Update content for physics query namespace change (#4701)

This commit is contained in:
metalgearsloth
2021-10-10 14:18:19 +11:00
committed by GitHub
parent 801033b582
commit f0f7cd0e76
11 changed files with 17 additions and 54 deletions

View File

@@ -14,38 +14,6 @@ namespace Content.Server.AI.Utils
{
public static class Visibility
{
// Just do a simple range check, then chuck the ray out. If we get bigger than 1 tile mobs may need to adjust this
public static bool InLineOfSight(IEntity owner, IEntity target)
{
var range = 50.0f;
if (owner.Transform.GridID != target.Transform.GridID)
{
return false;
}
if (owner.TryGetComponent(out AiControllerComponent? controller))
{
var targetRange = (target.Transform.Coordinates.Position - owner.Transform.Coordinates.Position).Length;
if (targetRange > controller.VisionRadius)
{
return false;
}
range = controller.VisionRadius;
}
var angle = new Angle(target.Transform.Coordinates.Position - owner.Transform.Coordinates.Position);
var ray = new CollisionRay(
owner.Transform.Coordinates.Position,
angle.ToVec(),
(int)(CollisionGroup.Opaque | CollisionGroup.Impassable | CollisionGroup.MobImpassable));
var rayCastResults = EntitySystem.Get<SharedBroadphaseSystem>().IntersectRay(owner.Transform.MapID, ray, range, owner).ToList();
return rayCastResults.Count > 0 && rayCastResults[0].HitEntity == target;
}
// Should this be in robust or something? Fark it
public static IEnumerable<IEntity> GetNearestEntities(EntityCoordinates grid, Type component, float range)
{

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@@ -441,7 +441,7 @@ namespace Content.Server.Doors.Components
if (safety && Owner.TryGetComponent(out PhysicsComponent? physicsComponent))
{
var broadPhaseSystem = EntitySystem.Get<SharedBroadphaseSystem>();
var broadPhaseSystem = EntitySystem.Get<SharedPhysicsSystem>();
// Use this version so we can ignore the CanCollide being false
foreach(var e in broadPhaseSystem.GetCollidingEntities(physicsComponent.Owner.Transform.MapID, physicsComponent.GetWorldAABB()))

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@@ -97,7 +97,7 @@ namespace Content.Server.Singularity.Components
var dirVec = direction.ToVec();
var ray = new CollisionRay(Owner.Transform.WorldPosition, dirVec, (int) CollisionGroup.MobMask);
var rawRayCastResults = EntitySystem.Get<SharedBroadphaseSystem>().IntersectRay(Owner.Transform.MapID, ray, 4.5f, Owner, false);
var rawRayCastResults = EntitySystem.Get<SharedPhysicsSystem>().IntersectRay(Owner.Transform.MapID, ray, 4.5f, Owner, false);
var rayCastResults = rawRayCastResults as RayCastResults[] ?? rawRayCastResults.ToArray();
if(!rayCastResults.Any()) continue;

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@@ -137,7 +137,7 @@ namespace Content.Server.Solar.EntitySystems
// Determine if the solar panel is occluded, and zero out coverage if so.
// FIXME: The "Opaque" collision group doesn't seem to work right now.
var ray = new CollisionRay(entity.Transform.WorldPosition, TowardsSun.ToWorldVec(), (int) CollisionGroup.Opaque);
var rayCastResults = EntitySystem.Get<SharedBroadphaseSystem>().IntersectRay(entity.Transform.MapID, ray, SunOcclusionCheckDistance, entity);
var rayCastResults = Get<SharedPhysicsSystem>().IntersectRay(entity.Transform.MapID, ray, SunOcclusionCheckDistance, entity);
if (rayCastResults.Any())
coverage = 0;
}

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@@ -216,7 +216,7 @@ namespace Content.Server.Weapon.Melee
for (var i = 0; i < increments; i++)
{
var castAngle = new Angle(baseAngle + increment * i);
var res = Get<SharedBroadphaseSystem>().IntersectRay(mapId,
var res = Get<SharedPhysicsSystem>().IntersectRay(mapId,
new CollisionRay(position, castAngle.ToWorldVec(),
(int) (CollisionGroup.Impassable | CollisionGroup.MobImpassable)), range, ignore).ToList();

View File

@@ -384,7 +384,7 @@ namespace Content.Server.Weapon.Ranged.Barrels.Components
private void FireHitscan(IEntity shooter, HitscanComponent hitscan, Angle angle)
{
var ray = new CollisionRay(Owner.Transform.Coordinates.ToMapPos(Owner.EntityManager), angle.ToVec(), (int) hitscan.CollisionMask);
var physicsManager = EntitySystem.Get<SharedBroadphaseSystem>();
var physicsManager = EntitySystem.Get<SharedPhysicsSystem>();
var rayCastResults = physicsManager.IntersectRay(Owner.Transform.MapID, ray, hitscan.MaxLength, shooter, false).ToList();
if (rayCastResults.Count >= 1)