Fix NPC door prying (#15605)
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@@ -1,3 +1,4 @@
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using System.Diagnostics.CodeAnalysis;
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using Content.Server.Access;
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using Content.Server.Atmos.Components;
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using Content.Server.Atmos.EntitySystems;
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@@ -127,7 +128,7 @@ public sealed class DoorSystem : SharedDoorSystem
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if (tool.Qualities.Contains(door.PryingQuality))
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{
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args.Handled = TryPryDoor(uid, args.Used, args.User, door);
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args.Handled = TryPryDoor(uid, args.Used, args.User, door, out _);
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}
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}
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@@ -164,7 +165,7 @@ public sealed class DoorSystem : SharedDoorSystem
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{
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Text = Loc.GetString("door-pry"),
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Impact = LogImpact.Low,
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Act = () => TryPryDoor(uid, args.User, args.User, component, true),
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Act = () => TryPryDoor(uid, args.User, args.User, component, out _, force: true),
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});
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}
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@@ -172,8 +173,10 @@ public sealed class DoorSystem : SharedDoorSystem
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/// <summary>
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/// Pry open a door. This does not check if the user is holding the required tool.
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/// </summary>
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public bool TryPryDoor(EntityUid target, EntityUid tool, EntityUid user, DoorComponent door, bool force = false)
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public bool TryPryDoor(EntityUid target, EntityUid tool, EntityUid user, DoorComponent door, out DoAfterId? id, bool force = false)
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{
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id = null;
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if (door.State == DoorState.Welded)
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return false;
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@@ -191,7 +194,7 @@ public sealed class DoorSystem : SharedDoorSystem
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var modEv = new DoorGetPryTimeModifierEvent(user);
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RaiseLocalEvent(target, modEv, false);
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_toolSystem.UseTool(tool, user, target, modEv.PryTimeModifier * door.PryTime, door.PryingQuality, new DoorPryDoAfterEvent());
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_toolSystem.UseTool(tool, user, target, TimeSpan.FromSeconds(modEv.PryTimeModifier * door.PryTime), new[] {door.PryingQuality}, new DoorPryDoAfterEvent(), out id);
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return true; // we might not actually succeeded, but a do-after has started
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}
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@@ -1,5 +1,6 @@
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using System.Threading;
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using Content.Server.NPC.Pathfinding;
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using Content.Shared.DoAfter;
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using Content.Shared.NPC;
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using Robust.Shared.Map;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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@@ -96,6 +97,12 @@ public sealed class NPCSteeringComponent : Component
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[ViewVariables] public SteeringStatus Status = SteeringStatus.Moving;
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[ViewVariables(VVAccess.ReadWrite)] public PathFlags Flags = PathFlags.None;
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/// <summary>
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/// If the NPC is using a do_after to clear an obstacle.
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/// </summary>
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[DataField("doAfterId")]
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public DoAfterId? DoAfterId = null;
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}
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public enum SteeringStatus : byte
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@@ -133,8 +133,10 @@ public sealed partial class NPCSteeringSystem
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switch (status)
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{
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case SteeringObstacleStatus.Completed:
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steering.DoAfterId = null;
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break;
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case SteeringObstacleStatus.Failed:
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steering.DoAfterId = null;
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// TODO: Blacklist the poly for next query
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steering.Status = SteeringStatus.NoPath;
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return false;
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@@ -2,6 +2,7 @@ using Content.Server.Destructible;
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using Content.Server.NPC.Components;
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using Content.Server.NPC.Pathfinding;
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using Content.Shared.CombatMode;
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using Content.Shared.DoAfter;
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using Content.Shared.Doors.Components;
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using Content.Shared.NPC;
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using Robust.Shared.Physics;
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@@ -55,14 +56,27 @@ public sealed partial class NPCSteeringSystem
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if ((poly.Data.CollisionLayer & mask) != 0x0 ||
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(poly.Data.CollisionMask & layer) != 0x0)
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{
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var id = component.DoAfterId;
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// Still doing what we were doing before.
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var doAfterStatus = _doAfter.GetStatus(id);
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switch (doAfterStatus)
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{
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case DoAfterStatus.Running:
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return SteeringObstacleStatus.Continuing;
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case DoAfterStatus.Cancelled:
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return SteeringObstacleStatus.Failed;
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}
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var obstacleEnts = new List<EntityUid>();
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GetObstacleEntities(poly, mask, layer, bodyQuery, obstacleEnts);
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var isDoor = (poly.Data.Flags & PathfindingBreadcrumbFlag.Door) != 0x0;
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var isAccess = (poly.Data.Flags & PathfindingBreadcrumbFlag.Access) != 0x0;
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var isAccessRequired = (poly.Data.Flags & PathfindingBreadcrumbFlag.Access) != 0x0;
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// Just walk into it stupid
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if (isDoor && !isAccess)
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if (isDoor && !isAccessRequired)
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{
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var doorQuery = GetEntityQuery<DoorComponent>();
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@@ -80,16 +94,12 @@ public sealed partial class NPCSteeringSystem
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return SteeringObstacleStatus.Continuing;
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}
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}
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else
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{
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return SteeringObstacleStatus.Failed;
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}
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}
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return SteeringObstacleStatus.Completed;
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// If we get to here then didn't succeed for reasons.
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}
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if ((component.Flags & PathFlags.Prying) != 0x0 && isAccess && isDoor)
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if ((component.Flags & PathFlags.Prying) != 0x0 && isDoor)
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{
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var doorQuery = GetEntityQuery<DoorComponent>();
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@@ -101,8 +111,9 @@ public sealed partial class NPCSteeringSystem
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// TODO: Use the verb.
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if (door.State != DoorState.Opening)
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_doors.TryPryDoor(ent, uid, uid, door, true);
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_doors.TryPryDoor(ent, uid, uid, door, out id, force: true);
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component.DoAfterId = id;
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return SteeringObstacleStatus.Continuing;
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}
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}
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@@ -2,6 +2,7 @@ using System.Linq;
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using System.Threading;
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using System.Threading.Tasks;
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using Content.Server.Administration.Managers;
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using Content.Server.DoAfter;
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using Content.Server.Doors.Systems;
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using Content.Server.NPC.Components;
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using Content.Server.NPC.Events;
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@@ -47,6 +48,7 @@ namespace Content.Server.NPC.Systems
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IParallelManager _parallel = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly DoAfterSystem _doAfter = default!;
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[Dependency] private readonly DoorSystem _doors = default!;
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[Dependency] private readonly EntityLookupSystem _lookup = default!;
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[Dependency] private readonly FactionSystem _faction = default!;
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@@ -356,7 +356,7 @@ public abstract partial class SharedDoAfterSystem : EntitySystem
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if (doAfter.Cancelled)
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return DoAfterStatus.Cancelled;
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if (GameTiming.CurTime - doAfter.StartTime < doAfter.Args.Delay)
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if (!doAfter.Completed)
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return DoAfterStatus.Running;
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// Theres the chance here that the DoAfter hasn't actually finished yet if the system's update hasn't run yet.
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@@ -119,7 +119,7 @@ public abstract partial class SharedToolSystem : EntitySystem
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BreakOnDamage = true,
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BreakOnTargetMove = true,
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BreakOnUserMove = true,
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NeedHand = true,
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NeedHand = tool != user,
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AttemptFrequency = fuel <= 0 ? AttemptFrequency.Never : AttemptFrequency.EveryTick
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};
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