#nullable enable
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Content.Shared.Physics;
using Content.Shared.Utility;
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Maths;
namespace Content.Shared.GameObjects.Verbs
{
public class SharedVerbSystem : EntitySystem
{
///
/// Get all of the entities relevant for the contextmenu
///
///
///
///
/// Whether we should slightly extend out the ignored range for the ray predicated
///
public bool TryGetContextEntities(IEntity player, MapCoordinates targetPos, [NotNullWhen(true)] out List? contextEntities, bool buffer = false)
{
contextEntities = null;
var length = buffer ? 1.0f: 0.5f;
var entities = EntityManager.GetEntitiesIntersecting(targetPos.MapId,
Box2.CenteredAround(targetPos.Position, (length, length))).ToList();
if (entities.Count == 0)
{
return false;
}
// Check if we have LOS to the clicked-location, otherwise no popup.
var vectorDiff = player.Transform.MapPosition.Position - targetPos.Position;
var distance = vectorDiff.Length + 0.01f;
bool Ignored(IEntity entity)
{
return entities.Contains(entity) ||
entity == player ||
!entity.TryGetComponent(out OccluderComponent? occluder) ||
!occluder.Enabled;
}
var mask = player.TryGetComponent(out SharedEyeComponent? eye) && eye.DrawFov
? CollisionGroup.Opaque
: CollisionGroup.None;
var result = player.InRangeUnobstructed(targetPos, distance, mask, Ignored);
if (!result)
{
return false;
}
contextEntities = entities;
return true;
}
}
}