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# Description This PR adds in the classic Asimov's Three Laws of Robotics as a standard lawset for Synthetics. The laws are given thus. Law 1: A robot may not injure a human being or, through inaction, allow a human being to come to harm. Law 2: A robot must obey the orders given it by human beings except where such orders would conflict with the First Law. Law 3: A robot must protect its own existence as long as such protection does not conflict with the First or Second Law. The localizations for them are intentionally left exactly-as-is from the original 3 laws written by Isaac Asimov. Yes this is totally different from "Crewsimov", yes this does actually mean an Asimov AI isn't required to obey orders given to it by a Moth. Yes this does actually mean that the AI isn't allowed to "Harm" nukies so long as it can verify that the Nukie in question is a human. Also includes this cherry-pick https://github.com/space-wizards/space-station-14/pull/31040 Because this is a fix for a crash that was happening in my dev environment... # TODO <details><summary><h1>Media</h1></summary> <p>  </p> </details> # Changelog 🆑 - add: Added the classic Asimov's Three Laws of Robotics to the game. - add: AI now starts with Asimov laws by default, instead of "Crewsimov". --------- Co-authored-by: Plykiya <58439124+Plykiya@users.noreply.github.com> (cherry picked from commit c1c61e96094cde0b15c80bd66e39e2ad8dcb62c5)
146 lines
5.8 KiB
C#
146 lines
5.8 KiB
C#
using Content.Shared.CCVar;
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using Content.Shared.Movement.Components;
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using Content.Shared.Movement.Events;
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using Content.Shared.Movement.Pulling.Components;
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using Content.Shared.Movement.Systems;
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using Robust.Client.GameObjects;
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using Robust.Client.Physics;
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using Robust.Client.Player;
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using Robust.Shared.Configuration;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Player;
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using Robust.Shared.Timing;
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namespace Content.Client.Physics.Controllers
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{
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public sealed class MoverController : SharedMoverController
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{
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[Dependency] private readonly IConfigurationManager _config = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<RelayInputMoverComponent, LocalPlayerAttachedEvent>(OnRelayPlayerAttached);
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SubscribeLocalEvent<RelayInputMoverComponent, LocalPlayerDetachedEvent>(OnRelayPlayerDetached);
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SubscribeLocalEvent<InputMoverComponent, LocalPlayerAttachedEvent>(OnPlayerAttached);
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SubscribeLocalEvent<InputMoverComponent, LocalPlayerDetachedEvent>(OnPlayerDetached);
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SubscribeLocalEvent<InputMoverComponent, UpdateIsPredictedEvent>(OnUpdatePredicted);
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SubscribeLocalEvent<MovementRelayTargetComponent, UpdateIsPredictedEvent>(OnUpdateRelayTargetPredicted);
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SubscribeLocalEvent<PullableComponent, UpdateIsPredictedEvent>(OnUpdatePullablePredicted);
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Subs.CVar(_config, CCVars.DefaultWalk, _ => RaiseNetworkEvent(new UpdateInputCVarsMessage()));
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}
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private void OnUpdatePredicted(Entity<InputMoverComponent> entity, ref UpdateIsPredictedEvent args)
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{
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// Enable prediction if an entity is controlled by the player
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if (entity.Owner == _playerManager.LocalEntity)
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args.IsPredicted = true;
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}
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private void OnUpdateRelayTargetPredicted(Entity<MovementRelayTargetComponent> entity, ref UpdateIsPredictedEvent args)
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{
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if (entity.Comp.Source == _playerManager.LocalEntity)
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args.IsPredicted = true;
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}
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private void OnUpdatePullablePredicted(Entity<PullableComponent> entity, ref UpdateIsPredictedEvent args)
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{
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// Enable prediction if an entity is being pulled by the player.
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// Disable prediction if an entity is being pulled by some non-player entity.
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if (entity.Comp.Puller == _playerManager.LocalEntity)
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args.IsPredicted = true;
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else if (entity.Comp.Puller != null)
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args.BlockPrediction = true;
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// TODO recursive pulling checks?
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// What if the entity is being pulled by a vehicle controlled by the player?
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}
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private void OnRelayPlayerAttached(Entity<RelayInputMoverComponent> entity, ref LocalPlayerAttachedEvent args)
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{
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Physics.UpdateIsPredicted(entity.Owner);
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Physics.UpdateIsPredicted(entity.Comp.RelayEntity);
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if (MoverQuery.TryGetComponent(entity.Comp.RelayEntity, out var inputMover))
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SetMoveInput((entity.Comp.RelayEntity, inputMover), MoveButtons.None);
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}
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private void OnRelayPlayerDetached(Entity<RelayInputMoverComponent> entity, ref LocalPlayerDetachedEvent args)
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{
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Physics.UpdateIsPredicted(entity.Owner);
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Physics.UpdateIsPredicted(entity.Comp.RelayEntity);
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if (MoverQuery.TryGetComponent(entity.Comp.RelayEntity, out var inputMover))
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SetMoveInput((entity.Comp.RelayEntity, inputMover), MoveButtons.None);
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}
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private void OnPlayerAttached(Entity<InputMoverComponent> entity, ref LocalPlayerAttachedEvent args)
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{
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SetMoveInput(entity, MoveButtons.None);
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}
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private void OnPlayerDetached(Entity<InputMoverComponent> entity, ref LocalPlayerDetachedEvent args)
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{
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SetMoveInput(entity, MoveButtons.None);
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}
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public override void UpdateBeforeSolve(bool prediction, float frameTime)
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{
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base.UpdateBeforeSolve(prediction, frameTime);
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if (_playerManager.LocalEntity is not {Valid: true} player)
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return;
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if (RelayQuery.TryGetComponent(player, out var relayMover))
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HandleClientsideMovement(relayMover.RelayEntity, frameTime);
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HandleClientsideMovement(player, frameTime);
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}
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private void HandleClientsideMovement(EntityUid player, float frameTime)
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{
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if (!MoverQuery.TryGetComponent(player, out var mover) ||
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!XformQuery.TryGetComponent(player, out var xform))
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{
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return;
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}
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var physicsUid = player;
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PhysicsComponent? body;
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var xformMover = xform;
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if (mover.ToParent && RelayQuery.HasComponent(xform.ParentUid))
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{
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if (!PhysicsQuery.TryGetComponent(xform.ParentUid, out body) ||
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!XformQuery.TryGetComponent(xform.ParentUid, out xformMover))
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{
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return;
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}
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physicsUid = xform.ParentUid;
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}
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else if (!PhysicsQuery.TryGetComponent(player, out body))
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{
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return;
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}
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// Server-side should just be handled on its own so we'll just do this shizznit
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HandleMobMovement(
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player,
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mover,
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physicsUid,
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body,
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xformMover,
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frameTime);
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}
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protected override bool CanSound()
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{
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return _timing is { IsFirstTimePredicted: true, InSimulation: true };
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}
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}
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}
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