Station AI (#30944)
* Station AI overlay * implement * Bunch of ports * Fix a heap of bugs and basic scouting * helldivers * Shuffle interactions a bit * navmap stuff * Revert "navmap stuff" This reverts commit d1f89dd4be83233e22cf5dd062b2581f3c6da062. * AI wires implemented * Fix examines * Optimise the overlay significantly * Back to old static * BUI radial working * lots of work * Saving work * thanks fork * alright * pc * AI upload console * AI upload * stuff * Fix copy-paste shitcode * AI actions * navmap work * Fixes * first impressions * a * reh * Revert "navmap work" This reverts commit 6f63fea6e9245e189f368f97be3e32e9b210580e. # Conflicts: # Content.Client/Silicons/StationAi/StationAiOverlay.cs * OD * radar * weh * Fix examines * scoop mine eyes * fixes * reh * Optimise * Final round of optimisations * Fixes * fixes
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@@ -78,6 +78,7 @@ namespace Content.Client.Verbs
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// Get entities
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List<EntityUid> entities;
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var examineFlags = LookupFlags.All & ~LookupFlags.Sensors;
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// Do we have to do FoV checks?
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if ((visibility & MenuVisibility.NoFov) == 0)
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@@ -88,7 +89,7 @@ namespace Content.Client.Verbs
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TryComp(player.Value, out ExaminerComponent? examiner);
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entities = new();
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foreach (var ent in _entityLookup.GetEntitiesInRange(targetPos, EntityMenuLookupSize))
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foreach (var ent in _entityLookup.GetEntitiesInRange(targetPos, EntityMenuLookupSize, flags: examineFlags))
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{
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if (_examine.CanExamine(player.Value, targetPos, Predicate, ent, examiner))
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entities.Add(ent);
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@@ -96,7 +97,7 @@ namespace Content.Client.Verbs
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}
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else
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{
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entities = _entityLookup.GetEntitiesInRange(targetPos, EntityMenuLookupSize).ToList();
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entities = _entityLookup.GetEntitiesInRange(targetPos, EntityMenuLookupSize, flags: examineFlags).ToList();
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}
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if (entities.Count == 0)
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