Files
tbd-station-14/Content.Server/AI/Steering/NPCSteeringComponent.cs
metalgearsloth 098b536fb8 NPC Steering refactor (#10190)
Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
2022-08-03 16:02:50 +10:00

57 lines
1.6 KiB
C#

using System.Threading;
using Content.Server.AI.Pathfinding.Pathfinders;
using Content.Server.CPUJob.JobQueues;
using Robust.Shared.Map;
namespace Content.Server.AI.Steering;
/// <summary>
/// Added to NPCs that are moving.
/// </summary>
[RegisterComponent]
public sealed class NPCSteeringComponent : Component
{
[ViewVariables] public Job<Queue<TileRef>>? Pathfind = null;
[ViewVariables] public CancellationTokenSource? PathfindToken = null;
/// <summary>
/// Current path we're following to our coordinates.
/// </summary>
[ViewVariables] public Queue<TileRef> CurrentPath = new();
/// <summary>
/// Target that we're trying to move to.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)] public EntityCoordinates Coordinates;
/// <summary>
/// How close are we trying to get to the coordinates before being considered in range.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)] public float Range = 0.2f;
/// <summary>
/// How far does the last node in the path need to be before considering re-pathfinding.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)] public float RepathRange = 1.5f;
[ViewVariables] public SteeringStatus Status = SteeringStatus.Moving;
}
public enum SteeringStatus : byte
{
/// <summary>
/// If we can't reach the target (e.g. different map).
/// </summary>
NoPath,
/// <summary>
/// Are we moving towards our target
/// </summary>
Moving,
/// <summary>
/// Are we currently in range of our target.
/// </summary>
InRange,
}