using System; using System.Collections.Generic; using System.Linq; using Content.Server.GameObjects.Components.Movement; using Content.Shared.Physics; using Robust.Shared.GameObjects; using Robust.Shared.Interfaces.GameObjects; using Robust.Shared.Interfaces.Physics; using Robust.Shared.IoC; using Robust.Shared.Map; using Robust.Shared.Maths; namespace Content.Server.AI.Utils { public static class Visibility { // Just do a simple range check, then chuck the ray out. If we get bigger than 1 tile mobs may need to adjust this public static bool InLineOfSight(IEntity owner, IEntity target) { var range = 50.0f; if (owner.Transform.GridID != target.Transform.GridID) { return false; } if (owner.TryGetComponent(out AiControllerComponent controller)) { var targetRange = (target.Transform.GridPosition.Position - owner.Transform.GridPosition.Position).Length; if (targetRange > controller.VisionRadius) { return false; } range = controller.VisionRadius; } var angle = new Angle(target.Transform.GridPosition.Position - owner.Transform.GridPosition.Position); var ray = new CollisionRay( owner.Transform.GridPosition.Position, angle.ToVec(), (int)(CollisionGroup.Opaque | CollisionGroup.Impassable | CollisionGroup.MobImpassable)); var rayCastResults = IoCManager.Resolve().IntersectRay(owner.Transform.MapID, ray, range, owner).ToList(); return rayCastResults.Count > 0 && rayCastResults[0].HitEntity == target; } // Should this be in robust or something? Fark it public static IEnumerable GetNearestEntities(GridCoordinates grid, Type component, float range) { var inRange = GetEntitiesInRange(grid, component, range).ToList(); var sortedInRange = inRange.OrderBy(o => (o.Transform.GridPosition.Position - grid.Position).Length); return sortedInRange; } public static IEnumerable GetEntitiesInRange(GridCoordinates grid, Type component, float range) { var entityManager = IoCManager.Resolve(); foreach (var entity in entityManager.GetEntities(new TypeEntityQuery(component))) { if (entity.Transform.GridPosition.GridID != grid.GridID) { continue; } if ((entity.Transform.GridPosition.Position - grid.Position).Length <= range) { yield return entity; } } } } }