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- using Content.Server.Destructible;
- using Content.Server.NPC.Components;
- using Content.Server.NPC.Pathfinding;
- using Content.Shared.Climbing;
- using Content.Shared.CombatMode;
- using Content.Shared.DoAfter;
- using Content.Shared.Doors.Components;
- using Content.Shared.NPC;
- using Robust.Shared.Map.Components;
- using Robust.Shared.Physics;
- using Robust.Shared.Physics.Components;
- using Robust.Shared.Utility;
- using ClimbableComponent = Content.Shared.Climbing.Components.ClimbableComponent;
- using ClimbingComponent = Content.Shared.Climbing.Components.ClimbingComponent;
- namespace Content.Server.NPC.Systems;
- public sealed partial class NPCSteeringSystem
- {
- /*
- * For any custom path handlers, e.g. destroying walls, opening airlocks, etc.
- * Putting it onto steering seemed easier than trying to make a custom compound task for it.
- * I also considered task interrupts although the problem is handling stuff like pathfinding overlaps
- * Ideally we could do interrupts but that's TODO.
- */
- /*
- * TODO:
- * - Add path cap
- * - Circle cast BFS in LOS to determine targets.
- * - Store last known coordinates of X targets.
- * - Require line of sight for melee
- * - Add new behavior where they move to melee target's last known position (diffing theirs and current)
- * then do the thing like from dishonored where it gets passed to a search system that opens random stuff.
- *
- * Also need to make sure it picks nearest obstacle path so it starts smashing in front of it.
- */
- private SteeringObstacleStatus TryHandleFlags(EntityUid uid, NPCSteeringComponent component, PathPoly poly)
- {
- DebugTools.Assert(!poly.Data.IsFreeSpace);
- // TODO: Store PathFlags on the steering comp
- // and be able to re-check it.
- var layer = 0;
- var mask = 0;
- if (TryComp<FixturesComponent>(uid, out var manager))
- {
- (layer, mask) = _physics.GetHardCollision(uid, manager);
- }
- else
- {
- return SteeringObstacleStatus.Failed;
- }
- // TODO: Should cache the fact we're doing this somewhere.
- // See https://github.com/space-wizards/space-station-14/issues/11475
- if ((poly.Data.CollisionLayer & mask) != 0x0 ||
- (poly.Data.CollisionMask & layer) != 0x0)
- {
- var id = component.DoAfterId;
- // Still doing what we were doing before.
- var doAfterStatus = _doAfter.GetStatus(id);
- switch (doAfterStatus)
- {
- case DoAfterStatus.Running:
- return SteeringObstacleStatus.Continuing;
- case DoAfterStatus.Cancelled:
- return SteeringObstacleStatus.Failed;
- }
- var obstacleEnts = new List<EntityUid>();
- GetObstacleEntities(poly, mask, layer, obstacleEnts);
- var isDoor = (poly.Data.Flags & PathfindingBreadcrumbFlag.Door) != 0x0;
- var isAccessRequired = (poly.Data.Flags & PathfindingBreadcrumbFlag.Access) != 0x0;
- var isClimbable = (poly.Data.Flags & PathfindingBreadcrumbFlag.Climb) != 0x0;
- // Just walk into it stupid
- if (isDoor && !isAccessRequired)
- {
- var doorQuery = GetEntityQuery<DoorComponent>();
- // ... At least if it's not a bump open.
- foreach (var ent in obstacleEnts)
- {
- if (!doorQuery.TryGetComponent(ent, out var door))
- continue;
- if (!door.BumpOpen && (component.Flags & PathFlags.Interact) != 0x0)
- {
- if (door.State != DoorState.Opening)
- {
- _interaction.InteractionActivate(uid, ent);
- return SteeringObstacleStatus.Continuing;
- }
- }
- }
- // If we get to here then didn't succeed for reasons.
- }
- if ((component.Flags & PathFlags.Prying) != 0x0 && isDoor)
- {
- var doorQuery = GetEntityQuery<DoorComponent>();
- // Get the relevant obstacle
- foreach (var ent in obstacleEnts)
- {
- if (doorQuery.TryGetComponent(ent, out var door) && door.State != DoorState.Open)
- {
- // TODO: Use the verb.
- if (door.State != DoorState.Opening)
- _pryingSystem.TryPry(ent, uid, out id, uid);
- component.DoAfterId = id;
- return SteeringObstacleStatus.Continuing;
- }
- }
- if (obstacleEnts.Count == 0)
- return SteeringObstacleStatus.Completed;
- }
- // Try climbing obstacles
- else if ((component.Flags & PathFlags.Climbing) != 0x0 && isClimbable)
- {
- if (TryComp<ClimbingComponent>(uid, out var climbing))
- {
- if (climbing.IsClimbing)
- {
- return SteeringObstacleStatus.Completed;
- }
- else if (climbing.NextTransition != null)
- {
- return SteeringObstacleStatus.Continuing;
- }
- var climbableQuery = GetEntityQuery<ClimbableComponent>();
- // Get the relevant obstacle
- foreach (var ent in obstacleEnts)
- {
- if (climbableQuery.TryGetComponent(ent, out var table) &&
- _climb.CanVault(table, uid, uid, out _) &&
- _climb.TryClimb(uid, uid, ent, out id, table, climbing))
- {
- component.DoAfterId = id;
- return SteeringObstacleStatus.Continuing;
- }
- }
- }
- if (obstacleEnts.Count == 0)
- return SteeringObstacleStatus.Completed;
- }
- // Try smashing obstacles.
- else if ((component.Flags & PathFlags.Smashing) != 0x0)
- {
- if (_melee.TryGetWeapon(uid, out _, out var meleeWeapon) && meleeWeapon.NextAttack <= _timing.CurTime && TryComp<CombatModeComponent>(uid, out var combatMode))
- {
- _combat.SetInCombatMode(uid, true, combatMode);
- var destructibleQuery = GetEntityQuery<DestructibleComponent>();
- // TODO: This is a hack around grilles and windows.
- _random.Shuffle(obstacleEnts);
- var attackResult = false;
- foreach (var ent in obstacleEnts)
- {
- // TODO: Validate we can damage it
- if (destructibleQuery.HasComponent(ent))
- {
- attackResult = _melee.AttemptLightAttack(uid, uid, meleeWeapon, ent);
- break;
- }
- }
- _combat.SetInCombatMode(uid, false, combatMode);
- // Blocked or the likes?
- if (!attackResult)
- return SteeringObstacleStatus.Failed;
- if (obstacleEnts.Count == 0)
- return SteeringObstacleStatus.Completed;
- return SteeringObstacleStatus.Continuing;
- }
- }
- return SteeringObstacleStatus.Failed;
- }
- return SteeringObstacleStatus.Completed;
- }
- private void GetObstacleEntities(PathPoly poly, int mask, int layer, List<EntityUid> ents)
- {
- // TODO: Can probably re-use this from pathfinding or something
- if (!TryComp<MapGridComponent>(poly.GraphUid, out var grid))
- {
- return;
- }
- foreach (var ent in _mapSystem.GetLocalAnchoredEntities(poly.GraphUid, grid, poly.Box))
- {
- if (!_physicsQuery.TryGetComponent(ent, out var body) ||
- !body.Hard ||
- !body.CanCollide ||
- (body.CollisionMask & layer) == 0x0 && (body.CollisionLayer & mask) == 0x0)
- {
- continue;
- }
- ents.Add(ent);
- }
- }
- private enum SteeringObstacleStatus : byte
- {
- Completed,
- Failed,
- Continuing
- }
- }
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