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
This commit is contained in:
DrSmugleaf
2020-08-30 11:37:06 +02:00
committed by GitHub
parent 9ec3ddf368
commit 9d6c394f6b
39 changed files with 1287 additions and 359 deletions

View File

@@ -6,19 +6,18 @@ using Content.Server.GameObjects.Components.GUI;
using Content.Server.GameObjects.Components.Interactable;
using Content.Server.GameObjects.Components.Items.Storage;
using Content.Server.GameObjects.Components.Stack;
using Content.Server.GameObjects.EntitySystems.Click;
using Content.Server.Utility;
using Content.Shared.Construction;
using Content.Shared.GameObjects.Components;
using Content.Shared.GameObjects.Components.Interactable;
using Content.Shared.GameObjects.EntitySystems;
using Content.Shared.Interfaces.GameObjects.Components;
using Content.Shared.Utility;
using JetBrains.Annotations;
using Robust.Server.GameObjects;
using Robust.Server.GameObjects.EntitySystems;
using Robust.Server.Interfaces.Player;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.GameObjects.Components;
using Robust.Shared.Interfaces.Map;
@@ -91,8 +90,7 @@ namespace Content.Server.GameObjects.EntitySystems
if(targetEnt is null || handEnt is null)
return;
var interaction = Get<InteractionSystem>();
if(!interaction.InRangeUnobstructed(handEnt.Transform.MapPosition, targetEnt.Transform.MapPosition, ignoredEnt: targetEnt, ignoreInsideBlocker: true))
if (!handEnt.InRangeUnobstructed(targetEnt, ignoreInsideBlocker: true))
return;
// Cannot deconstruct an entity with no prototype.
@@ -246,8 +244,7 @@ namespace Content.Server.GameObjects.EntitySystems
{
var prototype = _prototypeManager.Index<ConstructionPrototype>(prototypeName);
if (!InteractionChecks.InRangeUnobstructed(placingEnt, loc.ToMap(_mapManager),
ignoredEnt: placingEnt, ignoreInsideBlocker: prototype.CanBuildInImpassable))
if (!placingEnt.InRangeUnobstructed(loc, ignoreInsideBlocker: prototype.CanBuildInImpassable, popup: true))
{
return false;
}
@@ -377,7 +374,7 @@ namespace Content.Server.GameObjects.EntitySystems
var constructPrototype = constructionComponent.Prototype;
if (constructPrototype.CanBuildInImpassable == false)
{
if (!InteractionChecks.InRangeUnobstructed(user, constructEntity.Transform.MapPosition))
if (!user.InRangeUnobstructed(constructEntity, popup: true))
return false;
}