Files
wwdpublic/Content.Shared/Construction/Conditions/WallmountCondition.cs
SimpleStation14 3b2a19d9ec Mirror: Code cleanup: Purge calls to obsolete EntityCoordinates methods (#289)
## Mirror of PR #26292: [Code cleanup: Purge calls to obsolete
EntityCoordinates
methods](https://github.com/space-wizards/space-station-14/pull/26292)
from <img src="https://avatars.githubusercontent.com/u/10567778?v=4"
alt="space-wizards" width="22"/>
[space-wizards](https://github.com/space-wizards)/[space-station-14](https://github.com/space-wizards/space-station-14)

###### `f4cb02fb0ca385c858569c07c51afb0d24ade949`

PR opened by <img
src="https://avatars.githubusercontent.com/u/85356?v=4" width="16"/><a
href="https://github.com/Tayrtahn"> Tayrtahn</a> at 2024-03-20 16:04:43
UTC

---

PR changed 34 files with 70 additions and 56 deletions.

The PR had the following labels:
- Status: Needs Review


---

<details open="true"><summary><h1>Original Body</h1></summary>

> <!-- Please read these guidelines before opening your PR:
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> <!-- The text between the arrows are comments - they will not be
visible on your PR. -->
> 
> ## About the PR
> <!-- What did you change in this PR? -->
> Cleaned up some outdated code.
> 
> ## Why / Balance
> <!-- Why was it changed? Link any discussions or issues here. Please
discuss how this would affect game balance. -->
> Clean code is happy code.
> 
> ## Technical details
> <!-- If this is a code change, summarize at high level how your new
code works. This makes it easier to review. -->
> Updated all calls to obsolete EntityCoordinates methods (ToMap,
ToMapPos, FromMap, ToVector2i, InRange) to non-obsolete ones (by passing
in SharedTransformSystem as an arg).
> 
> ## Media
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> Code
> - [X] I have added screenshots/videos to this PR showcasing its
changes ingame, **or** this PR does not require an ingame showcase
> 
> ## Breaking changes
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> List any breaking changes, including namespace, public
class/method/field changes, prototype renames; and provide instructions
for fixing them. This will be pasted in #codebase-changes.
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> 
> **Changelog**
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> - add: Added fun!
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> 


</details>

---------

Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: SimpleStation14 <Unknown>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
2024-05-28 23:36:53 -04:00

70 lines
3.0 KiB
C#

using System.Linq;
using System.Numerics;
using Content.Shared.Physics;
using Content.Shared.Tag;
using JetBrains.Annotations;
using Robust.Shared.Map;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Utility;
namespace Content.Shared.Construction.Conditions
{
[UsedImplicitly]
[DataDefinition]
public sealed partial class WallmountCondition : IConstructionCondition
{
public bool Condition(EntityUid user, EntityCoordinates location, Direction direction)
{
var entManager = IoCManager.Resolve<IEntityManager>();
// get blueprint and user position
var transformSystem = entManager.System<SharedTransformSystem>();
var userWorldPosition = entManager.GetComponent<TransformComponent>(user).WorldPosition;
var objWorldPosition = location.ToMap(entManager, transformSystem).Position;
// find direction from user to blueprint
var userToObject = (objWorldPosition - userWorldPosition);
// get direction of the grid being placed on as an offset.
var gridRotation = entManager.GetComponent<TransformComponent>(location.EntityId).WorldRotation;
var directionWithOffset = gridRotation.RotateVec(direction.ToVec());
// dot product will be positive if user direction and blueprint are co-directed
var dotProd = Vector2.Dot(directionWithOffset.Normalized(), userToObject.Normalized());
if (dotProd > 0)
return false;
// now we need to check that user actually tries to build wallmount on a wall
var physics = entManager.System<SharedPhysicsSystem>();
var rUserToObj = new CollisionRay(userWorldPosition, userToObject.Normalized(), (int) CollisionGroup.Impassable);
var length = userToObject.Length();
var tagSystem = entManager.System<TagSystem>();
var userToObjRaycastResults = physics.IntersectRayWithPredicate(entManager.GetComponent<TransformComponent>(user).MapID, rUserToObj, maxLength: length,
predicate: (e) => !tagSystem.HasTag(e, "Wall"));
var targetWall = userToObjRaycastResults.FirstOrNull();
if (targetWall == null)
return false;
// get this wall entity
// check that we didn't try to build wallmount that facing another adjacent wall
var rAdjWall = new CollisionRay(objWorldPosition, directionWithOffset.Normalized(), (int) CollisionGroup.Impassable);
var adjWallRaycastResults = physics.IntersectRayWithPredicate(entManager.GetComponent<TransformComponent>(user).MapID, rAdjWall, maxLength: 0.5f,
predicate: e => e == targetWall.Value.HitEntity || !tagSystem.HasTag(e, "Wall"));
return !adjWallRaycastResults.Any();
}
public ConstructionGuideEntry GenerateGuideEntry()
{
return new ConstructionGuideEntry()
{
Localization = "construction-step-condition-wallmount",
};
}
}
}