Shooting NPCs and more (#18042)

* Add pirate shooting

* Shooting working

* Basics working

* Refactor time

* More conversion

* Update primitives

* Update yml

* weh

* Building again

* Draft

* weh

* b

* Start shutdown

* Starting to take form

* Code side done

* is it worky

* Fix prototypes

* stuff

* Shitty working

* Juke events working

* Even more cleanup

* RTX

* Fix interaction combat mode and compquery

* GetAmmoCount relays

* Fix rotation speed

* Juke fixes

* fixes

* weh

* The collision avoidance never ends

* Fixes

* Pause support

* framework

* lazy

* Fix idling

* Fix drip

* goobed

* Fix takeover shutdown bug

* Merge fixes

* shitter

* Fix carpos
This commit is contained in:
metalgearsloth
2023-08-02 10:48:56 +10:00
committed by GitHub
parent 018e465fad
commit c31c848afd
103 changed files with 2089 additions and 810 deletions

View File

@@ -0,0 +1,57 @@
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using Content.Shared.DoAfter;
using Content.Shared.Interaction;
namespace Content.Server.NPC.HTN.PrimitiveTasks.Operators.Interactions;
public sealed class AltInteractOperator : HTNOperator
{
[Dependency] private readonly IEntityManager _entManager = default!;
[DataField("targetKey")]
public string Key = "Target";
/// <summary>
/// If this alt-interaction started a do_after where does the key get stored.
/// </summary>
[DataField("idleKey")]
public string IdleKey = "IdleTime";
public override async Task<(bool Valid, Dictionary<string, object>? Effects)> Plan(NPCBlackboard blackboard, CancellationToken cancelToken)
{
return new(true, new Dictionary<string, object>()
{
{ IdleKey, 1f }
});
}
public override HTNOperatorStatus Update(NPCBlackboard blackboard, float frameTime)
{
var owner = blackboard.GetValue<EntityUid>(NPCBlackboard.Owner);
var target = blackboard.GetValue<EntityUid>(Key);
var intSystem = _entManager.System<SharedInteractionSystem>();
var count = 0;
if (_entManager.TryGetComponent<DoAfterComponent>(owner, out var doAfter))
{
count = doAfter.DoAfters.Count;
}
var result = intSystem.AltInteract(owner, target);
// Interaction started a doafter so set the idle time to it.
if (result && doAfter != null && count != doAfter.DoAfters.Count)
{
var wait = doAfter.DoAfters.First().Value.Args.Delay;
blackboard.SetValue(IdleKey, (float) wait.TotalSeconds + 0.5f);
}
else
{
blackboard.SetValue(IdleKey, 1f);
}
return result ? HTNOperatorStatus.Finished : HTNOperatorStatus.Failed;
}
}