mirror of
https://github.com/space-wizards/RobustToolbox.git
synced 2026-09-01 09:37:03 +02:00
704 lines
26 KiB
C#
704 lines
26 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using System.Numerics;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Map.Enumerators;
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using Robust.Shared.Maths;
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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.Shapes;
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using Transform = Robust.Shared.Physics.Transform;
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namespace Robust.Shared.GameObjects;
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public abstract partial class SharedMapSystem
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{
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/// <summary>
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/// Whether <see cref="FindGridsIntersecting"/> and its extended family should only approximately check for intersection by default.
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/// </summary>
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public const bool Approximate = false;
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/// <summary>
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/// Whether <see cref="FindGridsIntersecting"/> and its extended family should also check the map itself by default.
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/// </summary>
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public const bool IncludeMap = true;
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#region TryFindGridAt
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/// <summary>
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/// Attempts to find a grid which overlaps with a given position on a given map.
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/// If the map is itself a grid and there is no other grid overlapping with the given position this will return the map itself as such a grid.
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/// </summary>
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/// <param name="mapEnt">The uid of the map to search for a valid grid.</param>
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/// <param name="worldPos">The exact position within and relative to the map to search for a valid grid.</param>
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/// <param name="uid">Returns the uid of the grid found, if any.</param>
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/// <param name="grid">Returns the component of the grid found, if any.</param>
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/// <returns>True if a grid overlapping with the given position within the given map was found, or false otherwise.</returns>
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public bool TryFindGridAt(EntityUid mapEnt, Vector2 worldPos, out EntityUid uid, [NotNullWhen(true)] out MapGridComponent? grid)
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{
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var rangeVec = new Vector2(0.2f, 0.2f);
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// Need to enlarge the AABB by at least the grid shrinkage size.
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var aabb = new Box2(worldPos - rangeVec, worldPos + rangeVec);
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uid = EntityUid.Invalid;
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grid = null;
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var state = (uid, grid, worldPos, this, _transform);
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FindGridsIntersecting(mapEnt, aabb, ref state, static (EntityUid iUid, MapGridComponent iGrid, ref (
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EntityUid uid,
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MapGridComponent? grid,
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Vector2 worldPos,
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SharedMapSystem mapSystem,
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SharedTransformSystem xformSystem) tuple) =>
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{
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// Turn the worldPos into a localPos and work out the relevant chunk we need to check
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// This is much faster than iterating over every chunk individually.
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// (though now we need some extra calcs up front).
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// Doesn't use WorldBounds because it's just an AABB.
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var matrix = tuple.xformSystem.GetInvWorldMatrix(iUid);
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var localPos = Vector2.Transform(tuple.worldPos, matrix);
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// NOTE:
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// If you change this to use fixtures instead (i.e. if you want half-tiles) then you need to make sure
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// you account for the fact that fixtures are shrunk slightly!
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var chunkIndices = GetChunkIndices(localPos, iGrid.ChunkSize);
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if (!iGrid.Chunks.TryGetValue(chunkIndices, out var chunk))
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return true;
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var chunkRelative = GetChunkRelative(localPos, iGrid.ChunkSize);
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var chunkTile = chunk.GetTile(chunkRelative);
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if (chunkTile.IsEmpty)
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return true;
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tuple.uid = iUid;
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tuple.grid = iGrid;
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return false;
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}, approx: true, includeMap: false);
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if (state.grid == null && _gridQuery.TryGetComponent(mapEnt, out var mapGrid))
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{
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uid = mapEnt;
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grid = mapGrid;
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return true;
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}
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uid = state.uid;
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grid = state.grid;
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return grid != null;
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}
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/// <inheritdoc cref="TryFindGridAt(EntityUid, Vector2, out EntityUid, out MapGridComponent?)"/>
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/// <param name="mapId">The id of the map to search for a valid grid.</param>
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public bool TryFindGridAt(MapId mapId, Vector2 worldPos, out EntityUid uid, [NotNullWhen(true)] out MapGridComponent? grid)
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{
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if (TryGetMap(mapId, out var map))
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return TryFindGridAt(map.Value, worldPos, out uid, out grid);
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uid = default;
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grid = null;
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return false;
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}
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/// <inheritdoc cref="TryFindGridAt(EntityUid, Vector2, out EntityUid, out MapGridComponent?)"/>
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/// <param name="mapCoordinates">The map position to search for a valid grid.</param>
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public bool TryFindGridAt(MapCoordinates mapCoordinates, out EntityUid uid, [NotNullWhen(true)] out MapGridComponent? grid)
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{
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return TryFindGridAt(mapCoordinates.MapId, mapCoordinates.Position, out uid, out grid);
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}
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#endregion
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#region MapId
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/// <summary>
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/// Adds every grid on the specified map which intersects the given region to the provided collection.
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/// </summary>
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/// <param name="shape">The shape of the region to check.</param>
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/// <param name="transform">The transform, relative to the map, of the region to check.</param>
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public void FindGridsIntersecting<TShape>(
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MapId mapId,
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TShape shape,
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Transform transform,
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ref List<Entity<MapGridComponent>> grids,
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bool approx = Approximate,
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bool includeMap = IncludeMap) where TShape : IPhysShape
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{
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if (TryGetMap(mapId, out var mapEnt))
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FindGridsIntersecting(mapEnt.Value, shape, transform, ref grids, approx: approx, includeMap: includeMap);
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}
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/// <summary>
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/// Invokes the provided callback on every grid on the specified map which intersect the given region.
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/// </summary>
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/// <param name="shape">The shape of the region to check.</param>
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/// <param name="transform">The transform, relative to the map, of the region to check.</param>
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public void FindGridsIntersecting<TShape>(
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MapId mapId,
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TShape shape,
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Transform transform,
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GridCallback callback,
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bool approx = Approximate,
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bool includeMap = IncludeMap) where TShape : IPhysShape
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{
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if (TryGetMap(mapId, out var mapEnt))
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FindGridsIntersecting(mapEnt.Value, shape, transform, callback, approx: approx, includeMap: includeMap);
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}
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/// <summary>
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/// Invokes the provided callback on every grid on the specified map which intersect the given region.
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/// Allows providing some additional <paramref name="state"/> to pass to the callback when it is invoked.
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/// </summary>
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/// <param name="shape">The shape of the region to check.</param>
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/// <param name="transform">The transform, relative to the map, of the region to check.</param>
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public void FindGridsIntersecting<TShape, TState>(
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MapId mapId,
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TShape shape,
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Transform transform,
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ref TState state,
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GridCallback<TState> callback,
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bool approx = Approximate,
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bool includeMap = IncludeMap) where TShape : IPhysShape
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{
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if (TryGetMap(mapId, out var mapEnt))
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FindGridsIntersecting(mapEnt.Value, shape, transform, ref state, callback, approx: approx, includeMap: includeMap);
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}
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/// <summary>
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/// Invokes the provided callback on every grid on the specified map which intersect the given region.
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/// </summary>
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public void FindGridsIntersecting(
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MapId mapId,
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Box2 worldAABB,
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GridCallback callback,
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bool approx = Approximate,
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bool includeMap = IncludeMap)
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{
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if (TryGetMap(mapId, out var mapEnt))
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FindGridsIntersecting(mapEnt.Value, worldAABB, callback, approx: approx, includeMap: includeMap);
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}
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/// <summary>
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/// Invokes the provided callback on every grid on the specified map which intersect the given region.
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/// Allows providing some additional <paramref name="state"/> to pass to the callback when it is invoked.
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/// </summary>
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public void FindGridsIntersecting<TState>(
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MapId mapId,
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Box2 worldAABB,
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ref TState state,
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GridCallback<TState> callback,
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bool approx = Approximate,
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bool includeMap = IncludeMap)
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{
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if (TryGetMap(mapId, out var map))
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FindGridsIntersecting(map.Value, worldAABB, ref state, callback, approx: approx, includeMap: includeMap);
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}
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/// <summary>
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/// Adds every grid on the specified map which intersects the given region to the provided collection.
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/// </summary>
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public void FindGridsIntersecting(
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MapId mapId,
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Box2 worldAABB,
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ref List<Entity<MapGridComponent>> grids,
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bool approx = Approximate,
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bool includeMap = IncludeMap)
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{
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if (TryGetMap(mapId, out var map))
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FindGridsIntersecting(map.Value, worldAABB, ref grids, approx: approx, includeMap: includeMap);
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}
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/// <summary>
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/// Invokes the provided callback on every grid on the specified map which intersect the given region.
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/// </summary>
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public void FindGridsIntersecting(
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MapId mapId,
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Box2Rotated worldBounds,
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GridCallback callback,
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bool approx = Approximate,
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bool includeMap = IncludeMap)
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{
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if (TryGetMap(mapId, out var mapEnt))
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FindGridsIntersecting(mapEnt.Value, worldBounds, callback, approx: approx, includeMap: includeMap);
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}
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/// <summary>
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/// Invokes the provided callback on every grid on the specified map which intersect the given region.
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/// Allows providing some additional <paramref name="state"/> to pass to the callback when it is invoked.
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/// </summary>
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public void FindGridsIntersecting<TState>(
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MapId mapId,
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Box2Rotated worldBounds,
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ref TState state,
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GridCallback<TState> callback,
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bool approx = Approximate,
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bool includeMap = IncludeMap)
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{
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if (TryGetMap(mapId, out var mapEnt))
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FindGridsIntersecting(mapEnt.Value, worldBounds, ref state, callback, approx: approx, includeMap: includeMap);
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}
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/// <summary>
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/// Adds every grid on the specified map which intersects the given region to the provided collection.
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/// </summary>
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public void FindGridsIntersecting(
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MapId mapId,
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Box2Rotated worldBounds,
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ref List<Entity<MapGridComponent>> grids,
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bool approx = Approximate,
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bool includeMap = IncludeMap)
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{
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if (TryGetMap(mapId, out var mapEnt))
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FindGridsIntersecting(mapEnt.Value, worldBounds, ref grids, approx: approx, includeMap: includeMap);
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}
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#endregion
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#region EntityUid
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/// <summary>
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/// Invokes the provided callback on every grid on the specified map which intersect the given region.
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/// </summary>
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/// <param name="shape">The shape of the region to check.</param>
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/// <param name="transform">The transform, relative to the map, of the region to check.</param>
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public void FindGridsIntersecting<TShape>(
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EntityUid mapEnt,
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TShape shape,
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Transform transform,
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GridCallback callback,
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bool approx = Approximate,
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bool includeMap = IncludeMap) where TShape : IPhysShape
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{
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FindGridsIntersecting(mapEnt, shape, shape.ComputeAABB(transform, 0), transform, callback, approx: approx, includeMap: includeMap);
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}
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/// <summary>
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/// Invokes the provided callback on every grid on the specified map which intersect the given region.
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/// Allows providing some additional <paramref name="state"/> to pass to the callback when it is invoked.
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/// </summary>
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/// <param name="shape">The shape of the region to check.</param>
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/// <param name="transform">The transform, relative to the map, of the region to check.</param>
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public void FindGridsIntersecting<TShape, TState>(
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EntityUid mapEnt,
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TShape shape,
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Transform transform,
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ref TState state,
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GridCallback<TState> callback,
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bool approx = Approximate,
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bool includeMap = IncludeMap) where TShape : IPhysShape
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{
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FindGridsIntersecting(mapEnt, shape, shape.ComputeAABB(transform, 0), transform, ref state, callback, approx: approx, includeMap: includeMap);
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}
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/// <summary>
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/// Adds every grid on the specified map which intersects the given region to the provided list.
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/// </summary>
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/// <param name="shape">The shape of the region to check.</param>
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/// <param name="transform">The transform, relative to the map, of the region to check.</param>
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public void FindGridsIntersecting<TShape>(
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EntityUid mapEnt,
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TShape shape,
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Transform transform,
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ref List<Entity<MapGridComponent>> grids,
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bool approx = Approximate,
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bool includeMap = IncludeMap) where TShape : IPhysShape
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{
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FindGridsIntersecting(mapEnt, shape, shape.ComputeAABB(transform, 0), transform, ref grids, approx: approx, includeMap: includeMap);
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}
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/// <summary>
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/// Adds every grid on the specified map which intersects the given regions to the provided collection.
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/// </summary>
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/// <param name="shapes">A set of regions to check.</param>
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/// <param name="transform">The transform, relative to the map, of the regions to check.</param>
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public void FindGridsIntersecting(
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EntityUid mapEnt,
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List<IPhysShape> shapes,
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Transform transform,
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ref List<Entity<MapGridComponent>> entities,
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bool approx = Approximate,
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bool includeMap = IncludeMap)
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{
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foreach (var shape in shapes)
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{
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FindGridsIntersecting(mapEnt, shape, transform, ref entities, approx: approx, includeMap: includeMap);
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}
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}
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/// <summary>
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/// Invokes the provided callback on every grid on the specified map which intersect the given region.
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/// </summary>
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public void FindGridsIntersecting(
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EntityUid mapEnt,
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Box2 worldAABB,
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GridCallback callback,
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bool approx = Approximate,
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bool includeMap = IncludeMap)
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{
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var shape = new SlimPolygon(worldAABB);
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FindGridsIntersecting(mapEnt, shape, worldAABB, Robust.Shared.Physics.Transform.Empty, callback, approx: approx, includeMap: includeMap);
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}
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/// <summary>
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/// Invokes the provided callback on every grid on the specified map which intersect the given region.
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/// Allows providing some additional <paramref name="state"/> to pass to the callback when it is invoked.
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/// </summary>
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public void FindGridsIntersecting<TState>(
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EntityUid mapEnt,
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Box2 worldAABB,
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ref TState state,
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GridCallback<TState> callback,
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bool approx = Approximate,
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bool includeMap = IncludeMap)
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{
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var shape = new SlimPolygon(worldAABB);
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FindGridsIntersecting(mapEnt, shape, worldAABB, Robust.Shared.Physics.Transform.Empty, ref state, callback, approx: approx, includeMap: includeMap);
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}
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/// <summary>
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/// Adds every grid on the specified map which intersects the given regions to the provided list.
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/// </summary>
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public void FindGridsIntersecting(
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EntityUid mapEnt,
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Box2 worldAABB,
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ref List<Entity<MapGridComponent>> grids,
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bool approx = Approximate,
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bool includeMap = IncludeMap)
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{
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var shape = new SlimPolygon(worldAABB);
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FindGridsIntersecting(mapEnt, shape, worldAABB, Robust.Shared.Physics.Transform.Empty, ref grids, approx: approx, includeMap: includeMap);
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}
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/// <summary>
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/// Invokes the provided callback on every grid on the specified map which intersect the given region.
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/// </summary>
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public void FindGridsIntersecting(
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EntityUid mapEnt,
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Box2Rotated worldBounds,
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GridCallback callback,
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bool approx = Approximate,
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bool includeMap = IncludeMap)
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{
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var shape = new SlimPolygon(worldBounds);
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FindGridsIntersecting(mapEnt, shape, Robust.Shared.Physics.Transform.Empty, callback, approx: approx, includeMap: includeMap);
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}
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/// <summary>
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/// Invokes the provided callback on every grid on the specified map which intersect the given region.
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/// Allows providing some additional <paramref name="state"/> to pass to the callback when it is invoked.
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/// </summary>
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public void FindGridsIntersecting<TState>(
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EntityUid mapEnt,
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Box2Rotated worldBounds,
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ref TState state,
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GridCallback<TState> callback,
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bool approx = Approximate,
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bool includeMap = IncludeMap)
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{
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var shape = new SlimPolygon(worldBounds);
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FindGridsIntersecting(mapEnt, shape, Robust.Shared.Physics.Transform.Empty, ref state, callback, approx: approx, includeMap: includeMap);
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}
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/// <summary>
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/// Adds every grid on the specified map which intersects the given regions to the provided list.
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/// </summary>
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public void FindGridsIntersecting(
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EntityUid mapEnt,
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Box2Rotated worldBounds,
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ref List<Entity<MapGridComponent>> grids,
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bool approx = Approximate,
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bool includeMap = IncludeMap)
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{
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var shape = new SlimPolygon(worldBounds);
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FindGridsIntersecting(mapEnt, shape, Robust.Shared.Physics.Transform.Empty, ref grids, approx: approx, includeMap: includeMap);
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}
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#endregion
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/// <summary>
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/// Enumerates all of the grids located on a given map.
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/// </summary>
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public AllGridsEnumerator GetAllGrids(MapId mapId)
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{
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return new AllGridsEnumerator(mapId, AllEntityQuery<MapGridComponent, TransformComponent>());
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}
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/// <remarks>
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/// This version only provides the component without the uid and should not be used.
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/// </remarks>
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/// <inheritdoc cref="GetAllGrids(MapId)"/>
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[Obsolete("use GetAllGrids instead")]
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public AllMapGridsEnumerator GetAllMapGrids(MapId mapId)
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{
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return new AllMapGridsEnumerator(GetAllGrids(mapId));
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}
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public struct AllGridsEnumerator : IEnumerable<Entity<MapGridComponent>>, IEnumerator<Entity<MapGridComponent>>
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{
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private readonly MapId _mapId;
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private AllEntityQueryEnumerator<MapGridComponent, TransformComponent> _query;
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private Entity<MapGridComponent> _current;
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internal AllGridsEnumerator(MapId mapId, AllEntityQueryEnumerator<MapGridComponent, TransformComponent> query)
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{
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_mapId = mapId;
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_query = query;
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_current = default;
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}
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public readonly AllGridsEnumerator GetEnumerator() => this;
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public readonly Entity<MapGridComponent> Current => _current;
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readonly object IEnumerator.Current => Current;
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public bool MoveNext()
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{
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while (_query.MoveNext(out var uid, out var grid, out var xform))
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{
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if (xform.MapID != _mapId)
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continue;
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_current = (uid, grid);
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return true;
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}
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return false;
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}
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readonly IEnumerator<Entity<MapGridComponent>> IEnumerable<Entity<MapGridComponent>>.GetEnumerator()
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{
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return GetEnumerator();
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}
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readonly IEnumerator IEnumerable.GetEnumerator()
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{
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return GetEnumerator();
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}
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|
|
public void Dispose()
|
|
{
|
|
_query.Dispose();
|
|
}
|
|
|
|
public void Reset()
|
|
{
|
|
throw new NotSupportedException();
|
|
}
|
|
}
|
|
|
|
[Obsolete("Use AllGridsEnumerator instead.")]
|
|
public struct AllMapGridsEnumerator : IEnumerable<MapGridComponent>, IEnumerator<MapGridComponent>
|
|
{
|
|
private AllGridsEnumerator _grids;
|
|
private MapGridComponent _current;
|
|
|
|
internal AllMapGridsEnumerator(AllGridsEnumerator grids)
|
|
{
|
|
_grids = grids;
|
|
_current = default!;
|
|
}
|
|
|
|
public readonly AllMapGridsEnumerator GetEnumerator() => this;
|
|
|
|
public readonly MapGridComponent Current => _current;
|
|
|
|
readonly object IEnumerator.Current => Current;
|
|
|
|
public bool MoveNext()
|
|
{
|
|
if (!_grids.MoveNext())
|
|
return false;
|
|
|
|
_current = _grids.Current.Comp;
|
|
return true;
|
|
}
|
|
|
|
readonly IEnumerator<MapGridComponent> IEnumerable<MapGridComponent>.GetEnumerator()
|
|
{
|
|
return GetEnumerator();
|
|
}
|
|
|
|
readonly IEnumerator IEnumerable.GetEnumerator()
|
|
{
|
|
return GetEnumerator();
|
|
}
|
|
|
|
public void Dispose()
|
|
{
|
|
_grids.Dispose();
|
|
}
|
|
|
|
public void Reset()
|
|
{
|
|
throw new NotSupportedException();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Adds every grid on the specified map which intersects the given regions to the provided list.
|
|
/// </summary>
|
|
/// <param name="shape">The shape of the region to check.</param>
|
|
/// <param name="worldAABB">The world-local axis aligned bounding box of the region to check.</param>
|
|
/// <param name="transform">The transform, relative to the map, of the region to check.</param>
|
|
private void FindGridsIntersecting<TShape>(
|
|
EntityUid mapEnt,
|
|
TShape shape,
|
|
Box2 worldAABB,
|
|
Transform transform,
|
|
ref List<Entity<MapGridComponent>> grids,
|
|
bool approx,
|
|
bool includeMap) where TShape : IPhysShape
|
|
{
|
|
var state = grids;
|
|
FindGridsIntersecting(mapEnt, shape, worldAABB, transform, ref state,
|
|
static (EntityUid uid, MapGridComponent grid, ref List<Entity<MapGridComponent>> state) =>
|
|
{
|
|
state.Add((uid, grid));
|
|
return true;
|
|
},
|
|
approx, includeMap
|
|
);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Invokes the provided callback on every grid on the specified map which intersect the given region.
|
|
/// </summary>
|
|
/// <param name="shape">The shape of the region to check.</param>
|
|
/// <param name="worldAABB">The world-local axis aligned bounding box of the region to check.</param>
|
|
/// <param name="transform">The transform, relative to the map, of the region to check.</param>
|
|
private void FindGridsIntersecting<TShape>(
|
|
EntityUid mapEnt,
|
|
TShape shape,
|
|
Box2 worldAABB,
|
|
Transform transform,
|
|
GridCallback callback,
|
|
bool approx,
|
|
bool includeMap) where TShape : IPhysShape
|
|
{
|
|
var state = callback;
|
|
FindGridsIntersecting(mapEnt, shape, worldAABB, transform, ref state,
|
|
static (EntityUid uid, MapGridComponent grid, ref GridCallback state) => state.Invoke(uid, grid),
|
|
approx, includeMap
|
|
);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Invokes the provided callback on every grid on the specified map which intersect the given region.
|
|
/// Allows providing some additional <paramref name="state"/> to pass to the callback when it is invoked.
|
|
/// </summary>
|
|
/// <param name="shape">The shape of the region to check.</param>
|
|
/// <param name="worldAABB">The world-local axis aligned bounding box of the region to check.</param>
|
|
/// <param name="transform">The transform, relative to the map, of the region to check.</param>
|
|
private void FindGridsIntersecting<TShape, TState>(
|
|
EntityUid mapEnt,
|
|
TShape shape,
|
|
Box2 worldAABB,
|
|
Transform transform,
|
|
ref TState state,
|
|
GridCallback<TState> callback,
|
|
bool approx,
|
|
bool includeMap) where TShape : IPhysShape
|
|
{
|
|
if (!_gridTreeQuery.TryGetComponent(mapEnt, out var gridTree))
|
|
return;
|
|
|
|
if (includeMap && _gridQuery.TryGetComponent(mapEnt, out var mapGrid))
|
|
{
|
|
callback(mapEnt, mapGrid, ref state);
|
|
}
|
|
|
|
var gridState = new GridQueryState<TShape, TState>(
|
|
callback,
|
|
state,
|
|
worldAABB,
|
|
shape,
|
|
transform,
|
|
gridTree.Tree,
|
|
this,
|
|
_transform,
|
|
approx);
|
|
|
|
gridTree.Tree.Query(ref gridState, static (ref GridQueryState<TShape, TState> state, DynamicTree.Proxy proxy) =>
|
|
{
|
|
// Even for approximate we'll check if any chunks roughly overlap.
|
|
var data = state.Tree.GetUserData(proxy);
|
|
var gridInvMatrix = state.TransformSystem.GetInvWorldMatrix(data.Uid);
|
|
var localAABB = gridInvMatrix.TransformBox(state.WorldAABB);
|
|
|
|
var overlappingChunks = state.MapSystem.GetLocalMapChunks(data.Uid, data.Grid, localAABB);
|
|
|
|
if (state.Approximate)
|
|
{
|
|
if (!overlappingChunks.MoveNext(out _))
|
|
return true;
|
|
}
|
|
else if (!state.MapSystem.IsIntersecting(overlappingChunks, state.Shape, state.Transform, (data.Uid, data.Fixtures)))
|
|
{
|
|
return true;
|
|
}
|
|
|
|
var callbackState = state.State;
|
|
var result = state.Callback(data.Uid, data.Grid, ref callbackState);
|
|
state.State = callbackState;
|
|
|
|
return result;
|
|
}, worldAABB);
|
|
|
|
// By-ref things
|
|
state = gridState.State;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tests whether any of a collection of grid chunks intersect with a given region.
|
|
/// </summary>
|
|
private bool IsIntersecting<TShape>(
|
|
ChunkEnumerator enumerator,
|
|
TShape shape,
|
|
Transform shapeTransform,
|
|
Entity<FixturesComponent> grid) where TShape : IPhysShape
|
|
{
|
|
var gridTransform = _physics.GetPhysicsTransform(grid);
|
|
|
|
while (enumerator.MoveNext(out var chunk))
|
|
{
|
|
foreach (var id in chunk.Fixtures)
|
|
{
|
|
var fixture = grid.Comp.Fixtures[id];
|
|
|
|
for (var j = 0; j < fixture.Shape.ChildCount; j++)
|
|
{
|
|
if (_manifolds.TestOverlap(shape, 0, fixture.Shape, j, shapeTransform, gridTransform))
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
private record struct GridQueryState<TShape, TState>(
|
|
GridCallback<TState> Callback,
|
|
TState State,
|
|
Box2 WorldAABB,
|
|
TShape Shape,
|
|
Transform Transform,
|
|
B2DynamicTree<(EntityUid Uid, FixturesComponent Fixtures, MapGridComponent Grid)> Tree,
|
|
SharedMapSystem MapSystem,
|
|
SharedTransformSystem TransformSystem,
|
|
bool Approximate
|
|
) where TShape : IPhysShape;
|
|
}
|
|
|
|
public delegate bool GridCallback(EntityUid gridUid, MapGridComponent gridComp);
|
|
public delegate bool GridCallback<TState>(EntityUid gridUid, MapGridComponent gridComp, ref TState state);
|