TRay fixes (#15030)

- Updated it to not rely on the engine PR
- Made it work on any inventory slot as long as it's enabled
This commit is contained in:
metalgearsloth
2023-04-01 12:53:25 +11:00
committed by GitHub
parent 60839d7917
commit f2fd61f0d6

View File

@@ -1,4 +1,6 @@
using Content.Client.Hands;
using Content.Shared.Hands.EntitySystems;
using Content.Shared.Inventory;
using Content.Shared.SubFloor;
using Robust.Client.Animations;
using Robust.Client.GameObjects;
@@ -14,11 +16,13 @@ public sealed class TrayScannerSystem : SharedTrayScannerSystem
[Dependency] private readonly IPlayerManager _player = default!;
[Dependency] private readonly AnimationPlayerSystem _animation = default!;
[Dependency] private readonly EntityLookupSystem _lookup = default!;
[Dependency] private readonly InventorySystem _inventory = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly SharedHandsSystem _hands = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
private const string TRayAnimationKey = "trays";
private const double AnimationLength = 0.5;
private const double AnimationLength = 0.3;
public override void Update(float frameTime)
{
@@ -37,13 +41,43 @@ public sealed class TrayScannerSystem : SharedTrayScannerSystem
var playerPos = _transform.GetWorldPosition(playerXform, xformQuery);
var playerMap = playerXform.MapID;
var range = 0f;
HashSet<SubFloorHideComponent> inRange;
var scannerQuery = GetEntityQuery<TrayScannerComponent>();
if (TryComp<HandsComponent>(player, out var playerHands) &&
TryComp<TrayScannerComponent>(playerHands.ActiveHandEntity, out var scanner) && scanner.Enabled)
// TODO: Should probably sub to player attached changes / inventory changes but inventory's
// API is extremely skrungly. If this ever shows up on dottrace ping me and laugh.
var canSee = false;
// TODO: Common iterator for both systems.
if (_inventory.TryGetContainerSlotEnumerator(player.Value, out var enumerator))
{
range = scanner.Range;
while (enumerator.MoveNext(out var slot))
{
foreach (var ent in slot.ContainedEntities)
{
if (!scannerQuery.TryGetComponent(ent, out var sneakScanner) || !sneakScanner.Enabled)
continue;
foreach (var comp in _lookup.GetComponentsInRange<SubFloorHideComponent>(playerMap, playerPos, range))
canSee = true;
range = MathF.Max(range, sneakScanner.Range);
}
}
}
foreach (var hand in _hands.EnumerateHands(player.Value))
{
if (!scannerQuery.TryGetComponent(hand.HeldEntity, out var heldScanner) || !heldScanner.Enabled)
continue;
range = MathF.Max(heldScanner.Range, range);
canSee = true;
}
if (canSee)
{
inRange = _lookup.GetComponentsInRange<SubFloorHideComponent>(playerMap, playerPos, range);
foreach (var comp in inRange)
{
var uid = comp.Owner;
if (!comp.IsUnderCover || !comp.BlockAmbience | !comp.BlockInteractions)
@@ -52,22 +86,23 @@ public sealed class TrayScannerSystem : SharedTrayScannerSystem
EnsureComp<TrayRevealedComponent>(uid);
}
}
else
{
inRange = new HashSet<SubFloorHideComponent>();
}
var revealedQuery = AllEntityQuery<TrayRevealedComponent, SpriteComponent, TransformComponent>();
var subfloorQuery = GetEntityQuery<SubFloorHideComponent>();
while (revealedQuery.MoveNext(out var uid, out _, out var sprite, out var xform))
{
var worldPos = _transform.GetWorldPosition(xform, xformQuery);
// Revealing
// Add buffer range to avoid flickers.
if (subfloorQuery.HasComponent(uid) &&
if (subfloorQuery.TryGetComponent(uid, out var subfloor) &&
xform.MapID != MapId.Nullspace &&
xform.MapID == playerMap &&
xform.Anchored &&
range != 0f &&
(playerPos - worldPos).Length <= range + 0.5f)
inRange.Contains(subfloor))
{
// Due to the fact client is predicting this server states will reset it constantly
if ((!_appearance.TryGetData(uid, SubFloorVisuals.ScannerRevealed, out bool value) || !value) &&