Adds overload to InRangeUnoccluded that takes in a state for the predicate. (#7325)

This commit is contained in:
Vera Aguilera Puerto
2022-03-30 15:28:35 +02:00
committed by GitHub
parent 85c3490990
commit 5447edbabf
2 changed files with 19 additions and 6 deletions

View File

@@ -203,6 +203,10 @@ namespace Content.Client.DoAfter
if (_attachedEntity is not {Valid: true} entity || Deleted(entity))
return;
// ReSharper disable once ConvertToLocalFunction
var predicate = (EntityUid uid, (EntityUid compOwner, EntityUid? attachedEntity) data)
=> uid == data.compOwner || uid == data.attachedEntity;
var viewbox = _eyeManager.GetWorldViewport().Enlarged(2.0f);
var entXform = Transform(entity);
var playerPos = entXform.MapPosition;
@@ -226,7 +230,7 @@ namespace Content.Client.DoAfter
!ExamineSystemShared.InRangeUnOccluded(
playerPos,
compPos, range,
ent => ent == comp.Owner || ent == _attachedEntity))
(comp.Owner, _attachedEntity), predicate))
{
Disable(comp);
continue;

View File

@@ -120,7 +120,18 @@ namespace Content.Shared.Examine
return ExamineRange;
}
public static bool InRangeUnOccluded(MapCoordinates origin, MapCoordinates other, float range, Ignored? predicate, bool ignoreInsideBlocker = true)
public static bool InRangeUnOccluded(MapCoordinates origin, MapCoordinates other, float range, Ignored? predicate, bool ignoreInsideBlocker = true, IEntityManager? entMan = null)
{
// No, rider. This is better.
// ReSharper disable once ConvertToLocalFunction
var wrapped = (EntityUid uid, Ignored? wrapped)
=> wrapped != null && wrapped(uid);
return InRangeUnOccluded(origin, other, range, predicate, wrapped, ignoreInsideBlocker, entMan);
}
public static bool InRangeUnOccluded<TState>(MapCoordinates origin, MapCoordinates other, float range,
TState state, Func<EntityUid, TState, bool> predicate, bool ignoreInsideBlocker = true, IEntityManager? entMan = null)
{
if (other.MapId != origin.MapId ||
other.MapId == MapId.Nullspace) return false;
@@ -140,13 +151,11 @@ namespace Content.Shared.Examine
}
var occluderSystem = Get<OccluderSystem>();
var entMan = IoCManager.Resolve<IEntityManager>();
predicate ??= _ => false;
IoCManager.Resolve(ref entMan);
var ray = new Ray(origin.Position, dir.Normalized);
var rayResults = occluderSystem
.IntersectRayWithPredicate(origin.MapId, ray, length, predicate.Invoke, false).ToList();
.IntersectRayWithPredicate(origin.MapId, ray, length, state, predicate, false).ToList();
if (rayResults.Count == 0) return true;