Files
Delta-v/Content.Server/Explosion/EntitySystems/ExplosionSystem.GridMap.cs
T
29e55b9464 Upstream Merge (June / July) attempt 2 electric boogaloo (#4607)
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146)

* Optimize sensor monitoring window graph drawing

* Add shared static Vector2 pool for all GraphView instances

* Address requested changes

* remove lock

* Update submodule to 264.0.0 (#38629)

* Toy/Plushie Inhands and Wearables (#38514)

* Fixed dependency injection and some other issues in a few places.

* More issue fixes

* patchfor broken NetworkConfiguratorLinkMenu (#38632)

fix

* Fix solutions flickering when transferring contents (#34838)

* Use Solution clones when applying SolutionComponent states

* Revert "Use Solution clones when applying SolutionComponent states"

This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62.

* Make Solution implement ICloneable and rename Clone method.

* Copy CanReact value when cloning a Solution

* Convert to IRobustCloneable

* Fix typos in guidebook: Buisness → Business (#38636)

* Fix typo in `MinorAntagonists.xml`

Buisness → Business

* Fix typo in `YourFirstCharacter.xml`

Buisness → Business

* Various Headphones Fixes and Tweaks (#38479)

* sprites, wearables

* neck

* icon-on sprite

* Cleanup prototype instantiation in `DamageTest` (#38639)

Cleanup prototype instantiation in DamageTest

* Cleanup prototype instantiation in `ExplosionSystem` (#38642)

Cleanup prototype instantiation in ExplosionSystem

* AddBodyPartCommand localization. (#38612)

commit

* fix ItemSlotsSystem debug assert (#38655)

* Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536)

* Added directional beacons (#38284)

* Added directional beacons

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* Fixed names

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

---------

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* Power stat and nuke codes commands get some LEC love. (#38585)

* commit

* requested changes.

* Dsay Dirty and Follow commands converted to LEC and localized. (#38666)

* commit

* whoopwhoopwhoop

* Retro laser sprite fix (#38676)

* Fixed everything except the icon

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* fixed icon

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

---------

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* fix water coolers (#38681)

* Monochromacy typo fix (#38686)

* fixes the typo

* Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Validate `CloningSettingsPrototype`s (#38688)

* Validate CloningSettingsPrototypes

* Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Check EventComponents too

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Add test of objective-related console commands (#36400)

* Add test of objective add/list/remove commands

* Not sure why we're validating test prototypes, but sure

* We don't need a map

* Improvements and fixups for New Status Effect API (#38660)

* Predict healing and bloodstream (#38690)

* initial commit

* reapply 38126

* fix rootable

* someone missed an important minus sign here

* try this

* fix

* fix

* reenable crit hits

* cleanup

* fix status time dirtying

* fix

* camelCase

* Healing and bloodstream prediction fixes.

* Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661)

* Resolving Wizard Recall on Nuke disk making it impossible to disarm
- Adding a DisarmBomb case to nuke status update loop
- Changing a few methods and parameters to properly follow formatting standards
- Updating some names to follow camelCase

* Updating missed tag

* Reverting DataField change

Should prevent this preventative bugfix being a breaking change.

* Switch HSV to the default colorspace for character customization (#38434)

* Made HSV default for character editor

* Adds/fixes comments to HSV defaulting

* Added dropbox fix, potentially cursed

* Revert "Added dropbox fix, potentially cursed"

This reverts commit a709883366fbee813e839742125e70844672af29.

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* Fix: Don't deploy foldables when clicking on items inside containers (#38709)

* Fix

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Pressure Relief Valve (#36708)

* initial system (this math is probably WRONG)

* General code cleanup and OnExamined support
(holy moly this code sucks)

* UICode and related events foundation
TODO:
- Actually write the XAML UI and the underlying system
- Un-shitcode the entire thing
- Actually test everything...

* Working UI code
TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't.

* Remove one TODO for unshitcoding the examine code

* Add reminder
yea

* Make predicted (defenitely isn't)
(also defenitely isn't a copypaste from pressure pump code)

* It's predicted!
TODO:
- Give it snazzy predicted visuals!
- Have a different field for pressure entry, lest it gets bulldozed every UI update.

* Improve gas pressure relief valve UI
TODO: Reminder to reduce amount of dirties using deltafields

* Implement DirtyField prediction

* Entity<T> cleanup
A lot of Entity<T> conversions and lukewarm cleanup.

Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell.

* More cleanup and comments

* Remove TODO comment on bulldozing window title

* """refactoring"""
- Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance.
- More Entity<T> conversions because I like them.
- Move UI creation handling over entirely to the ActivatableUI system.
- Fix a hardcoded locale string (why????).

* Add visuals

* Revert debugging variable replacememt
yea

* Revert skissue

* Remove unused using directives and remove TODO

* Localize, cleanup, document

* Fix adminlogging discrepancy

* Add ability to construct, add guidebook entry

* Clear up comment

* Add guidebook tooltip to valve

* Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor

* Adds more input handling and adds autofill on open

* Un-deepfry input validator shitcode
Genuinely what was I smoking

* improve visuals logic

* Refactor again
- Update math to the correct implementation
- Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs

* I'm sorry but I hate warnings

* Remove unused using directive in AtmosphereSystem.Gases.cs

* Review and cleanup

* Lukewarm UI glossup

* Maintainer for the upstream project btw

* Remove redundant state sets and messy logic

* Unduplicate valve updater code

* Redo UI (im sorry Slarti)

* run tests

* Test refactored UI messaging

* Second round of UI improvements
- God please find a way to improve this system. Feels bad.

* Update loop implementation

* Further predict UI

* Clear up SetToCurrentThreshold

* cleanup

* Update to master + pipe layers and bug fixes
want to run tests

* fixes

* Deploy rename pipebomb

* Documentation and requested changes

* Rename the method that wiggled away

* Undo rounding changes

* Fix comment

* Rename and cleanup

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Fix TextLinkTag (#32203)

* Adjust uplink buy button to be under item icon (#38596)

* Adjusted uplink buy button to be under item icon

* Put the discount subtext under the icon

* Indent fixes, added margin

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* Scurrets - Audio Improvements (#38482)

* Scurret audio tuning

* Add new sfx

* Update sneezing sfx

* YAML support

* Rename a folder

* make telesci wreck easier (#37569)

rel

* Validate `ShaderPrototype` IDs (#38728)

* Convert all shader prototype string literals to protoids in overlays

* Convert more shader prototype literal strings to protoids

* Convert ValidatePrototypeId to ProtoId

* Later

* [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664)

* fixed

* clean up

* orks fix smart

* review fix 1

* more requested changes

* less cursed

* more descriptive description

* better wording

* Tiny Tiny Cleanup of the EyeClosingSystem. (#38734)

Update EyeClosingSystem.cs

* Fix human skin tone distribution (#38701)

* fix: Use PredictedQueueDel for gib spell (#38729)

* fix: don't default to uncharged sprite state for cells (#38730)

* Fix Hristov description - remove inaccurate technical specs (#38746)

- Removes inaccurate 'armor piercing 14.5mm shells' reference
- Replaces it with a more funny description, matching the style of the other snipers and guns
- Keeps ammunition type '.60 anti-materiel ammo' specification
- Fixes issue #38590

Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br>

* feat: allow mopping evaporating puddles (#38743)

* Validate remaining `ProtoId` strings (#38747)

Validate remaining ProtoId strings

* Validate `ProtoId`s in tests (#38745)

* Convert string literals to protoids in Content.Tests

* Convert string literals to protoids or consts in Content.IntegrationTests

* Fix linter failures
Tricksy static using misled me

* Cleanup warning in StomachSystem (#38748)

you did not see this

* Vox scars (#38592)

* Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl

* Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl"

This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15.

* locale key fix

* Changed top surgery scar names to be more generalized

* Adjusted face scars

* Formatting fixes

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* UnlockNode command to LEC. (#38751)

* commit

* Update UnlockNodeCommand.cs

* commit

* move command locale to its own file.

* Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Typofixes for figurine dialogue (#38737)

* Typofixes for figurine dialogue

* Forgot two

* Janitor Tool: Wire Brush (#38667)

* Wow! It's -brush-

* spacing.

* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* fixed changes

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Minor escape menu UX improvements (#38650)

* fix: spellbooks can have infinite charges (#38376)

* fix: spellbooks can have infinite charges

* refactor: indicate infinite spellbook charges with null

Not sure if I like this much better...
2025-11-06 18:22:39 +00:00

400 lines
16 KiB
C#

using System.Numerics;
using Content.Shared.Atmos;
using Content.Shared.Explosion;
using Content.Shared.Explosion.Components;
using Content.Shared.Explosion.EntitySystems;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
namespace Content.Server.Explosion.EntitySystems;
// This partial part of the explosion system has all of the functions used to facilitate explosions moving across grids.
// A good portion of it is focused around keeping track of what tile-indices on a grid correspond to tiles that border
// space. AFAIK no other system currently needs to track these "edge-tiles". If they do, this should probably be a
// property of the grid itself?
public sealed partial class ExplosionSystem
{
/// <summary>
/// Set of tiles of each grid that are directly adjacent to space, along with the directions that face space.
/// </summary>
private Dictionary<EntityUid, Dictionary<Vector2i, NeighborFlag>> _gridEdges = new();
/// <summary>
/// On grid startup, prepare a map of grid edges.
/// </summary>
private void OnGridStartup(GridStartupEvent ev)
{
var grid = Comp<MapGridComponent>(ev.EntityUid);
Dictionary<Vector2i, NeighborFlag> edges = new();
_gridEdges[ev.EntityUid] = edges;
foreach (var tileRef in _map.GetAllTiles(ev.EntityUid, grid))
{
if (IsEdge((ev.EntityUid, grid), tileRef.GridIndices, out var dir))
edges.Add(tileRef.GridIndices, dir);
}
}
private void OnGridRemoved(GridRemovalEvent ev)
{
_airtightMap.Remove(ev.EntityUid);
_gridEdges.Remove(ev.EntityUid);
// this should be a small enough set that iterating all of them is fine
var query = EntityQueryEnumerator<ExplosionVisualsComponent>();
while (query.MoveNext(out var visuals))
{
visuals.Tiles.Remove(ev.EntityUid);
}
}
/// <summary>
/// Take our map of grid edges, where each is defined in their own grid's reference frame, and map those
/// edges all onto one grids reference frame.
/// </summary>
public (Dictionary<Vector2i, BlockedSpaceTile>, ushort) TransformGridEdges(
MapCoordinates epicentre,
EntityUid? referenceGrid,
List<EntityUid> localGrids,
float maxDistance)
{
Dictionary<Vector2i, BlockedSpaceTile> transformedEdges = new();
var targetMatrix = Matrix3x2.Identity;
Angle targetAngle = new();
var tileSize = DefaultTileSize;
var maxDistanceSq = (int) (maxDistance * maxDistance);
// if the explosion is centered on some grid (and not just space), get the transforms.
if (referenceGrid != null)
{
var targetGrid = Comp<MapGridComponent>(referenceGrid.Value);
var xform = Transform(referenceGrid.Value);
(_, targetAngle, targetMatrix) = _transformSystem.GetWorldPositionRotationInvMatrix(xform);
tileSize = targetGrid.TileSize;
}
var offsetMatrix = Matrix3x2.Identity;
offsetMatrix.M31 = tileSize / 2f;
offsetMatrix.M32 = tileSize / 2f;
// Here we can end up with a triple nested for loop:
// foreach other grid
// foreach edge tile in that grid
// foreach tile in our grid that touches that tile (vast majority of the time: 1 tile, but could be up to 4)
foreach (var gridToTransform in localGrids)
{
// we treat the target grid separately
if (gridToTransform == referenceGrid)
continue;
if (!_gridEdges.TryGetValue(gridToTransform, out var edges))
continue;
if (!TryComp(gridToTransform, out MapGridComponent? grid))
continue;
if (grid.TileSize != tileSize)
{
Log.Error($"Explosions do not support grids with different grid sizes. GridIds: {gridToTransform} and {referenceGrid}");
continue;
}
var xforms = GetEntityQuery<TransformComponent>();
var xform = xforms.GetComponent(gridToTransform);
var (_, gridWorldRotation, gridWorldMatrix, invGridWorldMatrid) = _transformSystem.GetWorldPositionRotationMatrixWithInv(xform, xforms);
var localEpicentre = (Vector2i) Vector2.Transform(epicentre.Position, invGridWorldMatrid);
var matrix = offsetMatrix * gridWorldMatrix * targetMatrix;
var angle = gridWorldRotation - targetAngle;
var (x, y) = angle.RotateVec(new Vector2(tileSize / 4f, tileSize / 4f));
foreach (var (tile, dir) in edges)
{
// if a tile is further than max distance from the epicentre, we just ignore it.
var delta = tile - localEpicentre;
if (delta.X * delta.X + delta.Y * delta.Y > maxDistanceSq) // no Vector2.Length???
continue;
var center = Vector2.Transform(tile, matrix);
if ((dir & NeighborFlag.Cardinal) == 0)
{
// this is purely a diagonal edge tile
var newIndex = new Vector2i((int) MathF.Floor(center.X), (int) MathF.Floor(center.Y));
if (!transformedEdges.TryGetValue(newIndex, out var data))
{
data = new();
transformedEdges[newIndex] = data;
}
data.BlockingGridEdges.Add(new(default, null, center, angle, tileSize));
continue;
}
// Instead of just mapping the center of the tile, we map for points on that tile. This is basically a
// shitty approximation to doing a proper check to get all space-tiles that intersect this grid tile.
// Not perfect, but works well enough.
HashSet<Vector2i> transformedTiles = new()
{
new((int) MathF.Floor(center.X + x), (int) MathF.Floor(center.Y + x)), // center of tile, offset by (0.25, 0.25) in tile coordinates
new((int) MathF.Floor(center.X - y), (int) MathF.Floor(center.Y - y)), // center offset by (-0.25, 0.25)
new((int) MathF.Floor(center.X - x), (int) MathF.Floor(center.Y + y)), // offset by (-0.25, -0.25)
new((int) MathF.Floor(center.X + y), (int) MathF.Floor(center.Y - x)), // offset by (0.25, -0.25)
};
foreach (var newIndices in transformedTiles)
{
if (!transformedEdges.TryGetValue(newIndices, out var data))
{
data = new();
transformedEdges[newIndices] = data;
}
data.BlockingGridEdges.Add(new(tile, gridToTransform, center, angle, tileSize));
}
}
}
if (referenceGrid == null)
return (transformedEdges, tileSize);
// finally, we also include the blocking tiles from the reference grid.
if (_gridEdges.TryGetValue(referenceGrid.Value, out var localEdges))
{
foreach (var (tile, dir) in localEdges)
{
// grids cannot overlap, so tile should never be an existing entry.
// if this ever changes, this needs to do a try-get.
var data = new BlockedSpaceTile();
transformedEdges[tile] = data;
data.UnblockedDirections = AtmosDirection.Invalid; // all directions are blocked automatically.
if ((dir & NeighborFlag.Cardinal) == 0)
data.BlockingGridEdges.Add(new(default, null, (tile + Vector2Helpers.Half) * tileSize, 0, tileSize));
else
data.BlockingGridEdges.Add(new(tile, referenceGrid.Value, (tile + Vector2Helpers.Half) * tileSize, 0, tileSize));
}
}
return (transformedEdges, tileSize);
}
/// <summary>
/// Given an grid-edge blocking map, check if the blockers are allowed to propagate to each other through gaps in grids.
/// </summary>
/// <remarks>
/// After grid edges were transformed into the reference frame of some other grid, this function figures out
/// which of those edges are actually blocking explosion propagation.
/// </remarks>
public void GetUnblockedDirections(Dictionary<Vector2i, BlockedSpaceTile> transformedEdges, float tileSize)
{
foreach (var (tile, data) in transformedEdges)
{
if (data.UnblockedDirections == AtmosDirection.Invalid)
continue; // already all blocked.
var tileCenter = (tile + new Vector2(0.5f, 0.5f)) * tileSize;
foreach (var edge in data.BlockingGridEdges)
{
// if a blocking edge contains the center of the tile, block all directions
if (edge.Box.Contains(tileCenter))
{
data.UnblockedDirections = AtmosDirection.Invalid;
break;
}
// check north
if (edge.Box.Contains(tileCenter + new Vector2(0, tileSize / 2f)))
data.UnblockedDirections &= ~AtmosDirection.North;
// check south
if (edge.Box.Contains(tileCenter + new Vector2(0, -tileSize / 2f)))
data.UnblockedDirections &= ~AtmosDirection.South;
// check east
if (edge.Box.Contains(tileCenter + new Vector2(tileSize / 2f, 0)))
data.UnblockedDirections &= ~AtmosDirection.East;
// check west
if (edge.Box.Contains(tileCenter + new Vector2(-tileSize / 2f, 0)))
data.UnblockedDirections &= ~AtmosDirection.West;
}
}
}
/// <summary>
/// When a tile is updated, we might need to update the grid edge maps.
/// </summary>
private void OnTileChanged(ref TileChangedEvent ev)
{
if (!TryComp(ev.Entity, out MapGridComponent? grid))
return;
foreach (var change in ev.Changes)
{
// only need to update the grid-edge map if a tile was added or removed from the grid.
if (!change.NewTile.IsEmpty && !change.OldTile.IsEmpty)
continue;
if (!_gridEdges.TryGetValue(ev.Entity, out var edges))
{
edges = new();
_gridEdges[ev.Entity] = edges;
}
if (change.NewTile.IsEmpty)
{
// if the tile is empty, it cannot itself be an edge tile.
edges.Remove(change.GridIndices);
// add any valid neighbours to the list of edge-tiles
for (var i = 0; i < NeighbourVectors.Length; i++)
{
var neighbourIndex = change.GridIndices + NeighbourVectors[i];
if (_mapSystem.TryGetTileRef(ev.Entity, grid, neighbourIndex, out var neighbourTile) && !neighbourTile.Tile.IsEmpty)
{
var oppositeDirection = (NeighborFlag)(1 << ((i + 4) % 8));
edges[neighbourIndex] = edges.GetValueOrDefault(neighbourIndex) | oppositeDirection;
}
}
continue;
}
// the tile is not empty space, but was previously. So update directly adjacent neighbours, which may no longer
// be edge tiles.
for (var i = 0; i < NeighbourVectors.Length; i++)
{
var neighbourIndex = change.GridIndices + NeighbourVectors[i];
if (edges.TryGetValue(neighbourIndex, out var neighborSpaceDir))
{
var oppositeDirection = (NeighborFlag)(1 << ((i + 4) % 8));
neighborSpaceDir &= ~oppositeDirection;
if (neighborSpaceDir == NeighborFlag.Invalid)
{
// no longer an edge tile
edges.Remove(neighbourIndex);
continue;
}
edges[neighbourIndex] = neighborSpaceDir;
}
}
// finally check if the new tile is itself an edge tile
if (IsEdge((ev.Entity, grid), change.GridIndices, out var spaceDir))
edges.Add(change.GridIndices, spaceDir);
}
}
/// <summary>
/// Check whether a tile is on the edge of a grid (i.e., whether it borders space).
/// </summary>
/// <remarks>
/// Optionally ignore a specific Vector2i. Used by <see cref="OnTileChanged"/> when we already know that a
/// given tile is not space. This avoids unnecessary TryGetTileRef calls.
/// </remarks>
private bool IsEdge(Entity<MapGridComponent> grid, Vector2i index, out NeighborFlag spaceDirections)
{
spaceDirections = NeighborFlag.Invalid;
for (var i = 0; i < NeighbourVectors.Length; i++)
{
if (!_mapSystem.TryGetTileRef(grid, grid.Comp, index + NeighbourVectors[i], out var neighborTile) || neighborTile.Tile.IsEmpty)
spaceDirections |= (NeighborFlag) (1 << i);
}
return spaceDirections != NeighborFlag.Invalid;
}
// yeah this is now the third direction flag enum, and the 5th (afaik) direction enum overall.....
/// <summary>
/// Directional bitflags used to denote the neighbouring tiles of some tile on a grid.. Differ from atmos and
/// normal directional flags as NorthEast != North | East
/// </summary>
[Flags]
public enum NeighborFlag : byte
{
Invalid = 0,
North = 1 << 0,
NorthEast = 1 << 1,
East = 1 << 2,
SouthEast = 1 << 3,
South = 1 << 4,
SouthWest = 1 << 5,
West = 1 << 6,
NorthWest = 1 << 7,
Cardinal = North | East | South | West,
Diagonal = NorthEast | SouthEast | SouthWest | NorthWest,
Any = Cardinal | Diagonal
}
public static bool AnyNeighborBlocked(NeighborFlag neighbors, AtmosDirection blockedDirs)
{
if ((neighbors & NeighborFlag.North) == NeighborFlag.North && (blockedDirs & AtmosDirection.North) == AtmosDirection.North)
return true;
if ((neighbors & NeighborFlag.South) == NeighborFlag.South && (blockedDirs & AtmosDirection.South) == AtmosDirection.South)
return true;
if ((neighbors & NeighborFlag.East) == NeighborFlag.East && (blockedDirs & AtmosDirection.East) == AtmosDirection.East)
return true;
if ((neighbors & NeighborFlag.West) == NeighborFlag.West && (blockedDirs & AtmosDirection.West) == AtmosDirection.West)
return true;
return false;
}
// array indices match NeighborFlags shifts.
public static readonly Vector2i[] NeighbourVectors =
{
new (0, 1),
new (1, 1),
new (1, 0),
new (1, -1),
new (0, -1),
new (-1, -1),
new (-1, 0),
new (-1, 1)
};
}
/// <summary>
/// This class has information about the space equivalent of an airtight entity blocking explosions: the edges of grids.
/// </summary>
public sealed class BlockedSpaceTile
{
/// <summary>
/// What directions of this tile are not blocked?
/// </summary>
public AtmosDirection UnblockedDirections = AtmosDirection.All;
/// <summary>
/// The set of grid edge-tiles that are blocking this space tile.
/// </summary>
public List<GridEdgeData> BlockingGridEdges = new();
public sealed class GridEdgeData
{
public Vector2i Tile;
public EntityUid? Grid;
public Box2Rotated Box;
public GridEdgeData(Vector2i tile, EntityUid? grid, Vector2 center, Angle angle, float size)
{
Tile = tile;
Grid = grid;
Box = new(Box2.CenteredAround(center, new Vector2(size, size)), angle, center);
}
}
}