Files
tbd-station-14/Content.Server/NPC/Systems/NPCCombatSystem.Melee.cs
Pieter-Jan Briers 68ce53ae17 Random spontaneous cleanup PR (#25131)
* Use new Subs.CVar helper

Removes manual config OnValueChanged calls, removes need to remember to manually unsubscribe.

This both reduces boilerplate and fixes many issues where subscriptions weren't removed on entity system shutdown.

* Fix a bunch of warnings

* More warning fixes

* Use new DateTime serializer to get rid of ISerializationHooks in changelog code.

* Get rid of some more ISerializationHooks for enums

* And a little more

* Apply suggestions from code review

Co-authored-by: 0x6273 <0x40@keemail.me>

---------

Co-authored-by: 0x6273 <0x40@keemail.me>
2024-02-13 16:48:39 -05:00

119 lines
3.9 KiB
C#

using System.Numerics;
using Content.Server.NPC.Components;
using Content.Shared.CombatMode;
using Content.Shared.NPC;
using Robust.Shared.Map;
using Robust.Shared.Physics.Components;
using Robust.Shared.Random;
namespace Content.Server.NPC.Systems;
public sealed partial class NPCCombatSystem
{
private const float TargetMeleeLostRange = 14f;
private void InitializeMelee()
{
SubscribeLocalEvent<NPCMeleeCombatComponent, ComponentStartup>(OnMeleeStartup);
SubscribeLocalEvent<NPCMeleeCombatComponent, ComponentShutdown>(OnMeleeShutdown);
}
private void OnMeleeShutdown(EntityUid uid, NPCMeleeCombatComponent component, ComponentShutdown args)
{
if (TryComp<CombatModeComponent>(uid, out var combatMode))
{
_combat.SetInCombatMode(uid, false, combatMode);
}
_steering.Unregister(uid);
}
private void OnMeleeStartup(EntityUid uid, NPCMeleeCombatComponent component, ComponentStartup args)
{
if (TryComp<CombatModeComponent>(uid, out var combatMode))
{
_combat.SetInCombatMode(uid, true, combatMode);
}
}
private void UpdateMelee(float frameTime)
{
var combatQuery = GetEntityQuery<CombatModeComponent>();
var xformQuery = GetEntityQuery<TransformComponent>();
var physicsQuery = GetEntityQuery<PhysicsComponent>();
var curTime = _timing.CurTime;
var query = EntityQueryEnumerator<NPCMeleeCombatComponent, ActiveNPCComponent>();
while (query.MoveNext(out var uid, out var comp, out _))
{
if (!combatQuery.TryGetComponent(uid, out var combat) || !combat.IsInCombatMode)
{
RemComp<NPCMeleeCombatComponent>(uid);
continue;
}
Attack(uid, comp, curTime, physicsQuery, xformQuery);
}
}
private void Attack(EntityUid uid, NPCMeleeCombatComponent component, TimeSpan curTime, EntityQuery<PhysicsComponent> physicsQuery, EntityQuery<TransformComponent> xformQuery)
{
component.Status = CombatStatus.Normal;
if (!_melee.TryGetWeapon(uid, out var weaponUid, out var weapon))
{
component.Status = CombatStatus.NoWeapon;
return;
}
if (!xformQuery.TryGetComponent(uid, out var xform) ||
!xformQuery.TryGetComponent(component.Target, out var targetXform))
{
component.Status = CombatStatus.TargetUnreachable;
return;
}
if (!xform.Coordinates.TryDistance(EntityManager, targetXform.Coordinates, out var distance))
{
component.Status = CombatStatus.TargetUnreachable;
return;
}
if (distance > TargetMeleeLostRange)
{
component.Status = CombatStatus.TargetUnreachable;
return;
}
if (TryComp<NPCSteeringComponent>(uid, out var steering) &&
steering.Status == SteeringStatus.NoPath)
{
component.Status = CombatStatus.TargetUnreachable;
return;
}
// TODO: When I get parallel operators move this as NPC combat shouldn't be handling this.
_steering.Register(uid, new EntityCoordinates(component.Target, Vector2.Zero), steering);
if (distance > weapon.Range)
{
component.Status = CombatStatus.TargetOutOfRange;
return;
}
if (weapon.NextAttack > curTime || !Enabled)
return;
if (_random.Prob(component.MissChance) &&
physicsQuery.TryGetComponent(component.Target, out var targetPhysics) &&
targetPhysics.LinearVelocity.LengthSquared() != 0f)
{
_melee.AttemptLightAttackMiss(uid, weaponUid, weapon, targetXform.Coordinates.Offset(_random.NextVector2(0.5f)));
}
else
{
_melee.AttemptLightAttack(uid, weaponUid, weapon, component.Target);
}
}
}