Player: Make interaction radius scriptable
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c80b2d2dbc
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@ -1334,7 +1334,7 @@ InteractiveEntityPtr Player::bestInteractionEntity(bool includeNearby) {
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return {};
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return {};
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InteractiveEntityPtr interactiveEntity;
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InteractiveEntityPtr interactiveEntity;
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if (auto entity = world()->getInteractiveInRange(m_aimPosition, position(), m_interactRadius)) {
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if (auto entity = world()->getInteractiveInRange(m_aimPosition, isAdmin() ? m_aimPosition : position(), m_interactRadius)) {
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interactiveEntity = entity;
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interactiveEntity = entity;
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} else if (includeNearby) {
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} else if (includeNearby) {
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Vec2F interactBias = m_walkIntoInteractBias;
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Vec2F interactBias = m_walkIntoInteractBias;
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@ -1346,7 +1346,7 @@ InteractiveEntityPtr Player::bestInteractionEntity(bool includeNearby) {
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interactiveEntity = entity;
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interactiveEntity = entity;
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}
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}
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if (interactiveEntity && world()->canReachEntity(position(), interactRadius(), interactiveEntity->entityId()))
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if (interactiveEntity && (isAdmin() || world()->canReachEntity(position(), interactRadius(), interactiveEntity->entityId())))
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return interactiveEntity;
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return interactiveEntity;
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return {};
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return {};
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}
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}
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@ -1480,6 +1480,10 @@ float Player::interactRadius() const {
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return m_interactRadius;
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return m_interactRadius;
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}
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}
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void Player::setInteractRadius(float interactRadius) {
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m_interactRadius = interactRadius;
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}
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List<InteractAction> Player::pullInteractActions() {
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List<InteractAction> Player::pullInteractActions() {
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List<InteractAction> results;
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List<InteractAction> results;
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eraseWhere(m_pendingInteractActions, [&results](auto& promise) {
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eraseWhere(m_pendingInteractActions, [&results](auto& promise) {
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@ -1822,7 +1826,7 @@ bool Player::inInteractionRange() const {
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}
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}
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bool Player::inInteractionRange(Vec2F aimPos) const {
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bool Player::inInteractionRange(Vec2F aimPos) const {
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return world()->geometry().diff(aimPos, position()).magnitude() < interactRadius();
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return isAdmin() || world()->geometry().diff(aimPos, position()).magnitude() < interactRadius();
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}
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}
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bool Player::inToolRange() const {
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bool Player::inToolRange() const {
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@ -1830,7 +1834,7 @@ bool Player::inToolRange() const {
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}
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}
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bool Player::inToolRange(Vec2F const& aimPos) const {
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bool Player::inToolRange(Vec2F const& aimPos) const {
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return world()->geometry().diff(aimPos, position()).magnitude() < toolRadius();
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return isAdmin() || world()->geometry().diff(aimPos, position()).magnitude() < toolRadius();
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}
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}
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void Player::getNetStates(bool initial) {
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void Player::getNetStates(bool initial) {
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@ -147,6 +147,7 @@ public:
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float toolRadius() const;
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float toolRadius() const;
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float interactRadius() const override;
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float interactRadius() const override;
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void setInteractRadius(float interactRadius);
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List<InteractAction> pullInteractActions();
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List<InteractAction> pullInteractActions();
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uint64_t currency(String const& currencyType) const;
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uint64_t currency(String const& currencyType) const;
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@ -2005,7 +2005,7 @@ void WorldClient::setProperty(String const& propertyName, Json const& property)
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}
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}
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bool WorldClient::playerCanReachEntity(EntityId entityId, bool preferInteractive) const {
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bool WorldClient::playerCanReachEntity(EntityId entityId, bool preferInteractive) const {
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return canReachEntity(m_mainPlayer->position(), m_mainPlayer->interactRadius(), entityId, preferInteractive);
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return m_mainPlayer->isAdmin() || canReachEntity(m_mainPlayer->position(), m_mainPlayer->interactRadius(), entityId, preferInteractive);
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}
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}
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void WorldClient::disconnectAllWires(Vec2I wireEntityPosition, WireNode const& node) {
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void WorldClient::disconnectAllWires(Vec2I wireEntityPosition, WireNode const& node) {
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@ -104,6 +104,9 @@ LuaCallbacks LuaBindings::makePlayerCallbacks(Player* player) {
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player->setPersonality(parsePersonality(newPersonality, personalityConfig));
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player->setPersonality(parsePersonality(newPersonality, personalityConfig));
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});
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});
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callbacks.registerCallback( "interactRadius", [player]() { return player->interactRadius(); });
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callbacks.registerCallback("setInteractRadius", [player](float radius) { player->setInteractRadius(radius); });
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callbacks.registerCallback("id", [player]() { return player->entityId(); });
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callbacks.registerCallback("id", [player]() { return player->entityId(); });
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callbacks.registerCallback("uniqueId", [player]() { return player->uniqueId(); });
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callbacks.registerCallback("uniqueId", [player]() { return player->uniqueId(); });
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callbacks.registerCallback("isAdmin", [player]() { return player->isAdmin(); });
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callbacks.registerCallback("isAdmin", [player]() { return player->isAdmin(); });
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