Improves examine code

Examining now has larger range. Ghosts have no range limit.
Fixed some messy code and some bad netcode.
This commit is contained in:
Pieter-Jan Briers
2019-07-19 10:45:04 +02:00
parent 1f320eccd7
commit 1a92d08399
8 changed files with 93 additions and 34 deletions

View File

@@ -0,0 +1,30 @@
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
namespace Content.Shared.GameObjects.Components.Mobs
{
/// <summary>
/// Component required for a player to be able to examine things.
/// </summary>
public sealed class ExaminerComponent : Component
{
public override string Name => "Examiner";
[ViewVariables(VVAccess.ReadWrite)]
private bool _doRangeCheck = true;
/// <summary>
/// Whether to do a distance check on examine.
/// If false, the user can theoretically examine from infinitely far away.
/// </summary>
public bool DoRangeCheck => _doRangeCheck;
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _doRangeCheck, "DoRangeCheck", true);
}
}
}

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using Content.Shared.GameObjects.Components.Mobs;
using JetBrains.Annotations;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
namespace Content.Shared.GameObjects.EntitySystems
{
public abstract class ExamineSystemShared : EntitySystem
{
public const float ExamineRange = 8f;
public const float ExamineRangeSquared = ExamineRange * ExamineRange;
[Pure]
protected static bool CanExamine(IEntity examiner, IEntity examined)
{
if (!examiner.TryGetComponent(out ExaminerComponent examinerComponent))
{
return false;
}
if (!examinerComponent.DoRangeCheck)
{
return true;
}
if (examiner.Transform.MapID != examined.Transform.MapID)
{
return false;
}
var delta = examined.Transform.WorldPosition - examiner.Transform.WorldPosition;
return delta.LengthSquared <= ExamineRangeSquared;
}
}
}