* Work on DeviceNetworkSystem * Implement device networking as ecs Remove mailing unit code for now Remove device network metadata * Implement integration tests for device networking * Remove manual updating DeviceNetworkSystem and use WaitRunTicks * Fix wrong component name in ignored components * Apply suggestions from code review Co-authored-by: mirrorcult <notzombiedude@gmail.com> * Rename NetworkUtils to DeviceNetworkConstants Change connection type constants to enum Remove create function from network payload class * Change broken nodegroup check in wirenet to grid check * Change ComponentManager to entity manager in DeviceNetworkSystem * Fix smaller mistakes * Wtf random test fail pls run them again smh * Fix DataField in DeviceNetworkComponent * Fix yaml in DeviceNetworkTest * Fix DeviceNetworkComponent DeviceNetId property Co-authored-by: Julian Giebel <j.giebel@netrocks.info> Co-authored-by: mirrorcult <notzombiedude@gmail.com>
34 lines
1.2 KiB
C#
34 lines
1.2 KiB
C#
using Content.Server.DeviceNetwork.Components;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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namespace Content.Server.DeviceNetwork.Systems
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{
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[UsedImplicitly]
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public class WirelessNetworkSystem : EntitySystem
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{
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<WirelessNetworkComponent, BeforePacketSentEvent>(OnBeforePacketSent);
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}
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/// <summary>
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/// Gets the position of both the sending and receiving entity and checks if the receiver is in range of the sender.
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/// </summary>
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private void OnBeforePacketSent(EntityUid uid, WirelessNetworkComponent component, BeforePacketSentEvent args)
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{
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var sender = EntityManager.GetEntity(args.Sender);
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var ownPosition = component.Owner.Transform.WorldPosition;
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var position = sender.Transform.WorldPosition;
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var distance = (ownPosition - position).Length;
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if(sender.TryGetComponent<WirelessNetworkComponent>(out var sendingComponent) && distance > sendingComponent.Range)
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{
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args.Cancel();
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}
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}
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}
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}
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