Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
40 lines
1.2 KiB
C#
40 lines
1.2 KiB
C#
using System.Collections.Generic;
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using Content.Server.GameObjects;
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using Content.Server.GameObjects.Components.Movement;
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using JetBrains.Annotations;
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using Robust.Server.Interfaces.Player;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.IoC;
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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<IEntity>>
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{
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public override string Name => "NearbyPlayers";
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protected override List<IEntity> GetTrueValue()
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{
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var result = new List<IEntity>();
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if (!Owner.TryGetComponent(out AiControllerComponent controller))
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{
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return result;
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}
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var playerManager = IoCManager.Resolve<IPlayerManager>();
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var nearbyPlayers = playerManager.GetPlayersInRange(Owner.Transform.GridPosition, (int) controller.VisionRadius);
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foreach (var player in nearbyPlayers)
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{
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if (player.AttachedEntity != Owner && player.AttachedEntity.HasComponent<SpeciesComponent>())
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{
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result.Add(player.AttachedEntity);
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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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