* 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
155 lines
5.0 KiB
C#
155 lines
5.0 KiB
C#
using Content.Server.NPC.Components;
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using Content.Server.NPC.HTN;
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using Content.Shared.CCVar;
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using Content.Shared.Mobs;
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using Content.Shared.Mobs.Systems;
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using JetBrains.Annotations;
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using Robust.Server.GameObjects;
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using Robust.Shared.Configuration;
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namespace Content.Server.NPC.Systems
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{
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/// <summary>
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/// Handles NPCs running every tick.
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/// </summary>
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[UsedImplicitly]
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public sealed partial class NPCSystem : EntitySystem
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{
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[Dependency] private readonly IConfigurationManager _configurationManager = default!;
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[Dependency] private readonly HTNSystem _htn = default!;
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[Dependency] private readonly MobStateSystem _mobState = default!;
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/// <summary>
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/// Whether any NPCs are allowed to run at all.
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/// </summary>
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public bool Enabled { get; set; } = true;
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private int _maxUpdates;
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private int _count;
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/// <inheritdoc />
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<NPCComponent, MobStateChangedEvent>(OnMobStateChange);
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SubscribeLocalEvent<NPCComponent, MapInitEvent>(OnNPCMapInit);
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SubscribeLocalEvent<NPCComponent, ComponentShutdown>(OnNPCShutdown);
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SubscribeLocalEvent<NPCComponent, PlayerAttachedEvent>(OnPlayerNPCAttach);
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SubscribeLocalEvent<NPCComponent, PlayerDetachedEvent>(OnPlayerNPCDetach);
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_configurationManager.OnValueChanged(CCVars.NPCEnabled, SetEnabled, true);
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_configurationManager.OnValueChanged(CCVars.NPCMaxUpdates, SetMaxUpdates, true);
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}
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private void OnPlayerNPCAttach(EntityUid uid, NPCComponent component, PlayerAttachedEvent args)
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{
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SleepNPC(uid, component);
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}
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private void OnPlayerNPCDetach(EntityUid uid, NPCComponent component, PlayerDetachedEvent args)
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{
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if (_mobState.IsIncapacitated(uid) || TerminatingOrDeleted(uid))
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return;
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WakeNPC(uid, component);
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}
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private void SetMaxUpdates(int obj) => _maxUpdates = obj;
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private void SetEnabled(bool value) => Enabled = value;
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public override void Shutdown()
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{
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base.Shutdown();
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_configurationManager.UnsubValueChanged(CCVars.NPCEnabled, SetEnabled);
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_configurationManager.UnsubValueChanged(CCVars.NPCMaxUpdates, SetMaxUpdates);
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}
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private void OnNPCMapInit(EntityUid uid, NPCComponent component, MapInitEvent args)
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{
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component.Blackboard.SetValue(NPCBlackboard.Owner, uid);
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WakeNPC(uid, component);
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}
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private void OnNPCShutdown(EntityUid uid, NPCComponent component, ComponentShutdown args)
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{
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SleepNPC(uid, component);
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}
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/// <summary>
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/// Is the NPC awake and updating?
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/// </summary>
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public bool IsAwake(EntityUid uid, NPCComponent component, ActiveNPCComponent? active = null)
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{
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return Resolve(uid, ref active, false);
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}
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/// <summary>
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/// Allows the NPC to actively be updated.
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/// </summary>
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public void WakeNPC(EntityUid uid, NPCComponent? component = null)
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{
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if (!Resolve(uid, ref component, false))
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{
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return;
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}
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Log.Debug($"Waking {ToPrettyString(uid)}");
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EnsureComp<ActiveNPCComponent>(uid);
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}
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public void SleepNPC(EntityUid uid, NPCComponent? component = null)
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{
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if (!Resolve(uid, ref component, false))
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{
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return;
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}
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// Don't bother with an event
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if (TryComp<HTNComponent>(uid, out var htn))
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{
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if (htn.Plan != null)
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{
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var currentOperator = htn.Plan.CurrentOperator;
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_htn.ShutdownTask(currentOperator, htn.Blackboard, HTNOperatorStatus.Failed);
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_htn.ShutdownPlan(htn);
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htn.Plan = null;
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}
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}
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Log.Debug($"Sleeping {ToPrettyString(uid)}");
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RemComp<ActiveNPCComponent>(uid);
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}
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/// <inheritdoc />
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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if (!Enabled)
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return;
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_count = 0;
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// Add your system here.
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_htn.UpdateNPC(ref _count, _maxUpdates, frameTime);
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}
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private void OnMobStateChange(EntityUid uid, NPCComponent component, MobStateChangedEvent args)
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{
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if (HasComp<ActorComponent>(uid))
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return;
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switch (args.NewMobState)
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{
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case MobState.Alive:
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WakeNPC(uid, component);
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break;
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case MobState.Critical:
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case MobState.Dead:
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SleepNPC(uid, component);
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break;
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}
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}
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}
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}
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