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* Saving work * Move shit to engine * lord * merg * awa * bql is kill * forgot the fucking bike rack * bql is kill for real * pjb will kill me * aughfhbdj * yo ho here we go on my way to the MINES * a * adgddf * gdsgvfvxshngfgh * b * hfsjhghj * hbfdjjh * tf you mean i have to document it * follow C# standards * Assorted cleanup and documentation pass, minor bugfix in ValueRefParser. * Start porting old commands, remove that pesky prefix in favor of integrating with the shell. * Fix valueref up a bit, improve autocomplete for it. * e * Toolshed type system adventure. * a log * a * a e i o u * awa * fix tests * Arithmetic commands. * a * parse improvements --------- Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com>
19 lines
556 B
C#
19 lines
556 B
C#
using System.Collections.Generic;
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using System.Linq;
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using Robust.Shared.GameObjects;
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namespace Robust.Shared.Toolshed.Commands.Entities;
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[ToolshedCommand]
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internal sealed class NearbyCommand : ToolshedCommand
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{
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private EntityLookupSystem? _lookup;
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[CommandImplementation]
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public IEnumerable<EntityUid> Nearby([PipedArgument] IEnumerable<EntityUid> input, [CommandArgument] float range)
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{
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_lookup ??= GetSys<EntityLookupSystem>();
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return input.SelectMany(x => _lookup.GetEntitiesInRange(x, range)).Distinct();
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}
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}
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