using Content.Client.Hands;
+using Content.Shared.Hands.EntitySystems;
+using Content.Shared.Inventory;
using Content.Shared.SubFloor;
using Robust.Client.Animations;
using Robust.Client.GameObjects;
[Dependency] private readonly IPlayerManager _player = default!;
[Dependency] private readonly AnimationPlayerSystem _animation = default!;
[Dependency] private readonly EntityLookupSystem _lookup = default!;
+ [Dependency] private readonly InventorySystem _inventory = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
+ [Dependency] private readonly SharedHandsSystem _hands = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
private const string TRayAnimationKey = "trays";
- private const double AnimationLength = 0.5;
+ private const double AnimationLength = 0.3;
public override void Update(float frameTime)
{
var playerPos = _transform.GetWorldPosition(playerXform, xformQuery);
var playerMap = playerXform.MapID;
var range = 0f;
+ HashSet<SubFloorHideComponent> inRange;
+ var scannerQuery = GetEntityQuery<TrayScannerComponent>();
- if (TryComp<HandsComponent>(player, out var playerHands) &&
- TryComp<TrayScannerComponent>(playerHands.ActiveHandEntity, out var scanner) && scanner.Enabled)
+ // TODO: Should probably sub to player attached changes / inventory changes but inventory's
+ // API is extremely skrungly. If this ever shows up on dottrace ping me and laugh.
+ var canSee = false;
+
+ // TODO: Common iterator for both systems.
+ if (_inventory.TryGetContainerSlotEnumerator(player.Value, out var enumerator))
+ {
+ while (enumerator.MoveNext(out var slot))
+ {
+ foreach (var ent in slot.ContainedEntities)
+ {
+ if (!scannerQuery.TryGetComponent(ent, out var sneakScanner) || !sneakScanner.Enabled)
+ continue;
+
+ canSee = true;
+ range = MathF.Max(range, sneakScanner.Range);
+ }
+ }
+ }
+
+ foreach (var hand in _hands.EnumerateHands(player.Value))
+ {
+ if (!scannerQuery.TryGetComponent(hand.HeldEntity, out var heldScanner) || !heldScanner.Enabled)
+ continue;
+
+ range = MathF.Max(heldScanner.Range, range);
+ canSee = true;
+ }
+
+ if (canSee)
{
- range = scanner.Range;
+ inRange = _lookup.GetComponentsInRange<SubFloorHideComponent>(playerMap, playerPos, range);
- foreach (var comp in _lookup.GetComponentsInRange<SubFloorHideComponent>(playerMap, playerPos, range))
+ foreach (var comp in inRange)
{
var uid = comp.Owner;
if (!comp.IsUnderCover || !comp.BlockAmbience | !comp.BlockInteractions)
EnsureComp<TrayRevealedComponent>(uid);
}
}
+ else
+ {
+ inRange = new HashSet<SubFloorHideComponent>();
+ }
var revealedQuery = AllEntityQuery<TrayRevealedComponent, SpriteComponent, TransformComponent>();
var subfloorQuery = GetEntityQuery<SubFloorHideComponent>();
while (revealedQuery.MoveNext(out var uid, out _, out var sprite, out var xform))
{
- var worldPos = _transform.GetWorldPosition(xform, xformQuery);
-
// Revealing
// Add buffer range to avoid flickers.
- if (subfloorQuery.HasComponent(uid) &&
+ if (subfloorQuery.TryGetComponent(uid, out var subfloor) &&
xform.MapID != MapId.Nullspace &&
xform.MapID == playerMap &&
xform.Anchored &&
- range != 0f &&
- (playerPos - worldPos).Length <= range + 0.5f)
+ inRange.Contains(subfloor))
{
// Due to the fact client is predicting this server states will reset it constantly
if ((!_appearance.TryGetData(uid, SubFloorVisuals.ScannerRevealed, out bool value) || !value) &&