Files
tbd-station-14/Content.Server/NPC/Systems/NPCSteeringSystem.Obstacles.cs

228 lines
8.2 KiB
C#

using Content.Server.Destructible;
using Content.Server.NPC.Components;
using Content.Server.NPC.Pathfinding;
using Content.Shared.Climbing;
using Content.Shared.CombatMode;
using Content.Shared.DoAfter;
using Content.Shared.Doors.Components;
using Content.Shared.NPC;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Components;
using Robust.Shared.Utility;
namespace Content.Server.NPC.Systems;
public sealed partial class NPCSteeringSystem
{
/*
* For any custom path handlers, e.g. destroying walls, opening airlocks, etc.
* Putting it onto steering seemed easier than trying to make a custom compound task for it.
* I also considered task interrupts although the problem is handling stuff like pathfinding overlaps
* Ideally we could do interrupts but that's TODO.
*/
/*
* TODO:
* - Add path cap
* - Circle cast BFS in LOS to determine targets.
* - Store last known coordinates of X targets.
* - Require line of sight for melee
* - Add new behavior where they move to melee target's last known position (diffing theirs and current)
* then do the thing like from dishonored where it gets passed to a search system that opens random stuff.
*
* Also need to make sure it picks nearest obstacle path so it starts smashing in front of it.
*/
private SteeringObstacleStatus TryHandleFlags(EntityUid uid, NPCSteeringComponent component, PathPoly poly)
{
DebugTools.Assert(!poly.Data.IsFreeSpace);
// TODO: Store PathFlags on the steering comp
// and be able to re-check it.
var layer = 0;
var mask = 0;
if (TryComp<FixturesComponent>(uid, out var manager))
{
(layer, mask) = _physics.GetHardCollision(uid, manager);
}
else
{
return SteeringObstacleStatus.Failed;
}
// TODO: Should cache the fact we're doing this somewhere.
// See https://github.com/space-wizards/space-station-14/issues/11475
if ((poly.Data.CollisionLayer & mask) != 0x0 ||
(poly.Data.CollisionMask & layer) != 0x0)
{
var id = component.DoAfterId;
// Still doing what we were doing before.
var doAfterStatus = _doAfter.GetStatus(id);
switch (doAfterStatus)
{
case DoAfterStatus.Running:
return SteeringObstacleStatus.Continuing;
case DoAfterStatus.Cancelled:
return SteeringObstacleStatus.Failed;
}
var obstacleEnts = new List<EntityUid>();
GetObstacleEntities(poly, mask, layer, obstacleEnts);
var isDoor = (poly.Data.Flags & PathfindingBreadcrumbFlag.Door) != 0x0;
var isAccessRequired = (poly.Data.Flags & PathfindingBreadcrumbFlag.Access) != 0x0;
var isClimbable = (poly.Data.Flags & PathfindingBreadcrumbFlag.Climb) != 0x0;
// Just walk into it stupid
if (isDoor && !isAccessRequired)
{
var doorQuery = GetEntityQuery<DoorComponent>();
// ... At least if it's not a bump open.
foreach (var ent in obstacleEnts)
{
if (!doorQuery.TryGetComponent(ent, out var door))
continue;
if (!door.BumpOpen && (component.Flags & PathFlags.Interact) != 0x0)
{
if (door.State != DoorState.Opening)
{
_interaction.InteractionActivate(uid, ent);
return SteeringObstacleStatus.Continuing;
}
}
}
// If we get to here then didn't succeed for reasons.
}
if ((component.Flags & PathFlags.Prying) != 0x0 && isDoor)
{
var doorQuery = GetEntityQuery<DoorComponent>();
// Get the relevant obstacle
foreach (var ent in obstacleEnts)
{
if (doorQuery.TryGetComponent(ent, out var door) && door.State != DoorState.Open)
{
// TODO: Use the verb.
if (door.State != DoorState.Opening)
_doors.TryPryDoor(ent, uid, uid, door, out id, force: true);
component.DoAfterId = id;
return SteeringObstacleStatus.Continuing;
}
}
if (obstacleEnts.Count == 0)
return SteeringObstacleStatus.Completed;
}
// Try climbing obstacles
else if ((component.Flags & PathFlags.Climbing) != 0x0 && isClimbable)
{
if (TryComp<ClimbingComponent>(uid, out var climbing))
{
if (climbing.IsClimbing)
{
return SteeringObstacleStatus.Completed;
}
else if (climbing.OwnerIsTransitioning)
{
return SteeringObstacleStatus.Continuing;
}
var climbableQuery = GetEntityQuery<ClimbableComponent>();
// Get the relevant obstacle
foreach (var ent in obstacleEnts)
{
if (climbableQuery.TryGetComponent(ent, out var table) &&
_climb.CanVault(table, uid, uid, out _) &&
_climb.TryClimb(uid, uid, ent, out id, table, climbing))
{
component.DoAfterId = id;
return SteeringObstacleStatus.Continuing;
}
}
}
if (obstacleEnts.Count == 0)
return SteeringObstacleStatus.Completed;
}
// Try smashing obstacles.
else if ((component.Flags & PathFlags.Smashing) != 0x0)
{
if (_melee.TryGetWeapon(uid, out _, out var meleeWeapon) && meleeWeapon.NextAttack <= _timing.CurTime && TryComp<CombatModeComponent>(uid, out var combatMode))
{
_combat.SetInCombatMode(uid, true, combatMode);
var destructibleQuery = GetEntityQuery<DestructibleComponent>();
// TODO: This is a hack around grilles and windows.
_random.Shuffle(obstacleEnts);
var attackResult = false;
foreach (var ent in obstacleEnts)
{
// TODO: Validate we can damage it
if (destructibleQuery.HasComponent(ent))
{
attackResult = _melee.AttemptLightAttack(uid, uid, meleeWeapon, ent);
break;
}
}
_combat.SetInCombatMode(uid, false, combatMode);
// Blocked or the likes?
if (!attackResult)
return SteeringObstacleStatus.Failed;
if (obstacleEnts.Count == 0)
return SteeringObstacleStatus.Completed;
return SteeringObstacleStatus.Continuing;
}
}
return SteeringObstacleStatus.Failed;
}
return SteeringObstacleStatus.Completed;
}
private void GetObstacleEntities(PathPoly poly, int mask, int layer, List<EntityUid> ents)
{
// TODO: Can probably re-use this from pathfinding or something
if (!_mapManager.TryGetGrid(poly.GraphUid, out var grid))
{
return;
}
foreach (var ent in grid.GetLocalAnchoredEntities(poly.Box))
{
if (!_physicsQuery.TryGetComponent(ent, out var body) ||
!body.Hard ||
!body.CanCollide ||
(body.CollisionMask & layer) == 0x0 && (body.CollisionLayer & mask) == 0x0)
{
continue;
}
ents.Add(ent);
}
}
private enum SteeringObstacleStatus : byte
{
Completed,
Failed,
Continuing
}
}