using Content.Shared.Access;
using Content.Shared.Access.Components;
using Content.Shared.Access.Systems;
using Robust.Shared.Prototypes;
namespace Content.Shared.Random.Rules;
///
/// Checks for an entity nearby with the specified access.
///
public sealed partial class NearbyAccessRule : RulesRule
{
// This exists because of door electronics contained inside doors.
///
/// Does the access entity need to be anchored.
///
[DataField]
public bool Anchored = true;
///
/// Count of entities that need to be nearby.
///
[DataField]
public int Count = 1;
[DataField(required: true)]
public List> Access = new();
[DataField]
public float Range = 10f;
public override bool Check(EntityManager entManager, EntityUid uid)
{
var xformQuery = entManager.GetEntityQuery();
if (!xformQuery.TryGetComponent(uid, out var xform) ||
xform.MapUid == null)
{
return false;
}
var transform = entManager.System();
var lookup = entManager.System();
var reader = entManager.System();
var found = false;
var worldPos = transform.GetWorldPosition(xform, xformQuery);
var count = 0;
// TODO: Update this when we get the callback version
var entities = new HashSet>();
lookup.GetEntitiesInRange(xform.MapID, worldPos, Range, entities);
foreach (var comp in entities)
{
if (!reader.AreAccessTagsAllowed(Access, comp) ||
Anchored &&
(!xformQuery.TryGetComponent(comp, out var compXform) ||
!compXform.Anchored))
{
continue;
}
count++;
if (count < Count)
continue;
found = true;
break;
}
if (!found)
return Inverted;
return !Inverted;
}
}