Actual lockers (#195)

Adds storing entities into lockers the way we all know and love.
Relies on an implementation of ITileDefinition in https://github.com/space-wizards/space-station-14/pull/193 (just like origin/master)
#191
This commit is contained in:
PrPleGoo
2019-04-17 23:26:00 +02:00
committed by Pieter-Jan Briers
parent 1fe24eeb12
commit 903961771b
19 changed files with 272 additions and 41 deletions

View File

@@ -1,8 +1,8 @@
using System;
using System.Collections.Generic;
using Content.Server.Interfaces.GameObjects.Components.Movement;
using Content.Shared.Physics;
using Robust.Server.AI;
using Robust.Server.GameObjects;
using Robust.Server.Interfaces.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.GameObjects.Components;
@@ -119,7 +119,7 @@ namespace Content.Server.AI
// build the ray
var dir = entity.GetComponent<ITransformComponent>().WorldPosition - myTransform.WorldPosition;
var ray = new Ray(myTransform.WorldPosition, dir.Normalized,0); //TODO verify if 0 is the correct Collision Mask
var ray = new Ray(myTransform.WorldPosition, dir.Normalized, (int)(CollisionGroup.Mob | CollisionGroup.Grid));
// cast the ray
var result = _physMan.IntersectRay(ray, maxRayLen);