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:
75
Content.Server/AI/Utils/Visibility.cs
Normal file
75
Content.Server/AI/Utils/Visibility.cs
Normal file
@@ -0,0 +1,75 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Content.Server.GameObjects.Components.Movement;
|
||||
using Content.Shared.Physics;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
using Robust.Shared.Interfaces.Physics;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Maths;
|
||||
|
||||
namespace Content.Server.AI.Utils
|
||||
{
|
||||
public static class Visibility
|
||||
{
|
||||
// Just do a simple range check, then chuck the ray out. If we get bigger than 1 tile mobs may need to adjust this
|
||||
public static bool InLineOfSight(IEntity owner, IEntity target)
|
||||
{
|
||||
var range = 50.0f;
|
||||
|
||||
if (owner.Transform.GridID != target.Transform.GridID)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (owner.TryGetComponent(out AiControllerComponent controller))
|
||||
{
|
||||
var targetRange = (target.Transform.GridPosition.Position - owner.Transform.GridPosition.Position).Length;
|
||||
if (targetRange > controller.VisionRadius)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
range = controller.VisionRadius;
|
||||
}
|
||||
|
||||
var angle = new Angle(target.Transform.GridPosition.Position - owner.Transform.GridPosition.Position);
|
||||
var ray = new CollisionRay(
|
||||
owner.Transform.GridPosition.Position,
|
||||
angle.ToVec(),
|
||||
(int)(CollisionGroup.Opaque | CollisionGroup.Impassable | CollisionGroup.MobImpassable));
|
||||
|
||||
var rayCastResults = IoCManager.Resolve<IPhysicsManager>().IntersectRay(owner.Transform.MapID, ray, range, owner).ToList();
|
||||
|
||||
return rayCastResults.Count > 0 && rayCastResults[0].HitEntity == target;
|
||||
}
|
||||
|
||||
// Should this be in robust or something? Fark it
|
||||
public static IEnumerable<IEntity> GetNearestEntities(GridCoordinates grid, Type component, float range)
|
||||
{
|
||||
var inRange = GetEntitiesInRange(grid, component, range).ToList();
|
||||
var sortedInRange = inRange.OrderBy(o => (o.Transform.GridPosition.Position - grid.Position).Length);
|
||||
|
||||
return sortedInRange;
|
||||
}
|
||||
|
||||
public static IEnumerable<IEntity> GetEntitiesInRange(GridCoordinates grid, Type component, float range)
|
||||
{
|
||||
var entityManager = IoCManager.Resolve<IEntityManager>();
|
||||
foreach (var entity in entityManager.GetEntities(new TypeEntityQuery(component)))
|
||||
{
|
||||
if (entity.Transform.GridPosition.GridID != grid.GridID)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if ((entity.Transform.GridPosition.Position - grid.Position).Length <= range)
|
||||
{
|
||||
yield return entity;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user