public IEnumerable <(EntityUid, TransformComponent)> GetEntitiesToMove(ConveyorComponent comp, TransformComponent xform) { if (!_mapManager.TryGetGrid(xform.GridID, out var grid) || !grid.TryGetTileRef(xform.Coordinates, out var tile)) { yield break; } var tileAABB = _lookup.GetLocalBounds(tile, grid.TileSize).Enlarged(0.01f); var gridMatrix = Transform(grid.GridEntityId).InvWorldMatrix; foreach (var entity in _lookup.GetEntitiesIntersecting(tile)) { if (entity == comp.Owner || Deleted(entity) || HasComp <IMapGridComponent>(entity)) { continue; } if (!TryComp(entity, out PhysicsComponent? physics) || physics.BodyType == BodyType.Static || physics.BodyStatus == BodyStatus.InAir || entity.IsWeightless(physics, entityManager: EntityManager)) { continue; } if (_container.IsEntityInContainer(entity)) { continue; } // Yes there's still going to be the occasional rounding issue where it stops getting conveyed // When you fix the corner issue that will fix this anyway. var transform = Transform(entity); var gridPos = gridMatrix.Transform(transform.WorldPosition); var gridAABB = new Box2(gridPos - 0.1f, gridPos + 0.1f); if (!tileAABB.Intersects(gridAABB)) { continue; } yield return(entity, transform); } }
private void Convey(ConveyorComponent comp, TransformComponent xform, HashSet <EntityUid> conveyed, float frameTime) { // Use an event for conveyors to know what needs to run if (!_conveyor.CanRun(comp)) { return; } var speed = comp.Speed; if (speed <= 0f) { return; } var(conveyorPos, conveyorRot) = xform.GetWorldPositionRotation(); conveyorRot += comp.Angle; if (comp.State == ConveyorState.Reversed) { conveyorRot += MathF.PI; } var direction = conveyorRot.ToWorldVec(); foreach (var(entity, transform) in GetEntitiesToMove(comp, xform)) { if (!conveyed.Add(entity)) { continue; } var worldPos = transform.WorldPosition; var itemRelative = conveyorPos - worldPos; worldPos += Convey(direction, speed, frameTime, itemRelative); transform.WorldPosition = worldPos; if (TryComp <PhysicsComponent>(entity, out var body)) { body.Awake = true; } } }
private void Convey(ConveyorSystem system, ConveyorComponent comp, float frameTime) { // Use an event for conveyors to know what needs to run if (!system.CanRun(comp)) { return; } var direction = system.GetAngle(comp).ToVec(); var entMan = IoCManager.Resolve <IEntityManager>(); var ownerPos = entMan.GetComponent <TransformComponent>(comp.Owner).WorldPosition; foreach (var(entity, physics) in EntitySystem.Get <ConveyorSystem>().GetEntitiesToMove(comp)) { var itemRelativeToConveyor = entMan.GetComponent <TransformComponent>(entity).WorldPosition - ownerPos; physics.LinearVelocity += Convey(direction, comp.Speed, frameTime, itemRelativeToConveyor); } }
public void RemoveConveyor(ConveyorComponent conveyor) { _conveyors.Remove(conveyor); }
public void AddConveyor(ConveyorComponent conveyor) { _conveyors.Add(conveyor); conveyor.Sync(this); }