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
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@@ -3,7 +3,9 @@ using System.Diagnostics.CodeAnalysis;
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using Content.Server.Interaction;
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using Content.Shared.Access.Systems;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Hands.Components;
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using Content.Shared.Interaction;
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using Content.Shared.Inventory;
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using JetBrains.Annotations;
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using Robust.Shared.Utility;
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@@ -27,9 +29,10 @@ public sealed class NPCBlackboard : IEnumerable<KeyValuePair<string, object>>
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{MeleeMissChance, 0.3f},
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{"MeleeRange", 1f},
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{"MinimumIdleTime", 2f},
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{"MovementRangeClose", 0.2f},
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{"MovementRange", 1.5f},
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{"RangedRange", 10f},
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{"RotateSpeed", MathF.PI},
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{"RotateSpeed", float.MaxValue},
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{"VisionRadius", 10f},
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};
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@@ -151,6 +154,7 @@ public sealed class NPCBlackboard : IEnumerable<KeyValuePair<string, object>>
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switch (key)
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{
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case Access:
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{
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if (!TryGetValue(Owner, out owner, entManager))
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{
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return false;
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@@ -159,7 +163,33 @@ public sealed class NPCBlackboard : IEnumerable<KeyValuePair<string, object>>
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var access = entManager.EntitySysManager.GetEntitySystem<AccessReaderSystem>();
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value = access.FindAccessTags(owner);
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return true;
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}
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case ActiveHand:
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{
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if (!TryGetValue(Owner, out owner, entManager) ||
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!entManager.TryGetComponent<HandsComponent>(owner, out var hands) ||
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hands.ActiveHand == null)
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{
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return false;
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}
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value = hands.ActiveHand;
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return true;
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}
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case ActiveHandFree:
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{
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if (!TryGetValue(Owner, out owner, entManager) ||
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!entManager.TryGetComponent<HandsComponent>(owner, out var hands) ||
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hands.ActiveHand == null)
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{
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return false;
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}
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value = hands.ActiveHand.IsEmpty;
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return true;
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}
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case CanMove:
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{
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if (!TryGetValue(Owner, out owner, entManager))
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{
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return false;
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@@ -168,7 +198,53 @@ public sealed class NPCBlackboard : IEnumerable<KeyValuePair<string, object>>
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var blocker = entManager.EntitySysManager.GetEntitySystem<ActionBlockerSystem>();
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value = blocker.CanMove(owner);
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return true;
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}
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case FreeHands:
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{
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if (!TryGetValue(Owner, out owner, entManager) ||
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!entManager.TryGetComponent<HandsComponent>(owner, out var hands) ||
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hands.ActiveHand == null)
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{
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return false;
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}
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var handos = new List<string>();
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foreach (var (id, hand) in hands.Hands)
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{
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if (!hand.IsEmpty)
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continue;
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handos.Add(id);
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}
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value = handos;
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return true;
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}
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case Inventory:
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{
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if (!TryGetValue(Owner, out owner, entManager) ||
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!entManager.TryGetComponent<HandsComponent>(owner, out var hands) ||
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hands.ActiveHand == null)
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{
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return false;
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}
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var handos = new List<string>();
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foreach (var (id, hand) in hands.Hands)
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{
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if (!hand.IsEmpty)
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continue;
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handos.Add(id);
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}
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value = handos;
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return true;
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}
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case OwnerCoordinates:
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{
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if (!TryGetValue(Owner, out owner, entManager))
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{
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return false;
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@@ -181,6 +257,7 @@ public sealed class NPCBlackboard : IEnumerable<KeyValuePair<string, object>>
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}
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return false;
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}
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default:
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return false;
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}
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@@ -200,8 +277,12 @@ public sealed class NPCBlackboard : IEnumerable<KeyValuePair<string, object>>
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*/
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public const string Access = "Access";
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public const string ActiveHand = "ActiveHand";
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public const string ActiveHandFree = "ActiveHandFree";
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public const string CanMove = "CanMove";
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public const string FreeHands = "FreeHands";
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public const string FollowTarget = "FollowTarget";
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public const string Inventory = "Inventory";
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public const string MedibotInjectRange = "MedibotInjectRange";
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public const string MeleeMissChance = "MeleeMissChance";
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@@ -237,7 +318,7 @@ public sealed class NPCBlackboard : IEnumerable<KeyValuePair<string, object>>
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public const string RotateSpeed = "RotateSpeed";
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public const string VisionRadius = "VisionRadius";
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public const string UtilityTarget = "Target";
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public const string UtilityTarget = "UtilityTarget";
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public IEnumerator<KeyValuePair<string, object>> GetEnumerator()
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{
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