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crystall-punk-14/Content.Client/NPC/NPCSteeringSystem.cs

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using System.Numerics;
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using Content.Client.Physics.Controllers;
Mob Movement Major Refactor (#36847) * Conveyor optimisations - Optimise movement for moving stuff. Better flags + less resolves + slapped parallelrobustjob on it. - Sleeping for entities getting conveyed into walls. * Blocker version * Finish * Final * Fix conveyor power mispredict * Bagel save * Revert "Bagel save" This reverts commit 1b93fda81fb852d89b89b0beae0b80f8a61165f2. * Conveyor resave * Init Commit * windows yelling at me to update commit * working commit, need prediciton and more dehardcoding * Project 0 warnings * Working Commit (Near Final) * ryder got confused commit * I love Merge Conflicts :) * Working commit, no prediction * Forgot the yaml changes * Comments and typos * Apparently while the reduced launch mult of lube was initialized it was never used so I revered back to default * Fixed an incorrect divisor * bit of cleanup * Prediciton fixed, and puddles now affect all entities * FORGOT TO RENAME A VERY IMPORTANT VARIABLE OOPS * Really big I forgor moment * Even bigger I forgor moment * four more merge conflicts to fix four more oopsies * fixed actual divide by zero moment and also im very dumb * Even bigger I forgor moment * four more merge conflicts to fix four more oopsies * fixed actual divide by zero moment and also im very dumb * Fix all test fails * code cleanup * Webedit whitespace * Code cleaup * whitespace webedit * whitespace webedit * whitespace webedit * whitespace removal * Comments and cleanup * Re-Added 20 warnings as per Ork's request * Cleanups * Spacing fix * bugfixes and cleanup * Small bugfix * Fix prediction * Mob movement rewrite * Bandaid * Working version * Tentatively working * Friction to fix cornering * More fixes * Refactor mob movement Trying to cleanup relay ordering / tryupdaterelative being cooked, purge ToParent, and fix all the eye rotation shenanigans. * Building * Re-implement jetpacks * Reorganise weightless movement * More work * Fix camera * reh * Revert bagel * Revert this * Revert held move buttons * Puddles work but are unpredicted and unoptimized * Fixes * Puddle code... * Actually dirty the slipComp for real * Sliding component done plus an extra suggestion from ArtisticRoomba * Atomized Commit * Added Friction field to Reagent Prototype per design discussion * Cleaned up Working Commit * a * Delete stinkers * Fix this code smell * Reviewed * Funky re-save * Our conveyance * Better conveyor sleeping * Remove this * Revert "Better conveyor sleeping" This reverts commit f5281f64bbae95b7b9feb56295c5cf931f9fb2e1. * Revert that Way too janky * Also this * a * Working Commit - Still a lot to do * Acceleration refactor * Minor jetpack cleanup * frictionnomovement no longer nullable * Shared Mover Feels 99% done * OffGrid/Weightless/Throwing Friction saved * Fix merge conflicts * Fix a debug assert * Final Commit for today * Some fixes * Actually use those CCVars Properly * Need to fix throwing * Second to last Commit for real * Jetpack bug fixed * Jetpack bug fixed * Test fail patch * Small patch * Skates Component cleanup + Bring Accel back to 5 (oops) * Fix test fail oops * yaml cleanup make dragons not fat --------- Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
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using Content.Client.PhysicsSystem.Controllers;
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using Content.Shared.Movement.Components;
using Content.Shared.NPC;
using Content.Shared.NPC.Events;
using Robust.Client.Graphics;
using Robust.Shared.Enums;
namespace Content.Client.NPC;
public sealed class NPCSteeringSystem : SharedNPCSteeringSystem
{
[Dependency] private readonly IOverlayManager _overlay = default!;
public bool DebugEnabled
{
get => _debugEnabled;
set
{
if (_debugEnabled == value)
return;
_debugEnabled = value;
if (_debugEnabled)
{
_overlay.AddOverlay(new NPCSteeringOverlay(EntityManager));
RaiseNetworkEvent(new RequestNPCSteeringDebugEvent()
{
Enabled = true
});
}
else
{
_overlay.RemoveOverlay<NPCSteeringOverlay>();
RaiseNetworkEvent(new RequestNPCSteeringDebugEvent()
{
Enabled = false
});
var query = AllEntityQuery<NPCSteeringComponent>();
while (query.MoveNext(out var uid, out var npc))
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{
RemCompDeferred<NPCSteeringComponent>(uid);
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}
}
}
}
private bool _debugEnabled;
public override void Initialize()
{
base.Initialize();
SubscribeNetworkEvent<NPCSteeringDebugEvent>(OnDebugEvent);
}
private void OnDebugEvent(NPCSteeringDebugEvent ev)
{
if (!DebugEnabled)
return;
foreach (var data in ev.Data)
{
var entity = GetEntity(data.EntityUid);
if (!Exists(entity))
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continue;
var comp = EnsureComp<NPCSteeringComponent>(entity);
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comp.Direction = data.Direction;
comp.DangerMap = data.Danger;
comp.InterestMap = data.Interest;
comp.DangerPoints = data.DangerPoints;
}
}
}
public sealed class NPCSteeringOverlay : Overlay
{
public override OverlaySpace Space => OverlaySpace.WorldSpace;
private readonly IEntityManager _entManager;
private readonly SharedTransformSystem _transformSystem;
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public NPCSteeringOverlay(IEntityManager entManager)
{
_entManager = entManager;
_transformSystem = _entManager.System<SharedTransformSystem>();
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}
protected override void Draw(in OverlayDrawArgs args)
{
foreach (var (comp, mover, xform) in _entManager.EntityQuery<NPCSteeringComponent, InputMoverComponent, TransformComponent>(true))
{
if (xform.MapID != args.MapId)
{
continue;
}
var (worldPos, worldRot) = _transformSystem.GetWorldPositionRotation(xform);
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if (!args.WorldAABB.Contains(worldPos))
continue;
args.WorldHandle.DrawCircle(worldPos, 1f, Color.Green, false);
var rotationOffset = _entManager.System<MoverController>().GetParentGridAngle(mover);
foreach (var point in comp.DangerPoints)
{
args.WorldHandle.DrawCircle(point, 0.1f, Color.Red.WithAlpha(0.6f));
}
for (var i = 0; i < SharedNPCSteeringSystem.InterestDirections; i++)
{
var danger = comp.DangerMap[i];
var interest = comp.InterestMap[i];
var angle = Angle.FromDegrees(i * (360 / SharedNPCSteeringSystem.InterestDirections));
args.WorldHandle.DrawLine(worldPos, worldPos + (rotationOffset + angle).RotateVec(new Vector2(interest, 0f)), Color.LimeGreen);
args.WorldHandle.DrawLine(worldPos, worldPos + (rotationOffset + angle).RotateVec(new Vector2(danger, 0f)), Color.Red);
}
args.WorldHandle.DrawLine(worldPos, worldPos + rotationOffset.RotateVec(comp.Direction), Color.Cyan);
}
}
}