Files
tbd-station-14/Content.Shared/Random/Rules/NearbyComponents.cs
2024-07-14 23:58:48 +10:00

72 lines
1.8 KiB
C#

using Robust.Shared.Prototypes;
namespace Content.Shared.Random.Rules;
public sealed partial class NearbyComponentsRule : RulesRule
{
/// <summary>
/// Does the entity need to be anchored.
/// </summary>
[DataField]
public bool Anchored;
[DataField]
public int Count;
[DataField(required: true)]
public ComponentRegistry Components = default!;
[DataField]
public float Range = 10f;
public override bool Check(EntityManager entManager, EntityUid uid)
{
var inRange = new HashSet<Entity<IComponent>>();
var xformQuery = entManager.GetEntityQuery<TransformComponent>();
if (!xformQuery.TryGetComponent(uid, out var xform) ||
xform.MapUid == null)
{
return false;
}
var transform = entManager.System<SharedTransformSystem>();
var lookup = entManager.System<EntityLookupSystem>();
var found = false;
var worldPos = transform.GetWorldPosition(xform);
var count = 0;
foreach (var compType in Components.Values)
{
inRange.Clear();
lookup.GetEntitiesInRange(compType.Component.GetType(), xform.MapID, worldPos, Range, inRange);
foreach (var comp in inRange)
{
if (Anchored &&
(!xformQuery.TryGetComponent(comp, out var compXform) ||
!compXform.Anchored))
{
continue;
}
count++;
if (count < Count)
continue;
found = true;
break;
}
if (found)
break;
}
if (!found)
return Inverted;
return !Inverted;
}
}