Files
wwdpublic/Content.Server/NPC/Systems/NPCSteeringSystem.Obstacles.cs
Debug fd2cc8570d Sync master up to 1/10 (#74)
* Automatic changelog update

* Make NPC names proper nouns & fix some genders (#20534)

* Proper names & genders

* Uppercase proper names

* Make Smile female

* fix bingus wrinkly head (#20531)

* rouny meat and steak (#20526)

* lost friendship flavor

* add rouny steak

* rouny special meat

* rouny meat textures

---------

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* Automatic changelog update

* Wearable Wet Floor Sign and 'Janitorial Suicide Vest' (#20311)

* Explosive wet floor sign & janitorial suicide vest

* fix attributions

* Remove name & desc from explosive wet floor sign

* Make wet floor sign chameleonable

* Automatic changelog update

* Minor slippery stuff (#20535)

* Update submodule to 162.2.0 (#20570)

* Predicted armor (#20560)

* clean up some lines in smile the slime prototype (#20552)

* Revert "Use full file path for temp replays (#19002)" (#20545)

* Add EyesGlasses into ClothesMate (#20523)

* Automatic changelog update

* Fix Punpun crew monitor sensor (#20484)

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* EasyPry airlocks for arrivals. Now also prying refactor I guess (#19394)

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* Automatic changelog update

* Make arcades hackable again (#20555)

* Automatic changelog update

* Health alert tweaks (#20557)

* Automatic changelog update

* Add active and ended game rule components, generic TryRoundStartAttempt and minPlayers field (#20564)

* Improve active game rule querying, add generic try round start attempt method, move minPlayers to GameRuleComponent

* Nukeops todo and cleanup

* Remove Active field

* Add EndedGameRuleComponent

* bartender suit (#20521)

* give me a drink bartender

* guh

* aARG

* Necropolis and mine walls (#20578)

* Automatic changelog update

* archaic accent tweaks (#20567)

* Automatic changelog update

* Add confirmation to kick and respawn in the admin player actions panel (#20542)

* Remove windows-latest CI runs, remove unused build-test-release.yml (#20540)

* Change .editorconfig to keep existing attribute arrangement (#20538)

* Automatic changelog update

* Catch replay start and end errors on round restarts (#20565)

* Update trivial components to use auto comp states (#20539)

* Fix role unbans not applying in real time (#20547)

* Disable AHelp buttons when no player is selected, update button styling (#20568)

* Automatic changelog update

* Added a toggle fullscreen button (default F11) (#20272)

* Added a toggle fullscreen button (default F11)

* Removed un-needed comments

* Review Requested Changes

* Fixed Acidental Spacing Change

* bwoink, removed extraneous code

* nothing, litterally

* Automatic changelog update

* Fix not networking markings (#20588)

* Automatic changelog update

* Update RobustToolbox to v162.2.1 (#20590)

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* Glorfcode (force say on damage/stun/crit) (#20562)

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* Fix AHelp progressively showing more AHelp panels (#20591)

* Automatic changelog update

* caninsert entitystorage tweaks (#20589)

* Automatic changelog update

* Fix mapping actions crashing on load (#20592)

* Fix loading a map with a ThirstComponent crashing the game (#20594)

* Fix electrocution displaying real name of disguised players (#20603)

* Organ fixes (#20488)

* Automatic changelog update

* Kettle medical rework (#20435)

* Initial try at medical rework for kettle

* Re-add decal decorations to Kettle's medical

* Add more lockers to kettle's med

* Actually upload kettle's map, not its proto

* Automatic changelog update

* Added blocked visuals to volumetric pump (#20610)

* Automatic changelog update

* Move TimedDespawn to engine (#20515)

* Update submodule to 163.0.0 (#20616)

* Remove v0.1 version number from local main menu screen (#20617)

* Remove cloneData parameter from AutoNetworkedField (#20596)

* Update submodule to 164.0.0 (#20618)

* fix cognizine ghost role (#20632)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Automatic changelog update

* Move ID layer one pixel to correct alignment (#20630)

* Update nukie hardsuit descriptions (#20529)

* Make holofans destructable (#20445)

* Automatic changelog update

* bowl is open (#20453)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Add TestPair.WaitCommand() (#20615)

* Rename ThreatPrototype and mark fields as required (#20611)

* Adjust hard bomb shape (#20608)

* dragon refactor, objectives and use GenericAntag (#20201)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Automatic changelog update

* Added generic empty liquids tank (#20563)

* Move view variables verb to the top of the list with no category and localize it (#20546)

* saltern update (#20325)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Fix followers leaking (#20643)

* Add Winter Boots (#20622)

* add

* fix prototype

* Add QM mantle (#20621)

* add

* fix prototype

* Automatic changelog update

* Slime mobs breathe nitrogen and resprite their organs (#20577)

* Slimes breathe nitrogen and resprite their organs

* ups

* mmm

* Automatic changelog update

* Fix the new lizard horn's consistency + issue (#20620)

* fix

* add

* Revert "add"

This reverts commit a054a3204a8f185a94ceb80b1bd3bc9f30423711.

* Add RandomHumanoidAppearance component to for space ninjas (#20605)

* Automatic changelog update

* Space cat breathes space (#20550)

* Space cat breathes space

Made Space Cat lungs ROBUST

* Made Space Cat's lungs ROBUST 2.0

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* Wide anomaly locator (#20581)

* Add files via upload

* Add files via upload

* Add files via upload

* Add files via upload

* add textures

* fix encoding

* fix 2

* Automatic changelog update

* Fixed Telescopic Shield Lighting (#20650)

* Fixed Telescopic Shield Lighting Bug fix #20199

* no need for these at all

---------

Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>

* Automatic changelog update

* Add a special hardsuit for nukie medic (#20471)

* Automatic changelog update

* Carry over other mutations when doing species mutation (#20551)

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* Add Spanish accent to poncho and sombrero (#20377)

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2023-10-03 14:15:46 -05:00

228 lines
8.2 KiB
C#

using Content.Server.Destructible;
using Content.Server.NPC.Components;
using Content.Server.NPC.Pathfinding;
using Content.Shared.Climbing;
using Content.Shared.CombatMode;
using Content.Shared.DoAfter;
using Content.Shared.Doors.Components;
using Content.Shared.NPC;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Components;
using Robust.Shared.Utility;
namespace Content.Server.NPC.Systems;
public sealed partial class NPCSteeringSystem
{
/*
* For any custom path handlers, e.g. destroying walls, opening airlocks, etc.
* Putting it onto steering seemed easier than trying to make a custom compound task for it.
* I also considered task interrupts although the problem is handling stuff like pathfinding overlaps
* Ideally we could do interrupts but that's TODO.
*/
/*
* TODO:
* - Add path cap
* - Circle cast BFS in LOS to determine targets.
* - Store last known coordinates of X targets.
* - Require line of sight for melee
* - Add new behavior where they move to melee target's last known position (diffing theirs and current)
* then do the thing like from dishonored where it gets passed to a search system that opens random stuff.
*
* Also need to make sure it picks nearest obstacle path so it starts smashing in front of it.
*/
private SteeringObstacleStatus TryHandleFlags(EntityUid uid, NPCSteeringComponent component, PathPoly poly)
{
DebugTools.Assert(!poly.Data.IsFreeSpace);
// TODO: Store PathFlags on the steering comp
// and be able to re-check it.
var layer = 0;
var mask = 0;
if (TryComp<FixturesComponent>(uid, out var manager))
{
(layer, mask) = _physics.GetHardCollision(uid, manager);
}
else
{
return SteeringObstacleStatus.Failed;
}
// TODO: Should cache the fact we're doing this somewhere.
// See https://github.com/space-wizards/space-station-14/issues/11475
if ((poly.Data.CollisionLayer & mask) != 0x0 ||
(poly.Data.CollisionMask & layer) != 0x0)
{
var id = component.DoAfterId;
// Still doing what we were doing before.
var doAfterStatus = _doAfter.GetStatus(id);
switch (doAfterStatus)
{
case DoAfterStatus.Running:
return SteeringObstacleStatus.Continuing;
case DoAfterStatus.Cancelled:
return SteeringObstacleStatus.Failed;
}
var obstacleEnts = new List<EntityUid>();
GetObstacleEntities(poly, mask, layer, obstacleEnts);
var isDoor = (poly.Data.Flags & PathfindingBreadcrumbFlag.Door) != 0x0;
var isAccessRequired = (poly.Data.Flags & PathfindingBreadcrumbFlag.Access) != 0x0;
var isClimbable = (poly.Data.Flags & PathfindingBreadcrumbFlag.Climb) != 0x0;
// Just walk into it stupid
if (isDoor && !isAccessRequired)
{
var doorQuery = GetEntityQuery<DoorComponent>();
// ... At least if it's not a bump open.
foreach (var ent in obstacleEnts)
{
if (!doorQuery.TryGetComponent(ent, out var door))
continue;
if (!door.BumpOpen && (component.Flags & PathFlags.Interact) != 0x0)
{
if (door.State != DoorState.Opening)
{
_interaction.InteractionActivate(uid, ent);
return SteeringObstacleStatus.Continuing;
}
}
}
// If we get to here then didn't succeed for reasons.
}
if ((component.Flags & PathFlags.Prying) != 0x0 && isDoor)
{
var doorQuery = GetEntityQuery<DoorComponent>();
// Get the relevant obstacle
foreach (var ent in obstacleEnts)
{
if (doorQuery.TryGetComponent(ent, out var door) && door.State != DoorState.Open)
{
// TODO: Use the verb.
if (door.State != DoorState.Opening)
_pryingSystem.TryPry(ent, uid, out id, uid);
component.DoAfterId = id;
return SteeringObstacleStatus.Continuing;
}
}
if (obstacleEnts.Count == 0)
return SteeringObstacleStatus.Completed;
}
// Try climbing obstacles
else if ((component.Flags & PathFlags.Climbing) != 0x0 && isClimbable)
{
if (TryComp<ClimbingComponent>(uid, out var climbing))
{
if (climbing.IsClimbing)
{
return SteeringObstacleStatus.Completed;
}
else if (climbing.OwnerIsTransitioning)
{
return SteeringObstacleStatus.Continuing;
}
var climbableQuery = GetEntityQuery<ClimbableComponent>();
// Get the relevant obstacle
foreach (var ent in obstacleEnts)
{
if (climbableQuery.TryGetComponent(ent, out var table) &&
_climb.CanVault(table, uid, uid, out _) &&
_climb.TryClimb(uid, uid, ent, out id, table, climbing))
{
component.DoAfterId = id;
return SteeringObstacleStatus.Continuing;
}
}
}
if (obstacleEnts.Count == 0)
return SteeringObstacleStatus.Completed;
}
// Try smashing obstacles.
else if ((component.Flags & PathFlags.Smashing) != 0x0)
{
if (_melee.TryGetWeapon(uid, out _, out var meleeWeapon) && meleeWeapon.NextAttack <= _timing.CurTime && TryComp<CombatModeComponent>(uid, out var combatMode))
{
_combat.SetInCombatMode(uid, true, combatMode);
var destructibleQuery = GetEntityQuery<DestructibleComponent>();
// TODO: This is a hack around grilles and windows.
_random.Shuffle(obstacleEnts);
var attackResult = false;
foreach (var ent in obstacleEnts)
{
// TODO: Validate we can damage it
if (destructibleQuery.HasComponent(ent))
{
attackResult = _melee.AttemptLightAttack(uid, uid, meleeWeapon, ent);
break;
}
}
_combat.SetInCombatMode(uid, false, combatMode);
// Blocked or the likes?
if (!attackResult)
return SteeringObstacleStatus.Failed;
if (obstacleEnts.Count == 0)
return SteeringObstacleStatus.Completed;
return SteeringObstacleStatus.Continuing;
}
}
return SteeringObstacleStatus.Failed;
}
return SteeringObstacleStatus.Completed;
}
private void GetObstacleEntities(PathPoly poly, int mask, int layer, List<EntityUid> ents)
{
// TODO: Can probably re-use this from pathfinding or something
if (!_mapManager.TryGetGrid(poly.GraphUid, out var grid))
{
return;
}
foreach (var ent in grid.GetLocalAnchoredEntities(poly.Box))
{
if (!_physicsQuery.TryGetComponent(ent, out var body) ||
!body.Hard ||
!body.CanCollide ||
(body.CollisionMask & layer) == 0x0 && (body.CollisionLayer & mask) == 0x0)
{
continue;
}
ents.Add(ent);
}
}
private enum SteeringObstacleStatus : byte
{
Completed,
Failed,
Continuing
}
}