Add pathfinding support for NPCs climbing tables (#17415)
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@@ -1,6 +1,7 @@
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using Content.Server.Destructible;
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using Content.Server.NPC.Components;
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using Content.Server.NPC.Pathfinding;
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using Content.Shared.Climbing;
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using Content.Shared.CombatMode;
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using Content.Shared.DoAfter;
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using Content.Shared.Doors.Components;
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@@ -74,6 +75,7 @@ public sealed partial class NPCSteeringSystem
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GetObstacleEntities(poly, mask, layer, obstacleEnts);
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var isDoor = (poly.Data.Flags & PathfindingBreadcrumbFlag.Door) != 0x0;
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var isAccessRequired = (poly.Data.Flags & PathfindingBreadcrumbFlag.Access) != 0x0;
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var isClimbable = (poly.Data.Flags & PathfindingBreadcrumbFlag.Climb) != 0x0;
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// Just walk into it stupid
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if (isDoor && !isAccessRequired)
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@@ -121,6 +123,38 @@ public sealed partial class NPCSteeringSystem
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if (obstacleEnts.Count == 0)
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return SteeringObstacleStatus.Completed;
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}
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// Try climbing obstacles
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else if ((component.Flags & PathFlags.Climbing) != 0x0 && isClimbable)
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{
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if (TryComp<ClimbingComponent>(uid, out var climbing))
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{
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if (climbing.IsClimbing)
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{
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return SteeringObstacleStatus.Completed;
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}
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else if (climbing.OwnerIsTransitioning)
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{
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return SteeringObstacleStatus.Continuing;
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}
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var climbableQuery = GetEntityQuery<ClimbableComponent>();
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// Get the relevant obstacle
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foreach (var ent in obstacleEnts)
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{
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if (climbableQuery.TryGetComponent(ent, out var table) &&
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_climb.CanVault(table, uid, uid, out _) &&
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_climb.TryClimb(uid, uid, ent, out id, table, climbing))
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{
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component.DoAfterId = id;
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return SteeringObstacleStatus.Continuing;
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}
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}
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}
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if (obstacleEnts.Count == 0)
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return SteeringObstacleStatus.Completed;
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}
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// Try smashing obstacles.
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else if ((component.Flags & PathFlags.Smashing) != 0x0)
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{
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