Make AI overlay use vis1 (#31348)
* Make AI overlay use vis1 I think this is what get_hear in 13 uses idk this shit is esoteric. vis1 is luminosity vis2 is line of sight. * boark
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@ -482,11 +482,11 @@ public sealed class StationAiVisionSystem : EntitySystem
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if (TargetTile != null)
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{
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if (vis2.TryGetValue(TargetTile.Value, out var tileVis2))
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if (vis1.TryGetValue(TargetTile.Value, out var tileVis))
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{
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DebugTools.Assert(seedTiles.Contains(TargetTile.Value));
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if (tileVis2 != 0)
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if (tileVis != 0)
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{
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lock (System)
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{
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@ -505,9 +505,9 @@ public sealed class StationAiVisionSystem : EntitySystem
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if (!System._viewportTiles.Contains(tile))
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continue;
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var tileVis2 = vis2.GetValueOrDefault(tile, 0);
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var tileVis = vis1.GetValueOrDefault(tile, 0);
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if (tileVis2 != 0)
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if (tileVis != 0)
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{
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// No idea if it's better to do this inside or out.
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lock (VisibleTiles)
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