NPC refactor (#10122)
Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
This commit is contained in:
60
Content.Server/NPC/Components/NPCSteeringComponent.cs
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60
Content.Server/NPC/Components/NPCSteeringComponent.cs
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using System.Threading;
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using Content.Server.CPUJob.JobQueues;
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using Robust.Shared.Map;
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namespace Content.Server.NPC.Components;
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/// <summary>
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/// Added to NPCs that are moving.
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/// </summary>
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[RegisterComponent]
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public sealed class NPCSteeringComponent : Component
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{
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[ViewVariables] public Job<Queue<TileRef>>? Pathfind = null;
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[ViewVariables] public CancellationTokenSource? PathfindToken = null;
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/// <summary>
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/// Current path we're following to our coordinates.
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/// </summary>
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[ViewVariables] public Queue<TileRef> CurrentPath = new();
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/// <summary>
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/// End target that we're trying to move to.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)] public EntityCoordinates Coordinates;
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/// <summary>
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/// Target that we're trying to move to. If we have a path then this will be the first node on the path.
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/// </summary>
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[ViewVariables] public EntityCoordinates CurrentTarget;
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/// <summary>
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/// How close are we trying to get to the coordinates before being considered in range.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)] public float Range = 0.2f;
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/// <summary>
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/// How far does the last node in the path need to be before considering re-pathfinding.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)] public float RepathRange = 1.5f;
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[ViewVariables] public SteeringStatus Status = SteeringStatus.Moving;
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}
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public enum SteeringStatus : byte
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{
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/// <summary>
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/// If we can't reach the target (e.g. different map).
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/// </summary>
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NoPath,
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/// <summary>
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/// Are we moving towards our target
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/// </summary>
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Moving,
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/// <summary>
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/// Are we currently in range of our target.
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/// </summary>
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InRange,
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}
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