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