* Update RobustToolbox * Transition direct type usages * More updates * Fix invalid use of to map * Update RobustToolbox * Fix dropping items * Rename name usages of "GridCoordinates" to "EntityCoordinates" * Revert "Update RobustToolbox" This reverts commit 9f334a17c5908ded0043a63158bb671e4aa3f346. * Revert "Update RobustToolbox" This reverts commit 3a9c8cfa3606fa501aa84407796d2ad920853a09. # Conflicts: # RobustToolbox * Fix cursed IMapGrid method usage. * GridTileLookupTest now uses EntityCoordinates Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com> Co-authored-by: Víctor Aguilera Puerto <zddm@outlook.es>
162 lines
4.8 KiB
C#
162 lines
4.8 KiB
C#
#nullable enable
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using Content.Server.GameObjects.EntitySystems.AI;
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using Content.Server.Interfaces.GameTicking;
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using Content.Shared.GameObjects.Components.Movement;
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using Content.Shared.Roles;
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using Robust.Server.AI;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Components;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Movement
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{
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[RegisterComponent, ComponentReference(typeof(IMoverComponent))]
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public class AiControllerComponent : Component, IMoverComponent
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IGameTicker _gameTicker = default!;
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private string? _logicName;
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private float _visionRadius;
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public override string Name => "AiController";
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[ViewVariables(VVAccess.ReadWrite)]
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public string? LogicName
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{
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get => _logicName;
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set
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{
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_logicName = value;
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Processor = null!;
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}
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}
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public AiLogicProcessor? Processor { get; set; }
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[ViewVariables(VVAccess.ReadWrite)]
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public string? StartingGearPrototype { get; set; }
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[ViewVariables(VVAccess.ReadWrite)]
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public float VisionRadius
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{
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get => _visionRadius;
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set => _visionRadius = value;
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}
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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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// This component requires a collidable component.
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Owner.EnsureComponent<CollidableComponent>();
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EntitySystem.Get<AiSystem>().ProcessorInitialize(this);
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}
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protected override void Startup()
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{
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base.Startup();
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if (StartingGearPrototype != null)
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{
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var startingGear = _prototypeManager.Index<StartingGearPrototype>(StartingGearPrototype);
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_gameTicker.EquipStartingGear(Owner, startingGear);
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}
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}
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/// <inheritdoc />
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _logicName, "logic", null);
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serializer.DataReadWriteFunction(
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"startingGear",
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null,
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startingGear => StartingGearPrototype = startingGear,
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() => StartingGearPrototype);
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serializer.DataField(ref _visionRadius, "vision", 8.0f);
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}
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protected override void Shutdown()
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{
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base.Shutdown();
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Processor?.Shutdown();
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}
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/// <summary>
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/// Movement speed (m/s) that the entity walks, after modifiers
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/// </summary>
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[ViewVariables]
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public float CurrentWalkSpeed
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{
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get
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{
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if (Owner.TryGetComponent(out MovementSpeedModifierComponent? component))
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{
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return component.CurrentWalkSpeed;
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}
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return MovementSpeedModifierComponent.DefaultBaseWalkSpeed;
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}
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}
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/// <summary>
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/// Movement speed (m/s) that the entity walks, after modifiers
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/// </summary>
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[ViewVariables]
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public float CurrentSprintSpeed
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{
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get
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{
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if (Owner.TryGetComponent(out MovementSpeedModifierComponent? component))
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{
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return component.CurrentSprintSpeed;
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}
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return MovementSpeedModifierComponent.DefaultBaseSprintSpeed;
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}
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}
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/// <inheritdoc />
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[ViewVariables]
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public float CurrentPushSpeed => 5.0f;
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/// <inheritdoc />
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[ViewVariables]
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public float GrabRange => 0.2f;
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/// <summary>
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/// Is the entity Sprinting (running)?
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/// </summary>
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[ViewVariables]
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public bool Sprinting { get; } = true;
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/// <summary>
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/// Calculated linear velocity direction of the entity.
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/// </summary>
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[ViewVariables]
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public Vector2 VelocityDir { get; set; }
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(Vector2 walking, Vector2 sprinting) IMoverComponent.VelocityDir =>
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Sprinting ? (Vector2.Zero, VelocityDir) : (VelocityDir, Vector2.Zero);
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public EntityCoordinates LastPosition { get; set; }
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[ViewVariables(VVAccess.ReadWrite)] public float StepSoundDistance { get; set; }
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public void SetVelocityDirection(Direction direction, ushort subTick, bool enabled) { }
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public void SetSprinting(ushort subTick, bool walking) { }
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}
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}
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