Files
tbd-station-14/Content.Server/NPC/Systems/NPCSystem.cs
Ed f3a97fc0c5 Killer tomatoes (#26053)
* make tomatoes

* many friends! many mommies

* finish

* renaming system

* fix

* Update miscellaneous.yml

* Update Content.Server/NPC/Systems/NPCImpritingBehaviourSystem.cs

Co-authored-by: faint <46868845+ficcialfaint@users.noreply.github.com>

* N

* deleete exception?

* merge conflict fix

* fix?

* fuck you

* sloth fixes

* fixess?

* fix

---------

Co-authored-by: faint <46868845+ficcialfaint@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2024-04-18 21:21:56 +10:00

156 lines
4.6 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 Content.Shared.NPC.Systems;
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();
Subs.CVar(_configurationManager, CCVars.NPCEnabled, value => Enabled = value, true);
Subs.CVar(_configurationManager, CCVars.NPCMaxUpdates, obj => _maxUpdates = obj, 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);
}
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;
}
}
}
}