NPC refactor (#10122)
Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
This commit is contained in:
54
Content.Client/NPC/HTN/HTNSystem.cs
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54
Content.Client/NPC/HTN/HTNSystem.cs
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@@ -0,0 +1,54 @@
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using Content.Shared.NPC;
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using Robust.Client.Graphics;
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using Robust.Client.ResourceManagement;
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namespace Content.Client.NPC.HTN;
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public sealed class HTNSystem : EntitySystem
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{
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/*
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* Mainly handles clientside debugging for HTN NPCs.
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*/
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public bool EnableOverlay
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{
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get => _enableOverlay;
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set
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{
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var overlayManager = IoCManager.Resolve<IOverlayManager>();
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_enableOverlay = value;
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if (_enableOverlay)
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{
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overlayManager.AddOverlay(new HTNOverlay(EntityManager, IoCManager.Resolve<IResourceCache>()));
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RaiseNetworkEvent(new RequestHTNMessage()
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{
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Enabled = true,
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});
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}
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else
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{
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overlayManager.RemoveOverlay<HTNOverlay>();
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RaiseNetworkEvent(new RequestHTNMessage()
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{
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Enabled = false,
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});
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}
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}
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}
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private bool _enableOverlay;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeNetworkEvent<HTNMessage>(OnHTNMessage);
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}
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private void OnHTNMessage(HTNMessage ev)
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{
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if (!TryComp<HTNComponent>(ev.Uid, out var htn))
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return;
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htn.DebugText = ev.Text;
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}
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}
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