107 lines
3.4 KiB
C#
107 lines
3.4 KiB
C#
using Content.Server.NPC.HTN;
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using Content.Server.NPC.Systems;
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using Content.Shared._Sunrise.SunriseCCVars;
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using Content.Shared.CCVar;
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using Content.Shared.Ghost;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.NPC;
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using Robust.Server.GameObjects;
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using Robust.Shared.Configuration;
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using Robust.Shared.Player;
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using Robust.Shared.Timing;
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namespace Content.Server._Sunrise.NPC;
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public sealed partial class NpcSleepSystem : EntitySystem
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{
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[Dependency] private readonly IConfigurationManager _configuration = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly MobStateSystem _mobState = default!;
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[Dependency] private readonly NPCSystem _npc = default!;
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[Dependency] private readonly TransformSystem _transform = default!;
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[Dependency] private readonly EntityLookupSystem _lookup = default!;
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public bool Enabled = true;
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public bool DisableWithoutPlayers = true;
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public float DisableDistance = 20f;
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private TimeSpan _nextCheckTime = TimeSpan.Zero;
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private static readonly TimeSpan CheckCooldown = TimeSpan.FromSeconds(5);
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private EntityQuery<ActorComponent> _actorQuery;
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private EntityQuery<ActiveNPCComponent> _activeQuery;
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private EntityQuery<GhostComponent> _ghostQuery;
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private readonly HashSet<Entity<ActorComponent>> _players = [];
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public override void Initialize()
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{
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base.Initialize();
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Subs.CVar(_configuration, CCVars.NPCEnabled, value => Enabled = value, true);
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Subs.CVar(_configuration, SunriseCCVars.NpcDisableWithoutPlayers, obj => DisableWithoutPlayers = obj, true);
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Subs.CVar(_configuration, SunriseCCVars.NpcDisableDistance, obj => DisableDistance = obj, true);
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_actorQuery = GetEntityQuery<ActorComponent>();
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_activeQuery = GetEntityQuery<ActiveNPCComponent>();
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_ghostQuery = GetEntityQuery<GhostComponent>();
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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if (!Enabled || !DisableWithoutPlayers)
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return;
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if (_timing.CurTime < _nextCheckTime)
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return;
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_nextCheckTime = _timing.CurTime + CheckCooldown;
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var query = EntityQueryEnumerator<HTNComponent, TransformComponent>();
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while (query.MoveNext(out var uid, out var htn, out var xform))
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{
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if (!_mobState.IsAlive(uid))
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continue;
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if (_actorQuery.HasComp(uid))
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continue;
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var isActive = _activeQuery.HasComponent(uid);
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if (AllowNpc(uid, xform))
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{
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if (!isActive)
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_npc.WakeNPC(uid, htn);
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}
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else
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{
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if (isActive)
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_npc.SleepNPC(uid, htn);
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}
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}
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}
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private bool AllowNpc(EntityUid uid, TransformComponent xform)
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{
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var npcCoords = _transform.GetMapCoordinates(uid, xform);
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_players.Clear();
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_lookup.GetEntitiesInRange(npcCoords,
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DisableDistance,
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_players,
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LookupFlags.Dynamic | LookupFlags.Approximate);
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foreach (var ent in _players)
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{
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if (_ghostQuery.HasComp(ent))
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continue;
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// Достаточно одного подходящего игрока
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return true;
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}
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return false;
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}
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}
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