fish-station/Content.Server/NPC/Systems/NPCCombatSystem.Ranged.cs
Vigers Ray d6c0a011b7 Merge remote-tracking branch 'space-wizards/master'
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#	runclient.bat
2025-05-27 03:41:41 +03:00

212 lines
7.2 KiB
C#

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, _map.WorldToLocal(gridUid, mapGrid, targetSpot));
}
else
{
targetCordinates = new EntityCoordinates(xform.MapUid!.Value, targetSpot);
}
comp.Status = CombatStatus.Normal;
if (gun.NextFire > _timing.CurTime)
{
return;
}
_gun.SetTarget(gun, comp.Target);
_gun.AttemptShoot(uid, gunUid, gun, targetCordinates);
}
}
}