Files
OldThink/Content.Server/AI/Components/AiControllerComponent.cs

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using Content.Server.AI.EntitySystems;
using Content.Server.GameTicking;
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using Content.Shared.Movement.Components;
using Content.Shared.Roles;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Prototypes;
Serialization v3 content PR (#3491) * serv3 in shared pt 1 * beginning of deepclone api * progress in implementing ideepclone & serv3 in content * adds target * its cant hurt you it cant hurt you * more changes to content.server * adds dataclasses * almost there * renamed & edited entry * finishes refactoring content to use serv3 * gasmixture runtimes, next: reagentunit * fucin hell that was an annoying one * adds flags * fixes some yaml errors * removes comment * fixes generic components for now * removes todo actually clones values my god paul fixes bug involving resolving custom data classes from other proj renames dataclass fixes spritecomp adds WithFormat.Constants support * adds deepclone to ResistanceSet * adds a bunch of deepclone implementations adds a deepclone analyzer (TODO) adds a deep clone fallback for classes & structs * fixes a bunch of runtimes * adds deepclone to entityuid * adds generator to sln * gets rid of warnings * fixes * argh * componentdata refactors * more deepclone impl * heck me i reworked all of content deepclone * renames custom dataclasstarget * misc * reworks prototypes * deepclone nuke * renamed customdataclass attribute * fixes everything * misc fixed * the killcommit * getting there * changed yamlfieldattribute namespace * adds back iselfserialize * renames everything to data(field/definition) * ouch * Fix most errors on content * Fix more errors in content * Fix some components * work on tests * fixes some customdataclasses * fuggin shit * yes * yeas * Remove data classes * Data field naming fixes * arg * Git resetti RobustToolbox * Merge fixes * General fixes * Fix startup serialization errors * Fix DamageContainerPrototype when supported classes or types are null * Implement construction graph step type serializer * Fix up construction serialization * Fix up construction serialization part 2 * Fix null list in technology database component * Fix body serialization * Fix entity storage serialization * Fix actions serialization * Fix AI serialization * Fix reaction serialization * Fix body serialization * Fix grid atmosphere serialization * Rename IServ3Manager to ISerializationManager * Convert every non generic serializer to the new format, general fixes * Serialization and body system fix * pushinheritance fix * Update all prototypes to have a parent and have consistent id/parent properties * Merge fixes * smh my head * cuddling slaps * Content commit for engine PR * stuff * more fixes * argh * yes even you are fixed * changelog fixes * fixes seeds * argh * Test fixes * Add writing for alert order prototype * Fix alert order writing * FIX * its been alot ok * Fix the rest of the visualizers * Fix server alerts component tests * Fix alert prototype tests not using the read value * Fix alert prototype tests initializing serialization multiple times * THIS IS AN AMERICAN CODEBASE GOD BLESS THE USA * Add ImplicitDataDefinitionForInheritors to IMechanismBehavior Fixes the behaviors not being found * Fix NRE in strap component Good night to the 1 buckle optimization * Fix clothing component slot flags serialization tag * Fix body component in all components test * Merge fixes * ffs * Make construction graph prototype use serialization hooks * human yaml linted * a * Do the thing for construction * stuff * a * monke see yaml linter * LINT HARDER * Remove redundant todo * yes * Add skip hook argument to readers and copiers * we gamin * test/datafield fixes * adds more verbose validation * moves linter to action * Improve construction graph step type serializer error message * Fix ammo box component NRE * gamin * some updates to the linter * yes * removes that test * misc fixes * array fix priority fix misc fixes * adds proper info the validation * adds alwaysrelevant usa * Make yaml linter take half as long to run (~50% less) * Make yaml linter 5 times faster (~80% less execution time) * based vera being based * fixes mapsaving * warning cleanup & moves surpressor * removes old msbuild targets * Revert "Make yaml linter 5 times faster (~80% less execution time)" This reverts commit 3e6091359a26252c3e98828199553de668031c63. * Add -nowarn to yaml linter run configuration * Improve yaml linter message feedback * Make dependencies an argument instead of a property on the serialization manager * yamllinting slaps * Clean up type serializers * Move yaml linter code to its own method * Fix yaml errors * Change yaml linter action name and remove -nowarn * yaml linter please shut * Git resetti robust toolbox Co-authored-by: Paul <ritter.paul1+git@googlemail.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
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using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
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namespace Content.Server.AI.Components
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{
Physics (#3485) * Content side new physics structure * BroadPhase outline done * But we need to fix WorldAABB * Fix static pvs AABB * Fix import * Rando fixes * B is for balloon * Change human mob hitbox to circle * Decent movement * Start adding friction to player controller I think it's the best way to go about it to keep other objects somewhat consistent for physics. * This baby can fit so many physics bugs in it. * Slight mob mover optimisations. * Player mover kinda works okay. * Beginnings of testbed * More testbed * Circlestack bed * Namespaces * BB fixes * Pull WorldAABB * Joint pulling * Semi-decent movement I guess. * Pulling better * Bullet controller + old movement * im too dumb for this shit * Use kinematic mob controller again It's probably for the best TBH * Stashed shitcode * Remove SlipController * In which movement code is entirely refactored * Singularity fix * Fix ApplyLinearImpulse * MoveRelay fix * Fix door collisions * Disable subfloor collisions Saves on broadphase a fair bit * Re-implement ClimbController * Zumzum's pressure * Laggy item throwing * Minor atmos change * Some caching * Optimise controllers * Optimise CollideWith to hell and back * Re-do throwing and tile friction * Landing too * Optimise controllers * Move CCVars and other stuff swept is beautiful * Cleanup a bunch of controllers * Fix shooting and high pressure movement controller * Flashing improvements * Stuff and things * Combat collisions * Combat mode collisions * Pulling distance joint again * Cleanup physics interfaces * More like scuffedularity * Shit's fucked * Haha tests go green * Bigmoneycrab * Fix dupe pulling * Zumzum's based fix * Don't run tile friction for non-predicted bodies * Experimental pulling improvement * Everything's a poly now * Optimise AI region debugging a bit Could still be better but should improve default performance a LOT * Mover no updater * Crazy kinematic body idea * Good collisions * KinematicController * Fix aghost * Throwing refactor * Pushing cleanup * Fix throwing and footstep sounds * Frametime in ICollideBehavior * Fix stuff * Actually fix weightlessness * Optimise collision behaviors a lot * Make open lockers still collide with walls * powwweeerrrrr * Merge master proper * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * Ch ch ch changesss * SHIP IT * Fix #if DEBUG * Fix vaulting and item locker collision * Fix throwing * Editing yaml by hand what can go wrong * on * Last yaml fixes * Okay now it's fixed * Linter Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> Co-authored-by: Vera Aguilera Puerto <zddm@outlook.es>
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[RegisterComponent]
[ComponentReference(typeof(IMobMoverComponent))]
[Virtual]
Physics (#3485) * Content side new physics structure * BroadPhase outline done * But we need to fix WorldAABB * Fix static pvs AABB * Fix import * Rando fixes * B is for balloon * Change human mob hitbox to circle * Decent movement * Start adding friction to player controller I think it's the best way to go about it to keep other objects somewhat consistent for physics. * This baby can fit so many physics bugs in it. * Slight mob mover optimisations. * Player mover kinda works okay. * Beginnings of testbed * More testbed * Circlestack bed * Namespaces * BB fixes * Pull WorldAABB * Joint pulling * Semi-decent movement I guess. * Pulling better * Bullet controller + old movement * im too dumb for this shit * Use kinematic mob controller again It's probably for the best TBH * Stashed shitcode * Remove SlipController * In which movement code is entirely refactored * Singularity fix * Fix ApplyLinearImpulse * MoveRelay fix * Fix door collisions * Disable subfloor collisions Saves on broadphase a fair bit * Re-implement ClimbController * Zumzum's pressure * Laggy item throwing * Minor atmos change * Some caching * Optimise controllers * Optimise CollideWith to hell and back * Re-do throwing and tile friction * Landing too * Optimise controllers * Move CCVars and other stuff swept is beautiful * Cleanup a bunch of controllers * Fix shooting and high pressure movement controller * Flashing improvements * Stuff and things * Combat collisions * Combat mode collisions * Pulling distance joint again * Cleanup physics interfaces * More like scuffedularity * Shit's fucked * Haha tests go green * Bigmoneycrab * Fix dupe pulling * Zumzum's based fix * Don't run tile friction for non-predicted bodies * Experimental pulling improvement * Everything's a poly now * Optimise AI region debugging a bit Could still be better but should improve default performance a LOT * Mover no updater * Crazy kinematic body idea * Good collisions * KinematicController * Fix aghost * Throwing refactor * Pushing cleanup * Fix throwing and footstep sounds * Frametime in ICollideBehavior * Fix stuff * Actually fix weightlessness * Optimise collision behaviors a lot * Make open lockers still collide with walls * powwweeerrrrr * Merge master proper * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * Ch ch ch changesss * SHIP IT * Fix #if DEBUG * Fix vaulting and item locker collision * Fix throwing * Editing yaml by hand what can go wrong * on * Last yaml fixes * Okay now it's fixed * Linter Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> Co-authored-by: Vera Aguilera Puerto <zddm@outlook.es>
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public class AiControllerComponent : Component, IMobMoverComponent, IMoverComponent
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{
Serialization v3 content PR (#3491) * serv3 in shared pt 1 * beginning of deepclone api * progress in implementing ideepclone & serv3 in content * adds target * its cant hurt you it cant hurt you * more changes to content.server * adds dataclasses * almost there * renamed & edited entry * finishes refactoring content to use serv3 * gasmixture runtimes, next: reagentunit * fucin hell that was an annoying one * adds flags * fixes some yaml errors * removes comment * fixes generic components for now * removes todo actually clones values my god paul fixes bug involving resolving custom data classes from other proj renames dataclass fixes spritecomp adds WithFormat.Constants support * adds deepclone to ResistanceSet * adds a bunch of deepclone implementations adds a deepclone analyzer (TODO) adds a deep clone fallback for classes & structs * fixes a bunch of runtimes * adds deepclone to entityuid * adds generator to sln * gets rid of warnings * fixes * argh * componentdata refactors * more deepclone impl * heck me i reworked all of content deepclone * renames custom dataclasstarget * misc * reworks prototypes * deepclone nuke * renamed customdataclass attribute * fixes everything * misc fixed * the killcommit * getting there * changed yamlfieldattribute namespace * adds back iselfserialize * renames everything to data(field/definition) * ouch * Fix most errors on content * Fix more errors in content * Fix some components * work on tests * fixes some customdataclasses * fuggin shit * yes * yeas * Remove data classes * Data field naming fixes * arg * Git resetti RobustToolbox * Merge fixes * General fixes * Fix startup serialization errors * Fix DamageContainerPrototype when supported classes or types are null * Implement construction graph step type serializer * Fix up construction serialization * Fix up construction serialization part 2 * Fix null list in technology database component * Fix body serialization * Fix entity storage serialization * Fix actions serialization * Fix AI serialization * Fix reaction serialization * Fix body serialization * Fix grid atmosphere serialization * Rename IServ3Manager to ISerializationManager * Convert every non generic serializer to the new format, general fixes * Serialization and body system fix * pushinheritance fix * Update all prototypes to have a parent and have consistent id/parent properties * Merge fixes * smh my head * cuddling slaps * Content commit for engine PR * stuff * more fixes * argh * yes even you are fixed * changelog fixes * fixes seeds * argh * Test fixes * Add writing for alert order prototype * Fix alert order writing * FIX * its been alot ok * Fix the rest of the visualizers * Fix server alerts component tests * Fix alert prototype tests not using the read value * Fix alert prototype tests initializing serialization multiple times * THIS IS AN AMERICAN CODEBASE GOD BLESS THE USA * Add ImplicitDataDefinitionForInheritors to IMechanismBehavior Fixes the behaviors not being found * Fix NRE in strap component Good night to the 1 buckle optimization * Fix clothing component slot flags serialization tag * Fix body component in all components test * Merge fixes * ffs * Make construction graph prototype use serialization hooks * human yaml linted * a * Do the thing for construction * stuff * a * monke see yaml linter * LINT HARDER * Remove redundant todo * yes * Add skip hook argument to readers and copiers * we gamin * test/datafield fixes * adds more verbose validation * moves linter to action * Improve construction graph step type serializer error message * Fix ammo box component NRE * gamin * some updates to the linter * yes * removes that test * misc fixes * array fix priority fix misc fixes * adds proper info the validation * adds alwaysrelevant usa * Make yaml linter take half as long to run (~50% less) * Make yaml linter 5 times faster (~80% less execution time) * based vera being based * fixes mapsaving * warning cleanup & moves surpressor * removes old msbuild targets * Revert "Make yaml linter 5 times faster (~80% less execution time)" This reverts commit 3e6091359a26252c3e98828199553de668031c63. * Add -nowarn to yaml linter run configuration * Improve yaml linter message feedback * Make dependencies an argument instead of a property on the serialization manager * yamllinting slaps * Clean up type serializers * Move yaml linter code to its own method * Fix yaml errors * Change yaml linter action name and remove -nowarn * yaml linter please shut * Git resetti robust toolbox Co-authored-by: Paul <ritter.paul1+git@googlemail.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
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[DataField("logic")] private float _visionRadius = 8.0f;
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// 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)]
Serialization v3 content PR (#3491) * serv3 in shared pt 1 * beginning of deepclone api * progress in implementing ideepclone & serv3 in content * adds target * its cant hurt you it cant hurt you * more changes to content.server * adds dataclasses * almost there * renamed & edited entry * finishes refactoring content to use serv3 * gasmixture runtimes, next: reagentunit * fucin hell that was an annoying one * adds flags * fixes some yaml errors * removes comment * fixes generic components for now * removes todo actually clones values my god paul fixes bug involving resolving custom data classes from other proj renames dataclass fixes spritecomp adds WithFormat.Constants support * adds deepclone to ResistanceSet * adds a bunch of deepclone implementations adds a deepclone analyzer (TODO) adds a deep clone fallback for classes & structs * fixes a bunch of runtimes * adds deepclone to entityuid * adds generator to sln * gets rid of warnings * fixes * argh * componentdata refactors * more deepclone impl * heck me i reworked all of content deepclone * renames custom dataclasstarget * misc * reworks prototypes * deepclone nuke * renamed customdataclass attribute * fixes everything * misc fixed * the killcommit * getting there * changed yamlfieldattribute namespace * adds back iselfserialize * renames everything to data(field/definition) * ouch * Fix most errors on content * Fix more errors in content * Fix some components * work on tests * fixes some customdataclasses * fuggin shit * yes * yeas * Remove data classes * Data field naming fixes * arg * Git resetti RobustToolbox * Merge fixes * General fixes * Fix startup serialization errors * Fix DamageContainerPrototype when supported classes or types are null * Implement construction graph step type serializer * Fix up construction serialization * Fix up construction serialization part 2 * Fix null list in technology database component * Fix body serialization * Fix entity storage serialization * Fix actions serialization * Fix AI serialization * Fix reaction serialization * Fix body serialization * Fix grid atmosphere serialization * Rename IServ3Manager to ISerializationManager * Convert every non generic serializer to the new format, general fixes * Serialization and body system fix * pushinheritance fix * Update all prototypes to have a parent and have consistent id/parent properties * Merge fixes * smh my head * cuddling slaps * Content commit for engine PR * stuff * more fixes * argh * yes even you are fixed * changelog fixes * fixes seeds * argh * Test fixes * Add writing for alert order prototype * Fix alert order writing * FIX * its been alot ok * Fix the rest of the visualizers * Fix server alerts component tests * Fix alert prototype tests not using the read value * Fix alert prototype tests initializing serialization multiple times * THIS IS AN AMERICAN CODEBASE GOD BLESS THE USA * Add ImplicitDataDefinitionForInheritors to IMechanismBehavior Fixes the behaviors not being found * Fix NRE in strap component Good night to the 1 buckle optimization * Fix clothing component slot flags serialization tag * Fix body component in all components test * Merge fixes * ffs * Make construction graph prototype use serialization hooks * human yaml linted * a * Do the thing for construction * stuff * a * monke see yaml linter * LINT HARDER * Remove redundant todo * yes * Add skip hook argument to readers and copiers * we gamin * test/datafield fixes * adds more verbose validation * moves linter to action * Improve construction graph step type serializer error message * Fix ammo box component NRE * gamin * some updates to the linter * yes * removes that test * misc fixes * array fix priority fix misc fixes * adds proper info the validation * adds alwaysrelevant usa * Make yaml linter take half as long to run (~50% less) * Make yaml linter 5 times faster (~80% less execution time) * based vera being based * fixes mapsaving * warning cleanup & moves surpressor * removes old msbuild targets * Revert "Make yaml linter 5 times faster (~80% less execution time)" This reverts commit 3e6091359a26252c3e98828199553de668031c63. * Add -nowarn to yaml linter run configuration * Improve yaml linter message feedback * Make dependencies an argument instead of a property on the serialization manager * yamllinting slaps * Clean up type serializers * Move yaml linter code to its own method * Fix yaml errors * Change yaml linter action name and remove -nowarn * yaml linter please shut * Git resetti robust toolbox Co-authored-by: Paul <ritter.paul1+git@googlemail.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
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[DataField("startingGear")]
public string? StartingGearPrototype { get; set; }
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[ViewVariables(VVAccess.ReadWrite)]
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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 gameTicker = EntitySystem.Get<GameTicker>();
Data-driven NPC behaviors (#3271) * Data-driven NPC behaviors * Nuked AiLogicProcessor * BehaviorSets are now all stored in yaml (might try making actions also yaml someday) * Added a test to validate all BehaviorSets * Might also try pooling actions in the future to reduce allocs but that'll be way down the line (cough physics). * Forgot to re-add sorting nothing suss * Remove last references * Proper vector2i serialization for tile atmos (#3266) * update map files * update submodule Co-authored-by: cyclowns <cyclowns@protonmail.ch> * Remove weird "S" jumpsuit from existence (#3267) * Change character names to use datasets prototypes (#3259) * Remove old name lists in .txts * Fix tests * LATEST MASTER TECHNOLOGY * Converts AdminMenu to partially use XAML (#3231) * Cleans up Hydroponics content. (#3025) * Adds to IgnoredComponents.cs * Jackboots * Half Done * Moved to diff PR * Everything functional * Fixed Sprays * Nice * Fixed * Update submodule * Fix tests Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> * Stacked sprite visualizer (#3096) * Add Stack Visualizer * Add cigarette pack resources Adds transparent layers for visualizing cigarettes * Add Bag Open/Close Visualizer So storage opened in inventory can have different icons when opened or closed. * Create a component that only enumerates single item Used for creating stuff like matchbox, or cigarettes. As a bonus. It will only update stack visualizer for that particullar item. * Refactoring stuff * Fix other usage of stack in Resources * Add docs * Apply suggestions from code review Apply metalgearsloth suggestions Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Applied suggestions from metalgearsloth * Changed SingleItemStorageComponent to StorageCounterComponent Difference. New component doesn't spawn items, merely counts them. * Refactored StackVisualizer * Fix breakage with master * Update Resources/Prototypes/Entities/Objects/Consumable/fancy.yml Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Update with MGS suggestions Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * ApcNet updating fix (#3078) * GridPowerComponent * ApcNet Powered update bugfix * PowerTest fix * Add GridPower to Saltern * test fix * Update canceling cleanup * code cleanup * nullable & code cleanup for test * undo power test nullable * Replaces GridPowerSystem with ApcNetSystem * build fix * Update Content.Server/GameObjects/EntitySystems/ApcNetSystem.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Change all XAML to use spacestation14.io namespace (#3277) * fix pizzaboxes (#3291) Co-authored-by: cyclowns <cyclowns@protonmail.ch> * Spikes fix reopened (#3203) * DoAfter, dead and stun check, DragDropOn * Not ignored anymore * Copied comment deleted * Herbert's an ass * Woops Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> * Make component states dependant on the player getting them (#3280) * Make component states dependant on the player getting them Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> * Updated submodule to v0.3.7. Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> Co-authored-by: Acruid <shatter66@gmail.com> * Hoe fix (#3296) * Initial (#3297) * Sort reagent dispenser entries (#3272) * Sort reagent dispenser entries Saves manually doing it. * zumzum's suggestion Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> * Made firelocks damageable & destructible (#3303) * Move job priority enum parity test ot unit tests (#3300) * Spill hand contents when dropping them in a fall (#3304) * Spill hand contents when dropping them due to falling down * Better approach * cleanup * grammar * stupid * PauseManager moved to Shared (#3288) * Namespace changes for moving IPauseManager to shared. * Namespace changes for moving ITimerManager from Timers to Timing. * Rebase Fixes. * Update engine submodule to v0.3.8 * Improves kick, teleport and ban menus (#3312) * Fix the admin panel not showing the account name (#3322) * Fix name serialization for secret stashes (#3301) * Fix name serialization for secret stashes * Fix old usages of secret part name * Separate ghost warp message into two (#3310) * Separate ghost warp message into two * Remove redundant arguments * Address reviews * Move properties up * Add health overlay and a command to toggle it (#3278) * Add health overlay bar and a command to toggle it * Remove empty line * Content PR for YAML hot reloading (#3319) * Content PR for YAML hot reloading * Add CanAdminReloadPrototypes (host permission) * IndexedPrototype fixes * Update RobustToolbox * Update RobustToolbox * Add an unconspicuous, meaningless and in no way motivated by any external force XML doc to buckle component * Update RobustToolbox * Update submodule to v0.3.12. * Removed unused using statements that prevented compiling. Removed references to IIndexedPrototype that does not exist anymore in the engine. Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> Co-authored-by: mirrorcult <notzombiedude@gmail.com> Co-authored-by: cyclowns <cyclowns@protonmail.ch> Co-authored-by: Visne <39844191+Visne@users.noreply.github.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> Co-authored-by: Leo <lzimann@users.noreply.github.com> Co-authored-by: Swept <sweptwastaken@protonmail.com> Co-authored-by: Ygg01 <y.laughing.man.y@gmail.com> Co-authored-by: collinlunn <60152240+collinlunn@users.noreply.github.com> Co-authored-by: komunre <49118681+komunre@users.noreply.github.com> Co-authored-by: Acruid <shatter66@gmail.com> Co-authored-by: Peptide90 <78795277+Peptide90@users.noreply.github.com> Co-authored-by: Clyybber <darkmine956@gmail.com>
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var protoManager = IoCManager.Resolve<IPrototypeManager>();
Data-driven NPC behaviors (#3271) * Data-driven NPC behaviors * Nuked AiLogicProcessor * BehaviorSets are now all stored in yaml (might try making actions also yaml someday) * Added a test to validate all BehaviorSets * Might also try pooling actions in the future to reduce allocs but that'll be way down the line (cough physics). * Forgot to re-add sorting nothing suss * Remove last references * Proper vector2i serialization for tile atmos (#3266) * update map files * update submodule Co-authored-by: cyclowns <cyclowns@protonmail.ch> * Remove weird "S" jumpsuit from existence (#3267) * Change character names to use datasets prototypes (#3259) * Remove old name lists in .txts * Fix tests * LATEST MASTER TECHNOLOGY * Converts AdminMenu to partially use XAML (#3231) * Cleans up Hydroponics content. (#3025) * Adds to IgnoredComponents.cs * Jackboots * Half Done * Moved to diff PR * Everything functional * Fixed Sprays * Nice * Fixed * Update submodule * Fix tests Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> * Stacked sprite visualizer (#3096) * Add Stack Visualizer * Add cigarette pack resources Adds transparent layers for visualizing cigarettes * Add Bag Open/Close Visualizer So storage opened in inventory can have different icons when opened or closed. * Create a component that only enumerates single item Used for creating stuff like matchbox, or cigarettes. As a bonus. It will only update stack visualizer for that particullar item. * Refactoring stuff * Fix other usage of stack in Resources * Add docs * Apply suggestions from code review Apply metalgearsloth suggestions Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Applied suggestions from metalgearsloth * Changed SingleItemStorageComponent to StorageCounterComponent Difference. New component doesn't spawn items, merely counts them. * Refactored StackVisualizer * Fix breakage with master * Update Resources/Prototypes/Entities/Objects/Consumable/fancy.yml Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Update with MGS suggestions Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * ApcNet updating fix (#3078) * GridPowerComponent * ApcNet Powered update bugfix * PowerTest fix * Add GridPower to Saltern * test fix * Update canceling cleanup * code cleanup * nullable & code cleanup for test * undo power test nullable * Replaces GridPowerSystem with ApcNetSystem * build fix * Update Content.Server/GameObjects/EntitySystems/ApcNetSystem.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Change all XAML to use spacestation14.io namespace (#3277) * fix pizzaboxes (#3291) Co-authored-by: cyclowns <cyclowns@protonmail.ch> * Spikes fix reopened (#3203) * DoAfter, dead and stun check, DragDropOn * Not ignored anymore * Copied comment deleted * Herbert's an ass * Woops Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> * Make component states dependant on the player getting them (#3280) * Make component states dependant on the player getting them Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> * Updated submodule to v0.3.7. Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> Co-authored-by: Acruid <shatter66@gmail.com> * Hoe fix (#3296) * Initial (#3297) * Sort reagent dispenser entries (#3272) * Sort reagent dispenser entries Saves manually doing it. * zumzum's suggestion Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> * Made firelocks damageable & destructible (#3303) * Move job priority enum parity test ot unit tests (#3300) * Spill hand contents when dropping them in a fall (#3304) * Spill hand contents when dropping them due to falling down * Better approach * cleanup * grammar * stupid * PauseManager moved to Shared (#3288) * Namespace changes for moving IPauseManager to shared. * Namespace changes for moving ITimerManager from Timers to Timing. * Rebase Fixes. * Update engine submodule to v0.3.8 * Improves kick, teleport and ban menus (#3312) * Fix the admin panel not showing the account name (#3322) * Fix name serialization for secret stashes (#3301) * Fix name serialization for secret stashes * Fix old usages of secret part name * Separate ghost warp message into two (#3310) * Separate ghost warp message into two * Remove redundant arguments * Address reviews * Move properties up * Add health overlay and a command to toggle it (#3278) * Add health overlay bar and a command to toggle it * Remove empty line * Content PR for YAML hot reloading (#3319) * Content PR for YAML hot reloading * Add CanAdminReloadPrototypes (host permission) * IndexedPrototype fixes * Update RobustToolbox * Update RobustToolbox * Add an unconspicuous, meaningless and in no way motivated by any external force XML doc to buckle component * Update RobustToolbox * Update submodule to v0.3.12. * Removed unused using statements that prevented compiling. Removed references to IIndexedPrototype that does not exist anymore in the engine. Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> Co-authored-by: mirrorcult <notzombiedude@gmail.com> Co-authored-by: cyclowns <cyclowns@protonmail.ch> Co-authored-by: Visne <39844191+Visne@users.noreply.github.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> Co-authored-by: Leo <lzimann@users.noreply.github.com> Co-authored-by: Swept <sweptwastaken@protonmail.com> Co-authored-by: Ygg01 <y.laughing.man.y@gmail.com> Co-authored-by: collinlunn <60152240+collinlunn@users.noreply.github.com> Co-authored-by: komunre <49118681+komunre@users.noreply.github.com> Co-authored-by: Acruid <shatter66@gmail.com> Co-authored-by: Peptide90 <78795277+Peptide90@users.noreply.github.com> Co-authored-by: Clyybber <darkmine956@gmail.com>
2021-02-20 17:37:17 +11:00
var startingGear = protoManager.Index<StartingGearPrototype>(StartingGearPrototype);
gameTicker.EquipStartingGear(Owner, startingGear, null);
}
}
/// <summary>
/// Movement speed (m/s) that the entity walks, after modifiers
/// </summary>
[ViewVariables]
public float CurrentWalkSpeed
{
get
{
2021-12-03 15:53:09 +01:00
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
{
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if (IoCManager.Resolve<IEntityManager>().TryGetComponent(Owner, out MovementSpeedModifierComponent? component))
{
return component.CurrentSprintSpeed;
}
return MovementSpeedModifierComponent.DefaultBaseSprintSpeed;
}
}
public Angle LastGridAngle { get => Angle.Zero; set {} }
2020-05-02 15:02:52 +01:00
/// <inheritdoc />
Physics (#3485) * Content side new physics structure * BroadPhase outline done * But we need to fix WorldAABB * Fix static pvs AABB * Fix import * Rando fixes * B is for balloon * Change human mob hitbox to circle * Decent movement * Start adding friction to player controller I think it's the best way to go about it to keep other objects somewhat consistent for physics. * This baby can fit so many physics bugs in it. * Slight mob mover optimisations. * Player mover kinda works okay. * Beginnings of testbed * More testbed * Circlestack bed * Namespaces * BB fixes * Pull WorldAABB * Joint pulling * Semi-decent movement I guess. * Pulling better * Bullet controller + old movement * im too dumb for this shit * Use kinematic mob controller again It's probably for the best TBH * Stashed shitcode * Remove SlipController * In which movement code is entirely refactored * Singularity fix * Fix ApplyLinearImpulse * MoveRelay fix * Fix door collisions * Disable subfloor collisions Saves on broadphase a fair bit * Re-implement ClimbController * Zumzum's pressure * Laggy item throwing * Minor atmos change * Some caching * Optimise controllers * Optimise CollideWith to hell and back * Re-do throwing and tile friction * Landing too * Optimise controllers * Move CCVars and other stuff swept is beautiful * Cleanup a bunch of controllers * Fix shooting and high pressure movement controller * Flashing improvements * Stuff and things * Combat collisions * Combat mode collisions * Pulling distance joint again * Cleanup physics interfaces * More like scuffedularity * Shit's fucked * Haha tests go green * Bigmoneycrab * Fix dupe pulling * Zumzum's based fix * Don't run tile friction for non-predicted bodies * Experimental pulling improvement * Everything's a poly now * Optimise AI region debugging a bit Could still be better but should improve default performance a LOT * Mover no updater * Crazy kinematic body idea * Good collisions * KinematicController * Fix aghost * Throwing refactor * Pushing cleanup * Fix throwing and footstep sounds * Frametime in ICollideBehavior * Fix stuff * Actually fix weightlessness * Optimise collision behaviors a lot * Make open lockers still collide with walls * powwweeerrrrr * Merge master proper * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * Ch ch ch changesss * SHIP IT * Fix #if DEBUG * Fix vaulting and item locker collision * Fix throwing * Editing yaml by hand what can go wrong * on * Last yaml fixes * Okay now it's fixed * Linter Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> Co-authored-by: Vera Aguilera Puerto <zddm@outlook.es>
2021-03-08 04:09:59 +11:00
[ViewVariables(VVAccess.ReadWrite)]
public float PushStrength { get; set; } = IMobMoverComponent.PushStrengthDefault;
[ViewVariables(VVAccess.ReadWrite)]
public float WeightlessStrength { get; set; } = IMobMoverComponent.WeightlessStrengthDefault;
2020-05-02 15:02:52 +01:00
/// <inheritdoc />
Physics (#3485) * Content side new physics structure * BroadPhase outline done * But we need to fix WorldAABB * Fix static pvs AABB * Fix import * Rando fixes * B is for balloon * Change human mob hitbox to circle * Decent movement * Start adding friction to player controller I think it's the best way to go about it to keep other objects somewhat consistent for physics. * This baby can fit so many physics bugs in it. * Slight mob mover optimisations. * Player mover kinda works okay. * Beginnings of testbed * More testbed * Circlestack bed * Namespaces * BB fixes * Pull WorldAABB * Joint pulling * Semi-decent movement I guess. * Pulling better * Bullet controller + old movement * im too dumb for this shit * Use kinematic mob controller again It's probably for the best TBH * Stashed shitcode * Remove SlipController * In which movement code is entirely refactored * Singularity fix * Fix ApplyLinearImpulse * MoveRelay fix * Fix door collisions * Disable subfloor collisions Saves on broadphase a fair bit * Re-implement ClimbController * Zumzum's pressure * Laggy item throwing * Minor atmos change * Some caching * Optimise controllers * Optimise CollideWith to hell and back * Re-do throwing and tile friction * Landing too * Optimise controllers * Move CCVars and other stuff swept is beautiful * Cleanup a bunch of controllers * Fix shooting and high pressure movement controller * Flashing improvements * Stuff and things * Combat collisions * Combat mode collisions * Pulling distance joint again * Cleanup physics interfaces * More like scuffedularity * Shit's fucked * Haha tests go green * Bigmoneycrab * Fix dupe pulling * Zumzum's based fix * Don't run tile friction for non-predicted bodies * Experimental pulling improvement * Everything's a poly now * Optimise AI region debugging a bit Could still be better but should improve default performance a LOT * Mover no updater * Crazy kinematic body idea * Good collisions * KinematicController * Fix aghost * Throwing refactor * Pushing cleanup * Fix throwing and footstep sounds * Frametime in ICollideBehavior * Fix stuff * Actually fix weightlessness * Optimise collision behaviors a lot * Make open lockers still collide with walls * powwweeerrrrr * Merge master proper * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * Ch ch ch changesss * SHIP IT * Fix #if DEBUG * Fix vaulting and item locker collision * Fix throwing * Editing yaml by hand what can go wrong * on * Last yaml fixes * Okay now it's fixed * Linter Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> Co-authored-by: Vera Aguilera Puerto <zddm@outlook.es>
2021-03-08 04:09:59 +11:00
[ViewVariables(VVAccess.ReadWrite)]
public float GrabRange { get; set; } = IMobMoverComponent.GrabRangeDefault;
2020-05-02 15:02:52 +01:00
/// <summary>
/// Is the entity Sprinting (running)?
/// </summary>
[ViewVariables]
2020-06-24 02:21:20 +02:00
public bool Sprinting { get; } = true;
/// <summary>
/// Calculated linear velocity direction of the entity.
/// </summary>
[ViewVariables]
public Vector2 VelocityDir { get; set; }
2020-06-24 02:21:20 +02:00
(Vector2 walking, Vector2 sprinting) IMoverComponent.VelocityDir =>
Sprinting ? (Vector2.Zero, VelocityDir) : (VelocityDir, Vector2.Zero);
public EntityCoordinates LastPosition { get; set; }
Physics (#3485) * Content side new physics structure * BroadPhase outline done * But we need to fix WorldAABB * Fix static pvs AABB * Fix import * Rando fixes * B is for balloon * Change human mob hitbox to circle * Decent movement * Start adding friction to player controller I think it's the best way to go about it to keep other objects somewhat consistent for physics. * This baby can fit so many physics bugs in it. * Slight mob mover optimisations. * Player mover kinda works okay. * Beginnings of testbed * More testbed * Circlestack bed * Namespaces * BB fixes * Pull WorldAABB * Joint pulling * Semi-decent movement I guess. * Pulling better * Bullet controller + old movement * im too dumb for this shit * Use kinematic mob controller again It's probably for the best TBH * Stashed shitcode * Remove SlipController * In which movement code is entirely refactored * Singularity fix * Fix ApplyLinearImpulse * MoveRelay fix * Fix door collisions * Disable subfloor collisions Saves on broadphase a fair bit * Re-implement ClimbController * Zumzum's pressure * Laggy item throwing * Minor atmos change * Some caching * Optimise controllers * Optimise CollideWith to hell and back * Re-do throwing and tile friction * Landing too * Optimise controllers * Move CCVars and other stuff swept is beautiful * Cleanup a bunch of controllers * Fix shooting and high pressure movement controller * Flashing improvements * Stuff and things * Combat collisions * Combat mode collisions * Pulling distance joint again * Cleanup physics interfaces * More like scuffedularity * Shit's fucked * Haha tests go green * Bigmoneycrab * Fix dupe pulling * Zumzum's based fix * Don't run tile friction for non-predicted bodies * Experimental pulling improvement * Everything's a poly now * Optimise AI region debugging a bit Could still be better but should improve default performance a LOT * Mover no updater * Crazy kinematic body idea * Good collisions * KinematicController * Fix aghost * Throwing refactor * Pushing cleanup * Fix throwing and footstep sounds * Frametime in ICollideBehavior * Fix stuff * Actually fix weightlessness * Optimise collision behaviors a lot * Make open lockers still collide with walls * powwweeerrrrr * Merge master proper * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * Ch ch ch changesss * SHIP IT * Fix #if DEBUG * Fix vaulting and item locker collision * Fix throwing * Editing yaml by hand what can go wrong * on * Last yaml fixes * Okay now it's fixed * Linter Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> Co-authored-by: Vera Aguilera Puerto <zddm@outlook.es>
2021-03-08 04:09:59 +11:00
[ViewVariables(VVAccess.ReadWrite)]
public float StepSoundDistance { get; set; }
2020-06-24 02:21:20 +02:00
public void SetVelocityDirection(Direction direction, ushort subTick, bool enabled) { }
public void SetSprinting(ushort subTick, bool walking) { }
Data-driven NPC behaviors (#3271) * Data-driven NPC behaviors * Nuked AiLogicProcessor * BehaviorSets are now all stored in yaml (might try making actions also yaml someday) * Added a test to validate all BehaviorSets * Might also try pooling actions in the future to reduce allocs but that'll be way down the line (cough physics). * Forgot to re-add sorting nothing suss * Remove last references * Proper vector2i serialization for tile atmos (#3266) * update map files * update submodule Co-authored-by: cyclowns <cyclowns@protonmail.ch> * Remove weird "S" jumpsuit from existence (#3267) * Change character names to use datasets prototypes (#3259) * Remove old name lists in .txts * Fix tests * LATEST MASTER TECHNOLOGY * Converts AdminMenu to partially use XAML (#3231) * Cleans up Hydroponics content. (#3025) * Adds to IgnoredComponents.cs * Jackboots * Half Done * Moved to diff PR * Everything functional * Fixed Sprays * Nice * Fixed * Update submodule * Fix tests Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> * Stacked sprite visualizer (#3096) * Add Stack Visualizer * Add cigarette pack resources Adds transparent layers for visualizing cigarettes * Add Bag Open/Close Visualizer So storage opened in inventory can have different icons when opened or closed. * Create a component that only enumerates single item Used for creating stuff like matchbox, or cigarettes. As a bonus. It will only update stack visualizer for that particullar item. * Refactoring stuff * Fix other usage of stack in Resources * Add docs * Apply suggestions from code review Apply metalgearsloth suggestions Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Applied suggestions from metalgearsloth * Changed SingleItemStorageComponent to StorageCounterComponent Difference. New component doesn't spawn items, merely counts them. * Refactored StackVisualizer * Fix breakage with master * Update Resources/Prototypes/Entities/Objects/Consumable/fancy.yml Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Update with MGS suggestions Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * ApcNet updating fix (#3078) * GridPowerComponent * ApcNet Powered update bugfix * PowerTest fix * Add GridPower to Saltern * test fix * Update canceling cleanup * code cleanup * nullable & code cleanup for test * undo power test nullable * Replaces GridPowerSystem with ApcNetSystem * build fix * Update Content.Server/GameObjects/EntitySystems/ApcNetSystem.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Change all XAML to use spacestation14.io namespace (#3277) * fix pizzaboxes (#3291) Co-authored-by: cyclowns <cyclowns@protonmail.ch> * Spikes fix reopened (#3203) * DoAfter, dead and stun check, DragDropOn * Not ignored anymore * Copied comment deleted * Herbert's an ass * Woops Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> * Make component states dependant on the player getting them (#3280) * Make component states dependant on the player getting them Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> * Updated submodule to v0.3.7. Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> Co-authored-by: Acruid <shatter66@gmail.com> * Hoe fix (#3296) * Initial (#3297) * Sort reagent dispenser entries (#3272) * Sort reagent dispenser entries Saves manually doing it. * zumzum's suggestion Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> * Made firelocks damageable & destructible (#3303) * Move job priority enum parity test ot unit tests (#3300) * Spill hand contents when dropping them in a fall (#3304) * Spill hand contents when dropping them due to falling down * Better approach * cleanup * grammar * stupid * PauseManager moved to Shared (#3288) * Namespace changes for moving IPauseManager to shared. * Namespace changes for moving ITimerManager from Timers to Timing. * Rebase Fixes. * Update engine submodule to v0.3.8 * Improves kick, teleport and ban menus (#3312) * Fix the admin panel not showing the account name (#3322) * Fix name serialization for secret stashes (#3301) * Fix name serialization for secret stashes * Fix old usages of secret part name * Separate ghost warp message into two (#3310) * Separate ghost warp message into two * Remove redundant arguments * Address reviews * Move properties up * Add health overlay and a command to toggle it (#3278) * Add health overlay bar and a command to toggle it * Remove empty line * Content PR for YAML hot reloading (#3319) * Content PR for YAML hot reloading * Add CanAdminReloadPrototypes (host permission) * IndexedPrototype fixes * Update RobustToolbox * Update RobustToolbox * Add an unconspicuous, meaningless and in no way motivated by any external force XML doc to buckle component * Update RobustToolbox * Update submodule to v0.3.12. * Removed unused using statements that prevented compiling. Removed references to IIndexedPrototype that does not exist anymore in the engine. Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> Co-authored-by: mirrorcult <notzombiedude@gmail.com> Co-authored-by: cyclowns <cyclowns@protonmail.ch> Co-authored-by: Visne <39844191+Visne@users.noreply.github.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> Co-authored-by: Leo <lzimann@users.noreply.github.com> Co-authored-by: Swept <sweptwastaken@protonmail.com> Co-authored-by: Ygg01 <y.laughing.man.y@gmail.com> Co-authored-by: collinlunn <60152240+collinlunn@users.noreply.github.com> Co-authored-by: komunre <49118681+komunre@users.noreply.github.com> Co-authored-by: Acruid <shatter66@gmail.com> Co-authored-by: Peptide90 <78795277+Peptide90@users.noreply.github.com> Co-authored-by: Clyybber <darkmine956@gmail.com>
2021-02-20 17:37:17 +11:00
public virtual void Update(float frameTime) {}
2019-04-04 16:18:43 +02:00
}
}