fish-station/Content.Server/_Sunrise/NPC/NpcSleepSystem.cs

107 lines
3.4 KiB
C#

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