,
LargeMobLayer = Opaque | HighImpassable | MidImpassable | LowImpassable | BulletImpassable,
MachineMask = Impassable | MidImpassable | LowImpassable,
MachineLayer = Opaque | MidImpassable | LowImpassable | BulletImpassable,
TableMask = Impassable | MidImpassable,
TableLayer = MidImpassable,
TabletopMachineMask = Impassable | HighImpassable,
TabletopMachineLayer = Opaque | HighImpassable | BulletImpassable,
GlassAirlockLayer = HighImpassable | MidImpassable | BulletImpassable,
AirlockLayer = Opaque | GlassAirlockLayer,
HumanoidBlockLayer = HighImpassable | MidImpassable,
SlipLayer = MidImpassable | LowImpassable,
ItemMask = Impassable | HighImpassable,
ThrownItem = Impassable | HighImpassable,
WallLayer = Opaque | Impassable | HighImpassable | MidImpassable | LowImpassable | BulletImpassable,
GlassLayer = Impassable | HighImpassable | MidImpassable | LowImpassable | BulletImpassable,
HalfWallLayer = MidImpassable | LowImpassable,
FullTileMask = Impassable | HighImpassable | MidImpassable | LowImpassable,
SubfloorMask = Impassable | LowImpassable
}