NPC refactor (#10122)

Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
This commit is contained in:
metalgearsloth
2022-09-06 00:28:23 +10:00
committed by GitHub
parent 138e328c04
commit 0286b88388
290 changed files with 13842 additions and 5939 deletions

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using Content.Server.NPC.Components;
using Robust.Shared.Prototypes;
namespace Content.Server.NPC.Systems
{
/// <summary>
/// Outlines faction relationships with each other for AI.
/// </summary>
public sealed class AiFactionTagSystem : EntitySystem
{
/*
* Currently factions are implicitly friendly if they are not hostile.
* This may change where specified friendly factions are listed. (e.g. to get number of friendlies in area).
*/
private readonly Dictionary<Faction, Faction> _hostileFactions = new();
public override void Initialize()
{
base.Initialize();
var protoManager = IoCManager.Resolve<IPrototypeManager>();
foreach (var faction in protoManager.EnumeratePrototypes<AiFactionPrototype>())
{
if (Enum.TryParse(faction.ID, out Faction @enum))
{
var parsedFaction = Faction.None;
foreach (var hostile in faction.Hostile)
{
if (Enum.TryParse(hostile, out Faction parsedHostile))
{
parsedFaction |= parsedHostile;
}
else
{
Logger.Error($"Unable to parse hostile faction {hostile} for {faction.ID}");
}
}
_hostileFactions[@enum] = parsedFaction;
}
else
{
Logger.Error($"Unable to parse AI faction {faction.ID}");
}
}
}
public Faction GetHostileFactions(Faction faction) => _hostileFactions.TryGetValue(faction, out var hostiles) ? hostiles : Faction.None;
public Faction GetFactions(EntityUid entity) =>
EntityManager.TryGetComponent(entity, out AiFactionTagComponent? factionTags)
? factionTags.Factions
: Faction.None;
public IEnumerable<EntityUid> GetNearbyHostiles(EntityUid entity, float range)
{
var ourFaction = GetFactions(entity);
var hostile = GetHostileFactions(ourFaction);
if (ourFaction == Faction.None || hostile == Faction.None)
{
yield break;
}
// TODO: Yes I know this system is shithouse
var xformQuery = GetEntityQuery<TransformComponent>();
var xform = xformQuery.GetComponent(entity);
foreach (var component in EntityManager.EntityQuery<AiFactionTagComponent>(true))
{
if ((component.Factions & hostile) == 0)
continue;
if (!xformQuery.TryGetComponent(component.Owner, out var targetXform))
continue;
if (targetXform.MapID != xform.MapID)
continue;
if (!targetXform.Coordinates.InRange(EntityManager, xform.Coordinates, range))
continue;
yield return component.Owner;
}
}
public void MakeFriendly(Faction source, Faction target)
{
if (!_hostileFactions.TryGetValue(source, out var hostileFactions))
{
return;
}
hostileFactions &= ~target;
_hostileFactions[source] = hostileFactions;
}
public void MakeHostile(Faction source, Faction target)
{
if (!_hostileFactions.TryGetValue(source, out var hostileFactions))
{
_hostileFactions[source] = target;
return;
}
hostileFactions |= target;
_hostileFactions[source] = hostileFactions;
}
}
[Flags]
public enum Faction
{
None = 0,
Dragon = 1 << 0,
NanoTrasen = 1 << 1,
SimpleHostile = 1 << 2,
SimpleNeutral = 1 << 3,
Syndicate = 1 << 4,
Xeno = 1 << 5,
}
}

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using Content.Server.CombatMode;
using Content.Server.NPC.Components;
using Content.Server.Weapon.Melee.Components;
using Content.Shared.MobState;
using Content.Shared.MobState.Components;
namespace Content.Server.NPC.Systems;
public sealed partial class NPCCombatSystem
{
private void InitializeMelee()
{
SubscribeLocalEvent<NPCMeleeCombatComponent, ComponentStartup>(OnMeleeStartup);
SubscribeLocalEvent<NPCMeleeCombatComponent, ComponentShutdown>(OnMeleeShutdown);
}
private void OnMeleeShutdown(EntityUid uid, NPCMeleeCombatComponent component, ComponentShutdown args)
{
if (TryComp<CombatModeComponent>(uid, out var combatMode))
{
combatMode.IsInCombatMode = false;
}
}
private void OnMeleeStartup(EntityUid uid, NPCMeleeCombatComponent component, ComponentStartup args)
{
if (TryComp<CombatModeComponent>(uid, out var combatMode))
{
combatMode.IsInCombatMode = true;
}
// TODO: Cleanup later, just looking for parity for now.
component.Weapon = uid;
}
private void UpdateMelee(float frameTime)
{
var combatQuery = GetEntityQuery<CombatModeComponent>();
var xformQuery = GetEntityQuery<TransformComponent>();
foreach (var (comp, _) in EntityQuery<NPCMeleeCombatComponent, ActiveNPCComponent>())
{
if (!combatQuery.TryGetComponent(comp.Owner, out var combat) || !combat.IsInCombatMode)
{
RemComp<NPCMeleeCombatComponent>(comp.Owner);
continue;
}
Attack(comp, xformQuery);
}
}
private void Attack(NPCMeleeCombatComponent component, EntityQuery<TransformComponent> xformQuery)
{
component.Status = CombatStatus.Normal;
// TODO: Also need to co-ordinate with steering to keep in range.
// For now I've just moved the utlity version over.
// Also need some blackboard data for stuff like juke frequency, assigning target slots (to surround targets), etc.
// miss %
if (!TryComp<MeleeWeaponComponent>(component.Weapon, out var weapon))
{
component.Status = CombatStatus.NoWeapon;
return;
}
if (weapon.CooldownEnd > _timing.CurTime)
{
return;
}
if (!xformQuery.TryGetComponent(component.Owner, out var xform) ||
!xformQuery.TryGetComponent(component.Target, out var targetXform))
{
component.Status = CombatStatus.TargetUnreachable;
return;
}
if (!xform.Coordinates.TryDistance(EntityManager, targetXform.Coordinates, out var distance) ||
distance > weapon.Range)
{
// TODO: Steering in combat.
component.Status = CombatStatus.TargetUnreachable;
return;
}
_interaction.DoAttack(component.Owner, targetXform.Coordinates, false, component.Target);
}
}

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using Content.Server.NPC.Components;
using Content.Shared.CombatMode;
using Content.Shared.Interaction;
using Robust.Shared.Map;
namespace Content.Server.NPC.Systems;
public sealed partial class NPCCombatSystem
{
[Dependency] private readonly RotateToFaceSystem _rotate = default!;
// TODO: Don't predict for hitscan
private const float ShootSpeed = 20f;
/// <summary>
/// Cooldown on raycasting to check LOS.
/// </summary>
public const float UnoccludedCooldown = 0.2f;
private void InitializeRanged()
{
SubscribeLocalEvent<NPCRangedCombatComponent, ComponentStartup>(OnRangedStartup);
SubscribeLocalEvent<NPCRangedCombatComponent, ComponentShutdown>(OnRangedShutdown);
}
private void OnRangedStartup(EntityUid uid, NPCRangedCombatComponent component, ComponentStartup args)
{
if (TryComp<SharedCombatModeComponent>(uid, out var combat))
{
combat.IsInCombatMode = true;
}
else
{
component.Status = CombatStatus.Unspecified;
}
}
private void OnRangedShutdown(EntityUid uid, NPCRangedCombatComponent component, ComponentShutdown args)
{
if (TryComp<SharedCombatModeComponent>(uid, out var combat))
{
combat.IsInCombatMode = false;
}
}
private void UpdateRanged(float frameTime)
{
var bodyQuery = GetEntityQuery<PhysicsComponent>();
var xformQuery = GetEntityQuery<TransformComponent>();
var combatQuery = GetEntityQuery<SharedCombatModeComponent>();
foreach (var (comp, xform) in EntityQuery<NPCRangedCombatComponent, TransformComponent>())
{
if (comp.Status == CombatStatus.Unspecified)
continue;
if (!xformQuery.TryGetComponent(comp.Target, out var targetXform) ||
!bodyQuery.TryGetComponent(comp.Target, out var targetBody))
{
comp.Status = CombatStatus.TargetUnreachable;
comp.ShootAccumulator = 0f;
continue;
}
if (targetXform.MapID != xform.MapID)
{
comp.Status = CombatStatus.TargetUnreachable;
comp.ShootAccumulator = 0f;
continue;
}
if (combatQuery.TryGetComponent(comp.Owner, out var combatMode))
{
combatMode.IsInCombatMode = true;
}
var gun = _gun.GetGun(comp.Owner);
if (gun == null)
{
comp.Status = CombatStatus.NoWeapon;
comp.ShootAccumulator = 0f;
continue;
}
comp.LOSAccumulator -= frameTime;
var (worldPos, worldRot) = _transform.GetWorldPositionRotation(xform, xformQuery);
var (targetPos, targetRot) = _transform.GetWorldPositionRotation(targetXform, xformQuery);
// We'll work out the projected spot of the target and shoot there instead of where they are.
var distance = (targetPos - worldPos).Length;
var oldInLos = comp.TargetInLOS;
// TODO: Should be doing these raycasts in parallel
// Ideally we'd have 2 steps, 1. to go over the normal details for shooting and then 2. to handle beep / rotate / shoot
if (comp.LOSAccumulator < 0f)
{
comp.LOSAccumulator += UnoccludedCooldown;
comp.TargetInLOS = _interaction.InRangeUnobstructed(comp.Owner, comp.Target, distance + 0.1f);
}
if (!comp.TargetInLOS)
{
comp.ShootAccumulator = 0f;
comp.Status = CombatStatus.TargetUnreachable;
continue;
}
if (!oldInLos && comp.SoundTargetInLOS != null)
{
_audio.PlayPvs(comp.SoundTargetInLOS, comp.Owner);
}
comp.ShootAccumulator += frameTime;
if (comp.ShootAccumulator < comp.ShootDelay)
{
continue;
}
var mapVelocity = targetBody.LinearVelocity;
var targetSpot = targetPos + mapVelocity * distance / ShootSpeed;
// If we have a max rotation speed then do that.
var goalRotation = (targetSpot - worldPos).ToWorldAngle();
var rotationSpeed = comp.RotationSpeed;
if (!_rotate.TryRotateTo(comp.Owner, goalRotation, frameTime, comp.AccuracyThreshold, rotationSpeed?.Theta ?? double.MaxValue, xform))
{
continue;
}
// TODO: LOS
// TODO: Ammo checks
// TODO: Burst fire
// TODO: Cycling
// Max rotation speed
// TODO: Check if we can face
if (!_gun.CanShoot(gun))
continue;
EntityCoordinates targetCordinates;
if (_mapManager.TryFindGridAt(xform.MapID, targetPos, out var mapGrid))
{
targetCordinates = new EntityCoordinates(mapGrid.GridEntityId, mapGrid.WorldToLocal(targetSpot));
}
else
{
targetCordinates = new EntityCoordinates(xform.MapUid!.Value, targetSpot);
}
_gun.AttemptShoot(comp.Owner, gun, targetCordinates);
}
}
}

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using Content.Server.Interaction;
using Content.Server.Weapon.Ranged.Systems;
using Content.Shared.CombatMode;
using Content.Shared.Interaction;
using Robust.Shared.Map;
using Robust.Shared.Timing;
namespace Content.Server.NPC.Systems;
/// <summary>
/// Handles combat for NPCs.
/// </summary>
public sealed partial class NPCCombatSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly GunSystem _gun = default!;
[Dependency] private readonly InteractionSystem _interaction = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
public override void Initialize()
{
base.Initialize();
InitializeMelee();
InitializeRanged();
}
public override void Update(float frameTime)
{
base.Update(frameTime);
UpdateMelee(frameTime);
UpdateRanged(frameTime);
}
}

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using Content.Server.NPC.Components;
namespace Content.Server.NPC.Systems;
public sealed partial class NPCPerceptionSystem
{
/// <summary>
/// Tracks targets recently injected by medibots.
/// </summary>
/// <param name="frameTime"></param>
private void UpdateRecentlyInjected(float frameTime)
{
foreach (var entity in EntityQuery<NPCRecentlyInjectedComponent>())
{
entity.Accumulator += frameTime;
if (entity.Accumulator < entity.RemoveTime.TotalSeconds)
continue;
entity.Accumulator = 0;
RemComp<NPCRecentlyInjectedComponent>(entity.Owner);
}
}
}

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namespace Content.Server.NPC.Systems;
/// <summary>
/// Handles sight + sounds for NPCs.
/// </summary>
public sealed partial class NPCPerceptionSystem : EntitySystem
{
public override void Update(float frameTime)
{
base.Update(frameTime);
UpdateRecentlyInjected(frameTime);
}
}

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using System.Linq;
using Content.Server.NPC.Components;
using Content.Shared.CCVar;
using Content.Shared.Movement.Components;
using Robust.Shared.Collections;
using Robust.Shared.Configuration;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Collision.Shapes;
namespace Content.Server.NPC.Systems;
public sealed partial class NPCSteeringSystem
{
// TODO
// Derived from RVO2 library which uses ORCA (optimal reciprocal collision avoidance).
// Could also potentially use something force based or RVO or detour crowd.
public bool CollisionAvoidanceEnabled { get; set; } = true;
public bool ObstacleAvoidanceEnabled { get; set; } = true;
private const float Radius = 0.35f;
private const float RVO_EPSILON = 0.00001f;
private void InitializeAvoidance()
{
var configManager = IoCManager.Resolve<IConfigurationManager>();
configManager.OnValueChanged(CCVars.NPCCollisionAvoidance, SetCollisionAvoidance);
}
private void ShutdownAvoidance()
{
var configManager = IoCManager.Resolve<IConfigurationManager>();
configManager.UnsubValueChanged(CCVars.NPCCollisionAvoidance, SetCollisionAvoidance);
}
// I deleted all of my relevant code for now as I only had dynamic body avoidance working and not static
// but it will be added back real soon.
private void SetCollisionAvoidance(bool obj)
{
CollisionAvoidanceEnabled = obj;
}
}

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using System.Linq;
using System.Threading;
using Content.Server.CPUJob.JobQueues;
using Content.Server.NPC.Components;
using Content.Server.NPC.Pathfinding;
using Content.Server.NPC.Pathfinding.Pathfinders;
using Content.Shared.Access.Systems;
using Content.Shared.CCVar;
using Content.Shared.Movement.Components;
using Robust.Shared.Configuration;
using Robust.Shared.Map;
using Robust.Shared.Timing;
namespace Content.Server.NPC.Systems
{
public sealed partial class NPCSteeringSystem : EntitySystem
{
// http://www.red3d.com/cwr/papers/1999/gdc99steer.html for a steering overview
[Dependency] private readonly IConfigurationManager _configManager = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly AccessReaderSystem _accessReader = default!;
[Dependency] private readonly PathfindingSystem _pathfindingSystem = default!;
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
// This will likely get moved onto an abstract pathfinding node that specifies the max distance allowed from the coordinate.
private const float TileTolerance = 0.4f;
private bool _enabled;
public override void Initialize()
{
base.Initialize();
InitializeAvoidance();
_configManager.OnValueChanged(CCVars.NPCEnabled, SetNPCEnabled, true);
SubscribeLocalEvent<NPCSteeringComponent, ComponentShutdown>(OnSteeringShutdown);
}
private void OnSteeringShutdown(EntityUid uid, NPCSteeringComponent component, ComponentShutdown args)
{
component.PathfindToken?.Cancel();
}
private void SetNPCEnabled(bool obj)
{
if (!obj)
{
foreach (var (_, mover) in EntityQuery<NPCSteeringComponent, InputMoverComponent>())
{
mover.CurTickSprintMovement = Vector2.Zero;
}
}
_enabled = obj;
}
public override void Shutdown()
{
base.Shutdown();
ShutdownAvoidance();
_configManager.UnsubValueChanged(CCVars.NPCEnabled, SetNPCEnabled);
}
/// <summary>
/// Adds the AI to the steering system to move towards a specific target
/// </summary>
public NPCSteeringComponent Register(EntityUid uid, EntityCoordinates coordinates)
{
if (TryComp<NPCSteeringComponent>(uid, out var comp))
{
comp.PathfindToken?.Cancel();
comp.PathfindToken = null;
comp.CurrentPath.Clear();
}
else
{
comp = AddComp<NPCSteeringComponent>(uid);
}
EnsureComp<NPCRVOComponent>(uid);
comp.Coordinates = coordinates;
return comp;
}
/// <summary>
/// Stops the steering behavior for the AI and cleans up.
/// </summary>
public void Unregister(EntityUid uid, NPCSteeringComponent? component = null)
{
if (!Resolve(uid, ref component, false))
return;
if (EntityManager.TryGetComponent(component.Owner, out InputMoverComponent? controller))
{
controller.CurTickSprintMovement = Vector2.Zero;
}
component.PathfindToken?.Cancel();
component.PathfindToken = null;
component.Pathfind = null;
RemComp<NPCRVOComponent>(uid);
RemComp<NPCSteeringComponent>(uid);
}
public override void Update(float frameTime)
{
base.Update(frameTime);
if (!_enabled)
return;
// Not every mob has the modifier component so do it as a separate query.
var bodyQuery = GetEntityQuery<PhysicsComponent>();
var modifierQuery = GetEntityQuery<MovementSpeedModifierComponent>();
var npcs = EntityQuery<NPCSteeringComponent, ActiveNPCComponent, InputMoverComponent, TransformComponent>()
.ToArray();
// TODO: Do this in parallel. This will require pathfinder refactor to not use jobqueue.
foreach (var (steering, _, mover, xform) in npcs)
{
Steer(steering, mover, xform, modifierQuery, bodyQuery, frameTime);
}
}
private void SetDirection(InputMoverComponent component, Vector2 value)
{
component.CurTickSprintMovement = value;
component.LastInputTick = _timing.CurTick;
component.LastInputSubTick = ushort.MaxValue;
}
/// <summary>
/// Go through each steerer and combine their vectors
/// </summary>
private void Steer(
NPCSteeringComponent steering,
InputMoverComponent mover,
TransformComponent xform,
EntityQuery<MovementSpeedModifierComponent> modifierQuery,
EntityQuery<PhysicsComponent> bodyQuery,
float frameTime)
{
var ourCoordinates = xform.Coordinates;
var destinationCoordinates = steering.Coordinates;
// We've arrived, nothing else matters.
if (xform.Coordinates.TryDistance(EntityManager, destinationCoordinates, out var distance) &&
distance <= steering.Range)
{
SetDirection(mover, Vector2.Zero);
steering.Status = SteeringStatus.InRange;
return;
}
// Can't move at all, just noop input.
if (!mover.CanMove)
{
SetDirection(mover, Vector2.Zero);
steering.Status = SteeringStatus.Moving;
return;
}
// If we were pathfinding then try to update our path.
if (steering.Pathfind != null)
{
switch (steering.Pathfind.Status)
{
case JobStatus.Waiting:
case JobStatus.Running:
case JobStatus.Pending:
case JobStatus.Paused:
break;
case JobStatus.Finished:
steering.CurrentPath.Clear();
if (steering.Pathfind.Result != null)
{
PrunePath(ourCoordinates, steering.Pathfind.Result);
foreach (var node in steering.Pathfind.Result)
{
steering.CurrentPath.Enqueue(node);
}
}
steering.Pathfind = null;
steering.PathfindToken = null;
break;
default:
throw new ArgumentOutOfRangeException();
}
}
// Grab the target position, either the path or our end goal.
// TODO: Some situations we may not want to move at our target without a path.
var targetCoordinates = GetTargetCoordinates(steering);
var arrivalDistance = TileTolerance;
if (targetCoordinates.Equals(steering.Coordinates))
{
// What's our tolerance for arrival.
// If it's a pathfinding node it might be different to the destination.
arrivalDistance = steering.Range;
}
// Check if mapids match.
var targetMap = targetCoordinates.ToMap(EntityManager);
var ourMap = ourCoordinates.ToMap(EntityManager);
if (targetMap.MapId != ourMap.MapId)
{
SetDirection(mover, Vector2.Zero);
steering.Status = SteeringStatus.NoPath;
steering.CurrentTarget = targetCoordinates;
return;
}
var direction = targetMap.Position - ourMap.Position;
// Are we in range
if (direction.Length <= arrivalDistance)
{
// It was just a node, not the target, so grab the next destination (either the target or next node).
if (steering.CurrentPath.Count > 0)
{
steering.CurrentPath.Dequeue();
// Alright just adjust slightly and grab the next node so we don't stop moving for a tick.
// TODO: If it's the last node just grab the target instead.
targetCoordinates = GetTargetCoordinates(steering);
targetMap = targetCoordinates.ToMap(EntityManager);
// Can't make it again.
if (ourMap.MapId != targetMap.MapId)
{
SetDirection(mover, Vector2.Zero);
steering.Status = SteeringStatus.NoPath;
steering.CurrentTarget = targetCoordinates;
return;
}
// Gonna resume now business as usual
direction = targetMap.Position - ourMap.Position;
}
else
{
// This probably shouldn't happen as we check above but eh.
SetDirection(mover, Vector2.Zero);
steering.Status = SteeringStatus.InRange;
steering.CurrentTarget = targetCoordinates;
return;
}
}
// Do we have no more nodes to follow OR has the target moved sufficiently? If so then re-path.
var needsPath = steering.CurrentPath.Count == 0;
// TODO: Probably need partial planning support i.e. patch from the last node to where the target moved to.
if (!needsPath)
{
var lastNode = steering.CurrentPath.Last();
// I know this is bad and doesn't account for tile size
// However with the path I'm going to change it to return pathfinding nodes which include coordinates instead.
var lastCoordinate = new EntityCoordinates(lastNode.GridUid, (Vector2) lastNode.GridIndices + 0.5f);
if (lastCoordinate.TryDistance(EntityManager, steering.Coordinates, out var lastDistance) &&
lastDistance > steering.RepathRange)
{
needsPath = true;
}
}
// Request the new path.
if (needsPath && bodyQuery.TryGetComponent(steering.Owner, out var body))
{
RequestPath(steering, xform, body);
}
modifierQuery.TryGetComponent(steering.Owner, out var modifier);
var moveSpeed = GetSprintSpeed(steering.Owner, modifier);
var input = direction.Normalized;
// If we're going to overshoot then... don't.
// TODO: For tile / movement we don't need to get bang on, just need to make sure we don't overshoot the far end.
var tickMovement = moveSpeed * frameTime;
if (tickMovement.Equals(0f))
{
SetDirection(mover, Vector2.Zero);
steering.Status = SteeringStatus.NoPath;
steering.CurrentTarget = targetCoordinates;
return;
}
// We may overshoot slightly but still be in the arrival distance which is okay.
var maxDistance = direction.Length + arrivalDistance;
if (tickMovement > maxDistance)
{
input *= maxDistance / tickMovement;
}
// TODO: This isn't going to work for space.
if (_mapManager.TryGetGrid(xform.GridUid, out var grid))
{
input = (-grid.WorldRotation).RotateVec(input);
}
SetDirection(mover, input);
steering.CurrentTarget = targetCoordinates;
}
/// <summary>
/// We may be pathfinding and moving at the same time in which case early nodes may be out of date.
/// </summary>
/// <param name="coordinates">Our coordinates we are pruning from</param>
/// <param name="nodes">Path we're pruning</param>
public void PrunePath(EntityCoordinates coordinates, Queue<TileRef> nodes)
{
if (nodes.Count == 0)
return;
// Right now the pathfinder gives EVERY TILE back but ideally it won't someday, it'll just give straightline ones.
// For now, we just prune up until the closest node + 1 extra.
var closest = ((Vector2) nodes.Peek().GridIndices + 0.5f - coordinates.Position).Length;
// TODO: Need to handle multi-grid and stuff.
while (nodes.TryPeek(out var node))
{
// TODO: Tile size
var nodePosition = (Vector2) node.GridIndices + 0.5f;
var length = (coordinates.Position - nodePosition).Length;
if (length < closest)
{
closest = length;
nodes.Dequeue();
continue;
}
nodes.Dequeue();
break;
}
}
/// <summary>
/// Get the coordinates we should be heading towards.
/// </summary>
private EntityCoordinates GetTargetCoordinates(NPCSteeringComponent steering)
{
// Depending on what's going on we may return the target or a pathfind node.
// Even if we're at the last node may not be able to head to target in case we get stuck on a corner or the likes.
if (steering.CurrentPath.Count >= 1 && steering.CurrentPath.TryPeek(out var nextTarget))
{
return new EntityCoordinates(nextTarget.GridUid, (Vector2) nextTarget.GridIndices + 0.5f);
}
return steering.Coordinates;
}
/// <summary>
/// Get a new job from the pathfindingsystem
/// </summary>
private void RequestPath(NPCSteeringComponent steering, TransformComponent xform, PhysicsComponent? body)
{
// If we already have a pathfinding request then don't grab another.
if (steering.Pathfind != null)
return;
if (!_mapManager.TryGetGrid(xform.GridUid, out var grid))
return;
steering.PathfindToken = new CancellationTokenSource();
var startTile = grid.GetTileRef(xform.Coordinates);
var endTile = grid.GetTileRef(steering.Coordinates);
var collisionMask = 0;
if (body != null)
{
collisionMask = body.CollisionMask;
}
var access = _accessReader.FindAccessTags(steering.Owner);
steering.Pathfind = _pathfindingSystem.RequestPath(new PathfindingArgs(
steering.Owner,
access,
collisionMask,
startTile,
endTile,
steering.Range
), steering.PathfindToken.Token);
}
// TODO: Move these to movercontroller
private float GetSprintSpeed(EntityUid uid, MovementSpeedModifierComponent? modifier = null)
{
if (!Resolve(uid, ref modifier, false))
{
return MovementSpeedModifierComponent.DefaultBaseSprintSpeed;
}
return modifier.CurrentSprintSpeed;
}
}
}

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using Content.Server.NPC.Components;
namespace Content.Server.NPC.Systems;
public sealed partial class NPCSystem
{
public void SetBlackboard(EntityUid uid, string key, object value, NPCComponent? component = null)
{
if (!Resolve(uid, ref component, false))
{
return;
}
var blackboard = component.Blackboard;
blackboard.SetValue(key, value);
}
}

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namespace Content.Server.NPC.Systems;
public sealed partial class NPCSystem
{
private void InitializeDebug()
{
}
}

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using Content.Server.NPC.Components;
using Content.Server.NPC.HTN;
using Content.Shared.CCVar;
using Content.Shared.MobState;
using JetBrains.Annotations;
using Robust.Shared.Configuration;
using Robust.Shared.Prototypes;
using Robust.Shared.Reflection;
namespace Content.Server.NPC.Systems
{
/// <summary>
/// Handles NPCs running every tick.
/// </summary>
[UsedImplicitly]
public sealed partial class NPCSystem : EntitySystem
{
[Dependency] private readonly IConfigurationManager _configurationManager = default!;
[Dependency] private readonly HTNSystem _htn = default!;
private ISawmill _sawmill = 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();
// Makes physics etc debugging easier.
#if DEBUG
_configurationManager.OverrideDefault(CCVars.NPCEnabled, false);
#endif
_sawmill = Logger.GetSawmill("npc");
_sawmill.Level = LogLevel.Info;
SubscribeLocalEvent<NPCComponent, MobStateChangedEvent>(OnMobStateChange);
SubscribeLocalEvent<NPCComponent, MapInitEvent>(OnNPCMapInit);
SubscribeLocalEvent<NPCComponent, ComponentShutdown>(OnNPCShutdown);
_configurationManager.OnValueChanged(CCVars.NPCEnabled, SetEnabled, true);
_configurationManager.OnValueChanged(CCVars.NPCMaxUpdates, SetMaxUpdates, true);
}
private void SetMaxUpdates(int obj) => _maxUpdates = obj;
private void SetEnabled(bool value) => Enabled = value;
public override void Shutdown()
{
base.Shutdown();
_configurationManager.UnsubValueChanged(CCVars.NPCEnabled, SetEnabled);
_configurationManager.UnsubValueChanged(CCVars.NPCMaxUpdates, SetMaxUpdates);
}
private void OnNPCMapInit(EntityUid uid, NPCComponent component, MapInitEvent args)
{
component.Blackboard.SetValue(NPCBlackboard.Owner, uid);
WakeNPC(uid, component);
}
private void OnNPCShutdown(EntityUid uid, NPCComponent component, ComponentShutdown args)
{
SleepNPC(uid, component);
}
/// <summary>
/// Is the NPC awake and updating?
/// </summary>
public bool IsAwake(NPCComponent component, ActiveNPCComponent? active = null)
{
return Resolve(component.Owner, ref active, false);
}
/// <summary>
/// Allows the NPC to actively be updated.
/// </summary>
public void WakeNPC(EntityUid uid, NPCComponent? component = null)
{
if (!Resolve(uid, ref component, false))
{
return;
}
_sawmill.Debug($"Waking {ToPrettyString(component.Owner)}");
EnsureComp<ActiveNPCComponent>(component.Owner);
}
public void SleepNPC(EntityUid uid, NPCComponent? component = null)
{
if (!Resolve(uid, ref component, false))
{
return;
}
_sawmill.Debug($"Sleeping {ToPrettyString(component.Owner)}");
RemComp<ActiveNPCComponent>(component.Owner);
}
/// <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);
}
private void OnMobStateChange(EntityUid uid, NPCComponent component, MobStateChangedEvent args)
{
switch (args.CurrentMobState)
{
case DamageState.Alive:
WakeNPC(uid, component);
break;
case DamageState.Critical:
case DamageState.Dead:
SleepNPC(uid, component);
break;
}
}
}
}