mirror of
https://github.com/DeltaV-Station/Delta-v.git
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* Add shuttle interior drawing back
Just do it per-tile she'll be right, at least it's done with 1 draw call.
* Revamp shuttle console
* Bunch of cleanup work
* Lables sortito
* dok
* Pixel alignment and colours
* Fix a bunch of drawing bugs
* Shuttle map drawing
* Drawing fixes
* Map parallax working finally
* weh
* Commit all my stuff
* mic
* deez
* Update everything
* Xamlify everything
* uh
* Rudimentary blocker range
* My enemies have succeeded
* Bunch of changes to FTL
* Heaps of cleanup
* Fix FTL bugs
* FTL
* weewoo
* FTL fallback
* wew
* weh
* Basic FTL working
* FTL working
* FTL destination fixes
* a
* Exclusion zones
* Fix drawing / FTL
* Beacons working
* Coordinates drawing
* Fix unknown map names
* Dorks beginning
* State + docking cleanup start
* Basic dock drawing
* Bunch of drawing fixes
* Batching / color fixes
* Cleanup and beacons support
* weh
* weh
* Begin pings
* First draft at map objects
* Map fixup
* Faster drawing
* Fix perf + FTL
* Cached drawing
* Fix drawing
* Best I got
* strips
* Back to lists but with caching
* Final optimisation
* Fix dock bounds
* Docking work
* stinker
* kobolds
* Btns
* Docking vis working
* Fix docking pre-vis
* canasses
* Helldivers 2
* a
* Array life
* Fix
* Fix TODOs
* liltenhead feature club
* dorking
* Merge artifacts
* Last-minute touchup
(cherry picked from commit c5486873db)
79 lines
2.6 KiB
C#
79 lines
2.6 KiB
C#
using Content.Shared.Shuttles.Components;
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using Robust.Shared.Map;
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namespace Content.Shared.Shuttles.Systems;
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public abstract class SharedDockingSystem : EntitySystem
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{
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[Dependency] protected readonly SharedTransformSystem XformSystem = default!;
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public const float DockingHiglightRange = 4f;
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public const float DockRange = 1f + 0.2f;
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public static readonly double AlignmentTolerance = Angle.FromDegrees(15).Theta;
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public bool CanShuttleDock(EntityUid? shuttle)
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{
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if (shuttle == null)
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return false;
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return !HasComp<PreventPilotComponent>(shuttle.Value);
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}
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public bool CanShuttleUndock(EntityUid? shuttle)
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{
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if (shuttle == null)
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return false;
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return !HasComp<PreventPilotComponent>(shuttle.Value);
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}
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public bool CanDock(MapCoordinates mapPosA, Angle worldRotA,
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MapCoordinates mapPosB, Angle worldRotB)
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{
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// Uh oh
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if (mapPosA.MapId != mapPosB.MapId)
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return false;
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return InRange(mapPosA, mapPosB) && InAlignment(mapPosA, worldRotA, mapPosB, worldRotB);
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}
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public bool InRange(MapCoordinates mapPosA, MapCoordinates mapPosB)
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{
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return (mapPosA.Position - mapPosB.Position).Length() <= DockRange;
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}
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public bool InAlignment(MapCoordinates mapPosA, Angle worldRotA, MapCoordinates mapPosB, Angle worldRotB)
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{
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// Check if the nubs are in line with the two docks.
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var worldRotToB = (mapPosB.Position - mapPosA.Position).ToWorldAngle();
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var worldRotToA = (mapPosA.Position - mapPosB.Position).ToWorldAngle();
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var aDiff = Angle.ShortestDistance((worldRotA - worldRotToB).Reduced(), Angle.Zero);
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var bDiff = Angle.ShortestDistance((worldRotB - worldRotToA).Reduced(), Angle.Zero);
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if (Math.Abs(aDiff.Theta) > AlignmentTolerance)
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return false;
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if (Math.Abs(bDiff.Theta) > AlignmentTolerance)
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return false;
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return true;
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}
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public bool CanDock(NetCoordinates coordinatesOne, Angle angleOne,
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NetCoordinates coordinatesTwo, Angle angleTwo)
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{
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// TODO: Dump the dock fixtures
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var coordsA = GetCoordinates(coordinatesOne);
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var coordsB = GetCoordinates(coordinatesTwo);
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var mapPosA = XformSystem.ToMapCoordinates(coordsA);
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var mapPosB = XformSystem.ToMapCoordinates(coordsB);
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var worldRotA = XformSystem.GetWorldRotation(coordsA.EntityId) + angleOne;
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var worldRotB = XformSystem.GetWorldRotation(coordsB.EntityId) + angleTwo;
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return CanDock(mapPosA, worldRotA, mapPosB, worldRotB);
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}
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}
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