Shooting NPCs and more (#18042)

* Add pirate shooting

* Shooting working

* Basics working

* Refactor time

* More conversion

* Update primitives

* Update yml

* weh

* Building again

* Draft

* weh

* b

* Start shutdown

* Starting to take form

* Code side done

* is it worky

* Fix prototypes

* stuff

* Shitty working

* Juke events working

* Even more cleanup

* RTX

* Fix interaction combat mode and compquery

* GetAmmoCount relays

* Fix rotation speed

* Juke fixes

* fixes

* weh

* The collision avoidance never ends

* Fixes

* Pause support

* framework

* lazy

* Fix idling

* Fix drip

* goobed

* Fix takeover shutdown bug

* Merge fixes

* shitter

* Fix carpos
This commit is contained in:
metalgearsloth
2023-08-02 10:48:56 +10:00
committed by GitHub
parent 018e465fad
commit c31c848afd
103 changed files with 2089 additions and 810 deletions

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@@ -0,0 +1,31 @@
using Content.Server.NPC.Components;
namespace Content.Server.NPC.HTN.PrimitiveTasks.Operators.Combat;
public sealed class JukeOperator : HTNOperator, IHtnConditionalShutdown
{
[Dependency] private readonly IEntityManager _entManager = default!;
[DataField("jukeType")]
public JukeType JukeType = JukeType.AdjacentTile;
[DataField("shutdownState")]
public HTNPlanState ShutdownState { get; } = HTNPlanState.PlanFinished;
public override void Startup(NPCBlackboard blackboard)
{
base.Startup(blackboard);
var juke = _entManager.EnsureComponent<NPCJukeComponent>(blackboard.GetValue<EntityUid>(NPCBlackboard.Owner));
juke.JukeType = JukeType;
}
public override HTNOperatorStatus Update(NPCBlackboard blackboard, float frameTime)
{
return HTNOperatorStatus.Finished;
}
public void ConditionalShutdown(NPCBlackboard blackboard)
{
_entManager.RemoveComponent<NPCJukeComponent>(blackboard.GetValue<EntityUid>(NPCBlackboard.Owner));
}
}

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@@ -1,18 +1,25 @@
using System.Threading;
using System.Threading.Tasks;
using Content.Server.NPC.Components;
using Content.Shared.CombatMode;
using Content.Shared.Mobs;
using Content.Shared.Mobs.Components;
namespace Content.Server.NPC.HTN.PrimitiveTasks.Operators.Melee;
namespace Content.Server.NPC.HTN.PrimitiveTasks.Operators.Combat.Melee;
/// <summary>
/// Attacks the specified key in melee combat.
/// </summary>
public sealed class MeleeOperator : HTNOperator
public sealed class MeleeOperator : HTNOperator, IHtnConditionalShutdown
{
[Dependency] private readonly IEntityManager _entManager = default!;
/// <summary>
/// When to shut the task down.
/// </summary>
[DataField("shutdownState")]
public HTNPlanState ShutdownState { get; } = HTNPlanState.TaskFinished;
/// <summary>
/// Key that contains the target entity.
/// </summary>
@@ -53,10 +60,11 @@ public sealed class MeleeOperator : HTNOperator
return (true, null);
}
public override void Shutdown(NPCBlackboard blackboard, HTNOperatorStatus status)
public void ConditionalShutdown(NPCBlackboard blackboard)
{
base.Shutdown(blackboard, status);
_entManager.RemoveComponent<NPCMeleeCombatComponent>(blackboard.GetValue<EntityUid>(NPCBlackboard.Owner));
var owner = blackboard.GetValue<EntityUid>(NPCBlackboard.Owner);
_entManager.System<SharedCombatModeSystem>().SetInCombatMode(owner, false);
_entManager.RemoveComponent<NPCMeleeCombatComponent>(owner);
blackboard.Remove<EntityUid>(TargetKey);
}
@@ -96,9 +104,10 @@ public sealed class MeleeOperator : HTNOperator
status = HTNOperatorStatus.Failed;
}
if (status != HTNOperatorStatus.Continuing)
// Mark it as finished to continue the plan.
if (status == HTNOperatorStatus.Continuing && ShutdownState == HTNPlanState.PlanFinished)
{
_entManager.RemoveComponent<NPCMeleeCombatComponent>(owner);
status = HTNOperatorStatus.Finished;
}
return status;

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@@ -1,16 +1,20 @@
using System.Threading;
using System.Threading.Tasks;
using Content.Server.NPC.Components;
using Content.Shared.CombatMode;
using Content.Shared.Mobs;
using Content.Shared.Mobs.Components;
using Robust.Shared.Audio;
namespace Content.Server.NPC.HTN.PrimitiveTasks.Operators.Ranged;
namespace Content.Server.NPC.HTN.PrimitiveTasks.Operators.Combat.Ranged;
public sealed class RangedOperator : HTNOperator
public sealed class GunOperator : HTNOperator, IHtnConditionalShutdown
{
[Dependency] private readonly IEntityManager _entManager = default!;
[DataField("shutdownState")]
public HTNPlanState ShutdownState { get; } = HTNPlanState.TaskFinished;
/// <summary>
/// Key that contains the target entity.
/// </summary>
@@ -23,6 +27,12 @@ public sealed class RangedOperator : HTNOperator
[DataField("targetState")]
public MobState TargetState = MobState.Alive;
/// <summary>
/// Do we require line of sight of the target before failing.
/// </summary>
[DataField("requireLOS")]
public bool RequireLOS = false;
// Like movement we add a component and pass it off to the dedicated system.
public override async Task<(bool Valid, Dictionary<string, object>? Effects)> Plan(NPCBlackboard blackboard,
@@ -60,10 +70,11 @@ public sealed class RangedOperator : HTNOperator
}
}
public override void Shutdown(NPCBlackboard blackboard, HTNOperatorStatus status)
public void ConditionalShutdown(NPCBlackboard blackboard)
{
base.Shutdown(blackboard, status);
_entManager.RemoveComponent<NPCRangedCombatComponent>(blackboard.GetValue<EntityUid>(NPCBlackboard.Owner));
var owner = blackboard.GetValue<EntityUid>(NPCBlackboard.Owner);
_entManager.System<SharedCombatModeSystem>().SetInCombatMode(owner, false);
_entManager.RemoveComponent<NPCRangedCombatComponent>(owner);
blackboard.Remove<EntityUid>(TargetKey);
}
@@ -89,9 +100,14 @@ public sealed class RangedOperator : HTNOperator
switch (combat.Status)
{
case CombatStatus.TargetUnreachable:
case CombatStatus.NotInSight:
status = HTNOperatorStatus.Failed;
break;
case CombatStatus.NotInSight:
if (RequireLOS)
status = HTNOperatorStatus.Failed;
else
status = HTNOperatorStatus.Continuing;
break;
case CombatStatus.Normal:
status = HTNOperatorStatus.Continuing;
break;
@@ -106,9 +122,10 @@ public sealed class RangedOperator : HTNOperator
status = HTNOperatorStatus.Failed;
}
if (status != HTNOperatorStatus.Continuing)
// Mark it as finished to continue the plan.
if (status == HTNOperatorStatus.Continuing && ShutdownState == HTNPlanState.PlanFinished)
{
_entManager.RemoveComponent<NPCRangedCombatComponent>(owner);
status = HTNOperatorStatus.Finished;
}
return status;

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@@ -4,14 +4,14 @@ using System.Threading.Tasks;
using Content.Shared.DoAfter;
using Content.Shared.Interaction;
namespace Content.Server.NPC.HTN.PrimitiveTasks.Operators;
namespace Content.Server.NPC.HTN.PrimitiveTasks.Operators.Interactions;
public sealed class AltInteractOperator : HTNOperator
{
[Dependency] private readonly IEntityManager _entManager = default!;
[DataField("targetKey")]
public string Key = "CombatTarget";
public string Key = "Target";
/// <summary>
/// If this alt-interaction started a do_after where does the key get stored.

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@@ -0,0 +1,31 @@
using Content.Server.Hands.Systems;
using Content.Shared.Hands.Components;
namespace Content.Server.NPC.HTN.PrimitiveTasks.Operators.Interactions;
/// <summary>
/// Drops the active hand entity underneath us.
/// </summary>
public sealed class DropOperator : HTNOperator
{
[Dependency] private readonly IEntityManager _entManager = default!;
public override HTNOperatorStatus Update(NPCBlackboard blackboard, float frameTime)
{
if (!blackboard.TryGetValue(NPCBlackboard.ActiveHand, out Hand? activeHand, _entManager))
{
return HTNOperatorStatus.Finished;
}
var owner = blackboard.GetValueOrDefault<EntityUid>(NPCBlackboard.Owner, _entManager);
// TODO: Need some sort of interaction cooldown probably.
var handsSystem = _entManager.System<HandsSystem>();
if (handsSystem.TryDrop(owner))
{
return HTNOperatorStatus.Finished;
}
return HTNOperatorStatus.Failed;
}
}

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@@ -0,0 +1,30 @@
using Content.Server.Hands.Systems;
namespace Content.Server.NPC.HTN.PrimitiveTasks.Operators.Interactions;
public sealed class EquipOperator : HTNOperator
{
[Dependency] private readonly IEntityManager _entManager = default!;
[DataField("target")]
public string Target = "Target";
public override HTNOperatorStatus Update(NPCBlackboard blackboard, float frameTime)
{
if (!blackboard.TryGetValue<EntityUid>(Target, out var target, _entManager))
{
return HTNOperatorStatus.Failed;
}
var owner = blackboard.GetValue<EntityUid>(NPCBlackboard.Owner);
var handsSystem = _entManager.System<HandsSystem>();
// TODO: As elsewhere need some generic interaction cooldown system
if (handsSystem.TryPickup(owner, target))
{
return HTNOperatorStatus.Finished;
}
return HTNOperatorStatus.Failed;
}
}

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@@ -1,7 +1,8 @@
using Content.Server.Interaction;
using Content.Shared.CombatMode;
using Content.Shared.Timing;
namespace Content.Server.NPC.HTN.PrimitiveTasks.Operators;
namespace Content.Server.NPC.HTN.PrimitiveTasks.Operators.Interactions;
public sealed class InteractWithOperator : HTNOperator
{
@@ -24,6 +25,7 @@ public sealed class InteractWithOperator : HTNOperator
return HTNOperatorStatus.Continuing;
}
_entManager.System<SharedCombatModeSystem>().SetInCombatMode(owner, false);
_entManager.System<InteractionSystem>().UserInteraction(owner, targetXform.Coordinates, moveTarget);
return HTNOperatorStatus.Finished;

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@@ -0,0 +1,53 @@
using System.Threading;
using System.Threading.Tasks;
using Content.Server.Hands.Systems;
using Content.Shared.Hands.Components;
namespace Content.Server.NPC.HTN.PrimitiveTasks.Operators.Interactions;
/// <summary>
/// Swaps to any free hand.
/// </summary>
public sealed class SwapToFreeHandOperator : HTNOperator
{
[Dependency] private readonly IEntityManager _entManager = default!;
public override async Task<(bool Valid, Dictionary<string, object>? Effects)> Plan(NPCBlackboard blackboard, CancellationToken cancelToken)
{
if (!blackboard.TryGetValue<List<string>>(NPCBlackboard.FreeHands, out var hands, _entManager) ||
!_entManager.TryGetComponent<HandsComponent>(blackboard.GetValue<EntityUid>(NPCBlackboard.Owner), out var handsComp))
{
return (false, null);
}
foreach (var hand in hands)
{
return (true, new Dictionary<string, object>()
{
{
NPCBlackboard.ActiveHand, handsComp.Hands[hand]
},
{
NPCBlackboard.ActiveHandFree, true
},
});
}
return (false, null);
}
public override HTNOperatorStatus Update(NPCBlackboard blackboard, float frameTime)
{
// TODO: Need interaction cooldown
var owner = blackboard.GetValue<EntityUid>(NPCBlackboard.Owner);
var handSystem = _entManager.System<HandsSystem>();
if (!handSystem.TrySelectEmptyHand(owner))
{
return HTNOperatorStatus.Failed;
}
return HTNOperatorStatus.Finished;
}
}

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@@ -11,7 +11,7 @@ namespace Content.Server.NPC.HTN.PrimitiveTasks.Operators;
/// <summary>
/// Moves an NPC to the specified target key. Hands the actual steering off to NPCSystem.Steering
/// </summary>
public sealed class MoveToOperator : HTNOperator
public sealed class MoveToOperator : HTNOperator, IHtnConditionalShutdown
{
[Dependency] private readonly IEntityManager _entManager = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
@@ -19,6 +19,12 @@ public sealed class MoveToOperator : HTNOperator
private PathfindingSystem _pathfind = default!;
private SharedTransformSystem _transform = default!;
/// <summary>
/// When to shut the task down.
/// </summary>
[DataField("shutdownState")]
public HTNPlanState ShutdownState { get; } = HTNPlanState.TaskFinished;
/// <summary>
/// Should we assume the MovementTarget is reachable during planning or should we pathfind to it?
/// </summary>
@@ -35,7 +41,7 @@ public sealed class MoveToOperator : HTNOperator
/// Target Coordinates to move to. This gets removed after execution.
/// </summary>
[DataField("targetKey")]
public string TargetKey = "MovementTarget";
public string TargetKey = "TargetCoordinates";
/// <summary>
/// Where the pathfinding result will be stored (if applicable). This gets removed after execution.
@@ -49,6 +55,12 @@ public sealed class MoveToOperator : HTNOperator
[DataField("rangeKey")]
public string RangeKey = "MovementRange";
/// <summary>
/// Do we only need to move into line of sight.
/// </summary>
[DataField("stopOnLineOfSight")]
public bool StopOnLineOfSight;
private const string MovementCancelToken = "MovementCancelToken";
public override void Initialize(IEntitySystemManager sysManager)
@@ -132,6 +144,7 @@ public sealed class MoveToOperator : HTNOperator
// Re-use the path we may have if applicable.
var comp = _steering.Register(uid, targetCoordinates);
comp.ArriveOnLineOfSight = StopOnLineOfSight;
if (blackboard.TryGetValue<float>(RangeKey, out var range, _entManager))
{
@@ -150,10 +163,30 @@ public sealed class MoveToOperator : HTNOperator
}
}
public override void Shutdown(NPCBlackboard blackboard, HTNOperatorStatus status)
public override HTNOperatorStatus Update(NPCBlackboard blackboard, float frameTime)
{
base.Shutdown(blackboard, status);
var owner = blackboard.GetValue<EntityUid>(NPCBlackboard.Owner);
if (!_entManager.TryGetComponent<NPCSteeringComponent>(owner, out var steering))
return HTNOperatorStatus.Failed;
// Just keep moving in the background and let the other tasks handle it.
if (ShutdownState == HTNPlanState.PlanFinished && steering.Status == SteeringStatus.Moving)
{
return HTNOperatorStatus.Finished;
}
return steering.Status switch
{
SteeringStatus.InRange => HTNOperatorStatus.Finished,
SteeringStatus.NoPath => HTNOperatorStatus.Failed,
SteeringStatus.Moving => HTNOperatorStatus.Continuing,
_ => throw new ArgumentOutOfRangeException()
};
}
public void ConditionalShutdown(NPCBlackboard blackboard)
{
// Cleanup the blackboard and remove steering.
if (blackboard.TryGetValue<CancellationTokenSource>(MovementCancelToken, out var cancelToken, _entManager))
{
@@ -171,20 +204,4 @@ public sealed class MoveToOperator : HTNOperator
_steering.Unregister(blackboard.GetValue<EntityUid>(NPCBlackboard.Owner));
}
public override HTNOperatorStatus Update(NPCBlackboard blackboard, float frameTime)
{
var owner = blackboard.GetValue<EntityUid>(NPCBlackboard.Owner);
if (!_entManager.TryGetComponent<NPCSteeringComponent>(owner, out var steering))
return HTNOperatorStatus.Failed;
return steering.Status switch
{
SteeringStatus.InRange => HTNOperatorStatus.Finished,
SteeringStatus.NoPath => HTNOperatorStatus.Failed,
SteeringStatus.Moving => HTNOperatorStatus.Continuing,
_ => throw new ArgumentOutOfRangeException()
};
}
}

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@@ -0,0 +1,9 @@
namespace Content.Server.NPC.HTN.PrimitiveTasks.Operators;
/// <summary>
/// What it sounds like.
/// </summary>
public sealed class NoOperator : HTNOperator
{
}

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@@ -16,8 +16,8 @@ public sealed class PickAccessibleOperator : HTNOperator
[DataField("rangeKey", required: true)]
public string RangeKey = string.Empty;
[DataField("targetKey", required: true)]
public string TargetKey = string.Empty;
[DataField("targetCoordinates")]
public string TargetCoordinates = "TargetCoordinates";
/// <summary>
/// Where the pathfinding result will be stored (if applicable). This gets removed after execution.
@@ -58,7 +58,7 @@ public sealed class PickAccessibleOperator : HTNOperator
return (true, new Dictionary<string, object>()
{
{ TargetKey, target },
{ TargetCoordinates, target },
{ PathfindKey, path}
});
}

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@@ -23,9 +23,9 @@ public sealed class RotateToTargetOperator : HTNOperator
_rotate = sysManager.GetEntitySystem<RotateToFaceSystem>();
}
public override void Shutdown(NPCBlackboard blackboard, HTNOperatorStatus status)
public override void TaskShutdown(NPCBlackboard blackboard, HTNOperatorStatus status)
{
base.Shutdown(blackboard, status);
base.TaskShutdown(blackboard, status);
blackboard.Remove<Angle>(TargetKey);
}

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@@ -36,9 +36,9 @@ public sealed class MedibotInjectOperator : HTNOperator
_solution = sysManager.GetEntitySystem<SolutionContainerSystem>();
}
public override void Shutdown(NPCBlackboard blackboard, HTNOperatorStatus status)
public override void TaskShutdown(NPCBlackboard blackboard, HTNOperatorStatus status)
{
base.Shutdown(blackboard, status);
base.TaskShutdown(blackboard, status);
blackboard.Remove<EntityUid>(TargetKey);
}

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@@ -15,13 +15,13 @@ public sealed class UtilityOperator : HTNOperator
{
[Dependency] private readonly IEntityManager _entManager = default!;
[DataField("key")] public string Key = "CombatTarget";
[DataField("key")] public string Key = "Target";
/// <summary>
/// The EntityCoordinates of the specified target.
/// </summary>
[DataField("keyCoordinates")]
public string KeyCoordinates = "CombatTargetCoordinates";
public string KeyCoordinates = "TargetCoordinates";
[DataField("proto", required: true, customTypeSerializer:typeof(PrototypeIdSerializer<UtilityQueryPrototype>))]
public string Prototype = string.Empty;

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@@ -25,9 +25,9 @@ public sealed class WaitOperator : HTNOperator
return timer <= 0f ? HTNOperatorStatus.Finished : HTNOperatorStatus.Continuing;
}
public override void Shutdown(NPCBlackboard blackboard, HTNOperatorStatus status)
public override void TaskShutdown(NPCBlackboard blackboard, HTNOperatorStatus status)
{
base.Shutdown(blackboard, status);
base.TaskShutdown(blackboard, status);
// The replacement plan may want this value so only dump it if we're successful.
if (status != HTNOperatorStatus.BetterPlan)