Show ghosts popups etc through walls (#8077)

* Show ghosts popups etc through walls

* Stage moment

* crashes
This commit is contained in:
metalgearsloth
2022-05-12 21:18:38 +10:00
committed by GitHub
parent 40361ec0ad
commit 6903209a31
4 changed files with 25 additions and 14 deletions

View File

@@ -5,6 +5,7 @@ using Content.Shared.Examine;
using JetBrains.Annotations;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.Player;
using Robust.Shared.GameStates;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
@@ -27,19 +28,18 @@ namespace Content.Client.DoAfter
*/
[Dependency] private readonly IEyeManager _eyeManager = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly IPlayerManager _player = default!;
[Dependency] private readonly ExamineSystemShared _examineSystem = default!;
/// <summary>
/// We'll use an excess time so stuff like finishing effects can show.
/// </summary>
public const float ExcessTime = 0.5f;
private EntityUid? _attachedEntity;
public override void Initialize()
{
base.Initialize();
UpdatesOutsidePrediction = true;
SubscribeLocalEvent<PlayerAttachSysMessage>(HandlePlayerAttached);
SubscribeNetworkEvent<CancelledDoAfterMessage>(OnCancelledDoAfter);
SubscribeLocalEvent<DoAfterComponent, ComponentStartup>(OnDoAfterStartup);
SubscribeLocalEvent<DoAfterComponent, ComponentShutdown>(OnDoAfterShutdown);
@@ -111,11 +111,6 @@ namespace Content.Client.DoAfter
Cancel(doAfter, ev.ID);
}
private void HandlePlayerAttached(PlayerAttachSysMessage message)
{
_attachedEntity = message.AttachedEntity;
}
/// <summary>
/// For handling PVS so we dispose of controls if they go out of range
/// </summary>
@@ -196,17 +191,19 @@ namespace Content.Client.DoAfter
base.Update(frameTime);
var currentTime = _gameTiming.CurTime;
var attached = _player.LocalPlayer?.ControlledEntity;
// Can't see any I guess?
if (_attachedEntity is not {Valid: true} entity || Deleted(entity))
if (attached == null || Deleted(attached))
return;
// ReSharper disable once ConvertToLocalFunction
var predicate = static (EntityUid uid, (EntityUid compOwner, EntityUid? attachedEntity) data)
=> uid == data.compOwner || uid == data.attachedEntity;
var occluded = _examineSystem.IsOccluded(attached.Value);
var viewbox = _eyeManager.GetWorldViewport().Enlarged(2.0f);
var entXform = Transform(entity);
var entXform = Transform(attached.Value);
var playerPos = entXform.MapPosition;
foreach (var (comp, xform) in EntityManager.EntityQuery<DoAfterComponent, TransformComponent>(true))
@@ -224,11 +221,12 @@ namespace Content.Client.DoAfter
var range = (compPos.Position - playerPos.Position).Length + 0.01f;
if (comp.Owner != _attachedEntity &&
if (occluded &&
comp.Owner != attached &&
!ExamineSystemShared.InRangeUnOccluded(
playerPos,
compPos, range,
(comp.Owner, _attachedEntity), predicate))
(comp.Owner, attached), predicate))
{
Disable(comp);
continue;