Replaces constructors of Ray with CollisionRay (#594)
Companion of https://github.com/space-wizards/RobustToolbox/pull/951
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@@ -111,7 +111,7 @@ namespace Content.Server.AI
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// build the ray
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var dir = entity.GetComponent<ITransformComponent>().WorldPosition - myTransform.WorldPosition;
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var ray = new Ray(myTransform.WorldPosition, dir.Normalized, (int)(CollisionGroup.MobImpassable | CollisionGroup.Impassable));
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var ray = new CollisionRay(myTransform.WorldPosition, dir.Normalized, (int)(CollisionGroup.MobImpassable | CollisionGroup.Impassable));
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// cast the ray
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var result = _physMan.IntersectRay(myTransform.MapID, ray, maxRayLen, SelfEntity);
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@@ -126,7 +126,7 @@ namespace Content.Server.AI
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for (var i = 0; i < 3; i++) // you get 3 chances to find a place to walk
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{
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var dir = new Vector2(Random01(ref rngState) * 2 - 1, Random01(ref rngState) *2 -1).Normalized;
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var ray = new Ray(entWorldPos, dir, (int) CollisionGroup.Impassable);
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var ray = new CollisionRay(entWorldPos, dir, (int) CollisionGroup.Impassable);
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var rayResult = _physMan.IntersectRay(SelfEntity.Transform.MapID, ray, MaxWalkDistance, SelfEntity);
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if (rayResult.DidHitObject && rayResult.Distance > 1) // hit an impassable object
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@@ -133,7 +133,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Melee
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for (var i = 0; i < increments; i++)
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{
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var castAngle = new Angle(baseAngle + increment * i);
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var res = _physicsManager.IntersectRay(mapId, new Ray(position, castAngle.ToVec(), 19), _range, ignore);
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var res = _physicsManager.IntersectRay(mapId, new CollisionRay(position, castAngle.ToVec(), 19), _range, ignore);
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if (res.HitEntity != null)
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{
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resSet.Add(res.HitEntity);
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@@ -89,7 +89,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Hitscan
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var userPosition = user.Transform.WorldPosition; //Remember world positions are ephemeral and can only be used instantaneously
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var angle = new Angle(clickLocation.Position - userPosition);
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var ray = new Ray(userPosition, angle.ToVec(), (int)(CollisionGroup.Impassable | CollisionGroup.MobImpassable));
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var ray = new CollisionRay(userPosition, angle.ToVec(), (int)(CollisionGroup.Impassable | CollisionGroup.MobImpassable));
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var rayCastResults = IoCManager.Resolve<IPhysicsManager>().IntersectRay(user.Transform.MapID, ray, MaxLength, user);
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Hit(rayCastResults, energyModifier);
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