Do not wake up NPC if there is still a mind attached. (#27651)

* Do not wake up NPC if there is still a mind attached.

This became apparent with diona nymphs (?) and slime gyras (?). This caused players that disconnected while a nymph, gyras or other npc to resume their NPC behavior. Which I would call unwanted. This fixes that.

* Zombies become AI anyway

* Update Content.Server/NPC/Systems/NPCSystem.cs

---------

Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
This commit is contained in:
Vasilis
2024-05-11 18:01:28 +03:00
committed by GitHub
parent 8366c743f2
commit b860774d7c
2 changed files with 12 additions and 4 deletions

View File

@@ -2,6 +2,8 @@ using System.Diagnostics.CodeAnalysis;
using Content.Server.NPC.Components; using Content.Server.NPC.Components;
using Content.Server.NPC.HTN; using Content.Server.NPC.HTN;
using Content.Shared.CCVar; using Content.Shared.CCVar;
using Content.Shared.Mind;
using Content.Shared.Mind.Components;
using Content.Shared.Mobs; using Content.Shared.Mobs;
using Content.Shared.Mobs.Systems; using Content.Shared.Mobs.Systems;
using Content.Shared.NPC; using Content.Shared.NPC;
@@ -49,6 +51,10 @@ namespace Content.Server.NPC.Systems
if (_mobState.IsIncapacitated(uid) || TerminatingOrDeleted(uid)) if (_mobState.IsIncapacitated(uid) || TerminatingOrDeleted(uid))
return; return;
// This NPC has an attached mind, so it should not wake up.
if (TryComp<MindContainerComponent>(uid, out var mindContainer) && mindContainer.HasMind)
return;
WakeNPC(uid, component); WakeNPC(uid, component);
} }

View File

@@ -79,7 +79,7 @@ namespace Content.Server.Zombies
/// <param name="target">the entity being zombified</param> /// <param name="target">the entity being zombified</param>
/// <param name="mobState"></param> /// <param name="mobState"></param>
/// <remarks> /// <remarks>
/// ALRIGHT BIG BOY. YOU'VE COME TO THE LAYER OF THE BEAST. THIS IS YOUR WARNING. /// ALRIGHT BIG BOYS, GIRLS AND ANYONE ELSE. YOU'VE COME TO THE LAYER OF THE BEAST. THIS IS YOUR WARNING.
/// This function is the god function for zombie stuff, and it is cursed. I have /// This function is the god function for zombie stuff, and it is cursed. I have
/// attempted to label everything thouroughly for your sanity. I have attempted to /// attempted to label everything thouroughly for your sanity. I have attempted to
/// rewrite this, but this is how it shall lie eternal. Turn back now. /// rewrite this, but this is how it shall lie eternal. Turn back now.
@@ -226,6 +226,11 @@ namespace Content.Server.Zombies
_identity.QueueIdentityUpdate(target); _identity.QueueIdentityUpdate(target);
var htn = EnsureComp<HTNComponent>(target);
htn.RootTask = new HTNCompoundTask() { Task = "SimpleHostileCompound" };
htn.Blackboard.SetValue(NPCBlackboard.Owner, target);
_npc.SleepNPC(target, htn);
//He's gotta have a mind //He's gotta have a mind
var hasMind = _mind.TryGetMind(target, out var mindId, out _); var hasMind = _mind.TryGetMind(target, out var mindId, out _);
if (hasMind && _mind.TryGetSession(mindId, out var session)) if (hasMind && _mind.TryGetSession(mindId, out var session))
@@ -241,9 +246,6 @@ namespace Content.Server.Zombies
} }
else else
{ {
var htn = EnsureComp<HTNComponent>(target);
htn.RootTask = new HTNCompoundTask() { Task = "SimpleHostileCompound" };
htn.Blackboard.SetValue(NPCBlackboard.Owner, target);
_npc.WakeNPC(target, htn); _npc.WakeNPC(target, htn);
} }