NPC refactor (#10122)

Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
This commit is contained in:
metalgearsloth
2022-09-06 00:28:23 +10:00
committed by GitHub
parent 138e328c04
commit 0286b88388
290 changed files with 13842 additions and 5939 deletions

View File

@@ -0,0 +1,131 @@
using Content.Server.NPC.Components;
using Content.Server.NPC.HTN;
using Content.Shared.CCVar;
using Content.Shared.MobState;
using JetBrains.Annotations;
using Robust.Shared.Configuration;
using Robust.Shared.Prototypes;
using Robust.Shared.Reflection;
namespace Content.Server.NPC.Systems
{
/// <summary>
/// Handles NPCs running every tick.
/// </summary>
[UsedImplicitly]
public sealed partial class NPCSystem : EntitySystem
{
[Dependency] private readonly IConfigurationManager _configurationManager = default!;
[Dependency] private readonly HTNSystem _htn = default!;
private ISawmill _sawmill = default!;
/// <summary>
/// Whether any NPCs are allowed to run at all.
/// </summary>
public bool Enabled { get; set; } = true;
private int _maxUpdates;
private int _count;
/// <inheritdoc />
public override void Initialize()
{
base.Initialize();
// Makes physics etc debugging easier.
#if DEBUG
_configurationManager.OverrideDefault(CCVars.NPCEnabled, false);
#endif
_sawmill = Logger.GetSawmill("npc");
_sawmill.Level = LogLevel.Info;
SubscribeLocalEvent<NPCComponent, MobStateChangedEvent>(OnMobStateChange);
SubscribeLocalEvent<NPCComponent, MapInitEvent>(OnNPCMapInit);
SubscribeLocalEvent<NPCComponent, ComponentShutdown>(OnNPCShutdown);
_configurationManager.OnValueChanged(CCVars.NPCEnabled, SetEnabled, true);
_configurationManager.OnValueChanged(CCVars.NPCMaxUpdates, SetMaxUpdates, true);
}
private void SetMaxUpdates(int obj) => _maxUpdates = obj;
private void SetEnabled(bool value) => Enabled = value;
public override void Shutdown()
{
base.Shutdown();
_configurationManager.UnsubValueChanged(CCVars.NPCEnabled, SetEnabled);
_configurationManager.UnsubValueChanged(CCVars.NPCMaxUpdates, SetMaxUpdates);
}
private void OnNPCMapInit(EntityUid uid, NPCComponent component, MapInitEvent args)
{
component.Blackboard.SetValue(NPCBlackboard.Owner, uid);
WakeNPC(uid, component);
}
private void OnNPCShutdown(EntityUid uid, NPCComponent component, ComponentShutdown args)
{
SleepNPC(uid, component);
}
/// <summary>
/// Is the NPC awake and updating?
/// </summary>
public bool IsAwake(NPCComponent component, ActiveNPCComponent? active = null)
{
return Resolve(component.Owner, ref active, false);
}
/// <summary>
/// Allows the NPC to actively be updated.
/// </summary>
public void WakeNPC(EntityUid uid, NPCComponent? component = null)
{
if (!Resolve(uid, ref component, false))
{
return;
}
_sawmill.Debug($"Waking {ToPrettyString(component.Owner)}");
EnsureComp<ActiveNPCComponent>(component.Owner);
}
public void SleepNPC(EntityUid uid, NPCComponent? component = null)
{
if (!Resolve(uid, ref component, false))
{
return;
}
_sawmill.Debug($"Sleeping {ToPrettyString(component.Owner)}");
RemComp<ActiveNPCComponent>(component.Owner);
}
/// <inheritdoc />
public override void Update(float frameTime)
{
base.Update(frameTime);
if (!Enabled)
return;
_count = 0;
// Add your system here.
_htn.UpdateNPC(ref _count, _maxUpdates, frameTime);
}
private void OnMobStateChange(EntityUid uid, NPCComponent component, MobStateChangedEvent args)
{
switch (args.CurrentMobState)
{
case DamageState.Alive:
WakeNPC(uid, component);
break;
case DamageState.Critical:
case DamageState.Dead:
SleepNPC(uid, component);
break;
}
}
}
}