fish-station/Content.Shared/Physics/CollisionGroup.cs
Vigers Ray d6c0a011b7 Merge remote-tracking branch 'space-wizards/master'
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90 lines
4.1 KiB
C#

using JetBrains.Annotations;
using Robust.Shared.Map;
using Robust.Shared.Physics.Dynamics;
using Robust.Shared.Serialization;
namespace Content.Shared.Physics;
/// <summary>
/// Defined collision groups for the physics system.
/// Mask is what it collides with when moving. Layer is what CollisionGroup it is part of.
/// </summary>
[Flags, PublicAPI]
[FlagsFor(typeof(CollisionLayer)), FlagsFor(typeof(CollisionMask))]
public enum CollisionGroup
{
None = 0,
Opaque = 1 << 0, // 1 Blocks light, can be hit by lasers
Impassable = 1 << 1, // 2 Walls, objects impassable by any means
MidImpassable = 1 << 2, // 4 Mobs, players, crabs, etc
HighImpassable = 1 << 3, // 8 Things on top of tables and things that block tall/large mobs.
LowImpassable = 1 << 4, // 16 For things that can fit under a table or squeeze under an airlock
GhostImpassable = 1 << 5, // 32 Things impassible by ghosts/observers, ie blessed tiles or forcefields
BulletImpassable = 1 << 6, // 64 Can be hit by bullets
InteractImpassable = 1 << 7, // 128 Blocks interaction/InRangeUnobstructed
// Y dis door passable when all the others impassable / collision.
DoorPassable = 1 << 8, // 256 Allows door to close over top, Like blast doors over conveyors for disposals rooms/cargo.
MapGrid = MapGridHelpers.CollisionGroup, // Map grids, like shuttles. This is the actual grid itself, not the walls or other entities connected to the grid.
// 32 possible groups
// Why dis exist
AllMask = -1,
SingularityLayer = Opaque | Impassable | MidImpassable | HighImpassable | LowImpassable | BulletImpassable | InteractImpassable | DoorPassable,
// Humanoids, etc.
MobMask = Impassable | HighImpassable | MidImpassable | LowImpassable,
MobLayer = Opaque | BulletImpassable,
// Mice, drones
SmallMobMask = Impassable | LowImpassable,
SmallMobLayer = Opaque | BulletImpassable,
// Birds/other small flyers
FlyingMobMask = Impassable | HighImpassable,
FlyingMobLayer = Opaque | BulletImpassable,
// Mechs
LargeMobMask = Impassable | HighImpassable | MidImpassable | LowImpassable,
LargeMobLayer = Opaque | HighImpassable | MidImpassable | LowImpassable | BulletImpassable,
// Machines, computers
MachineMask = Impassable | MidImpassable | LowImpassable,
MachineLayer = Opaque | MidImpassable | LowImpassable | BulletImpassable,
ConveyorMask = Impassable | MidImpassable | LowImpassable | DoorPassable,
// Crates
CrateMask = Impassable | HighImpassable | LowImpassable,
// Tables that SmallMobs can go under
TableMask = Impassable | LowImpassable,
TableLayer = LowImpassable,
// Tabletop machines, windoors, firelocks
TabletopMachineMask = Impassable | HighImpassable,
// Tabletop machines
TabletopMachineLayer = Opaque | BulletImpassable,
// Airlocks, windoors, firelocks
GlassAirlockLayer = HighImpassable | MidImpassable | BulletImpassable | InteractImpassable,
AirlockLayer = Opaque | GlassAirlockLayer,
// Airlock assembly
HumanoidBlockLayer = HighImpassable | MidImpassable,
// Soap, spills
SlipLayer = MidImpassable | LowImpassable,
ItemMask = Impassable | HighImpassable,
ThrownItem = Impassable | HighImpassable | BulletImpassable,
WallLayer = Opaque | Impassable | HighImpassable | MidImpassable | LowImpassable | BulletImpassable | InteractImpassable,
GlassLayer = Impassable | HighImpassable | MidImpassable | LowImpassable | BulletImpassable | InteractImpassable,
HalfWallLayer = MidImpassable | LowImpassable,
// Allows people to interact past and target players inside of this
SpecialWallLayer = Opaque | HighImpassable | MidImpassable | LowImpassable | BulletImpassable,
// Statue, monument, airlock, window
FullTileMask = Impassable | HighImpassable | MidImpassable | LowImpassable | InteractImpassable,
// FlyingMob can go past
FullTileLayer = Opaque | HighImpassable | MidImpassable | LowImpassable | BulletImpassable | InteractImpassable,
SubfloorMask = Impassable | LowImpassable
}