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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@@ -1,7 +1,8 @@
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using System.Numerics;
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using Content.Server.NPC.Components;
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using Content.Shared.CombatMode;
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using Content.Shared.Interaction;
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using Content.Shared.Weapons.Ranged.Components;
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using Content.Shared.Weapons.Ranged.Events;
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using Robust.Shared.Map;
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using Robust.Shared.Physics.Components;
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@@ -12,6 +13,12 @@ public sealed partial class NPCCombatSystem
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[Dependency] private readonly SharedCombatModeSystem _combat = default!;
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[Dependency] private readonly RotateToFaceSystem _rotate = default!;
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private EntityQuery<CombatModeComponent> _combatQuery;
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private EntityQuery<NPCSteeringComponent> _steeringQuery;
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private EntityQuery<RechargeBasicEntityAmmoComponent> _rechargeQuery;
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private EntityQuery<PhysicsComponent> _physicsQuery;
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private EntityQuery<TransformComponent> _xformQuery;
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// TODO: Don't predict for hitscan
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private const float ShootSpeed = 20f;
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@@ -22,6 +29,12 @@ public sealed partial class NPCCombatSystem
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private void InitializeRanged()
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{
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_combatQuery = GetEntityQuery<CombatModeComponent>();
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_physicsQuery = GetEntityQuery<PhysicsComponent>();
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_rechargeQuery = GetEntityQuery<RechargeBasicEntityAmmoComponent>();
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_steeringQuery = GetEntityQuery<NPCSteeringComponent>();
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_xformQuery = GetEntityQuery<TransformComponent>();
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SubscribeLocalEvent<NPCRangedCombatComponent, ComponentStartup>(OnRangedStartup);
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SubscribeLocalEvent<NPCRangedCombatComponent, ComponentShutdown>(OnRangedShutdown);
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}
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@@ -48,9 +61,6 @@ public sealed partial class NPCCombatSystem
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private void UpdateRanged(float frameTime)
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{
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var bodyQuery = GetEntityQuery<PhysicsComponent>();
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var xformQuery = GetEntityQuery<TransformComponent>();
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var combatQuery = GetEntityQuery<CombatModeComponent>();
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var query = EntityQueryEnumerator<NPCRangedCombatComponent, TransformComponent>();
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while (query.MoveNext(out var uid, out var comp, out var xform))
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@@ -58,8 +68,15 @@ public sealed partial class NPCCombatSystem
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if (comp.Status == CombatStatus.Unspecified)
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continue;
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if (!xformQuery.TryGetComponent(comp.Target, out var targetXform) ||
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!bodyQuery.TryGetComponent(comp.Target, out var targetBody))
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if (_steeringQuery.TryGetComponent(uid, out var steering) && steering.Status == SteeringStatus.NoPath)
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{
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comp.Status = CombatStatus.TargetUnreachable;
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comp.ShootAccumulator = 0f;
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continue;
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}
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if (!_xformQuery.TryGetComponent(comp.Target, out var targetXform) ||
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!_physicsQuery.TryGetComponent(comp.Target, out var targetBody))
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{
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comp.Status = CombatStatus.TargetUnreachable;
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comp.ShootAccumulator = 0f;
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@@ -73,7 +90,7 @@ public sealed partial class NPCCombatSystem
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continue;
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}
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if (combatQuery.TryGetComponent(uid, out var combatMode))
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if (_combatQuery.TryGetComponent(uid, out var combatMode))
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{
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_combat.SetInCombatMode(uid, true, combatMode);
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}
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@@ -85,10 +102,26 @@ public sealed partial class NPCCombatSystem
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continue;
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}
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var ammoEv = new GetAmmoCountEvent();
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RaiseLocalEvent(gunUid, ref ammoEv);
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if (ammoEv.Count == 0)
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{
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// Recharging then?
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if (_rechargeQuery.HasComponent(gunUid))
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{
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continue;
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}
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comp.Status = CombatStatus.Unspecified;
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comp.ShootAccumulator = 0f;
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continue;
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}
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comp.LOSAccumulator -= frameTime;
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var (worldPos, worldRot) = _transform.GetWorldPositionRotation(xform, xformQuery);
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var (targetPos, targetRot) = _transform.GetWorldPositionRotation(targetXform, xformQuery);
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var worldPos = _transform.GetWorldPosition(xform);
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var targetPos = _transform.GetWorldPosition(targetXform);
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// We'll work out the projected spot of the target and shoot there instead of where they are.
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var distance = (targetPos - worldPos).Length();
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@@ -105,7 +138,7 @@ public sealed partial class NPCCombatSystem
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if (!comp.TargetInLOS)
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{
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comp.ShootAccumulator = 0f;
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comp.Status = CombatStatus.TargetUnreachable;
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comp.Status = CombatStatus.NotInSight;
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continue;
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}
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@@ -156,6 +189,7 @@ public sealed partial class NPCCombatSystem
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}
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_gun.AttemptShoot(uid, gunUid, gun, targetCordinates);
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comp.Status = CombatStatus.Normal;
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}
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}
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}
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