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 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;
}
}
}
}
}