Files
tbd-station-14/Content.Server/AI/Utils/Visibility.cs
DrSmugleaf 48b61f6bcc Replace every usage of GridCoordinates with EntityCoordinates (#2021)
* Update RobustToolbox

* Transition direct type usages

* More updates

* Fix invalid use of to map

* Update RobustToolbox

* Fix dropping items

* Rename name usages of "GridCoordinates" to "EntityCoordinates"

* Revert "Update RobustToolbox"

This reverts commit 9f334a17c5908ded0043a63158bb671e4aa3f346.

* Revert "Update RobustToolbox"

This reverts commit 3a9c8cfa3606fa501aa84407796d2ad920853a09.

# Conflicts:
#	RobustToolbox

* Fix cursed IMapGrid method usage.

* GridTileLookupTest now uses EntityCoordinates

Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
Co-authored-by: Víctor Aguilera Puerto <zddm@outlook.es>
2020-09-06 16:11:53 +02:00

76 lines
2.8 KiB
C#

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.Coordinates.Position - owner.Transform.Coordinates.Position).Length;
if (targetRange > controller.VisionRadius)
{
return false;
}
range = controller.VisionRadius;
}
var angle = new Angle(target.Transform.Coordinates.Position - owner.Transform.Coordinates.Position);
var ray = new CollisionRay(
owner.Transform.Coordinates.Position,
angle.ToVec(),
(int)(CollisionGroup.Opaque | CollisionGroup.Impassable | CollisionGroup.MobImpassable));
var rayCastResults = IoCManager.Resolve<IPhysicsManager>().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<IEntity> 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<IEntity> GetEntitiesInRange(EntityCoordinates grid, Type component, float range)
{
var entityManager = IoCManager.Resolve<IEntityManager>();
foreach (var entity in entityManager.GetEntities(new TypeEntityQuery(component)))
{
if (entity.Transform.Coordinates.GetGridId(entityManager) != grid.GetGridId(entityManager))
{
continue;
}
if ((entity.Transform.Coordinates.Position - grid.Position).Length <= range)
{
yield return entity;
}
}
}
}
}