Files
tbd-station-14/Content.Server/AI/Pathfinding/Accessible/ReachableArgs.cs
Alex Evgrashin a3f16295ea Move Access to ECS (#4826)
* Moved access to ecs

* Fixed tests

* Moved test to integration

* Better IoC

* Moved preset ID card

* Moved id card to ECS

* Moved access component to ECS

* Fixed pda access

* Final touches

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2021-10-22 13:31:07 +11:00

44 lines
1.4 KiB
C#

using System.Collections.Generic;
using Content.Server.Access.Components;
using Content.Server.Access.Systems;
using Content.Server.AI.Components;
using Robust.Shared.GameObjects;
using Robust.Shared.Physics;
namespace Content.Server.AI.Pathfinding.Accessible
{
public sealed class ReachableArgs
{
public float VisionRadius { get; set; }
public ICollection<string> Access { get; }
public int CollisionMask { get; }
public ReachableArgs(float visionRadius, ICollection<string> access, int collisionMask)
{
VisionRadius = visionRadius;
Access = access;
CollisionMask = collisionMask;
}
/// <summary>
/// Get appropriate args for a particular entity
/// </summary>
/// <param name="entity"></param>
/// <returns></returns>
public static ReachableArgs GetArgs(IEntity entity)
{
var collisionMask = 0;
if (entity.TryGetComponent(out IPhysBody? physics))
{
collisionMask = physics.CollisionMask;
}
var accessSystem = EntitySystem.Get<AccessReaderSystem>();
var access = accessSystem.FindAccessTags(entity.Uid);
var visionRadius = entity.GetComponent<AiControllerComponent>().VisionRadius;
return new ReachableArgs(visionRadius, access, collisionMask);
}
}
}