* Early commit * Early commit 2 * merging master broke my git * does anyone even read these * life is fleeting * it just works * this time passing integration tests * Remove hashset yaml serialization for now * You got a license for those nullables? * No examine, no context menu, part and mechanism parenting and visibility * Fix wrong brain sprite state * Removing layers was a mistake * just tear body system a new one and see if it still breathes * Remove redundant code * Add that comment back * Separate damage and body, component states, stomach rework * Add containers for body parts * Bring layers back pls * Fix parts magically changing color * Reimplement sprite layer visibility * Fix tests * Add leg test * Active legs is gone Crab rave * Merge fixes, rename DamageState to CurrentState * Remove IShowContextMenu and ICanExamine
34 lines
1000 B
C#
34 lines
1000 B
C#
using System.Collections.Generic;
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using Content.Server.AI.Utils;
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using Content.Server.GameObjects.Components.Movement;
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using Content.Shared.GameObjects.Components.Body;
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using JetBrains.Annotations;
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using Robust.Shared.Interfaces.GameObjects;
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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 NearbyBodiesState : CachedStateData<List<IEntity>>
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{
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public override string Name => "NearbyBodies";
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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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foreach (var entity in Visibility.GetEntitiesInRange(Owner.Transform.Coordinates, typeof(IBody), controller.VisionRadius))
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{
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if (entity == Owner) continue;
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result.Add(entity);
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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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