Swap some InRangeUnobstructed for InRangeUnoccluded (#28706)
Swap InRangeUnobstructed to InRangeUnoccluded Co-authored-by: plykiya <plykiya@protonmail.com>
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@@ -27,6 +27,7 @@ namespace Content.Client.Construction
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly SharedInteractionSystem _interactionSystem = default!;
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[Dependency] private readonly ExamineSystemShared _examineSystem = default!;
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[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
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[Dependency] private readonly PopupSystem _popupSystem = default!;
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@@ -195,9 +196,8 @@ namespace Content.Client.Construction
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if (GhostPresent(loc))
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return false;
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// This InRangeUnobstructed should probably be replaced with "is there something blocking us in that tile?"
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var predicate = GetPredicate(prototype.CanBuildInImpassable, loc.ToMap(EntityManager, _transformSystem));
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if (!_interactionSystem.InRangeUnobstructed(user, loc, 20f, predicate: predicate))
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if (!_examineSystem.InRangeUnOccluded(user, loc, 20f, predicate: predicate))
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return false;
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if (!CheckConstructionConditions(prototype, loc, dir, user, showPopup: true))
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@@ -4,6 +4,7 @@ using System.Text;
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using Content.Server.Administration.Logs;
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using Content.Server.Administration.Managers;
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using Content.Server.Chat.Managers;
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using Content.Server.Examine;
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using Content.Server.GameTicking;
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using Content.Server.Speech.Components;
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using Content.Server.Speech.EntitySystems;
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@@ -14,6 +15,7 @@ using Content.Shared.Administration;
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using Content.Shared.CCVar;
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using Content.Shared.Chat;
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using Content.Shared.Database;
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using Content.Shared.Examine;
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using Content.Shared.Ghost;
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using Content.Shared.Humanoid;
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using Content.Shared.IdentityManagement;
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@@ -60,6 +62,7 @@ public sealed partial class ChatSystem : SharedChatSystem
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[Dependency] private readonly SharedInteractionSystem _interactionSystem = default!;
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[Dependency] private readonly ReplacementAccentSystem _wordreplacement = default!;
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[Dependency] private readonly EntityWhitelistSystem _whitelistSystem = default!;
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[Dependency] private readonly ExamineSystemShared _examineSystem = default!;
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public const int VoiceRange = 10; // how far voice goes in world units
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public const int WhisperClearRange = 2; // how far whisper goes while still being understandable, in world units
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@@ -504,8 +507,7 @@ public sealed partial class ChatSystem : SharedChatSystem
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if (data.Range <= WhisperClearRange)
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_chatManager.ChatMessageToOne(ChatChannel.Whisper, message, wrappedMessage, source, false, session.Channel);
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//If listener is too far, they only hear fragments of the message
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//Collisiongroup.Opaque is not ideal for this use. Preferably, there should be a check specifically with "Can Ent1 see Ent2" in mind
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else if (_interactionSystem.InRangeUnobstructed(source, listener, WhisperMuffledRange, Shared.Physics.CollisionGroup.Opaque)) //Shared.Physics.CollisionGroup.Opaque
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else if (_examineSystem.InRangeUnOccluded(source, listener, WhisperMuffledRange))
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_chatManager.ChatMessageToOne(ChatChannel.Whisper, obfuscatedMessage, wrappedobfuscatedMessage, source, false, session.Channel);
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//If listener is too far and has no line of sight, they can't identify the whisperer's identity
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else
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@@ -3,6 +3,7 @@ using Content.Server.Interaction;
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using Content.Server.Popups;
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using Content.Server.Stunnable;
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using Content.Shared.Administration;
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using Content.Shared.Examine;
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using Content.Shared.Instruments;
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using Content.Shared.Instruments.UI;
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using Content.Shared.Physics;
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@@ -30,6 +31,7 @@ public sealed partial class InstrumentSystem : SharedInstrumentSystem
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[Dependency] private readonly PopupSystem _popup = default!;
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[Dependency] private readonly TransformSystem _transform = default!;
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[Dependency] private readonly InteractionSystem _interactions = default!;
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[Dependency] private readonly ExamineSystemShared _examineSystem = default!;
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private const float MaxInstrumentBandRange = 10f;
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@@ -250,9 +252,8 @@ public sealed partial class InstrumentSystem : SharedInstrumentSystem
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continue;
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// Maybe a bit expensive but oh well GetBands is queued and has a timer anyway.
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// Make sure the instrument is visible, uses the Opaque collision group so this works across windows etc.
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if (!_interactions.InRangeUnobstructed(uid, entity, MaxInstrumentBandRange,
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CollisionGroup.Opaque, e => e == playerUid || e == originPlayer))
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// Make sure the instrument is visible
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if (!_examineSystem.InRangeUnOccluded(uid, entity, MaxInstrumentBandRange, e => e == playerUid || e == originPlayer))
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continue;
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if (!metadataQuery.TryGetComponent(playerUid, out var playerMetadata)
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