Implement Health Consideration for NPCs (#29922)

Implement TargetHealthCon
This commit is contained in:
osjarw
2024-07-12 14:37:47 +03:00
committed by GitHub
parent 7ce3a1f27f
commit 3ee7d7bc35
2 changed files with 21 additions and 1 deletions

View File

@@ -1,6 +1,16 @@
using Content.Shared.Mobs;
namespace Content.Server.NPC.Queries.Considerations; namespace Content.Server.NPC.Queries.Considerations;
/// <summary>
/// Goes linearly from 1f to 0f, with 0 damage returning 1f and <see cref=TargetState> damage returning 0f
/// </summary>
public sealed partial class TargetHealthCon : UtilityConsideration public sealed partial class TargetHealthCon : UtilityConsideration
{ {
/// <summary>
/// Which MobState the consideration returns 0f at, defaults to choosing earliest incapacitating MobState
/// </summary>
[DataField("targetState")]
public MobState TargetState = MobState.Invalid;
} }

View File

@@ -7,10 +7,13 @@ using Content.Server.NPC.Queries.Queries;
using Content.Server.Nutrition.Components; using Content.Server.Nutrition.Components;
using Content.Server.Nutrition.EntitySystems; using Content.Server.Nutrition.EntitySystems;
using Content.Server.Storage.Components; using Content.Server.Storage.Components;
using Content.Shared.Damage;
using Content.Shared.Examine; using Content.Shared.Examine;
using Content.Shared.Fluids.Components; using Content.Shared.Fluids.Components;
using Content.Shared.Hands.Components; using Content.Shared.Hands.Components;
using Content.Shared.Inventory; using Content.Shared.Inventory;
using Content.Shared.Mobs;
using Content.Shared.Mobs.Components;
using Content.Shared.Mobs.Systems; using Content.Shared.Mobs.Systems;
using Content.Shared.NPC.Systems; using Content.Shared.NPC.Systems;
using Content.Shared.Nutrition.Components; using Content.Shared.Nutrition.Components;
@@ -48,6 +51,7 @@ public sealed class NPCUtilitySystem : EntitySystem
[Dependency] private readonly WeldableSystem _weldable = default!; [Dependency] private readonly WeldableSystem _weldable = default!;
[Dependency] private readonly ExamineSystemShared _examine = default!; [Dependency] private readonly ExamineSystemShared _examine = default!;
[Dependency] private readonly EntityWhitelistSystem _whitelistSystem = default!; [Dependency] private readonly EntityWhitelistSystem _whitelistSystem = default!;
[Dependency] private readonly MobThresholdSystem _thresholdSystem = default!;
private EntityQuery<PuddleComponent> _puddleQuery; private EntityQuery<PuddleComponent> _puddleQuery;
private EntityQuery<TransformComponent> _xformQuery; private EntityQuery<TransformComponent> _xformQuery;
@@ -293,8 +297,14 @@ public sealed class NPCUtilitySystem : EntitySystem
return (float) ev.Count / ev.Capacity; return (float) ev.Count / ev.Capacity;
} }
case TargetHealthCon: case TargetHealthCon con:
{ {
if (!TryComp(targetUid, out DamageableComponent? damage))
return 0f;
if (con.TargetState != MobState.Invalid && _thresholdSystem.TryGetPercentageForState(targetUid, con.TargetState, damage.TotalDamage, out var percentage))
return Math.Clamp((float)(1 - percentage), 0f, 1f);
if (_thresholdSystem.TryGetIncapPercentage(targetUid, damage.TotalDamage, out var incapPercentage))
return Math.Clamp((float)(1 - incapPercentage), 0f, 1f);
return 0f; return 0f;
} }
case TargetInLOSCon: case TargetInLOSCon: