AI Wander & Barker (#286)
* Retrofit the AI system with new IoC features. Fixed bug with turret rotation. * Added new AI WanderProcessor, and it works. * RNG walking directions are a bit more random now. * Wander now actually uses the MoverSystem to move. Wander now talks when he reaches his destination. * Adds a new Static Barker AI for vending machines, so that they periodically advertise their brand. * Barker now says some generic slogans. Misc bug cleanup. * Removed useless UsedImplicitly attribute from AI dependencies, suppressed unused variable warnings instead.
This commit is contained in:
committed by
Pieter-Jan Briers
parent
4b30c7e710
commit
8b593d28c6
@@ -46,7 +46,7 @@ namespace Content.Server.GameObjects.EntitySystems
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/// <inheritdoc />
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public override void Initialize()
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{
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EntityQuery = new TypeEntityQuery(typeof(PlayerInputMoverComponent));
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EntityQuery = new TypeEntityQuery(typeof(IMoverComponent));
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var moveUpCmdHandler = InputCmdHandler.FromDelegate(
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session => HandleDirChange(session, Direction.North, true),
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@@ -117,14 +117,14 @@ namespace Content.Server.GameObjects.EntitySystems
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{
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continue;
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}
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var mover = entity.GetComponent<PlayerInputMoverComponent>();
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var mover = entity.GetComponent<IMoverComponent>();
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var physics = entity.GetComponent<PhysicsComponent>();
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UpdateKinematics(entity.Transform, mover, physics);
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}
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}
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private void UpdateKinematics(ITransformComponent transform, PlayerInputMoverComponent mover, PhysicsComponent physics)
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private void UpdateKinematics(ITransformComponent transform, IMoverComponent mover, PhysicsComponent physics)
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{
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if (mover.VelocityDir.LengthSquared < 0.001 || !ActionBlockerSystem.CanMove(mover.Owner))
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{
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