| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211 |
- using Content.Server.NPC.Components;
- using Content.Shared.CombatMode;
- using Content.Shared.Interaction;
- using Content.Shared.Physics;
- using Content.Shared.Weapons.Ranged.Components;
- using Content.Shared.Weapons.Ranged.Events;
- using Robust.Shared.Map;
- using Robust.Shared.Physics.Components;
- namespace Content.Server.NPC.Systems;
- public sealed partial class NPCCombatSystem
- {
- [Dependency] private readonly SharedCombatModeSystem _combat = default!;
- [Dependency] private readonly RotateToFaceSystem _rotate = default!;
- private EntityQuery<CombatModeComponent> _combatQuery;
- private EntityQuery<NPCSteeringComponent> _steeringQuery;
- private EntityQuery<RechargeBasicEntityAmmoComponent> _rechargeQuery;
- private EntityQuery<PhysicsComponent> _physicsQuery;
- private EntityQuery<TransformComponent> _xformQuery;
- // 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()
- {
- _combatQuery = GetEntityQuery<CombatModeComponent>();
- _physicsQuery = GetEntityQuery<PhysicsComponent>();
- _rechargeQuery = GetEntityQuery<RechargeBasicEntityAmmoComponent>();
- _steeringQuery = GetEntityQuery<NPCSteeringComponent>();
- _xformQuery = GetEntityQuery<TransformComponent>();
- SubscribeLocalEvent<NPCRangedCombatComponent, ComponentStartup>(OnRangedStartup);
- SubscribeLocalEvent<NPCRangedCombatComponent, ComponentShutdown>(OnRangedShutdown);
- }
- private void OnRangedStartup(EntityUid uid, NPCRangedCombatComponent component, ComponentStartup args)
- {
- if (TryComp<CombatModeComponent>(uid, out var combat))
- {
- _combat.SetInCombatMode(uid, true, combat);
- }
- else
- {
- component.Status = CombatStatus.Unspecified;
- }
- }
- private void OnRangedShutdown(EntityUid uid, NPCRangedCombatComponent component, ComponentShutdown args)
- {
- if (TryComp<CombatModeComponent>(uid, out var combat))
- {
- _combat.SetInCombatMode(uid, false, combat);
- }
- }
- private void UpdateRanged(float frameTime)
- {
- var query = EntityQueryEnumerator<NPCRangedCombatComponent, TransformComponent>();
- while (query.MoveNext(out var uid, out var comp, out var xform))
- {
- if (comp.Status == CombatStatus.Unspecified)
- continue;
- if (_steeringQuery.TryGetComponent(uid, out var steering) && steering.Status == SteeringStatus.NoPath)
- {
- comp.Status = CombatStatus.TargetUnreachable;
- comp.ShootAccumulator = 0f;
- continue;
- }
- if (!_xformQuery.TryGetComponent(comp.Target, out var targetXform) ||
- !_physicsQuery.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(uid, out var combatMode))
- {
- _combat.SetInCombatMode(uid, true, combatMode);
- }
- if (!_gun.TryGetGun(uid, out var gunUid, out var gun))
- {
- comp.Status = CombatStatus.NoWeapon;
- comp.ShootAccumulator = 0f;
- continue;
- }
- var ammoEv = new GetAmmoCountEvent();
- RaiseLocalEvent(gunUid, ref ammoEv);
- if (ammoEv.Count == 0)
- {
- // Recharging then?
- if (_rechargeQuery.HasComponent(gunUid))
- {
- continue;
- }
- comp.Status = CombatStatus.Unspecified;
- comp.ShootAccumulator = 0f;
- continue;
- }
- comp.LOSAccumulator -= frameTime;
- var worldPos = _transform.GetWorldPosition(xform);
- var targetPos = _transform.GetWorldPosition(targetXform);
- // 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;
- // For consistency with NPC steering.
- var collisionGroup = comp.UseOpaqueForLOSChecks ? CollisionGroup.Opaque : (CollisionGroup.Impassable | CollisionGroup.InteractImpassable);
- comp.TargetInLOS = _interaction.InRangeUnobstructed(uid, comp.Target, distance + 0.1f, collisionGroup);
- }
- if (!comp.TargetInLOS)
- {
- comp.ShootAccumulator = 0f;
- comp.Status = CombatStatus.NotInSight;
- if (TryComp(uid, out steering))
- {
- steering.ForceMove = true;
- }
- continue;
- }
- if (!oldInLos && comp.SoundTargetInLOS != null)
- {
- _audio.PlayPvs(comp.SoundTargetInLOS, uid);
- }
- 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(uid, 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 (!Enabled || !_gun.CanShoot(gun))
- continue;
- EntityCoordinates targetCordinates;
- if (_mapManager.TryFindGridAt(xform.MapID, targetPos, out var gridUid, out var mapGrid))
- {
- targetCordinates = new EntityCoordinates(gridUid, mapGrid.WorldToLocal(targetSpot));
- }
- else
- {
- targetCordinates = new EntityCoordinates(xform.MapUid!.Value, targetSpot);
- }
- comp.Status = CombatStatus.Normal;
- if (gun.NextFire > _timing.CurTime)
- {
- return;
- }
- _gun.AttemptShoot(uid, gunUid, gun, targetCordinates);
- }
- }
- }
|