Files
tbd-station-14/Content.Server/NPC/Systems/NPCCombatSystem.Melee.cs
metalgearsloth 83fede79eb Add simple miss chances for NPCs (#12978)
Doesn't consider juking potential but okay for now.
2022-12-11 07:37:09 -06:00

125 lines
4.1 KiB
C#

using Content.Server.CombatMode;
using Content.Server.NPC.Components;
using Content.Shared.MobState;
using Content.Shared.MobState.Components;
using Content.Shared.Weapons.Melee;
using Robust.Shared.Map;
using Robust.Shared.Physics.Components;
using Robust.Shared.Random;
namespace Content.Server.NPC.Systems;
public sealed partial class NPCCombatSystem
{
private const float TargetMeleeLostRange = 14f;
private void InitializeMelee()
{
SubscribeLocalEvent<NPCMeleeCombatComponent, ComponentStartup>(OnMeleeStartup);
SubscribeLocalEvent<NPCMeleeCombatComponent, ComponentShutdown>(OnMeleeShutdown);
}
private void OnMeleeShutdown(EntityUid uid, NPCMeleeCombatComponent component, ComponentShutdown args)
{
if (TryComp<CombatModeComponent>(uid, out var combatMode))
{
combatMode.IsInCombatMode = false;
}
_steering.Unregister(component.Owner);
}
private void OnMeleeStartup(EntityUid uid, NPCMeleeCombatComponent component, ComponentStartup args)
{
if (TryComp<CombatModeComponent>(uid, out var combatMode))
{
combatMode.IsInCombatMode = true;
}
// TODO: Cleanup later, just looking for parity for now.
component.Weapon = uid;
}
private void UpdateMelee(float frameTime)
{
var combatQuery = GetEntityQuery<CombatModeComponent>();
var xformQuery = GetEntityQuery<TransformComponent>();
var physicsQuery = GetEntityQuery<PhysicsComponent>();
var curTime = _timing.CurTime;
foreach (var (comp, _) in EntityQuery<NPCMeleeCombatComponent, ActiveNPCComponent>())
{
if (!combatQuery.TryGetComponent(comp.Owner, out var combat) || !combat.IsInCombatMode)
{
RemComp<NPCMeleeCombatComponent>(comp.Owner);
continue;
}
Attack(comp, curTime, physicsQuery, xformQuery);
}
}
private void Attack(NPCMeleeCombatComponent component, TimeSpan curTime, EntityQuery<PhysicsComponent> physicsQuery, EntityQuery<TransformComponent> xformQuery)
{
component.Status = CombatStatus.Normal;
if (!TryComp<MeleeWeaponComponent>(component.Weapon, out var weapon))
{
component.Status = CombatStatus.NoWeapon;
return;
}
if (!xformQuery.TryGetComponent(component.Owner, out var xform) ||
!xformQuery.TryGetComponent(component.Target, out var targetXform))
{
component.Status = CombatStatus.TargetUnreachable;
return;
}
if (!xform.Coordinates.TryDistance(EntityManager, targetXform.Coordinates, out var distance))
{
component.Status = CombatStatus.TargetUnreachable;
return;
}
if (distance > TargetMeleeLostRange)
{
component.Status = CombatStatus.TargetUnreachable;
return;
}
if (TryComp<NPCSteeringComponent>(component.Owner, out var steering) &&
steering.Status == SteeringStatus.NoPath)
{
component.Status = CombatStatus.TargetUnreachable;
return;
}
if (distance > weapon.Range)
{
component.Status = CombatStatus.TargetOutOfRange;
return;
}
steering = EnsureComp<NPCSteeringComponent>(component.Owner);
steering.Range = MathF.Max(0.2f, weapon.Range - 0.4f);
// Gets unregistered on component shutdown.
_steering.TryRegister(component.Owner, new EntityCoordinates(component.Target, Vector2.Zero), steering);
if (weapon.NextAttack > curTime)
return;
if (_random.Prob(component.MissChance) &&
physicsQuery.TryGetComponent(component.Target, out var targetPhysics) &&
targetPhysics.LinearVelocity.LengthSquared != 0f)
{
_melee.AttemptLightAttackMiss(component.Owner, weapon, targetXform.Coordinates.Offset(_random.NextVector2(0.5f)));
}
else
{
_melee.AttemptLightAttack(component.Owner, weapon, component.Target);
}
}
}