Refactor InRangeUnobstructed and add extension methods (#1925)
* Sort out InRangeUnobstructed and add extension methods * Rename client RangeChecks to RangeExtensions * Add container extension methods and test * Add missing component methods Component to container Grid coordinates to container Map coordinates to container Local player to container * Actually use the field * Merge fixes * Add popup argument to local player extension methods * Reduce code repetition for client range extensions
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@@ -7,8 +7,8 @@ using Content.Server.GameObjects.Components.Movement;
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using Content.Server.GameObjects.EntitySystems.AI.Pathfinding;
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using Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders;
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using Content.Server.GameObjects.EntitySystems.JobQueues;
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using Content.Server.Utility;
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.Utility;
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using Robust.Server.Interfaces.Timing;
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using Robust.Shared.GameObjects.Components;
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using Robust.Shared.GameObjects.Systems;
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@@ -281,7 +281,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
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if (targetDistance <= steeringRequest.ArrivalDistance && steeringRequest.TimeUntilInteractionCheck <= 0.0f)
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{
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if (!steeringRequest.RequiresInRangeUnobstructed ||
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InteractionChecks.InRangeUnobstructed(entity, steeringRequest.TargetMap, steeringRequest.ArrivalDistance, ignoredEnt: entity))
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entity.InRangeUnobstructed(steeringRequest.TargetMap, steeringRequest.ArrivalDistance, popup: true))
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{
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// TODO: Need cruder LOS checks for ranged weaps
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controller.VelocityDir = Vector2.Zero;
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