Files
OldThink/Content.Server/NPC/Systems/NPCSystem.cs
ThereDrD0 d8ffea1ee8 Апстрим некоторого из ботаники (#415)
* Rainbow Weed (#25759)

* rainbow weed

* Lipolicide

* psicodine + mannitol

* happiness

* ground + dried + smokables

* damn you notepad++

* fix

WHY NOT TELL ME ALL THE PROBLEMS AT THE SAME TIME!!!

* work

* work i beg you

* recipe good

* possibly fix merge conflict

* remove reagents

* Psicodine, Mannitol, Lipolicide and Happiness (#27134)

* reagents

* Update Resources/Locale/en-US/reagents/meta/narcotics.ftl

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Co-authored-by: Kara <lunarautomaton6@gmail.com>

* fix cannabis

* Killer tomatoes (#26053)

* make tomatoes

* many friends! many mommies

* finish

* renaming system

* fix

* Update miscellaneous.yml

* Update Content.Server/NPC/Systems/NPCImpritingBehaviourSystem.cs

Co-authored-by: faint <46868845+ficcialfaint@users.noreply.github.com>

* N

* deleete exception?

* merge conflict fix

* fix?

* fuck you

* sloth fixes

* fixess?

* fix

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Co-authored-by: faint <46868845+ficcialfaint@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>

* Small tomato killer tweak (#27265)

* Update miscellaneous.yml

* Update mobspawn.yml

* Update miscellaneous.yml

* Update miscellaneous.yml

* Spaceman's Trumpet and Lily (#25090)

* trumpet + lily +polypy

* trumbet

* Change plant clipping mechanics (#25326)

Make seeds from clipped plants inherit the decreased health from parents.
Also require one growth stage before clipping.

* fixes

* Resprite & hand position correction of Nettle & Death Nettle (#25421)

Resprite of Nettle & Death Nettle. Corrected R & L hand locations for all orientations of both plants.

* Remake hairflowers (#25475)

* Add more lily usage (orange hairflower and flowercrown)

* comit 2

* ee

* more fixes

* w

* im stupid

* bring poppy in authodrobe

* weh

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Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Revert "Remake hairflowers (#25475)"

This reverts commit 6b2a9b96b18a6c854c3aea149611d7dd496518c0.

* Make Holy Water more like Water (#27068)

holy water can now be used to satiate thirst, water plants, and extinguish fires.

* New plant mutation: Pyrotton (#27200)

* WIP

* sprites n stuff

* flavour

* maybe fix

* add stack

* fix parent

* Rewords plant/effect descriptions for clarity (#28156) (#28169)

* Rewords plant/effect descriptions for clarity (#28156)

* Forgot Robust Harvest.

* Update Resources/Locale/en-US/guidebook/chemistry/effects.ftl

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Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>

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Co-authored-by: potato1234_x <79580518+potato1234x@users.noreply.github.com>
Co-authored-by: Kara <lunarautomaton6@gmail.com>
Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com>
Co-authored-by: faint <46868845+ficcialfaint@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
Co-authored-by: Flesh <62557990+PolterTzi@users.noreply.github.com>
Co-authored-by: MjrLandWhale <brandonemitch@gmail.com>
Co-authored-by: lzk <124214523+lzk228@users.noreply.github.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Ghagliiarghii <68826635+Ghagliiarghii@users.noreply.github.com>
Co-authored-by: Ubaser <134914314+UbaserB@users.noreply.github.com>
Co-authored-by: alex-georgeff <54858069+taurie@users.noreply.github.com>
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
2024-07-02 23:23:12 +03:00

156 lines
4.6 KiB
C#

using System.Diagnostics.CodeAnalysis;
using Content.Server.NPC.Components;
using Content.Server.NPC.HTN;
using Content.Shared.CCVar;
using Content.Shared.Mobs;
using Content.Shared.Mobs.Systems;
using Content.Shared.NPC;
using Content.Shared.NPC.Systems;
using Robust.Server.GameObjects;
using Robust.Shared.Configuration;
using Robust.Shared.Player;
namespace Content.Server.NPC.Systems
{
/// <summary>
/// Handles NPCs running every tick.
/// </summary>
public sealed partial class NPCSystem : EntitySystem
{
[Dependency] private readonly IConfigurationManager _configurationManager = default!;
[Dependency] private readonly HTNSystem _htn = default!;
[Dependency] private readonly MobStateSystem _mobState = 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();
Subs.CVar(_configurationManager, CCVars.NPCEnabled, value => Enabled = value, true);
Subs.CVar(_configurationManager, CCVars.NPCMaxUpdates, obj => _maxUpdates = obj, true);
}
public void OnPlayerNPCAttach(EntityUid uid, HTNComponent component, PlayerAttachedEvent args)
{
SleepNPC(uid, component);
}
public void OnPlayerNPCDetach(EntityUid uid, HTNComponent component, PlayerDetachedEvent args)
{
if (_mobState.IsIncapacitated(uid) || TerminatingOrDeleted(uid))
return;
WakeNPC(uid, component);
}
public void OnNPCMapInit(EntityUid uid, HTNComponent component, MapInitEvent args)
{
component.Blackboard.SetValue(NPCBlackboard.Owner, uid);
WakeNPC(uid, component);
}
public void OnNPCShutdown(EntityUid uid, HTNComponent component, ComponentShutdown args)
{
SleepNPC(uid, component);
}
/// <summary>
/// Is the NPC awake and updating?
/// </summary>
public bool IsAwake(EntityUid uid, HTNComponent component, ActiveNPCComponent? active = null)
{
return Resolve(uid, ref active, false);
}
public bool TryGetNpc(EntityUid uid, [NotNullWhen(true)] out NPCComponent? component)
{
// If you add your own NPC components then add them here.
if (TryComp<HTNComponent>(uid, out var htn))
{
component = htn;
return true;
}
component = null;
return false;
}
/// <summary>
/// Allows the NPC to actively be updated.
/// </summary>
public void WakeNPC(EntityUid uid, HTNComponent? component = null)
{
if (!Resolve(uid, ref component, false))
{
return;
}
Log.Debug($"Waking {ToPrettyString(uid)}");
EnsureComp<ActiveNPCComponent>(uid);
}
public void SleepNPC(EntityUid uid, HTNComponent? component = null)
{
if (!Resolve(uid, ref component, false))
{
return;
}
// Don't bother with an event
if (TryComp<HTNComponent>(uid, out var htn))
{
if (htn.Plan != null)
{
var currentOperator = htn.Plan.CurrentOperator;
_htn.ShutdownTask(currentOperator, htn.Blackboard, HTNOperatorStatus.Failed);
_htn.ShutdownPlan(htn);
htn.Plan = null;
}
}
Log.Debug($"Sleeping {ToPrettyString(uid)}");
RemComp<ActiveNPCComponent>(uid);
}
/// <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);
}
public void OnMobStateChange(EntityUid uid, HTNComponent component, MobStateChangedEvent args)
{
if (HasComp<ActorComponent>(uid))
return;
switch (args.NewMobState)
{
case MobState.Alive:
WakeNPC(uid, component);
break;
case MobState.Critical:
case MobState.Dead:
SleepNPC(uid, component);
break;
}
}
}
}