47 lines
1.4 KiB
C#
47 lines
1.4 KiB
C#
using System.Collections.Generic;
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using Content.Server.AI.Components;
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using Content.Shared.Damage;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Player;
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namespace Content.Server.AI.WorldState.States.Mobs
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{
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[UsedImplicitly]
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public sealed class NearbyPlayersState : CachedStateData<List<EntityUid>>
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{
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public override string Name => "NearbyPlayers";
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protected override List<EntityUid> GetTrueValue()
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{
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var result = new List<EntityUid>();
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var entMan = IoCManager.Resolve<IEntityManager>();
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if (!entMan.TryGetComponent(Owner, out AiControllerComponent? controller))
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{
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return result;
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}
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var nearbyPlayers = Filter.Empty()
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.AddInRange(entMan.GetComponent<TransformComponent>(Owner).MapPosition, controller.VisionRadius)
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.Recipients;
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foreach (var player in nearbyPlayers)
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{
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if (player.AttachedEntity is not {Valid: true} playerEntity)
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{
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continue;
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}
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if (player.AttachedEntity != Owner && entMan.HasComponent<DamageableComponent>(playerEntity))
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{
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result.Add(playerEntity);
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}
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}
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return result;
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}
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}
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}
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