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- 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;
- }
- }
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