# Conflicts: # .github/workflows/publish.yml # Content.Client/Clothing/ClientClothingSystem.cs # Content.Client/Clothing/Systems/ChameleonClothingSystem.cs # Content.Client/Fax/UI/FaxWindow.xaml # Content.Client/Ghost/GhostSystem.cs # Content.Client/Holiday/HolidaySystem.cs # Content.Client/Humanoid/HumanoidAppearanceSystem.cs # Content.Client/Lobby/UI/Loadouts/LoadoutWindow.xaml.cs # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/Lobby/UI/LobbyGui.xaml.cs # Content.Client/Mech/MechSystem.cs # Content.Client/Stealth/StealthSystem.cs # Content.Client/Weapons/Ranged/Systems/GunSystem.cs # Content.Server.Database/Migrations/Sqlite/SqliteServerDbContextModelSnapshot.cs # Content.Server/Bed/BedSystem.cs # Content.Server/Body/Systems/BodySystem.cs # Content.Server/Body/Systems/RespiratorSystem.cs # Content.Server/Cargo/Systems/CargoSystem.Orders.cs # Content.Server/Communications/CommunicationsConsoleComponent.cs # Content.Server/EntityEffects/Effects/AreaReactionEffect.cs # Content.Server/EntityEffects/Effects/MakeSentient.cs # Content.Server/EntityEffects/Effects/PlantMetabolism/PlantAdjustPests.cs # Content.Server/EntityEffects/Effects/PlantMetabolism/PlantAdjustToxins.cs # Content.Server/EntityEffects/Effects/PlantMetabolism/PlantAdjustWeeds.cs # Content.Server/EntityEffects/Effects/PlantMutateGases.cs # Content.Server/Fluids/EntitySystems/AbsorbentSystem.cs # Content.Server/GameTicking/GameTicker.Spawning.cs # Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs # Content.Server/IoC/ServerContentIoC.cs # Content.Server/Nutrition/EntitySystems/FoodSystem.cs # Content.Server/Power/EntitySystems/PowerNetSystem.cs # Content.Server/Preferences/Managers/ServerPreferencesManager.cs # Content.Server/RoundEnd/RoundEndSystem.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs # Content.Server/Station/Systems/StationSpawningSystem.cs # Content.Server/VoiceMask/VoiceMaskSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Shared/Bed/Components/HealOnBuckleComponent.cs # Content.Shared/Clothing/EntitySystems/ClothingSystem.cs # Content.Shared/EntityEffects/Effects/ExplosionReactionEffect.cs # Content.Shared/Inventory/InventorySystem.Relay.cs # Content.Shared/Item/ItemToggle/Components/ComponentTogglerComponent.cs # Content.Shared/Preferences/HumanoidCharacterProfile.cs # Content.Shared/Preferences/Loadouts/RoleLoadout.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Wieldable/SharedWieldableSystem.cs # Resources/Audio/Machines/attributions.yml # Resources/Locale/en-US/_strings/atmos/plaque-component.ftl # Resources/Locale/en-US/_strings/chat/chat-channel.ftl # Resources/Locale/en-US/_strings/components/screen-component.ftl # Resources/Locale/en-US/_strings/inventory/components/slot-block-component.ftl # Resources/Locale/en-US/_strings/mass-media/news-discord.ftl # Resources/Locale/en-US/_strings/objectives/commands/stripall.ftl # Resources/Locale/en-US/_strings/salvage/job-board.ftl # Resources/Locale/en-US/_strings/ui/spray-painter-window.ftl # Resources/Locale/en-US/_strings/ui/turret-controls.ftl # Resources/Maps/_Sunrise/Station/box.yml # Resources/Prototypes/Access/misc.yml # Resources/Prototypes/Catalog/Fills/Boxes/emergency.yml # Resources/Prototypes/Catalog/Fills/Lockers/engineer.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/service.yml # Resources/Prototypes/Catalog/Fills/Lockers/suit_storage.yml # Resources/Prototypes/Entities/Clothing/Head/helmets.yml # Resources/Prototypes/Entities/Clothing/Masks/masks.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml # Resources/Prototypes/Entities/Markers/Spawners/mobs.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/base_borg_chassis.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/NPCs/regalrat.yml # Resources/Prototypes/Entities/Mobs/NPCs/silicon.yml # Resources/Prototypes/Entities/Mobs/Player/dragon.yml # Resources/Prototypes/Entities/Mobs/Player/silicon.yml # Resources/Prototypes/Entities/Mobs/Species/arachnid.yml # Resources/Prototypes/Entities/Mobs/Species/moth.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/borg_modules.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Shotguns/shotguns.yml # Resources/Prototypes/LootTables/suspicion_loot_table.yml # Resources/Prototypes/Reagents/Consumable/Drink/drinks.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Recipes/Lathes/Packs/science.yml # Resources/Prototypes/Recipes/Lathes/medical.yml # Resources/Prototypes/SoundCollections/NukeMusic.yml # Resources/ServerInfo/Guidebook/Cargo/Salvage.xml # Resources/Textures/Clothing/Hands/Gloves/KnuckleDusters/brassknuckleduster.rsi/equipped-OUTERCLOTHING-reptilian.png # Resources/Textures/Clothing/OuterClothing/Hardsuits/basic.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/eva.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/eva_emergency.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/eva_prisoner.rsi/meta.json # Resources/Textures/Effects/speech.rsi/alien3.png # Resources/Textures/Effects/speech.rsi/alienroyal3.png # Resources/Textures/Effects/speech.rsi/default3.png # Resources/Textures/Effects/speech.rsi/guardian3.png # Resources/Textures/Effects/speech.rsi/holo3.png # Resources/Textures/Effects/speech.rsi/lawyer3.png # Resources/Textures/Effects/speech.rsi/lizard3.png # Resources/Textures/Effects/speech.rsi/meta.json # Resources/Textures/Effects/speech.rsi/moth3.png # Resources/Textures/Effects/speech.rsi/robot3.png # Resources/Textures/Effects/speech.rsi/slime3.png # Resources/Textures/Effects/speech.rsi/spider3.png # Resources/Textures/Effects/speech.rsi/syndibot3.png # Resources/Textures/Interface/Misc/job_icons.rsi/meta.json # Resources/Textures/Mobs/Silicon/chassis.rsi/meta.json # Resources/Textures/Mobs/Species/Reptilian/parts.rsi/head_f.png # Resources/Textures/Mobs/Species/Reptilian/parts.rsi/head_m.png # Resources/Textures/Objects/Misc/id_cards.rsi/meta.json # Resources/Textures/Structures/Doors/Airlocks/Glass/external.rsi/emergency_unlit.png # Resources/Textures/Structures/Piping/disposal.rsi/meta.json # Resources/Textures/Tiles/attributions.yml # Resources/Textures/Tiles/steel_dirty.png # Resources/migration.yml # runclient-Tools.bat # runclient.bat
90 lines
4.1 KiB
C#
90 lines
4.1 KiB
C#
using JetBrains.Annotations;
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using Robust.Shared.Map;
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using Robust.Shared.Physics.Dynamics;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Physics;
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/// <summary>
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/// Defined collision groups for the physics system.
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/// Mask is what it collides with when moving. Layer is what CollisionGroup it is part of.
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/// </summary>
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[Flags, PublicAPI]
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[FlagsFor(typeof(CollisionLayer)), FlagsFor(typeof(CollisionMask))]
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public enum CollisionGroup
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{
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None = 0,
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Opaque = 1 << 0, // 1 Blocks light, can be hit by lasers
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Impassable = 1 << 1, // 2 Walls, objects impassable by any means
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MidImpassable = 1 << 2, // 4 Mobs, players, crabs, etc
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HighImpassable = 1 << 3, // 8 Things on top of tables and things that block tall/large mobs.
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LowImpassable = 1 << 4, // 16 For things that can fit under a table or squeeze under an airlock
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GhostImpassable = 1 << 5, // 32 Things impassible by ghosts/observers, ie blessed tiles or forcefields
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BulletImpassable = 1 << 6, // 64 Can be hit by bullets
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InteractImpassable = 1 << 7, // 128 Blocks interaction/InRangeUnobstructed
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// Y dis door passable when all the others impassable / collision.
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DoorPassable = 1 << 8, // 256 Allows door to close over top, Like blast doors over conveyors for disposals rooms/cargo.
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MapGrid = MapGridHelpers.CollisionGroup, // Map grids, like shuttles. This is the actual grid itself, not the walls or other entities connected to the grid.
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// 32 possible groups
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// Why dis exist
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AllMask = -1,
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SingularityLayer = Opaque | Impassable | MidImpassable | HighImpassable | LowImpassable | BulletImpassable | InteractImpassable | DoorPassable,
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// Humanoids, etc.
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MobMask = Impassable | HighImpassable | MidImpassable | LowImpassable,
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MobLayer = Opaque | BulletImpassable,
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// Mice, drones
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SmallMobMask = Impassable | LowImpassable,
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SmallMobLayer = Opaque | BulletImpassable,
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// Birds/other small flyers
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FlyingMobMask = Impassable | HighImpassable,
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FlyingMobLayer = Opaque | BulletImpassable,
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// Mechs
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LargeMobMask = Impassable | HighImpassable | MidImpassable | LowImpassable,
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LargeMobLayer = Opaque | HighImpassable | MidImpassable | LowImpassable | BulletImpassable,
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// Machines, computers
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MachineMask = Impassable | MidImpassable | LowImpassable,
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MachineLayer = Opaque | MidImpassable | LowImpassable | BulletImpassable,
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ConveyorMask = Impassable | MidImpassable | LowImpassable | DoorPassable,
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// Crates
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CrateMask = Impassable | HighImpassable | LowImpassable,
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// Tables that SmallMobs can go under
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TableMask = Impassable | LowImpassable,
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TableLayer = LowImpassable,
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// Tabletop machines, windoors, firelocks
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TabletopMachineMask = Impassable | HighImpassable,
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// Tabletop machines
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TabletopMachineLayer = Opaque | BulletImpassable,
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// Airlocks, windoors, firelocks
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GlassAirlockLayer = HighImpassable | MidImpassable | BulletImpassable | InteractImpassable,
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AirlockLayer = Opaque | GlassAirlockLayer,
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// Airlock assembly
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HumanoidBlockLayer = HighImpassable | MidImpassable,
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// Soap, spills
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SlipLayer = MidImpassable | LowImpassable,
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ItemMask = Impassable | HighImpassable,
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ThrownItem = Impassable | HighImpassable | BulletImpassable,
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WallLayer = Opaque | Impassable | HighImpassable | MidImpassable | LowImpassable | BulletImpassable | InteractImpassable,
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GlassLayer = Impassable | HighImpassable | MidImpassable | LowImpassable | BulletImpassable | InteractImpassable,
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HalfWallLayer = MidImpassable | LowImpassable,
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// Allows people to interact past and target players inside of this
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SpecialWallLayer = Opaque | HighImpassable | MidImpassable | LowImpassable | BulletImpassable,
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// Statue, monument, airlock, window
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FullTileMask = Impassable | HighImpassable | MidImpassable | LowImpassable | InteractImpassable,
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// FlyingMob can go past
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FullTileLayer = Opaque | HighImpassable | MidImpassable | LowImpassable | BulletImpassable | InteractImpassable,
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SubfloorMask = Impassable | LowImpassable
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}
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