using Content.Shared.Access;
using Content.Shared.Access.Components;
using Content.Shared.Access.Systems;
using Robust.Shared.Prototypes;
namespace Content.Shared.EntityConditions.Conditions.Generic;
///
/// Checks for a number of entities nearby with the specified accesses.
///
public sealed partial class NearbyAccessConditionSystem : EntityConditionSystem
{
[Dependency] private EntityLookupSystem _lookup = default!;
[Dependency] private AccessReaderSystem _reader = default!;
protected override void Condition(Entity entity, ref EntityConditionEvent args)
{
if (entity.Comp.MapUid == null)
{
args.Result = false;
return;
}
var found = false;
var count = 0;
foreach (var (ent, comp) in _lookup.GetEntitiesInRange(entity.Comp.Coordinates, args.Condition.Range))
{
if (!_reader.AreAccessTagsAllowed(args.Condition.Access, comp) ||
args.Condition.Anchored && !Transform(ent).Anchored)
continue;
count++;
if (count >= args.Condition.Count)
{
found = true;
break;
}
}
args.Result = found;
}
}
///
public sealed partial class NearbyAccessCondition : EntityConditionBase
{
// This exists because of door electronics contained inside doors.
///
/// Does the access entity need to be anchored.
///
[DataField]
public bool Anchored = true;
///
/// Count of entities that need to be nearby.
///
[DataField]
public int Count = 1;
[DataField(required: true)]
public List> Access = new();
[DataField]
public float Range = 10f;
public override string EntityConditionGuidebookText(IPrototypeManager prototype) => String.Empty;
}