# Conflicts: # .github/CODEOWNERS # .github/PULL_REQUEST_TEMPLATE.md # Content.Client/Changelog/ChangelogTab.xaml.cs # Content.Client/Chemistry/UI/ChemMasterWindow.xaml # Content.Client/Entry/EntryPoint.cs # Content.Client/GameTicking/Managers/ClientGameTicker.cs # Content.Client/Launcher/LauncherConnectingGui.xaml # Content.Client/Lobby/LobbyState.cs # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/Paper/UI/PaperWindow.xaml.cs # Content.Client/StationRecords/GeneralStationRecordConsoleWindow.xaml.cs # Content.Client/Stylesheets/StyleNano.cs # Content.Client/UserInterface/Screens/SeparatedChatGameScreen.xaml # Content.Client/UserInterface/Systems/Ghost/Widgets/GhostGui.xaml.cs # Content.Client/UserInterface/Systems/MenuBar/Widgets/GameTopMenuBar.xaml # Content.IntegrationTests/Tests/Destructible/DestructibleDamageGroupTest.cs # Content.IntegrationTests/Tests/PostMapInitTest.cs # Content.IntegrationTests/Tests/Power/StationPowerTests.cs # Content.Packaging/ServerPackaging.cs # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/Administration/Systems/AdminVerbSystem.Tools.cs # Content.Server/Atmos/TileAtmosphere.cs # Content.Server/Bible/BibleSystem.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/Content.Server.csproj # Content.Server/Discord/DiscordLink/DiscordLink.cs # Content.Server/GameTicking/GameTicker.LobbyBackground.cs # Content.Server/GameTicking/GameTicker.Spawning.cs # Content.Server/Ghost/GhostSystem.cs # Content.Server/Kitchen/Components/MicrowaveComponent.cs # Content.Server/Kitchen/EntitySystems/MicrowaveSystem.cs # Content.Server/Mech/Systems/MechSystem.cs # Content.Server/Medical/CrewMonitoring/CrewMonitoringConsoleSystem.cs # Content.Server/Medical/DefibrillatorSystem.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/Radio/EntitySystems/HeadsetSystem.cs # Content.Server/Remotes/DoorRemoteSystem.cs # Content.Server/RoundEnd/RoundEndSystem.cs # Content.Server/Shuttles/Systems/DockingSystem.Shuttle.cs # Content.Server/Silicons/Borgs/BorgSystem.Transponder.cs # Content.Server/Tips/TipsSystem.cs # Content.Server/Traitor/Uplink/UplinkSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Server/Zombies/ZombieSystem.Transform.cs # Content.Server/Zombies/ZombieSystem.cs # Content.Shared/Bed/BedSystem.cs # Content.Shared/Blocking/BlockingSystem.User.cs # Content.Shared/Buckle/SharedBuckleSystem.Buckle.cs # Content.Shared/Chat/SharedSuicideSystem.cs # Content.Shared/Chemistry/Components/HyposprayComponent.cs # Content.Shared/Chemistry/EntitySystems/HypospraySystem.cs # Content.Shared/Chemistry/EntitySystems/ScoopableSolutionSystem.cs # Content.Shared/Chemistry/EntitySystems/SolutionTransferSystem.cs # Content.Shared/Chemistry/Events/HyposprayEvents.cs # Content.Shared/Content.Shared.csproj # Content.Shared/Damage/Systems/DamageableSystem.cs # Content.Shared/Friction/TileFrictionController.cs # Content.Shared/GameTicking/SharedGameTicker.cs # Content.Shared/Interaction/InteractHand.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/Medical/Healing/HealingSystem.cs # Content.Shared/Mobs/Systems/MobStateSystem.Subscribers.cs # Content.Shared/Nutrition/EntitySystems/HungerSystem.cs # Content.Shared/Silicons/StationAi/SharedStationAiSystem.Airlock.cs # Content.Shared/Throwing/ThrowingSystem.cs # Content.Shared/Trigger/Systems/TriggerOnHitscanSystem.cs # Content.Shared/Weapons/Hitscan/Systems/HitscanBasicDamageSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Weapons/Ranged/Components/BatteryWeaponFireModesComponent.cs # Content.Shared/Weapons/Ranged/Components/HitscanBatteryAmmoProviderComponent.cs # Content.Shared/Weapons/Ranged/Systems/BatteryWeaponFireModesSystem.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.Ballistic.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.Battery.cs # Content.Shared/Zombies/ZombieComponent.cs # Content.Shared/_Sunrise/Lobby/LobbyBackgroundPrototype.cs # README.md # Resources/Locale/en-US/_strings/borg/borg.ftl # Resources/Locale/en-US/_strings/chemistry/components/hypospray-component.ftl # Resources/Locale/en-US/_strings/chemistry/components/injector-component.ftl # Resources/Locale/en-US/_strings/commands/pauseatmos-command.ftl # Resources/Locale/en-US/_strings/commands/quick-inspect-command.ftl # Resources/Locale/en-US/_strings/commands/show-wallmounts-command.ftl # Resources/Locale/en-US/_strings/commands/substepatmos-command.ftl # Resources/Locale/en-US/_strings/fluids/components/equip-spray-component.ftl # Resources/Locale/en-US/_strings/game-ticking/game-presets/preset-revolutionary.ftl # Resources/Locale/en-US/_strings/job/job-names.ftl # Resources/Locale/en-US/_strings/lobby/lobby-state-background.ftl # Resources/Locale/en-US/_strings/reagents/meta/medicine.ftl # Resources/Locale/en-US/_strings/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/_strings/silicons/borg-module.ftl # Resources/Locale/en-US/_strings/store/changeling-catalog.ftl # Resources/Locale/en-US/_strings/store/currency.ftl # Resources/Locale/en-US/_strings/store/store.ftl # Resources/Locale/en-US/_strings/store/uplink-catalog.ftl # Resources/Prototypes/Body/Organs/slime.yml # Resources/Prototypes/Catalog/Fills/Backpacks/backpack.yml # Resources/Prototypes/Catalog/Fills/Backpacks/duffelbag.yml # Resources/Prototypes/Catalog/Fills/Boxes/ammunition.yml # Resources/Prototypes/Catalog/Fills/Boxes/emergency.yml # Resources/Prototypes/Catalog/Fills/Crates/antag.yml # Resources/Prototypes/Catalog/Fills/Crates/armory.yml # Resources/Prototypes/Catalog/Fills/Crates/botany.yml # Resources/Prototypes/Catalog/Fills/Crates/fun.yml # Resources/Prototypes/Catalog/Fills/Crates/medical.yml # Resources/Prototypes/Catalog/Fills/Crates/salvage.yml # Resources/Prototypes/Catalog/Fills/Crates/security.yml # Resources/Prototypes/Catalog/Fills/Crates/service.yml # Resources/Prototypes/Catalog/Fills/Crates/syndicate.yml # Resources/Prototypes/Catalog/Fills/Items/belt.yml # Resources/Prototypes/Catalog/Fills/Items/briefcases.yml # Resources/Prototypes/Catalog/Fills/Items/firstaidkits.yml # Resources/Prototypes/Catalog/Fills/Items/toolboxes.yml # Resources/Prototypes/Catalog/Fills/Lockers/dressers.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/theater.yml # Resources/Prototypes/Catalog/uplink_catalog.yml # Resources/Prototypes/Entities/Clothing/Back/backpacks.yml # Resources/Prototypes/Entities/Clothing/Shoes/magboots.yml # Resources/Prototypes/Entities/Debugging/debug_sweps.yml # Resources/Prototypes/Entities/Debugging/stress_test.yml # Resources/Prototypes/Entities/Markers/Spawners/Random/anomaly.yml # Resources/Prototypes/Entities/Markers/Spawners/Random/toy.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/base_borg_chassis.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/xenoborgs.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/NPCs/carp.yml # Resources/Prototypes/Entities/Objects/Devices/base_handheld.yml # Resources/Prototypes/Entities/Objects/Fun/Instruments/instruments_misc.yml # Resources/Prototypes/Entities/Objects/Fun/dice_bag.yml # Resources/Prototypes/Entities/Objects/Fun/snap_pops.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/other.yml # Resources/Prototypes/Entities/Objects/Materials/parts.yml # Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml # Resources/Prototypes/Entities/Objects/Misc/subdermal_implants.yml # Resources/Prototypes/Entities/Objects/Shields/shields.yml # Resources/Prototypes/Entities/Objects/Specific/Chapel/bibles.yml # Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/hypospray.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/surgery.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/borg_modules.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/mmi.yml # Resources/Prototypes/Entities/Objects/Specific/Service/barber.yml # Resources/Prototypes/Entities/Objects/Tools/glowstick.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Boxes/antimateriel.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Boxes/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/heavy_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/grenade.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/rifle_light.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/explosives.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/LMGs/lmgs.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Pistols/pistols.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/hitscan.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Rifles/rifles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/SMGs/smgs.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/knife.yml # Resources/Prototypes/Entities/Objects/Weapons/Throwable/grenades.yml # Resources/Prototypes/Entities/Structures/Furniture/dresser.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Shuttles/cannons.yml # Resources/Prototypes/Entities/Structures/Walls/walls.yml # Resources/Prototypes/GameRules/roundstart.yml # Resources/Prototypes/GameRules/unknown_shuttles.yml # Resources/Prototypes/InventoryTemplates/aghost_inventory_template.yml # Resources/Prototypes/Loadouts/Jobs/Security/security_officer.yml # Resources/Prototypes/Loadouts/loadout_groups.yml # Resources/Prototypes/Loadouts/role_loadouts.yml # Resources/Prototypes/Maps/Pools/default.yml # Resources/Prototypes/Maps/amber.yml # Resources/Prototypes/Maps/oasis.yml # Resources/Prototypes/Maps/reach.yml # Resources/Prototypes/Objectives/objectiveGroups.yml # Resources/Prototypes/Reagents/Consumable/Drink/alcohol.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Reagents/narcotics.yml # Resources/Prototypes/Reagents/toxins.yml # Resources/Prototypes/Recipes/Reactions/medicine.yml # Resources/Prototypes/Roles/Jobs/Security/head_of_security.yml # Resources/Prototypes/Roles/Jobs/Security/security_cadet.yml # Resources/Prototypes/Roles/Jobs/Security/security_officer.yml # Resources/Prototypes/Roles/Jobs/Security/warden.yml # Resources/Prototypes/Roles/Jobs/Wildcards/zookeeper.yml # Resources/Prototypes/Roles/play_time_trackers.yml # Resources/Prototypes/Shuttles/shuttle_incoming_event.yml # Resources/Prototypes/Species/species_weights.yml # Resources/Prototypes/Store/presets.yml # Resources/Prototypes/ai_factions.yml # Resources/Prototypes/borg_types.yml # Resources/Prototypes/explosion.yml # Resources/Prototypes/game_presets.yml # Resources/Prototypes/lobbyscreens.yml # Resources/Prototypes/silicon-laws.yml # Resources/Textures/Clothing/Back/Duffels/syndicate.rsi/icon-med.png # Resources/Textures/Clothing/Back/Duffels/syndicate.rsi/meta.json # Resources/Textures/Objects/Specific/Mech/mecha.rsi/meta.json # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-broken.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-empty.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-open.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_chassis.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_harness+o.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_harness.png # Resources/Textures/Objects/Specific/Medical/hypospray.rsi/meta.json # Resources/Textures/Objects/Specific/Medical/medical.rsi/meta.json # Resources/Textures/Objects/Weapons/Guns/Projectiles/projectiles.rsi/meta.json # Resources/Textures/Objects/Weapons/Guns/Projectiles/projectiles2.rsi/meta.json # Resources/Textures/Structures/Storage/canister.rsi/meta.json # Resources/Textures/Structures/Storage/tanks.rsi/meta.json # Resources/migration.yml # RobustToolbox # SECURITY.md # SpaceStation14.sln
448 lines
18 KiB
C#
448 lines
18 KiB
C#
using System.Linq;
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using System.Numerics;
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using Content.Server.Shuttles.Components;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Collision.Shapes;
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using Robust.Shared.Physics.Components;
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using System.Collections.Concurrent;
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using System.Threading.Tasks;
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using System.Threading;
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namespace Content.Server.Shuttles.Systems;
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public sealed partial class DockingSystem
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{
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/*
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* Handles the shuttle side of FTL docking.
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*/
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private const int DockRoundingDigits = 2;
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public Angle GetAngle(EntityUid uid, TransformComponent xform, EntityUid targetUid, TransformComponent targetXform)
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{
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var (shuttlePos, shuttleRot) = _transform.GetWorldPositionRotation(xform);
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var (targetPos, targetRot) = _transform.GetWorldPositionRotation(targetXform);
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var shuttleCOM = Robust.Shared.Physics.Transform.Mul(new Transform(shuttlePos, shuttleRot),
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_physicsQuery.GetComponent(uid).LocalCenter);
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var targetCOM = Robust.Shared.Physics.Transform.Mul(new Transform(targetPos, targetRot),
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_physicsQuery.GetComponent(targetUid).LocalCenter);
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var mapDiff = shuttleCOM - targetCOM;
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var angle = mapDiff.ToWorldAngle();
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angle -= targetRot;
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return angle;
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}
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/// <summary>
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/// Checks if 2 docks can be connected by moving the shuttle directly onto docks.
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/// </summary>
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private bool CanDock(
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DockingComponent shuttleDock,
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TransformComponent shuttleDockXform,
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DockingComponent gridDock,
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TransformComponent gridDockXform,
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Box2 shuttleAABB,
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Angle targetGridRotation,
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FixturesComponent shuttleFixtures,
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Entity<MapGridComponent> gridEntity,
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bool isMap,
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bool ignored,
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out Matrix3x2 matty,
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out Box2 shuttleDockedAABB,
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out Angle gridRotation)
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{
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shuttleDockedAABB = Box2.UnitCentered;
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gridRotation = Angle.Zero;
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matty = Matrix3x2.Identity;
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if (shuttleDock.Docked ||
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gridDock.Docked ||
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!shuttleDockXform.Anchored ||
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!gridDockXform.Anchored)
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{
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if (!ignored)
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return false;
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}
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// First, get the station dock's position relative to the shuttle, this is where we rotate it around
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var stationDockPos = shuttleDockXform.LocalPosition +
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shuttleDockXform.LocalRotation.RotateVec(new Vector2(0f, -1f));
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// Need to invert the grid's angle.
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var shuttleDockAngle = shuttleDockXform.LocalRotation;
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var gridDockAngle = gridDockXform.LocalRotation.Opposite();
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var offsetAngle = gridDockAngle - shuttleDockAngle;
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var stationDockMatrix = Matrix3Helpers.CreateInverseTransform(stationDockPos, shuttleDockAngle);
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var gridXformMatrix = Matrix3Helpers.CreateTransform(gridDockXform.LocalPosition, gridDockAngle);
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matty = Matrix3x2.Multiply(stationDockMatrix, gridXformMatrix);
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if (!ignored && !ValidSpawn(gridEntity, matty, offsetAngle, shuttleFixtures, isMap))
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return false;
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shuttleDockedAABB = matty.TransformBox(shuttleAABB);
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gridRotation = offsetAngle.Reduced();
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return true;
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}
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/// <summary>
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/// Gets docking config between 2 specific docks.
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/// </summary>
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public DockingConfig? GetDockingConfig(
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EntityUid shuttleUid,
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EntityUid targetGrid,
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EntityUid shuttleDockUid,
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DockingComponent shuttleDock,
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EntityUid gridDockUid,
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DockingComponent gridDock,
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bool ignored = false)
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{
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var shuttleDocks = new List<Entity<DockingComponent>>(1)
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{
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(shuttleDockUid, shuttleDock)
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};
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var gridDocks = new List<Entity<DockingComponent>>(1)
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{
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(gridDockUid, gridDock)
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};
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return GetDockingConfigPrivate(shuttleUid, targetGrid, shuttleDocks, gridDocks, ignored: ignored);
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}
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/// <summary>
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/// Tries to get a valid docking configuration for the shuttle to the target grid.
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/// </summary>
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/// <param name="priorityTag">Priority docking tag to prefer, e.g. for emergency shuttle</param>
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public DockingConfig? GetDockingConfig(EntityUid shuttleUid, EntityUid targetGrid, string? priorityTag = null, bool ignored = false)
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{
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var gridDocks = GetDocks(targetGrid);
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var shuttleDocks = GetDocks(shuttleUid);
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return GetDockingConfigPrivate(shuttleUid, targetGrid, shuttleDocks, gridDocks, priorityTag, ignored: ignored);
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}
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/// <summary>
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/// Tries to get a docking config at the specified coordinates and angle.
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/// </summary>
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public DockingConfig? GetDockingConfigAt(EntityUid shuttleUid,
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EntityUid targetGrid,
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EntityCoordinates coordinates,
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Angle angle,
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bool fallback = true,
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bool ignored = true,
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string? priorityTag = null) // Sunrise-Edit
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{
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var gridDocks = GetDocks(targetGrid);
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var shuttleDocks = GetDocks(shuttleUid);
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var configs = GetDockingConfigs(shuttleUid, targetGrid, shuttleDocks, gridDocks, priorityTag, ignored); // Sunrise-Edit
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foreach (var config in configs)
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{
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if (config.Coordinates.Equals(coordinates) && config.Angle.EqualsApprox(angle, 0.15))
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{
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return config;
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}
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}
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if (fallback && configs.Count > 0)
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{
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return configs.First();
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}
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return null;
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}
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/// <summary>
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/// Gets all docking configs between the 2 grids.
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/// </summary>
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public List<DockingConfig> GetDockingConfigs( // Sunrise-Edit
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EntityUid shuttleUid,
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EntityUid targetGrid,
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List<Entity<DockingComponent>> shuttleDocks,
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List<Entity<DockingComponent>> gridDocks,
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string? priorityTag = null, // Sunrise-Edit
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bool ignored = false)
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{
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var stopwatch = new System.Diagnostics.Stopwatch();
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stopwatch.Start();
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var validDockConfigs = new ConcurrentBag<DockingConfig>();
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var totalIterations = 0;
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var validIterations = 0;
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if (gridDocks.Count <= 0)
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return validDockConfigs.ToList();
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if (!string.IsNullOrEmpty(priorityTag))
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{
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var filteredGridDocks = gridDocks
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.Where(d => TryComp<PriorityDockComponent>(d.Owner, out var prio) && prio.Tag == priorityTag)
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.ToList();
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if (filteredGridDocks.Count == 0)
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{
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_logger!.Info($"No docks found with priority tag {priorityTag}, falling back to regular docks");
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}
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else
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{
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gridDocks = filteredGridDocks;
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}
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}
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var targetGridGrid = _gridQuery.GetComponent(targetGrid);
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var targetGridXform = _xformQuery.GetComponent(targetGrid);
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var targetGridAngle = _transform.GetWorldRotation(targetGridXform).Reduced();
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var shuttleFixturesComp = Comp<FixturesComponent>(shuttleUid);
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var shuttleAABB = _gridQuery.GetComponent(shuttleUid).LocalAABB;
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var isMap = HasComp<MapComponent>(targetGrid);
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var dockCache = new ConcurrentDictionary<(EntityUid, EntityUid), (bool Success, Matrix3x2 Matty, Box2 AABB, Angle Angle)>();
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if (shuttleDocks.Count > 0)
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{
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Parallel.ForEach(shuttleDocks, (shuttleDockEntity) =>
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{
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var (dockUid, shuttleDock) = shuttleDockEntity;
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if (!Exists(dockUid) || !TryComp<DockingComponent>(dockUid, out var dockComp))
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return;
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var shuttleDockXform = _xformQuery.GetComponent(dockUid);
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foreach (var (gridDockUid, gridDock) in gridDocks)
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{
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if (!Exists(gridDockUid) || !TryComp<DockingComponent>(gridDockUid, out var gridDockComp))
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continue;
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Interlocked.Increment(ref totalIterations);
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var gridXform = _xformQuery.GetComponent(gridDockUid);
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if (!dockCache.TryGetValue((dockUid, gridDockUid), out var cacheResult))
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{
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if (!CanDock(
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dockComp, shuttleDockXform,
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gridDockComp, gridXform,
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shuttleAABB,
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targetGridAngle,
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shuttleFixturesComp,
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(targetGrid, targetGridGrid),
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isMap,
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ignored,
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out var matty,
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out var dockedAABB,
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out var targetAngle))
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{
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|
dockCache.TryAdd((dockUid, gridDockUid), (false, default, default, default));
|
|
continue;
|
|
}
|
|
|
|
cacheResult = (true, matty, dockedAABB, targetAngle);
|
|
dockCache.TryAdd((dockUid, gridDockUid), cacheResult);
|
|
}
|
|
else if (!cacheResult.Success)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
Interlocked.Increment(ref validIterations);
|
|
|
|
var (_, cacheMatty, cacheDockedAABB, cacheTargetAngle) = cacheResult;
|
|
|
|
// Can't just use the AABB as we want to get bounds as tight as possible.
|
|
var gridPosition = new EntityCoordinates(targetGrid, Vector2.Transform(Vector2.Zero, cacheMatty));
|
|
var spawnPosition = new EntityCoordinates(targetGridXform.MapUid!.Value, _transform.ToMapCoordinates(gridPosition).Position);
|
|
|
|
// TODO: use tight bounds
|
|
var targetWorldAngle = (targetGridAngle + targetAngle).Reduced();
|
|
var dockedBounds = new Box2Rotated(shuttleAABB.Translated(spawnPosition.Position), cacheTargetAngle, spawnPosition.Position);
|
|
|
|
var grids = new List<Entity<MapGridComponent>>();
|
|
_mapManager.FindGridsIntersecting(targetGridXform.MapID, dockedBounds, ref grids, includeMap: false);
|
|
if (grids.Any(o => o.Owner != targetGrid && o.Owner != targetGridXform.MapUid) && !ignored)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
var dockedPorts = new List<(EntityUid DockAUid, EntityUid DockBUid, DockingComponent DockA, DockingComponent DockB)>()
|
|
{
|
|
(dockUid, gridDockUid, dockComp, gridDockComp),
|
|
};
|
|
|
|
cacheDockedAABB = cacheDockedAABB.Rounded(DockRoundingDigits);
|
|
|
|
foreach (var (otherUid, other) in shuttleDocks)
|
|
{
|
|
if (other == shuttleDock)
|
|
continue;
|
|
|
|
if (!Exists(otherUid) || !TryComp<DockingComponent>(otherUid, out var otherDockComp))
|
|
continue;
|
|
|
|
foreach (var (otherGridUid, otherGrid) in gridDocks)
|
|
{
|
|
if (otherGrid == gridDock)
|
|
continue;
|
|
|
|
if (!Exists(otherGridUid) || !TryComp<DockingComponent>(otherGridUid, out var otherGridDockComp))
|
|
continue;
|
|
|
|
Interlocked.Increment(ref totalIterations);
|
|
|
|
if (!dockCache.TryGetValue((otherUid, otherGridUid), out var otherCacheResult))
|
|
{
|
|
if (!CanDock(
|
|
otherDockComp,
|
|
_xformQuery.GetComponent(otherUid),
|
|
otherGridDockComp,
|
|
_xformQuery.GetComponent(otherGridUid),
|
|
shuttleAABB,
|
|
targetGridAngle,
|
|
shuttleFixturesComp,
|
|
(targetGrid, targetGridGrid),
|
|
isMap,
|
|
ignored,
|
|
out var otherMatty,
|
|
out var otherDockedAABB,
|
|
out var otherTargetAngle))
|
|
{
|
|
dockCache.TryAdd((otherUid, otherGridUid), (false, default, default, default));
|
|
continue;
|
|
}
|
|
|
|
otherCacheResult = (true, otherMatty, otherDockedAABB, otherTargetAngle);
|
|
dockCache.TryAdd((otherUid, otherGridUid), otherCacheResult);
|
|
}
|
|
else if (!otherCacheResult.Success)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
Interlocked.Increment(ref validIterations);
|
|
|
|
var (_, _, cacheOtherDockedAABB, cacheOtherTargetAngle) = otherCacheResult;
|
|
cacheOtherDockedAABB = cacheOtherDockedAABB.Rounded(DockRoundingDigits);
|
|
|
|
if (!cacheTargetAngle.Equals(cacheOtherTargetAngle) ||
|
|
!cacheDockedAABB.Equals(cacheOtherDockedAABB))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
dockedPorts.Add((otherUid, otherGridUid, otherDockComp, otherGridDockComp));
|
|
}
|
|
}
|
|
|
|
validDockConfigs.Add(new DockingConfig()
|
|
{
|
|
Docks = dockedPorts,
|
|
Coordinates = gridPosition,
|
|
Area = cacheDockedAABB,
|
|
Angle = cacheTargetAngle,
|
|
TargetGrid = targetGrid,
|
|
});
|
|
}
|
|
});
|
|
}
|
|
|
|
stopwatch.Stop();
|
|
_logger!.Info($"GetDockingConfigs completed in {stopwatch.ElapsedMilliseconds}ms. Total iterations: {totalIterations}, Valid iterations: {validIterations}, Priority tag: {priorityTag}");
|
|
|
|
return validDockConfigs.ToList();
|
|
}
|
|
|
|
private DockingConfig? GetDockingConfigPrivate(
|
|
EntityUid shuttleUid,
|
|
EntityUid targetGrid,
|
|
List<Entity<DockingComponent>> shuttleDocks,
|
|
List<Entity<DockingComponent>> gridDocks,
|
|
string? priorityTag = null,
|
|
bool ignored = false)
|
|
{
|
|
var validDockConfigs = GetDockingConfigs(shuttleUid, targetGrid, shuttleDocks, gridDocks, priorityTag, ignored); // Sunrise-Edit
|
|
|
|
if (validDockConfigs.Count <= 0)
|
|
return null;
|
|
|
|
var targetGridAngle = _transform.GetWorldRotation(targetGrid).Reduced();
|
|
|
|
// Prioritise by priority docks, then by maximum connected ports, then by most similar angle.
|
|
validDockConfigs = validDockConfigs
|
|
.OrderByDescending(x => IsConfigPriority(x, priorityTag))
|
|
.ThenByDescending(x => x.Docks.Count)
|
|
.ThenBy(x => Math.Abs(Angle.ShortestDistance(x.Angle.Reduced(), targetGridAngle).Theta)).ToList();
|
|
|
|
var location = validDockConfigs.First();
|
|
location.TargetGrid = targetGrid;
|
|
// TODO: Ideally do a hyperspace warpin, just have it run on like a 10 second timer.
|
|
|
|
return location;
|
|
}
|
|
|
|
public bool IsConfigPriority(DockingConfig config, string? priorityTag)
|
|
{
|
|
return config.Docks.Any(docks =>
|
|
TryComp<PriorityDockComponent>(docks.DockBUid, out var priority)
|
|
&& priority.Tag?.Equals(priorityTag) == true);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks whether the shuttle can warp to the specified position.
|
|
/// </summary>
|
|
private bool ValidSpawn(Entity<MapGridComponent> gridEntity, Matrix3x2 matty, Angle angle, FixturesComponent shuttleFixturesComp, bool isMap)
|
|
{
|
|
var transform = new Transform(Vector2.Transform(Vector2.Zero, matty), angle);
|
|
|
|
// Because some docking bounds are tight af need to check each chunk individually
|
|
foreach (var fix in shuttleFixturesComp.Fixtures.Values)
|
|
{
|
|
var polyShape = (PolygonShape)fix.Shape;
|
|
var aabb = polyShape.ComputeAABB(transform, 0);
|
|
aabb = aabb.Enlarged(-0.01f);
|
|
|
|
// If it's a map check no hard collidable anchored entities overlap
|
|
if (isMap)
|
|
{
|
|
var localTiles = _mapSystem.GetLocalTilesEnumerator(gridEntity.Owner, gridEntity.Comp, aabb);
|
|
|
|
while (localTiles.MoveNext(out var tile))
|
|
{
|
|
var anchoredEnumerator = _mapSystem.GetAnchoredEntitiesEnumerator(gridEntity.Owner, gridEntity.Comp, tile.GridIndices);
|
|
|
|
while (anchoredEnumerator.MoveNext(out var anc))
|
|
{
|
|
if (!_physicsQuery.TryGetComponent(anc, out var physics) ||
|
|
!physics.CanCollide ||
|
|
!physics.Hard)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
// If it's not a map check it doesn't overlap the grid.
|
|
else
|
|
{
|
|
if (_mapSystem.GetLocalTilesIntersecting(gridEntity.Owner, gridEntity.Comp, aabb).Any())
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
public List<Entity<DockingComponent>> GetDocks(EntityUid uid)
|
|
{
|
|
_dockingSet.Clear();
|
|
_lookup.GetChildEntities(uid, _dockingSet);
|
|
|
|
return _dockingSet.ToList();
|
|
}
|
|
}
|