Makes InRangeUnobstructed use MapCoordinates. Fixes #1003
(Also updates Submoduke)
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@@ -39,31 +39,20 @@ namespace Content.Server.GameObjects.EntitySystems
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/// <param name="predicate">.</param>
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/// <param name="insideBlockerValid">if coordinates inside obstructions count as obstructed or not</param>
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/// <returns>True if the two points are within a given range without being obstructed.</returns>
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public bool InRangeUnobstructed(MapCoordinates coords, Vector2 otherCoords, float range = InteractionRange,
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public bool InRangeUnobstructed(MapCoordinates coords, MapCoordinates otherCoords, float range = InteractionRange,
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int collisionMask = (int)CollisionGroup.Impassable, Func<IEntity, bool> predicate = null, bool insideBlockerValid = false)
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{
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var dir = otherCoords - coords.Position;
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if (!coords.InRange(otherCoords, range))
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return false;
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var dir = otherCoords.Position - coords.Position;
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if (dir.LengthSquared.Equals(0f)) return true;
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if (range > 0f && !(dir.LengthSquared <= range * range)) return false;
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var ray = new CollisionRay(coords.Position, dir.Normalized, collisionMask);
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var rayResults = _physicsManager.IntersectRayWithPredicate(coords.MapId, ray, dir.Length, predicate).ToList();
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if(rayResults.Count == 0 || (insideBlockerValid && rayResults.Count > 0 && (rayResults[0].HitPos - otherCoords).Length < 1f))
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{
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if (_mapManager.TryFindGridAt(coords, out var mapGrid) && mapGrid != null)
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{
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var srcPos = mapGrid.MapToGrid(coords);
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var destPos = new GridCoordinates(otherCoords, mapGrid);
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if (srcPos.InRange(_mapManager, destPos, range))
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{
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return true;
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}
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}
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}
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return false;
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return rayResults.Count == 0 || (insideBlockerValid && rayResults.Count > 0 && (rayResults[0].HitPos - otherCoords.Position).Length < 1f);
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}
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/// <summary>
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@@ -79,7 +68,7 @@ namespace Content.Server.GameObjects.EntitySystems
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/// <param name="ignoredEnt">the entity to be ignored when checking for collisions.</param>
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/// <param name="insideBlockerValid">if coordinates inside obstructions count as obstructed or not</param>
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/// <returns>True if the two points are within a given range without being obstructed.</returns>
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public bool InRangeUnobstructed(MapCoordinates coords, Vector2 otherCoords, float range = InteractionRange,
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public bool InRangeUnobstructed(MapCoordinates coords, MapCoordinates otherCoords, float range = InteractionRange,
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int collisionMask = (int)CollisionGroup.Impassable, IEntity ignoredEnt = null, bool insideBlockerValid = false) =>
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InRangeUnobstructed(coords, otherCoords, range, collisionMask,
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ignoredEnt == null ? null : (Func<IEntity, bool>)(entity => ignoredEnt == entity), insideBlockerValid);
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