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

59 lines
1.5 KiB
C#

using Content.Shared.Whitelist;
namespace Content.Shared.Random.Rules;
/// <summary>
/// Checks for entities matching the whitelist in range.
/// This is more expensive than <see cref="NearbyComponentsRule"/> so prefer that!
/// </summary>
public sealed partial class NearbyEntitiesRule : RulesRule
{
/// <summary>
/// How many of the entity need to be nearby.
/// </summary>
[DataField]
public int Count = 1;
[DataField(required: true)]
public EntityWhitelist Whitelist = new();
[DataField]
public float Range = 10f;
public override bool Check(EntityManager entManager, EntityUid uid)
{
if (!entManager.TryGetComponent(uid, out TransformComponent? xform) ||
xform.MapUid == null)
{
return false;
}
var transform = entManager.System<SharedTransformSystem>();
var lookup = entManager.System<EntityLookupSystem>();
var whitelistSystem = entManager.System<EntityWhitelistSystem>();
var found = false;
var worldPos = transform.GetWorldPosition(xform);
var count = 0;
foreach (var ent in lookup.GetEntitiesInRange(xform.MapID, worldPos, Range))
{
if (whitelistSystem.IsWhitelistFail(Whitelist, ent))
continue;
count++;
if (count < Count)
continue;
found = true;
break;
}
if (!found)
return Inverted;
return !Inverted;
}
}