using System; using System.Collections.Generic; using System.Linq; using Content.Server.AI.Components; using Content.Shared.Physics; using Robust.Shared.GameObjects; using Robust.Shared.IoC; using Robust.Shared.Map; using Robust.Shared.Maths; using Robust.Shared.Physics; using Robust.Shared.Physics.Broadphase; namespace Content.Server.AI.Utils { public static class Visibility { // Should this be in robust or something? Fark it public static IEnumerable GetNearestEntities(EntityCoordinates grid, Type component, float range) { var inRange = GetEntitiesInRange(grid, component, range).ToList(); var sortedInRange = inRange.OrderBy(o => (o.Transform.Coordinates.Position - grid.Position).Length); return sortedInRange; } public static IEnumerable GetEntitiesInRange(EntityCoordinates grid, Type component, float range) { var entityManager = IoCManager.Resolve(); foreach (var entity in entityManager.GetAllComponents(component).Select(c => c.Owner)) { if (entity.Transform.Coordinates.GetGridId(entityManager) != grid.GetGridId(entityManager)) { continue; } if ((entity.Transform.Coordinates.Position - grid.Position).Length <= range) { yield return entity; } } } } }