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