Click Drag Functionality + Refactor Interaction Interfaces (#1125)

Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
Co-authored-by: ComicIronic <comicironic@gmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
This commit is contained in:
chairbender
2020-07-06 14:27:03 -07:00
committed by GitHub
parent c019d428a7
commit b35333d366
184 changed files with 1792 additions and 895 deletions

View File

@@ -72,10 +72,13 @@ namespace Content.Shared.GameObjects.EntitySystems
/// <param name="range">maximum distance between the two sets of coordinates.</param>
/// <param name="collisionMask">the mask to check for collisions</param>
/// <param name="predicate">A predicate to check whether to ignore an entity or not. If it returns true, it will be ignored.</param>
/// <param name="insideBlockerValid">if coordinates inside obstructions count as obstructed or not</param>
/// <param name="ignoreInsideBlocker">if true and the coordinates are inside the obstruction, ignores the obstruction and
/// considers the interaction unobstructed. Therefore, setting this to true makes this check more permissive, such
/// as allowing an interaction to occur inside something impassable (like a wall). The default, false,
/// makes the check more restrictive.</param>
/// <returns>True if the two points are within a given range without being obstructed.</returns>
public bool InRangeUnobstructed(MapCoordinates coords, MapCoordinates otherCoords, float range = InteractionRange,
int collisionMask = (int)CollisionGroup.Impassable, Func<IEntity, bool> predicate = null, bool insideBlockerValid = false)
int collisionMask = (int)CollisionGroup.Impassable, Func<IEntity, bool> predicate = null, bool ignoreInsideBlocker = false)
{
if (!coords.InRange(otherCoords, range))
return false;
@@ -87,7 +90,7 @@ namespace Content.Shared.GameObjects.EntitySystems
var ray = new CollisionRay(coords.Position, dir.Normalized, collisionMask);
var rayResults = _physicsManager.IntersectRayWithPredicate(coords.MapId, ray, dir.Length, predicate, returnOnFirstHit: false).ToList();
return rayResults.Count == 0 || (insideBlockerValid && rayResults.Count > 0 && (rayResults[0].HitPos - otherCoords.Position).Length < 1f);
return rayResults.Count == 0 || (ignoreInsideBlocker && rayResults.Count > 0 && (rayResults[0].HitPos - otherCoords.Position).Length < 1f);
}
/// <summary>
@@ -101,11 +104,14 @@ namespace Content.Shared.GameObjects.EntitySystems
/// <param name="range">maximum distance between the two sets of coordinates.</param>
/// <param name="collisionMask">the mask to check for collisions</param>
/// <param name="ignoredEnt">the entity to be ignored when checking for collisions.</param>
/// <param name="insideBlockerValid">if coordinates inside obstructions count as obstructed or not</param>
/// <param name="ignoreInsideBlocker">if true and the coordinates are inside the obstruction, ignores the obstruction and
/// considers the interaction unobstructed. Therefore, setting this to true makes this check more permissive, such
/// as allowing an interaction to occur inside something impassable (like a wall). The default, false,
/// makes the check more restrictive.</param>
/// <returns>True if the two points are within a given range without being obstructed.</returns>
public bool InRangeUnobstructed(MapCoordinates coords, MapCoordinates otherCoords, float range = InteractionRange,
int collisionMask = (int)CollisionGroup.Impassable, IEntity ignoredEnt = null, bool insideBlockerValid = false) =>
int collisionMask = (int)CollisionGroup.Impassable, IEntity ignoredEnt = null, bool ignoreInsideBlocker = false) =>
InRangeUnobstructed(coords, otherCoords, range, collisionMask,
ignoredEnt == null ? null : (Func<IEntity, bool>)(entity => ignoredEnt == entity), insideBlockerValid);
ignoredEnt == null ? null : (Func<IEntity, bool>)(entity => ignoredEnt == entity), ignoreInsideBlocker);
}
}