* Partial work on StationSystem refactor. * WIP station jobs API. * forgor to fire off grid events. * Partial implementation of StationSpawningSystem * whoops infinite loop. * Spawners should work now. * it compiles. * tfw * Vestigial code cleanup. * fix station deletion. * attempt to make tests go brr * add latejoin spawnpoints to test maps. * make sure the station still exists while destructing spawners. * forgot an exists check. * destruction order check. * hopefully fix final test. * fail-safe radstorm. * Deep-clean job code further. This is bugged!!!!! * Fix job bug. (init order moment) * whooo cleanup * New job selection algorithm that tries to distribute fairly across stations. * small nitpicks * Give the heads their weights to replace the head field. * make overflow assign take a station list. * moment * Fixes and test #1 of many. * please fix nullspace * AssignJobs should no longer even consider showing up on a trace. * add comment. * Introduce station configs, praying i didn't miss something. * in one small change stations are now fully serializable. * Further doc comments. * whoops. * Solve bug where assignjobs didn't account for roundstart. * Fix spawning, improve the API. Caught an oversight in stationsystem that should've broke everything but didn't, whoops. * Goodbye JobController. * minor fix.. * fix test fail, remove debug logs. * quick serialization fixes. * fixes.. * sus * partialing * Update Content.Server/Station/Systems/StationJobsSystem.Roundstart.cs Co-authored-by: Kara <lunarautomaton6@gmail.com> * Use dirtying to avoid rebuilding the list 2,100 times. * add a bajillion more lines of docs (mostly in AssignJobs so i don't ever forget how it works) * Update Content.IntegrationTests/Tests/Station/StationJobsTest.cs Co-authored-by: Kara <lunarautomaton6@gmail.com> * Add the Mysteriously Missing Captain Check. * Put maprender back the way it belongs. * I love addressing reviews. * Update Content.Server/Station/Systems/StationJobsSystem.cs Co-authored-by: Kara <lunarautomaton6@gmail.com> * doc cleanup. * Fix bureaucratic error, add job slot tests. * zero cost abstractions when * cri * saner error. * Fix spawning failing certain tests due to gameticker not handling falliability correctly. Can't fix this until I refactor the rest of spawning code. * submodule gaming * Packedenger. * Documentation consistency. Co-authored-by: Kara <lunarautomaton6@gmail.com>
149 lines
4.6 KiB
C#
149 lines
4.6 KiB
C#
using Content.Server.AI.EntitySystems;
|
|
using Content.Server.Station.Systems;
|
|
using Content.Shared.Movement.Components;
|
|
using Content.Shared.Roles;
|
|
using Robust.Shared.Map;
|
|
using Robust.Shared.Prototypes;
|
|
|
|
namespace Content.Server.AI.Components
|
|
{
|
|
[RegisterComponent]
|
|
[ComponentReference(typeof(IMobMoverComponent))]
|
|
[Virtual]
|
|
public class AiControllerComponent : Component, IMobMoverComponent, IMoverComponent
|
|
{
|
|
[DataField("logic")] private float _visionRadius = 8.0f;
|
|
|
|
public bool CanMove { get; set; } = true;
|
|
|
|
// TODO: Need to ECS a lot more of the AI first before we can ECS this
|
|
/// <summary>
|
|
/// Whether the AI is actively iterated.
|
|
/// </summary>
|
|
public bool Awake
|
|
{
|
|
get => _awake;
|
|
set
|
|
{
|
|
if (_awake == value) return;
|
|
|
|
_awake = value;
|
|
|
|
if (_awake)
|
|
EntitySystem.Get<NPCSystem>().WakeNPC(this);
|
|
else
|
|
EntitySystem.Get<NPCSystem>().SleepNPC(this);
|
|
}
|
|
}
|
|
|
|
[DataField("awake")]
|
|
private bool _awake = true;
|
|
|
|
[ViewVariables(VVAccess.ReadWrite)]
|
|
[DataField("startingGear")]
|
|
public string? StartingGearPrototype { get; set; }
|
|
|
|
[ViewVariables(VVAccess.ReadWrite)]
|
|
public float VisionRadius
|
|
{
|
|
get => _visionRadius;
|
|
set => _visionRadius = value;
|
|
}
|
|
|
|
/// <inheritdoc />
|
|
protected override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
|
|
// This component requires a physics component.
|
|
Owner.EnsureComponent<PhysicsComponent>();
|
|
}
|
|
|
|
protected override void Startup()
|
|
{
|
|
base.Startup();
|
|
|
|
if (StartingGearPrototype != null)
|
|
{
|
|
var stationSpawning = EntitySystem.Get<StationSpawningSystem>();
|
|
var protoManager = IoCManager.Resolve<IPrototypeManager>();
|
|
|
|
var startingGear = protoManager.Index<StartingGearPrototype>(StartingGearPrototype);
|
|
stationSpawning.EquipStartingGear(Owner, startingGear, null);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Movement speed (m/s) that the entity walks, after modifiers
|
|
/// </summary>
|
|
[ViewVariables]
|
|
public float CurrentWalkSpeed
|
|
{
|
|
get
|
|
{
|
|
if (IoCManager.Resolve<IEntityManager>().TryGetComponent(Owner, out MovementSpeedModifierComponent? component))
|
|
{
|
|
return component.CurrentWalkSpeed;
|
|
}
|
|
|
|
return MovementSpeedModifierComponent.DefaultBaseWalkSpeed;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Movement speed (m/s) that the entity walks, after modifiers
|
|
/// </summary>
|
|
[ViewVariables]
|
|
public float CurrentSprintSpeed
|
|
{
|
|
get
|
|
{
|
|
if (IoCManager.Resolve<IEntityManager>().TryGetComponent(Owner, out MovementSpeedModifierComponent? component))
|
|
{
|
|
return component.CurrentSprintSpeed;
|
|
}
|
|
|
|
return MovementSpeedModifierComponent.DefaultBaseSprintSpeed;
|
|
}
|
|
}
|
|
|
|
public Angle LastGridAngle { get => Angle.Zero; set {} }
|
|
|
|
/// <inheritdoc />
|
|
[ViewVariables(VVAccess.ReadWrite)]
|
|
public float PushStrength { get; set; } = IMobMoverComponent.PushStrengthDefault;
|
|
|
|
[ViewVariables(VVAccess.ReadWrite)]
|
|
public float WeightlessStrength { get; set; } = IMobMoverComponent.WeightlessStrengthDefault;
|
|
|
|
/// <inheritdoc />
|
|
[ViewVariables(VVAccess.ReadWrite)]
|
|
public float GrabRange { get; set; } = IMobMoverComponent.GrabRangeDefault;
|
|
|
|
/// <summary>
|
|
/// Is the entity Sprinting (running)?
|
|
/// </summary>
|
|
[ViewVariables]
|
|
public bool Sprinting { get; } = true;
|
|
|
|
/// <summary>
|
|
/// Calculated linear velocity direction of the entity.
|
|
/// </summary>
|
|
[ViewVariables]
|
|
public Vector2 VelocityDir { get; set; }
|
|
|
|
(Vector2 walking, Vector2 sprinting) IMoverComponent.VelocityDir =>
|
|
Sprinting ? (Vector2.Zero, VelocityDir) : (VelocityDir, Vector2.Zero);
|
|
|
|
public EntityCoordinates LastPosition { get; set; }
|
|
|
|
[ViewVariables(VVAccess.ReadWrite)]
|
|
public float StepSoundDistance { get; set; }
|
|
|
|
public void SetVelocityDirection(Direction direction, ushort subTick, bool enabled) { }
|
|
public void SetSprinting(ushort subTick, bool walking) { }
|
|
|
|
public virtual void Update(float frameTime) {}
|
|
}
|
|
}
|