using Content.Shared.Decals;
using Content.Shared.Physics;
using Robust.Shared.Map;
+using Robust.Shared.Physics;
using Robust.Shared.Physics.Components;
using Robust.Shared.Random;
namespace Content.Shared.Maps
{
+ // TODO move all these methods to LookupSystem or TurfSystem
+ // That, or make the interface arguments non-optional so people stop failing to pass them in.
public static class TurfHelpers
{
/// <summary>
/// Helper that returns all entities in a turf.
/// </summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
+ [Obsolete("Use the lookup system")]
public static IEnumerable<EntityUid> GetEntitiesInTile(this TileRef turf, LookupFlags flags = LookupFlags.Static, EntityLookupSystem? lookupSystem = null)
{
lookupSystem ??= EntitySystem.Get<EntityLookupSystem>();
/// <summary>
/// Helper that returns all entities in a turf.
/// </summary>
+ [Obsolete("Use the lookup system")]
public static IEnumerable<EntityUid> GetEntitiesInTile(this EntityCoordinates coordinates, LookupFlags flags = LookupFlags.Static, EntityLookupSystem? lookupSystem = null)
{
var turf = coordinates.GetTileRef();
/// <summary>
/// Helper that returns all entities in a turf.
/// </summary>
+ [Obsolete("Use the lookup system")]
public static IEnumerable<EntityUid> GetEntitiesInTile(this Vector2i indices, EntityUid gridId, LookupFlags flags = LookupFlags.Static, EntityLookupSystem? lookupSystem = null)
{
return GetEntitiesInTile(indices.GetTileRef(gridId), flags, lookupSystem);
/// <summary>
/// Checks if a turf has something dense on it.
/// </summary>
- public static bool IsBlockedTurf(this TileRef turf, bool filterMobs, EntityLookupSystem? physics = null, IEntitySystemManager? entSysMan = null)
+ [Obsolete("Use turf system")]
+ public static bool IsBlockedTurf(this TileRef turf, bool filterMobs, EntityLookupSystem? physics = null)
{
- // TODO: Deprecate this with entitylookup.
- if (physics == null)
- {
- IoCManager.Resolve(ref entSysMan);
- physics = entSysMan.GetEntitySystem<EntityLookupSystem>();
- }
-
- if (!GetWorldTileBox(turf, out var worldBox))
- return false;
-
- var entManager = IoCManager.Resolve<IEntityManager>();
- var query = physics.GetEntitiesIntersecting(turf.GridUid, worldBox);
+ CollisionGroup mask = filterMobs
+ ? CollisionGroup.MobMask
+ : CollisionGroup.Impassable;
- foreach (var ent in query)
- {
- // Yes, this can fail. Welp!
- if (!entManager.TryGetComponent(ent, out PhysicsComponent? body))
- continue;
-
- if (body.CanCollide && body.Hard && (body.CollisionLayer & (int) CollisionGroup.Impassable) != 0)
- return true;
-
- if (filterMobs && (body.CollisionLayer & (int) CollisionGroup.MobMask) != 0)
- return true;
- }
-
- return false;
+ return IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<TurfSystem>().IsTileBlocked(turf, mask);
}
public static EntityCoordinates GridPosition(this TileRef turf, IMapManager? mapManager = null)
--- /dev/null
+using Content.Shared.Physics;
+using Robust.Shared.Map;
+using Robust.Shared.Map.Components;
+using Robust.Shared.Physics;
+
+namespace Content.Shared.Maps;
+
+/// <summary>
+/// This system provides various useful helper methods for turfs & tiles. Replacement for <see cref="TurfHelpers"/>
+/// </summary>
+public sealed class TurfSystem : EntitySystem
+{
+ [Dependency] private readonly IMapManager _mapMan = default!;
+ [Dependency] private readonly EntityLookupSystem _entityLookup = default!;
+ [Dependency] private readonly SharedTransformSystem _transform = default!;
+
+ /// <summary>
+ /// Returns true if a given tile is blocked by physics-enabled entities.
+ /// </summary>
+ public bool IsTileBlocked(TileRef turf, CollisionGroup mask, float minIntersectionArea = 0.1f)
+ => IsTileBlocked(turf.GridUid, turf.GridIndices, mask, minIntersectionArea: minIntersectionArea);
+
+ /// <summary>
+ /// Returns true if a given tile is blocked by physics-enabled entities.
+ /// </summary>
+ /// <param name="gridUid">The grid that owns the tile</param>
+ /// <param name="indices">The tile indices</param>
+ /// <param name="mask">Collision layers to check</param>
+ /// <param name="grid">Grid component</param>
+ /// <param name="gridXform">Grid's transform</param>
+ /// <param name="minIntersectionArea">Minimum area that must be covered for a tile to be considered blocked</param>
+ public bool IsTileBlocked(EntityUid gridUid,
+ Vector2i indices,
+ CollisionGroup mask,
+ MapGridComponent? grid = null,
+ TransformComponent? gridXform = null,
+ float minIntersectionArea = 0.1f)
+ {
+ if (!Resolve(gridUid, ref grid, ref gridXform))
+ return false;
+
+ var xformQuery = GetEntityQuery<TransformComponent>();
+ var (gridPos, gridRot, matrix) = _transform.GetWorldPositionRotationMatrix(gridXform, xformQuery);
+
+ var size = grid.TileSize;
+ var localPos = new Vector2(indices.X * size + (size / 2f), indices.Y * size + (size / 2f));
+ var worldPos = matrix.Transform(localPos);
+
+ // This is scaled to 95 % so it doesn't encompass walls on other tiles.
+ var tileAabb = Box2.UnitCentered.Scale(0.95f * size);
+ var worldBox = new Box2Rotated(tileAabb.Translated(worldPos), gridRot, worldPos);
+ tileAabb = tileAabb.Translated(localPos);
+
+ var intersectionArea = 0f;
+ var fixtureQuery = GetEntityQuery<FixturesComponent>();
+ foreach (var ent in _entityLookup.GetEntitiesIntersecting(gridUid, worldBox, LookupFlags.Dynamic | LookupFlags.Static))
+ {
+ if (!fixtureQuery.TryGetComponent(ent, out var fixtures))
+ continue;
+
+ // get grid local coordinates
+ var (pos, rot) = _transform.GetWorldPositionRotation(xformQuery.GetComponent(ent), xformQuery);
+ rot -= gridRot;
+ pos = (-gridRot).RotateVec(pos - gridPos);
+
+ var xform = new Transform(pos, (float) rot.Theta);
+
+ foreach (var fixture in fixtures.Fixtures.Values)
+ {
+ if (!fixture.Hard)
+ continue;
+
+ if ((fixture.CollisionLayer & (int) mask) == 0)
+ continue;
+
+ for (var i = 0; i < fixture.Shape.ChildCount; i++)
+ {
+ var intersection = fixture.Shape.ComputeAABB(xform, i).Intersect(tileAabb);
+ intersectionArea += intersection.Width * intersection.Height;
+ if (intersectionArea > minIntersectionArea)
+ return true;
+ }
+ }
+ }
+
+ return false;
+ }
+}