Add utility AI (#806)

Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
This commit is contained in:
metalgearsloth
2020-06-18 22:52:44 +10:00
committed by GitHub
parent 9b8cedf6c6
commit 5391d3c72a
211 changed files with 10335 additions and 527 deletions

View File

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using Content.Server.GameObjects;
using Content.Server.GameObjects.Components.Mobs;
using Content.Server.GameObjects.Components.Movement;
using Content.Server.GameObjects.Components.Weapon.Ranged;
using Robust.Shared.Interfaces.GameObjects;
namespace Content.Server.AI.Operators.Combat.Ranged
{
public class ShootAtEntityOperator : AiOperator
{
private IEntity _owner;
private IEntity _target;
private float _accuracy;
private float _burstTime;
private float _elapsedTime;
public ShootAtEntityOperator(IEntity owner, IEntity target, float accuracy, float burstTime = 0.5f)
{
_owner = owner;
_target = target;
_accuracy = accuracy;
_burstTime = burstTime;
}
public override bool TryStartup()
{
if (!base.TryStartup())
{
return true;
}
if (!_owner.TryGetComponent(out CombatModeComponent combatModeComponent))
{
return false;
}
if (!combatModeComponent.IsInCombatMode)
{
combatModeComponent.IsInCombatMode = true;
}
return true;
}
public override void Shutdown(Outcome outcome)
{
base.Shutdown(outcome);
if (_owner.TryGetComponent(out CombatModeComponent combatModeComponent))
{
combatModeComponent.IsInCombatMode = false;
}
}
public override Outcome Execute(float frameTime)
{
// TODO: Probably just do all the checks on first try and then after that repeat the fire.
if (_burstTime <= _elapsedTime)
{
return Outcome.Success;
}
_elapsedTime += frameTime;
if (_target.TryGetComponent(out DamageableComponent damageableComponent))
{
if (damageableComponent.IsDead())
{
return Outcome.Success;
}
}
if (!_owner.TryGetComponent(out HandsComponent hands) || hands.GetActiveHand == null)
{
return Outcome.Failed;
}
var equippedWeapon = hands.GetActiveHand.Owner;
if ((_target.Transform.GridPosition.Position - _owner.Transform.GridPosition.Position).Length >
_owner.GetComponent<AiControllerComponent>().VisionRadius)
{
// Not necessarily a hard fail, more of a soft fail
return Outcome.Failed;
}
// Unless RangedWeaponComponent is removed from hitscan weapons this shouldn't happen
if (!equippedWeapon.TryGetComponent(out RangedWeaponComponent rangedWeaponComponent))
{
return Outcome.Failed;
}
// TODO: Accuracy
rangedWeaponComponent.AiFire(_owner, _target.Transform.GridPosition);
return Outcome.Continuing;
}
}
}