Examining now has larger range. Ghosts have no range limit. Fixed some messy code and some bad netcode.
36 lines
1.0 KiB
C#
36 lines
1.0 KiB
C#
using Content.Shared.GameObjects.Components.Mobs;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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namespace Content.Shared.GameObjects.EntitySystems
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{
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public abstract class ExamineSystemShared : EntitySystem
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{
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public const float ExamineRange = 8f;
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public const float ExamineRangeSquared = ExamineRange * ExamineRange;
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[Pure]
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protected static bool CanExamine(IEntity examiner, IEntity examined)
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{
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if (!examiner.TryGetComponent(out ExaminerComponent examinerComponent))
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{
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return false;
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}
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if (!examinerComponent.DoRangeCheck)
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{
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return true;
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}
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if (examiner.Transform.MapID != examined.Transform.MapID)
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{
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return false;
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}
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var delta = examined.Transform.WorldPosition - examiner.Transform.WorldPosition;
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return delta.LengthSquared <= ExamineRangeSquared;
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}
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}
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}
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