161 lines
5.4 KiB
C#
161 lines
5.4 KiB
C#
using Content.Server.NPC.Components;
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using Content.Shared.CombatMode;
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using Content.Shared.Interaction;
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using Robust.Shared.Map;
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using Robust.Shared.Physics.Components;
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namespace Content.Server.NPC.Systems;
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public sealed partial class NPCCombatSystem
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{
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[Dependency] private readonly SharedCombatModeSystem _combat = default!;
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[Dependency] private readonly RotateToFaceSystem _rotate = default!;
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// TODO: Don't predict for hitscan
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private const float ShootSpeed = 20f;
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/// <summary>
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/// Cooldown on raycasting to check LOS.
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/// </summary>
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public const float UnoccludedCooldown = 0.2f;
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private void InitializeRanged()
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{
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SubscribeLocalEvent<NPCRangedCombatComponent, ComponentStartup>(OnRangedStartup);
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SubscribeLocalEvent<NPCRangedCombatComponent, ComponentShutdown>(OnRangedShutdown);
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}
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private void OnRangedStartup(EntityUid uid, NPCRangedCombatComponent component, ComponentStartup args)
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{
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if (TryComp<CombatModeComponent>(uid, out var combat))
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{
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_combat.SetInCombatMode(uid, true, combat);
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}
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else
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{
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component.Status = CombatStatus.Unspecified;
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}
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}
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private void OnRangedShutdown(EntityUid uid, NPCRangedCombatComponent component, ComponentShutdown args)
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{
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if (TryComp<CombatModeComponent>(uid, out var combat))
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{
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_combat.SetInCombatMode(uid, false, combat);
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}
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}
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private void UpdateRanged(float frameTime)
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{
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var bodyQuery = GetEntityQuery<PhysicsComponent>();
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var xformQuery = GetEntityQuery<TransformComponent>();
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var combatQuery = GetEntityQuery<CombatModeComponent>();
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var query = EntityQueryEnumerator<NPCRangedCombatComponent, TransformComponent>();
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while (query.MoveNext(out var uid, out var comp, out var xform))
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{
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if (comp.Status == CombatStatus.Unspecified)
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continue;
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if (!xformQuery.TryGetComponent(comp.Target, out var targetXform) ||
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!bodyQuery.TryGetComponent(comp.Target, out var targetBody))
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{
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comp.Status = CombatStatus.TargetUnreachable;
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comp.ShootAccumulator = 0f;
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continue;
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}
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if (targetXform.MapID != xform.MapID)
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{
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comp.Status = CombatStatus.TargetUnreachable;
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comp.ShootAccumulator = 0f;
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continue;
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}
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if (combatQuery.TryGetComponent(uid, out var combatMode))
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{
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_combat.SetInCombatMode(uid, true, combatMode);
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}
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if (!_gun.TryGetGun(uid, out var gunUid, out var gun))
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{
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comp.Status = CombatStatus.NoWeapon;
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comp.ShootAccumulator = 0f;
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continue;
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}
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comp.LOSAccumulator -= frameTime;
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var (worldPos, worldRot) = _transform.GetWorldPositionRotation(xform, xformQuery);
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var (targetPos, targetRot) = _transform.GetWorldPositionRotation(targetXform, xformQuery);
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// We'll work out the projected spot of the target and shoot there instead of where they are.
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var distance = (targetPos - worldPos).Length;
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var oldInLos = comp.TargetInLOS;
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// TODO: Should be doing these raycasts in parallel
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// Ideally we'd have 2 steps, 1. to go over the normal details for shooting and then 2. to handle beep / rotate / shoot
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if (comp.LOSAccumulator < 0f)
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{
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comp.LOSAccumulator += UnoccludedCooldown;
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comp.TargetInLOS = _interaction.InRangeUnobstructed(uid, comp.Target, distance + 0.1f);
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}
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if (!comp.TargetInLOS)
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{
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comp.ShootAccumulator = 0f;
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comp.Status = CombatStatus.TargetUnreachable;
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continue;
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}
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if (!oldInLos && comp.SoundTargetInLOS != null)
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{
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_audio.PlayPvs(comp.SoundTargetInLOS, uid);
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}
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comp.ShootAccumulator += frameTime;
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if (comp.ShootAccumulator < comp.ShootDelay)
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{
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continue;
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}
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var mapVelocity = targetBody.LinearVelocity;
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var targetSpot = targetPos + mapVelocity * distance / ShootSpeed;
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// If we have a max rotation speed then do that.
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var goalRotation = (targetSpot - worldPos).ToWorldAngle();
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var rotationSpeed = comp.RotationSpeed;
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if (!_rotate.TryRotateTo(uid, goalRotation, frameTime, comp.AccuracyThreshold, rotationSpeed?.Theta ?? double.MaxValue, xform))
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{
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continue;
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}
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// TODO: LOS
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// TODO: Ammo checks
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// TODO: Burst fire
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// TODO: Cycling
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// Max rotation speed
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// TODO: Check if we can face
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if (!Enabled || !_gun.CanShoot(gun))
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continue;
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EntityCoordinates targetCordinates;
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if (_mapManager.TryFindGridAt(xform.MapID, targetPos, out var gridUid, out var mapGrid))
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{
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targetCordinates = new EntityCoordinates(gridUid, mapGrid.WorldToLocal(targetSpot));
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}
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else
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{
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targetCordinates = new EntityCoordinates(xform.MapUid!.Value, targetSpot);
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}
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_gun.AttemptShoot(uid, gunUid, gun, targetCordinates);
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}
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}
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}
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