Merge branch 'master' into buckle-locker-fix-1262
This commit is contained in:
@@ -1,6 +1,14 @@
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using System;
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using System.Collections.Generic;
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using System.ComponentModel;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.Timers;
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using Robust.Shared.ViewVariables;
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using YamlDotNet.RepresentationModel;
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using Component = Robust.Shared.GameObjects.Component;
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namespace Content.Shared.GameObjects.Components.Mobs
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{
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@@ -13,21 +21,72 @@ namespace Content.Shared.GameObjects.Components.Mobs
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public sealed override uint? NetID => ContentNetIDs.OVERLAYEFFECTS;
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}
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public enum ScreenEffects
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[Serializable, NetSerializable]
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public class OverlayContainer
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{
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None,
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CircleMask,
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GradientCircleMask,
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[ViewVariables(VVAccess.ReadOnly)]
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public string ID { get; }
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public OverlayContainer([NotNull] string id)
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{
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ID = id;
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}
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public OverlayContainer(OverlayType type) : this(type.ToString())
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{
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}
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public override bool Equals(object obj)
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{
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if (obj is OverlayContainer container)
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{
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return container.ID == ID;
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}
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if (obj is string idString)
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{
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return idString == ID;
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}
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return base.Equals(obj);
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}
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public override int GetHashCode()
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{
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return (ID != null ? ID.GetHashCode() : 0);
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}
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}
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[Serializable, NetSerializable]
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public class OverlayEffectComponentState : ComponentState
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{
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public ScreenEffects ScreenEffect;
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public List<OverlayContainer> Overlays;
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public OverlayEffectComponentState(ScreenEffects screenEffect) : base(ContentNetIDs.OVERLAYEFFECTS)
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public OverlayEffectComponentState(List<OverlayContainer> overlays) : base(ContentNetIDs.OVERLAYEFFECTS)
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{
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ScreenEffect = screenEffect;
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Overlays = overlays;
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}
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}
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[Serializable, NetSerializable]
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public class TimedOverlayContainer : OverlayContainer
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{
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[ViewVariables(VVAccess.ReadOnly)]
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public int Length { get; }
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public TimedOverlayContainer(string id, int length) : base(id)
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{
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Length = length;
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}
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public void StartTimer(Action finished) => Timer.Spawn(Length, finished);
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}
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public enum OverlayType
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{
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GradientCircleMaskOverlay,
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CircleMaskOverlay,
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FlashOverlay
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}
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}
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@@ -45,7 +45,7 @@ namespace Content.Shared.GameObjects.Components.Movement
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/// <summary>
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/// Toggles one of the four cardinal directions. Each of the four directions are
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/// composed into a single direction vector, <see cref="PlayerInputMoverComponent.VelocityDir"/>. Enabling
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/// composed into a single direction vector, <see cref="SharedPlayerInputMoverComponent.VelocityDir"/>. Enabling
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/// opposite directions will cancel each other out, resulting in no direction.
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/// </summary>
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/// <param name="direction">Direction to toggle.</param>
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@@ -0,0 +1,9 @@
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using Robust.Shared.GameObjects;
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namespace Content.Shared.GameObjects.Components
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{
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public abstract class SharedPlaceableSurfaceComponent : Component
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{
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public override string Name => "PlaceableSurface";
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}
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}
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@@ -26,12 +26,27 @@ namespace Content.Shared.GameObjects.Components.Strap
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{
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public sealed override string Name => "Strap";
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public virtual StrapPosition Position { get; set; }
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public sealed override uint? NetID => ContentNetIDs.STRAP;
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[Serializable, NetSerializable]
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public enum StrapVisuals
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public abstract StrapPosition Position { get; protected set; }
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}
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[Serializable, NetSerializable]
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public sealed class StrapComponentState : ComponentState
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{
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public readonly StrapPosition Position;
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public StrapComponentState(StrapPosition position) : base(ContentNetIDs.BUCKLE)
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{
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RotationAngle
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Position = position;
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}
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public bool Buckled { get; }
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}
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[Serializable, NetSerializable]
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public enum StrapVisuals
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{
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RotationAngle
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}
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}
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@@ -59,6 +59,7 @@
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public const uint BUCKLE = 1052;
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public const uint PROJECTILE = 1053;
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public const uint THROWN_ITEM = 1054;
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public const uint STRAP = 1055;
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// Net IDs for integration tests.
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public const uint PREDICTION_TEST = 10001;
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@@ -0,0 +1,25 @@
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using System;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Map;
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using Robust.Shared.Serialization;
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namespace Content.Shared.GameObjects.EntitySystemMessages
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{
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/// <summary>
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/// Requests a drag / drop interaction to be performed
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/// </summary>
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[Serializable, NetSerializable]
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public class DragDropMessage : EntitySystemMessage
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{
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public GridCoordinates DropLocation { get; }
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public EntityUid Dropped { get; }
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public EntityUid Target { get; }
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public DragDropMessage(GridCoordinates dropLocation, EntityUid dropped, EntityUid target)
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{
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DropLocation = dropLocation;
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Dropped = dropped;
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Target = target;
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}
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}
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}
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@@ -2,7 +2,6 @@ using Content.Shared.GameObjects.Components.Mobs;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Utility;
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namespace Content.Shared.GameObjects.EntitySystems
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{
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@@ -31,7 +30,7 @@ namespace Content.Shared.GameObjects.EntitySystems
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return EntitySystem.Get<SharedInteractionSystem>()
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.InRangeUnobstructed(examiner.Transform.MapPosition, examined.Transform.MapPosition,
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ExamineRange, predicate: entity => entity == examiner || entity == examined, insideBlockerValid:true);
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ExamineRange, predicate: entity => entity == examiner || entity == examined, ignoreInsideBlocker:true);
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}
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}
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}
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@@ -72,10 +72,13 @@ namespace Content.Shared.GameObjects.EntitySystems
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/// <param name="range">maximum distance between the two sets of coordinates.</param>
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/// <param name="collisionMask">the mask to check for collisions</param>
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/// <param name="predicate">A predicate to check whether to ignore an entity or not. If it returns true, it will be ignored.</param>
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/// <param name="insideBlockerValid">if coordinates inside obstructions count as obstructed or not</param>
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/// <param name="ignoreInsideBlocker">if true and the coordinates are inside the obstruction, ignores the obstruction and
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/// considers the interaction unobstructed. Therefore, setting this to true makes this check more permissive, such
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/// as allowing an interaction to occur inside something impassable (like a wall). The default, false,
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/// makes the check more restrictive.</param>
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/// <returns>True if the two points are within a given range without being obstructed.</returns>
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public bool InRangeUnobstructed(MapCoordinates coords, MapCoordinates otherCoords, float range = InteractionRange,
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int collisionMask = (int)CollisionGroup.Impassable, Func<IEntity, bool> predicate = null, bool insideBlockerValid = false)
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int collisionMask = (int)CollisionGroup.Impassable, Func<IEntity, bool> predicate = null, bool ignoreInsideBlocker = false)
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{
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if (!coords.InRange(otherCoords, range))
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return false;
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@@ -87,7 +90,7 @@ namespace Content.Shared.GameObjects.EntitySystems
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var ray = new CollisionRay(coords.Position, dir.Normalized, collisionMask);
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var rayResults = _physicsManager.IntersectRayWithPredicate(coords.MapId, ray, dir.Length, predicate, returnOnFirstHit: false).ToList();
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return rayResults.Count == 0 || (insideBlockerValid && rayResults.Count > 0 && (rayResults[0].HitPos - otherCoords.Position).Length < 1f);
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return rayResults.Count == 0 || (ignoreInsideBlocker && rayResults.Count > 0 && (rayResults[0].HitPos - otherCoords.Position).Length < 1f);
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}
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/// <summary>
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@@ -101,11 +104,14 @@ namespace Content.Shared.GameObjects.EntitySystems
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/// <param name="range">maximum distance between the two sets of coordinates.</param>
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/// <param name="collisionMask">the mask to check for collisions</param>
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/// <param name="ignoredEnt">the entity to be ignored when checking for collisions.</param>
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/// <param name="insideBlockerValid">if coordinates inside obstructions count as obstructed or not</param>
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/// <param name="ignoreInsideBlocker">if true and the coordinates are inside the obstruction, ignores the obstruction and
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/// considers the interaction unobstructed. Therefore, setting this to true makes this check more permissive, such
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/// as allowing an interaction to occur inside something impassable (like a wall). The default, false,
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/// makes the check more restrictive.</param>
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/// <returns>True if the two points are within a given range without being obstructed.</returns>
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public bool InRangeUnobstructed(MapCoordinates coords, MapCoordinates otherCoords, float range = InteractionRange,
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int collisionMask = (int)CollisionGroup.Impassable, IEntity ignoredEnt = null, bool insideBlockerValid = false) =>
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int collisionMask = (int)CollisionGroup.Impassable, IEntity ignoredEnt = null, bool ignoreInsideBlocker = false) =>
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InRangeUnobstructed(coords, otherCoords, range, collisionMask,
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ignoredEnt == null ? null : (Func<IEntity, bool>)(entity => ignoredEnt == entity), insideBlockerValid);
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ignoredEnt == null ? null : (Func<IEntity, bool>)(entity => ignoredEnt == entity), ignoreInsideBlocker);
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}
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}
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@@ -54,7 +54,6 @@ namespace Content.Shared.GameObjects.EntitySystems
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base.Shutdown();
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}
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protected void UpdateKinematics(ITransformComponent transform, IMoverComponent mover, PhysicsComponent physics,
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CollidableComponent? collider = null)
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{
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