Fix mime wall intersecting with adjacent wall (#16701)
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@@ -18,6 +18,7 @@ namespace Content.Server.Abilities.Mime
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[Dependency] private readonly SharedActionsSystem _actionsSystem = default!;
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[Dependency] private readonly SharedActionsSystem _actionsSystem = default!;
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[Dependency] private readonly AlertsSystem _alertsSystem = default!;
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[Dependency] private readonly AlertsSystem _alertsSystem = default!;
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[Dependency] private readonly EntityLookupSystem _lookupSystem = default!;
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[Dependency] private readonly EntityLookupSystem _lookupSystem = default!;
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[Dependency] private readonly TurfSystem _turf = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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@@ -69,13 +70,17 @@ namespace Content.Server.Abilities.Mime
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if (tile == null)
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if (tile == null)
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return;
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return;
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// Check there are no walls or mobs there
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// Check there are no walls there
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foreach (var entity in _lookupSystem.GetEntitiesIntersecting(tile.Value, flags: LookupFlags.Static))
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if (_turf.IsTileBlocked(tile.Value, CollisionGroup.Impassable))
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{
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{
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PhysicsComponent? physics = null; // We use this to check if it's impassable
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_popupSystem.PopupEntity(Loc.GetString("mime-invisible-wall-failed"), uid, uid);
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if (HasComp<MobStateComponent>(entity) && entity != uid // Is it a mob?
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return;
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|| Resolve(entity, ref physics, false) && (physics.CollisionLayer & (int) CollisionGroup.Impassable) != 0 // Is it impassable?
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}
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&& !(TryComp<DoorComponent>(entity, out var door) && door.State != DoorState.Closed)) // Is it a door that's open and so not actually impassable?
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// Check there are no mobs there
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foreach (var entity in _lookupSystem.GetEntitiesIntersecting(tile.Value))
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{
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if (HasComp<MobStateComponent>(entity) && entity != uid)
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{
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{
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_popupSystem.PopupEntity(Loc.GetString("mime-invisible-wall-failed"), uid, uid);
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_popupSystem.PopupEntity(Loc.GetString("mime-invisible-wall-failed"), uid, uid);
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return;
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return;
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