Merge branch 'master' of https://github.com/space-wizards/space-station-14
This commit is contained in:
@@ -1,6 +1,5 @@
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using System;
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using System.Collections.Generic;
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using Content.Server.AI.Utility.AiLogic;
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using Content.Server.GameObjects.Components.Movement;
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using Content.Shared.GameObjects.Components.Movement;
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using JetBrains.Annotations;
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@@ -33,9 +32,6 @@ namespace Content.Server.GameObjects.EntitySystems.AI
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{
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base.Initialize();
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// register entity query
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EntityQuery = new TypeEntityQuery(typeof(AiControllerComponent));
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var processors = _reflectionManager.GetAllChildren<AiLogicProcessor>();
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foreach (var processor in processors)
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{
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@@ -49,18 +45,16 @@ namespace Content.Server.GameObjects.EntitySystems.AI
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/// <inheritdoc />
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public override void Update(float frameTime)
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{
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var entities = EntityManager.GetEntities(EntityQuery);
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foreach (var entity in entities)
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foreach (var comp in ComponentManager.EntityQuery<AiControllerComponent>())
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{
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if (_pauseManager.IsEntityPaused(entity))
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if (_pauseManager.IsEntityPaused(comp.Owner))
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{
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continue;
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}
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ProcessorInitialize(comp);
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var aiComp = entity.GetComponent<AiControllerComponent>();
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ProcessorInitialize(aiComp);
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var processor = aiComp.Processor;
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var processor = comp.Processor;
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processor.Update(frameTime);
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}
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@@ -111,7 +105,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI
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var processorId = args[0];
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var entId = new EntityUid(int.Parse(args[1]));
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var ent = IoCManager.Resolve<IEntityManager>().GetEntity(entId);
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var aiSystem = EntitySystem.Get<AiSystem>();
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var aiSystem = Get<AiSystem>();
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if (!aiSystem.ProcessorTypeExists(processorId))
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{
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@@ -1,9 +1,7 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Server.GameObjects.Components.Access;
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using Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders;
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using Content.Server.GameObjects.EntitySystems.Pathfinding;
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using Content.Shared.AI;
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using JetBrains.Annotations;
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using Robust.Server.GameObjects;
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@@ -75,7 +73,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
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// Plus this way we can check if everything is equal except for vision so an entity with a lower vision radius can use an entity with a higher vision radius' cached result
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private Dictionary<ReachableArgs, Dictionary<PathfindingRegion, (TimeSpan CacheTime, HashSet<PathfindingRegion> Regions)>> _cachedAccessible =
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new Dictionary<ReachableArgs, Dictionary<PathfindingRegion, (TimeSpan, HashSet<PathfindingRegion>)>>();
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private readonly List<PathfindingRegion> _queuedCacheDeletions = new List<PathfindingRegion>();
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#if DEBUG
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@@ -91,7 +89,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
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#endif
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_mapmanager.OnGridRemoved += GridRemoved;
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}
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private void GridRemoved(GridId gridId)
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{
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_regions.Remove(gridId);
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@@ -457,7 +455,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
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/// <param name="y">This is already calculated in advance so may as well re-use it</param>
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/// <returns></returns>
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private PathfindingRegion CalculateNode(
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PathfindingNode node,
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PathfindingNode node,
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Dictionary<PathfindingNode, PathfindingRegion> existingRegions,
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HashSet<PathfindingRegion> chunkRegions,
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int x, int y)
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@@ -497,15 +495,15 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
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!leftRegion.IsDoor)
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{
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// We'll try and connect the left node's region to the bottom region if they're separate (yay merge)
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if (bottomNeighbor != null &&
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if (bottomNeighbor != null &&
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existingRegions.TryGetValue(bottomNeighbor, out bottomRegion) &&
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bottomRegion != leftRegion &&
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bottomRegion != leftRegion &&
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!bottomRegion.IsDoor)
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{
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bottomRegion.Add(node);
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existingRegions.Add(node, bottomRegion);
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MergeInto(leftRegion, bottomRegion, existingRegions);
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// Cleanup leftRegion
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// MergeInto will remove it from the overall region chunk cache while we need to remove it from
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// our short-term ones (chunkRegions and existingRegions)
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@@ -515,7 +513,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
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{
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existingRegions[leftNode] = bottomRegion;
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}
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return bottomRegion;
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}
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@@ -549,7 +547,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
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/// </summary>
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/// <param name="source"></param>
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/// <param name="target"></param>
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private void MergeInto(PathfindingRegion source, PathfindingRegion target, Dictionary<PathfindingNode, PathfindingRegion> existingRegions = null)
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private void MergeInto(PathfindingRegion source, PathfindingRegion target, Dictionary<PathfindingNode, PathfindingRegion> existingRegions = null)
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{
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DebugTools.AssertNotNull(source);
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DebugTools.AssertNotNull(target);
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@@ -586,7 +584,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
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private void ClearCache(PathfindingRegion region)
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{
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DebugTools.Assert(region.Deleted);
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// Need to forcibly clear cache for ourself and anything that includes us
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foreach (var (_, cachedRegions) in _cachedAccessible)
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{
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@@ -599,7 +597,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
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// We could just have GetVisionAccessible remove us if it can tell we're deleted but that
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// seems like it could be unreliable
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var regionsToClear = new List<PathfindingRegion>();
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foreach (var (otherRegion, cache) in cachedRegions)
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{
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if (cache.Regions.Contains(region))
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@@ -613,9 +611,9 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
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cachedRegions.Remove(otherRegion);
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}
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}
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#if DEBUG
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if (_regions.TryGetValue(region.ParentChunk.GridId, out var chunks) &&
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if (_regions.TryGetValue(region.ParentChunk.GridId, out var chunks) &&
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chunks.TryGetValue(region.ParentChunk, out var regions))
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{
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DebugTools.Assert(!regions.Contains(region));
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@@ -642,7 +640,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
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_queuedCacheDeletions.Add(region);
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region.Shutdown();
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}
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_regions[chunk.GridId].Remove(chunk);
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}
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@@ -673,7 +671,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
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{
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DebugTools.Assert(!region.Deleted);
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}
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DebugTools.Assert(chunkRegions.Count < Math.Pow(PathfindingChunk.ChunkSize, 2));
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SendRegionsDebugMessage(chunk.GridId);
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#endif
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@@ -1,6 +1,5 @@
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using System.Collections.Generic;
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using Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders;
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using Content.Server.GameObjects.EntitySystems.Pathfinding;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Map;
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@@ -36,7 +35,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
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{
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startNode = pathfindingSystem.GetNode(pathfindingArgs.End);
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}
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PathfindingNode currentNode;
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openTiles.Enqueue(startNode);
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@@ -49,13 +48,13 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
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// No distances stored so can just check closed tiles here
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if (closedTiles.Contains(neighbor.TileRef)) continue;
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closedTiles.Add(currentNode.TileRef);
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// So currently tileCost gets the octile distance between the 2 so we'll also use that for our range check
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var tileCost = PathfindingHelpers.GetTileCost(pathfindingArgs, startNode, neighbor);
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var direction = PathfindingHelpers.RelativeDirection(neighbor, currentNode);
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if (tileCost == null ||
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tileCost > pathfindingArgs.Proximity ||
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if (tileCost == null ||
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tileCost > pathfindingArgs.Proximity ||
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!PathfindingHelpers.DirectionTraversable(pathfindingArgs.CollisionMask, pathfindingArgs.Access, currentNode, direction))
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{
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continue;
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@@ -67,4 +66,4 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
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}
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}
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}
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}
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}
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@@ -1,8 +1,5 @@
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using Content.Server.GameObjects.EntitySystems.Pathfinding;
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using Robust.Shared.Utility;
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namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
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{
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@@ -16,7 +13,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
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/// Bottom-left reference node of the region
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/// </summary>
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public PathfindingNode OriginNode { get; }
|
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|
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|
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// The shape may be anything within the bounds of a chunk, this is just a quick way to do a bounds-check
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|
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/// <summary>
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@@ -49,13 +46,13 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
|
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{
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// Tell our neighbors we no longer exist ;-/
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var neighbors = new List<PathfindingRegion>(Neighbors);
|
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|
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|
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for (var i = 0; i < neighbors.Count; i++)
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{
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var neighbor = neighbors[i];
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neighbor.Neighbors.Remove(this);
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}
|
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|
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_nodes.Clear();
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Neighbors.Clear();
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@@ -81,7 +78,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
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{
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xDistance = Math.Abs(xDistance + otherRegion.Width);
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}
|
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|
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|
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if (yDistance > 0)
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{
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yDistance -= Height;
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@@ -90,7 +87,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
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{
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yDistance = Math.Abs(yDistance + otherRegion.Height);
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}
|
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|
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return PathfindingHelpers.OctileDistance(xDistance, yDistance);
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}
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@@ -121,10 +118,10 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
|
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{
|
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Height = yHeight;
|
||||
}
|
||||
|
||||
|
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_nodes.Add(node);
|
||||
}
|
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|
||||
|
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// HashSet wasn't working correctly so uhh we got this.
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public bool Equals(PathfindingRegion other)
|
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{
|
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@@ -141,4 +138,4 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
|
||||
return OriginNode.GetHashCode();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,10 +1,8 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Threading;
|
||||
using System.Threading.Tasks;
|
||||
using Content.Server.GameObjects.EntitySystems.JobQueues;
|
||||
using Content.Server.GameObjects.EntitySystems.Pathfinding;
|
||||
using Content.Shared.AI;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Utility;
|
||||
@@ -55,7 +53,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders
|
||||
costSoFar[_startNode] = 0.0f;
|
||||
var routeFound = false;
|
||||
var count = 0;
|
||||
|
||||
|
||||
while (frontier.Count > 0)
|
||||
{
|
||||
// Handle whether we need to pause if we've taken too long
|
||||
@@ -69,7 +67,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Actual pathfinding here
|
||||
(_, currentNode) = frontier.Take();
|
||||
if (currentNode.Equals(_endNode))
|
||||
|
||||
@@ -1,10 +1,8 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Threading;
|
||||
using System.Threading.Tasks;
|
||||
using Content.Server.GameObjects.EntitySystems.JobQueues;
|
||||
using Content.Server.GameObjects.EntitySystems.Pathfinding;
|
||||
using Content.Shared.AI;
|
||||
using Robust.Shared.Log;
|
||||
using Robust.Shared.Map;
|
||||
@@ -284,7 +282,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders
|
||||
// If we're going diagonally need to check all cardinals.
|
||||
// I tried just casting direction ints and offsets to make it smaller but brain no worky.
|
||||
// From NorthEast we check (Closed / Open) S - SE, W - NW
|
||||
|
||||
|
||||
PathfindingNode openNeighborOne = null;
|
||||
PathfindingNode closedNeighborOne = null;
|
||||
PathfindingNode openNeighborTwo = null;
|
||||
|
||||
@@ -1,6 +1,5 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Content.Server.GameObjects.EntitySystems.Pathfinding;
|
||||
|
||||
namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders
|
||||
{
|
||||
|
||||
@@ -1,12 +1,9 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using Content.Server.GameObjects.EntitySystems.Pathfinding;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.GameObjects.Systems;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
using Robust.Shared.Interfaces.Map;
|
||||
using Robust.Shared.Interfaces.Timing;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Map;
|
||||
@@ -23,7 +20,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
|
||||
Chunk = chunk;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public class PathfindingChunk
|
||||
{
|
||||
public TimeSpan LastUpdate { get; private set; }
|
||||
@@ -53,7 +50,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
|
||||
CreateNode(tileRef);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Dirty();
|
||||
}
|
||||
|
||||
@@ -71,7 +68,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
|
||||
{
|
||||
var pathfindingSystem = EntitySystem.Get<PathfindingSystem>();
|
||||
var chunkGrid = pathfindingSystem.Graph[GridId];
|
||||
|
||||
|
||||
for (var x = -1; x <= 1; x++)
|
||||
{
|
||||
for (var y = -1; y <= 1; y++)
|
||||
@@ -159,7 +156,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
|
||||
}
|
||||
|
||||
yield break;
|
||||
|
||||
|
||||
}
|
||||
// South edge
|
||||
if (node.TileRef.Y == _indices.Y)
|
||||
|
||||
@@ -1,9 +1,7 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Content.Server.GameObjects.Components.Access;
|
||||
using Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible;
|
||||
using Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders;
|
||||
using Content.Server.GameObjects.EntitySystems.Pathfinding;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
using Robust.Shared.Interfaces.Map;
|
||||
using Robust.Shared.IoC;
|
||||
@@ -38,40 +36,40 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
|
||||
// If it's a diagonal we need to check NSEW to see if we can get to it and stop corner cutting, NE needs N and E etc.
|
||||
// Given there's different collision layers stored for each node in the graph it's probably not worth it to cache this
|
||||
// Also this will help with corner-cutting
|
||||
|
||||
|
||||
PathfindingNode northNeighbor = null;
|
||||
PathfindingNode southNeighbor = null;
|
||||
PathfindingNode eastNeighbor = null;
|
||||
PathfindingNode westNeighbor = null;
|
||||
foreach (var neighbor in currentNode.GetNeighbors())
|
||||
{
|
||||
if (neighbor.TileRef.X == currentNode.TileRef.X &&
|
||||
if (neighbor.TileRef.X == currentNode.TileRef.X &&
|
||||
neighbor.TileRef.Y == currentNode.TileRef.Y + 1)
|
||||
{
|
||||
northNeighbor = neighbor;
|
||||
continue;
|
||||
}
|
||||
|
||||
if (neighbor.TileRef.X == currentNode.TileRef.X + 1 &&
|
||||
}
|
||||
|
||||
if (neighbor.TileRef.X == currentNode.TileRef.X + 1 &&
|
||||
neighbor.TileRef.Y == currentNode.TileRef.Y)
|
||||
{
|
||||
eastNeighbor = neighbor;
|
||||
continue;
|
||||
}
|
||||
|
||||
if (neighbor.TileRef.X == currentNode.TileRef.X &&
|
||||
|
||||
if (neighbor.TileRef.X == currentNode.TileRef.X &&
|
||||
neighbor.TileRef.Y == currentNode.TileRef.Y - 1)
|
||||
{
|
||||
southNeighbor = neighbor;
|
||||
continue;
|
||||
}
|
||||
|
||||
if (neighbor.TileRef.X == currentNode.TileRef.X - 1 &&
|
||||
}
|
||||
|
||||
if (neighbor.TileRef.X == currentNode.TileRef.X - 1 &&
|
||||
neighbor.TileRef.Y == currentNode.TileRef.Y)
|
||||
{
|
||||
westNeighbor = neighbor;
|
||||
continue;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
switch (direction)
|
||||
@@ -130,7 +128,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
public static Queue<TileRef> ReconstructPath(Dictionary<PathfindingNode, PathfindingNode> cameFrom, PathfindingNode current)
|
||||
{
|
||||
var running = new Stack<TileRef>();
|
||||
@@ -244,7 +242,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
|
||||
|
||||
return 1.4f * dstX + (dstY - dstX);
|
||||
}
|
||||
|
||||
|
||||
public static float OctileDistance(TileRef endTile, TileRef startTile)
|
||||
{
|
||||
// "Fast Euclidean" / octile.
|
||||
|
||||
@@ -3,16 +3,13 @@ using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Content.Server.GameObjects.Components.Access;
|
||||
using Content.Server.GameObjects.Components.Doors;
|
||||
using Content.Server.GameObjects.EntitySystems.AI.Pathfinding;
|
||||
using Robust.Server.GameObjects;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.GameObjects.Components;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Utility;
|
||||
|
||||
namespace Content.Server.GameObjects.EntitySystems.Pathfinding
|
||||
namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
|
||||
{
|
||||
public class PathfindingNode
|
||||
{
|
||||
@@ -20,7 +17,7 @@ namespace Content.Server.GameObjects.EntitySystems.Pathfinding
|
||||
private readonly PathfindingChunk _parentChunk;
|
||||
|
||||
public TileRef TileRef { get; private set; }
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Whenever there's a change in the collision layers we update the mask as the graph has more reads than writes
|
||||
/// </summary>
|
||||
@@ -46,7 +43,7 @@ namespace Content.Server.GameObjects.EntitySystems.Pathfinding
|
||||
|
||||
public static bool IsRelevant(IEntity entity, ICollidableComponent collidableComponent)
|
||||
{
|
||||
if (entity.Transform.GridID == GridId.Invalid ||
|
||||
if (entity.Transform.GridID == GridId.Invalid ||
|
||||
(PathfindingSystem.TrackedCollisionLayers & collidableComponent.CollisionLayer) == 0)
|
||||
{
|
||||
return false;
|
||||
@@ -66,7 +63,7 @@ namespace Content.Server.GameObjects.EntitySystems.Pathfinding
|
||||
{
|
||||
neighborChunks = ParentChunk.RelevantChunks(this).ToList();
|
||||
}
|
||||
|
||||
|
||||
for (var x = -1; x <= 1; x++)
|
||||
{
|
||||
for (var y = -1; y <= 1; y++)
|
||||
@@ -112,7 +109,7 @@ namespace Content.Server.GameObjects.EntitySystems.Pathfinding
|
||||
{
|
||||
return ParentChunk.Nodes[chunkXOffset + 1, chunkYOffset];
|
||||
}
|
||||
|
||||
|
||||
neighborMapIndices = new MapIndices(TileRef.X + 1, TileRef.Y);
|
||||
foreach (var neighbor in ParentChunk.GetNeighbors())
|
||||
{
|
||||
@@ -129,7 +126,7 @@ namespace Content.Server.GameObjects.EntitySystems.Pathfinding
|
||||
{
|
||||
return ParentChunk.Nodes[chunkXOffset + 1, chunkYOffset + 1];
|
||||
}
|
||||
|
||||
|
||||
neighborMapIndices = new MapIndices(TileRef.X + 1, TileRef.Y + 1);
|
||||
foreach (var neighbor in ParentChunk.GetNeighbors())
|
||||
{
|
||||
@@ -146,7 +143,7 @@ namespace Content.Server.GameObjects.EntitySystems.Pathfinding
|
||||
{
|
||||
return ParentChunk.Nodes[chunkXOffset, chunkYOffset + 1];
|
||||
}
|
||||
|
||||
|
||||
neighborMapIndices = new MapIndices(TileRef.X, TileRef.Y + 1);
|
||||
foreach (var neighbor in ParentChunk.GetNeighbors())
|
||||
{
|
||||
@@ -163,7 +160,7 @@ namespace Content.Server.GameObjects.EntitySystems.Pathfinding
|
||||
{
|
||||
return ParentChunk.Nodes[chunkXOffset - 1, chunkYOffset + 1];
|
||||
}
|
||||
|
||||
|
||||
neighborMapIndices = new MapIndices(TileRef.X - 1, TileRef.Y + 1);
|
||||
foreach (var neighbor in ParentChunk.GetNeighbors())
|
||||
{
|
||||
@@ -180,7 +177,7 @@ namespace Content.Server.GameObjects.EntitySystems.Pathfinding
|
||||
{
|
||||
return ParentChunk.Nodes[chunkXOffset - 1, chunkYOffset];
|
||||
}
|
||||
|
||||
|
||||
neighborMapIndices = new MapIndices(TileRef.X - 1, TileRef.Y);
|
||||
foreach (var neighbor in ParentChunk.GetNeighbors())
|
||||
{
|
||||
@@ -197,7 +194,7 @@ namespace Content.Server.GameObjects.EntitySystems.Pathfinding
|
||||
{
|
||||
return ParentChunk.Nodes[chunkXOffset - 1, chunkYOffset - 1];
|
||||
}
|
||||
|
||||
|
||||
neighborMapIndices = new MapIndices(TileRef.X - 1, TileRef.Y - 1);
|
||||
foreach (var neighbor in ParentChunk.GetNeighbors())
|
||||
{
|
||||
@@ -214,7 +211,7 @@ namespace Content.Server.GameObjects.EntitySystems.Pathfinding
|
||||
{
|
||||
return ParentChunk.Nodes[chunkXOffset, chunkYOffset - 1];
|
||||
}
|
||||
|
||||
|
||||
neighborMapIndices = new MapIndices(TileRef.X, TileRef.Y - 1);
|
||||
foreach (var neighbor in ParentChunk.GetNeighbors())
|
||||
{
|
||||
@@ -231,7 +228,7 @@ namespace Content.Server.GameObjects.EntitySystems.Pathfinding
|
||||
{
|
||||
return ParentChunk.Nodes[chunkXOffset + 1, chunkYOffset - 1];
|
||||
}
|
||||
|
||||
|
||||
neighborMapIndices = new MapIndices(TileRef.X + 1, TileRef.Y - 1);
|
||||
foreach (var neighbor in ParentChunk.GetNeighbors())
|
||||
{
|
||||
@@ -276,9 +273,9 @@ namespace Content.Server.GameObjects.EntitySystems.Pathfinding
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
DebugTools.Assert((PathfindingSystem.TrackedCollisionLayers & collidableComponent.CollisionLayer) != 0);
|
||||
|
||||
|
||||
if (!collidableComponent.Anchored)
|
||||
{
|
||||
_physicsLayers.Add(entity, collidableComponent.CollisionLayer);
|
||||
@@ -304,12 +301,12 @@ namespace Content.Server.GameObjects.EntitySystems.Pathfinding
|
||||
if (_physicsLayers.ContainsKey(entity))
|
||||
{
|
||||
_physicsLayers.Remove(entity);
|
||||
}
|
||||
}
|
||||
else if (_accessReaders.ContainsKey(entity))
|
||||
{
|
||||
_accessReaders.Remove(entity);
|
||||
ParentChunk.Dirty();
|
||||
}
|
||||
}
|
||||
else if (_blockedCollidables.ContainsKey(entity))
|
||||
{
|
||||
_blockedCollidables.Remove(entity);
|
||||
|
||||
@@ -1,15 +1,11 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Threading;
|
||||
using Content.Server.GameObjects.Components.Access;
|
||||
using Content.Server.GameObjects.Components.GUI;
|
||||
using Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders;
|
||||
using Content.Server.GameObjects.EntitySystems.JobQueues;
|
||||
using Content.Server.GameObjects.EntitySystems.JobQueues.Queues;
|
||||
using Content.Server.GameObjects.EntitySystems.Pathfinding;
|
||||
using Content.Shared.Physics;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.GameObjects.Components;
|
||||
using Robust.Shared.GameObjects.Components.Transform;
|
||||
using Robust.Shared.GameObjects.Systems;
|
||||
@@ -275,9 +271,9 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
|
||||
/// <param name="entity"></param>
|
||||
private void HandleEntityAdd(IEntity entity)
|
||||
{
|
||||
if (entity.Deleted ||
|
||||
if (entity.Deleted ||
|
||||
_lastKnownPositions.ContainsKey(entity) ||
|
||||
!entity.TryGetComponent(out ICollidableComponent collidableComponent) ||
|
||||
!entity.TryGetComponent(out ICollidableComponent collidableComponent) ||
|
||||
!PathfindingNode.IsRelevant(entity, collidableComponent))
|
||||
{
|
||||
return;
|
||||
@@ -315,23 +311,23 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
|
||||
private void HandleEntityMove(MoveEvent moveEvent)
|
||||
{
|
||||
// If we've moved to space or the likes then remove us.
|
||||
if (moveEvent.Sender.Deleted ||
|
||||
if (moveEvent.Sender.Deleted ||
|
||||
!moveEvent.Sender.TryGetComponent(out ICollidableComponent collidableComponent) ||
|
||||
!PathfindingNode.IsRelevant(moveEvent.Sender, collidableComponent))
|
||||
{
|
||||
HandleEntityRemove(moveEvent.Sender);
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
// Memory leak protection until grid parenting confirmed fix / you REALLY need the performance
|
||||
var gridBounds = _mapManager.GetGrid(moveEvent.Sender.Transform.GridID).WorldBounds;
|
||||
|
||||
|
||||
if (!gridBounds.Contains(moveEvent.Sender.Transform.WorldPosition))
|
||||
{
|
||||
HandleEntityRemove(moveEvent.Sender);
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
// If we move from space to a grid we may need to start tracking it.
|
||||
if (!_lastKnownPositions.TryGetValue(moveEvent.Sender, out var oldNode))
|
||||
{
|
||||
@@ -342,7 +338,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
|
||||
// The pathfinding graph is tile-based so first we'll check if they're on a different tile and if we need to update.
|
||||
// If you get entities bigger than 1 tile wide you'll need some other system so god help you.
|
||||
var newTile = _mapManager.GetGrid(moveEvent.NewPosition.GridID).GetTileRef(moveEvent.NewPosition);
|
||||
|
||||
|
||||
if (oldNode == null || oldNode.TileRef == newTile)
|
||||
{
|
||||
return;
|
||||
|
||||
@@ -8,14 +8,11 @@ using Content.Server.GameObjects.EntitySystems.AI.Pathfinding;
|
||||
using Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders;
|
||||
using Content.Server.GameObjects.EntitySystems.JobQueues;
|
||||
using Content.Shared.GameObjects.EntitySystems;
|
||||
using Robust.Server.GameObjects;
|
||||
using Robust.Server.Interfaces.Timing;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.GameObjects.Components;
|
||||
using Robust.Shared.GameObjects.Systems;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
using Robust.Shared.Interfaces.Map;
|
||||
using Robust.Shared.Interfaces.Timing;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Maths;
|
||||
@@ -27,10 +24,9 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
|
||||
public sealed class AiSteeringSystem : EntitySystem
|
||||
{
|
||||
// http://www.red3d.com/cwr/papers/1999/gdc99steer.html for a steering overview
|
||||
|
||||
|
||||
#pragma warning disable 649
|
||||
[Dependency] private IMapManager _mapManager;
|
||||
[Dependency] private IEntityManager _entityManager;
|
||||
[Dependency] private IPauseManager _pauseManager;
|
||||
#pragma warning restore 649
|
||||
private PathfindingSystem _pathfindingSystem;
|
||||
@@ -45,9 +41,9 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
|
||||
/// How close we need to get to the center of each tile
|
||||
/// </summary>
|
||||
private const float TileTolerance = 0.8f;
|
||||
|
||||
|
||||
private Dictionary<IEntity, IAiSteeringRequest> RunningAgents => _agentLists[_listIndex];
|
||||
|
||||
|
||||
// We'll cycle the running list every tick as all we're doing is getting a vector2 for the
|
||||
// agent's steering. Should help a lot given this is the most expensive operator by far.
|
||||
// The AI will keep moving, it's just it'll keep moving in its existing direction.
|
||||
@@ -55,31 +51,31 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
|
||||
private readonly List<Dictionary<IEntity, IAiSteeringRequest>> _agentLists = new List<Dictionary<IEntity, IAiSteeringRequest>>(AgentListCount);
|
||||
private const int AgentListCount = 2;
|
||||
private int _listIndex;
|
||||
|
||||
|
||||
// Cache nextGrid
|
||||
private readonly Dictionary<IEntity, GridCoordinates> _nextGrid = new Dictionary<IEntity, GridCoordinates>();
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Current live paths for AI
|
||||
/// </summary>
|
||||
private readonly Dictionary<IEntity, Queue<TileRef>> _paths = new Dictionary<IEntity, Queue<TileRef>>();
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Pathfinding request jobs we're waiting on
|
||||
/// </summary>
|
||||
private readonly Dictionary<IEntity, (CancellationTokenSource CancelToken, Job<Queue<TileRef>> Job)> _pathfindingRequests =
|
||||
private readonly Dictionary<IEntity, (CancellationTokenSource CancelToken, Job<Queue<TileRef>> Job)> _pathfindingRequests =
|
||||
new Dictionary<IEntity, (CancellationTokenSource, Job<Queue<TileRef>>)>();
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Keep track of how long we've been in 1 position and re-path if it's been too long
|
||||
/// </summary>
|
||||
private readonly Dictionary<IEntity, int> _stuckCounter = new Dictionary<IEntity, int>();
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Get a fixed position for the target entity; if they move then re-path
|
||||
/// </summary>
|
||||
private readonly Dictionary<IEntity, GridCoordinates> _entityTargetPosition = new Dictionary<IEntity, GridCoordinates>();
|
||||
|
||||
|
||||
// Anti-Stuck
|
||||
// Given the collision avoidance can lead to twitching need to store a reference position and check if we've been near this too long
|
||||
private readonly Dictionary<IEntity, GridCoordinates> _stuckPositions = new Dictionary<IEntity, GridCoordinates>();
|
||||
@@ -88,7 +84,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
|
||||
{
|
||||
base.Initialize();
|
||||
_pathfindingSystem = Get<PathfindingSystem>();
|
||||
|
||||
|
||||
for (var i = 0; i < AgentListCount; i++)
|
||||
{
|
||||
_agentLists.Add(new Dictionary<IEntity, IAiSteeringRequest>());
|
||||
@@ -111,14 +107,14 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
|
||||
var agentList = _agentLists[i];
|
||||
// Register shouldn't be called twice; if it is then someone dun fucked up
|
||||
DebugTools.Assert(!agentList.ContainsKey(entity));
|
||||
|
||||
|
||||
if (agentList.Count < lowestListCount)
|
||||
{
|
||||
lowestListCount = agentList.Count;
|
||||
lowestListIndex = i;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
_agentLists[lowestListIndex].Add(entity, steeringRequest);
|
||||
}
|
||||
|
||||
@@ -133,7 +129,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
|
||||
{
|
||||
controller.VelocityDir = Vector2.Zero;
|
||||
}
|
||||
|
||||
|
||||
if (_pathfindingRequests.TryGetValue(entity, out var request))
|
||||
{
|
||||
switch (request.Job.Status)
|
||||
@@ -157,7 +153,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
|
||||
}
|
||||
_pathfindingRequests.Remove(entity);
|
||||
}
|
||||
|
||||
|
||||
if (_paths.ContainsKey(entity))
|
||||
{
|
||||
_paths.Remove(entity);
|
||||
@@ -177,7 +173,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
|
||||
{
|
||||
_entityTargetPosition.Remove(entity);
|
||||
}
|
||||
|
||||
|
||||
foreach (var agentList in _agentLists)
|
||||
{
|
||||
if (agentList.ContainsKey(entity))
|
||||
@@ -214,7 +210,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
|
||||
{
|
||||
var result = Steer(agent, steering);
|
||||
steering.Status = result;
|
||||
|
||||
|
||||
switch (result)
|
||||
{
|
||||
case SteeringStatus.Pending:
|
||||
@@ -255,7 +251,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
|
||||
controller.VelocityDir = Vector2.Zero;
|
||||
return SteeringStatus.Pending;
|
||||
}
|
||||
|
||||
|
||||
// Validation
|
||||
// Check if we can even arrive -> Currently only samegrid movement supported
|
||||
if (entity.Transform.GridID != steeringRequest.TargetGrid.GridID)
|
||||
@@ -263,7 +259,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
|
||||
controller.VelocityDir = Vector2.Zero;
|
||||
return SteeringStatus.NoPath;
|
||||
}
|
||||
|
||||
|
||||
// Check if we have arrived
|
||||
var targetDistance = (entity.Transform.MapPosition.Position - steeringRequest.TargetMap.Position).Length;
|
||||
if (targetDistance <= steeringRequest.ArrivalDistance)
|
||||
@@ -274,7 +270,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
|
||||
controller.VelocityDir = Vector2.Zero;
|
||||
return SteeringStatus.Arrived;
|
||||
}
|
||||
|
||||
|
||||
// Handle pathfinding job
|
||||
// If we still have an existing path then keep following that until the new path arrives
|
||||
if (_pathfindingRequests.TryGetValue(entity, out var pathRequest) && pathRequest.Job.Status == JobStatus.Finished)
|
||||
@@ -297,7 +293,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
|
||||
controller.VelocityDir = Vector2.Zero;
|
||||
return SteeringStatus.NoPath;
|
||||
}
|
||||
|
||||
|
||||
// If we're closer to next tile then we don't want to walk backwards to our tile's center
|
||||
UpdatePath(entity, path);
|
||||
|
||||
@@ -319,7 +315,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
|
||||
RequestPath(entity, steeringRequest);
|
||||
return SteeringStatus.Pending;
|
||||
}
|
||||
|
||||
|
||||
var ignoredCollision = new List<IEntity>();
|
||||
// Check if the target entity has moved - If so then re-path
|
||||
// TODO: Patch the path from the target's position back towards us, stopping if it ever intersects the current path
|
||||
@@ -331,19 +327,19 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
|
||||
controller.VelocityDir = Vector2.Zero;
|
||||
return SteeringStatus.NoPath;
|
||||
}
|
||||
|
||||
|
||||
// Check if target's moved too far
|
||||
if (_entityTargetPosition.TryGetValue(entity, out var targetGrid) && (entitySteer.TargetGrid.Position - targetGrid.Position).Length >= entitySteer.TargetMaxMove)
|
||||
{
|
||||
// We'll just repath and keep following the existing one until we get a new one
|
||||
RequestPath(entity, steeringRequest);
|
||||
}
|
||||
|
||||
|
||||
ignoredCollision.Add(entitySteer.Target);
|
||||
}
|
||||
|
||||
HandleStuck(entity);
|
||||
|
||||
|
||||
// TODO: Probably need a dedicated queuing solver (doorway congestion FML)
|
||||
// Get the target grid (either next tile or target itself) and pass it in to the steering behaviors
|
||||
// If there's nowhere to go then just stop and wait
|
||||
@@ -353,14 +349,14 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
|
||||
controller.VelocityDir = Vector2.Zero;
|
||||
return SteeringStatus.NoPath;
|
||||
}
|
||||
|
||||
|
||||
// Validate that we can even get to the next grid (could probably just check if we can use nextTile if we're not near the target grid)
|
||||
if (!_pathfindingSystem.CanTraverse(entity, nextGrid.Value))
|
||||
{
|
||||
controller.VelocityDir = Vector2.Zero;
|
||||
return SteeringStatus.NoPath;
|
||||
}
|
||||
|
||||
|
||||
// Now we can /finally/ move
|
||||
var movementVector = Vector2.Zero;
|
||||
|
||||
@@ -370,10 +366,10 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
|
||||
movementVector += Seek(entity, nextGrid.Value);
|
||||
if (CollisionAvoidanceEnabled)
|
||||
{
|
||||
movementVector += CollisionAvoidance(entity, movementVector, ignoredCollision);
|
||||
movementVector += CollisionAvoidance(entity, movementVector, ignoredCollision);
|
||||
}
|
||||
// Group behaviors would also go here e.g. separation, cohesion, alignment
|
||||
|
||||
|
||||
// Move towards it
|
||||
DebugTools.Assert(movementVector != new Vector2(float.NaN, float.NaN));
|
||||
controller.VelocityDir = movementVector.Normalized;
|
||||
@@ -391,7 +387,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
var cancelToken = new CancellationTokenSource();
|
||||
var gridManager = _mapManager.GetGrid(entity.Transform.GridID);
|
||||
var startTile = gridManager.GetTileRef(entity.Transform.GridPosition);
|
||||
@@ -403,7 +399,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
|
||||
}
|
||||
|
||||
var access = AccessReader.FindAccessTags(entity);
|
||||
|
||||
|
||||
var job = _pathfindingSystem.RequestPath(new PathfindingArgs(
|
||||
entity.Uid,
|
||||
access,
|
||||
@@ -423,11 +419,11 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
|
||||
private void UpdatePath(IEntity entity, Queue<TileRef> path)
|
||||
{
|
||||
_pathfindingRequests.Remove(entity);
|
||||
|
||||
|
||||
var entityTile = _mapManager.GetGrid(entity.Transform.GridID).GetTileRef(entity.Transform.GridPosition);
|
||||
var tile = path.Dequeue();
|
||||
var closestDistance = PathfindingHelpers.OctileDistance(entityTile, tile);
|
||||
|
||||
|
||||
for (var i = 0; i < path.Count; i++)
|
||||
{
|
||||
tile = path.Peek();
|
||||
@@ -441,7 +437,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
_paths[entity] = path;
|
||||
}
|
||||
|
||||
@@ -458,20 +454,20 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
|
||||
{
|
||||
_nextGrid.Remove(entity);
|
||||
}
|
||||
|
||||
|
||||
// If no tiles left just move towards the target (if we're close)
|
||||
if (!_paths.ContainsKey(entity) || _paths[entity].Count == 0)
|
||||
{
|
||||
if ((steeringRequest.TargetGrid.Position - entity.Transform.GridPosition.Position).Length <= 2.0f)
|
||||
{
|
||||
return steeringRequest.TargetGrid;
|
||||
return steeringRequest.TargetGrid;
|
||||
}
|
||||
|
||||
// Too far so we need a re-path
|
||||
return null;
|
||||
}
|
||||
|
||||
if (!_nextGrid.TryGetValue(entity, out var nextGrid) ||
|
||||
|
||||
if (!_nextGrid.TryGetValue(entity, out var nextGrid) ||
|
||||
(nextGrid.Position - entity.Transform.GridPosition.Position).Length <= TileTolerance)
|
||||
{
|
||||
UpdateGridCache(entity);
|
||||
@@ -526,7 +522,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
// Okay now we're stuck
|
||||
_paths.Remove(entity);
|
||||
_stuckCounter[entity] = 0;
|
||||
@@ -580,8 +576,8 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
|
||||
{
|
||||
return Vector2.Zero;
|
||||
}
|
||||
|
||||
if (target.TryGetComponent(out IPhysicsComponent physicsComponent))
|
||||
|
||||
if (target.TryGetComponent(out ICollidableComponent physicsComponent))
|
||||
{
|
||||
var targetDistance = (targetPos.Position - entityPos.Position);
|
||||
targetPos = targetPos.Offset(physicsComponent.LinearVelocity * targetDistance);
|
||||
@@ -603,7 +599,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
|
||||
{
|
||||
return Vector2.Zero;
|
||||
}
|
||||
|
||||
|
||||
// We'll check tile-by-tile
|
||||
// Rewriting this frequently so not many comments as they'll go stale
|
||||
// I realise this is bad so please rewrite it ;-;
|
||||
@@ -636,21 +632,22 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
|
||||
|
||||
//Pathfinding updates are deferred so this may not be done yet.
|
||||
if (physicsEntity.Deleted) continue;
|
||||
|
||||
|
||||
// if we're moving in the same direction then ignore
|
||||
// So if 2 entities are moving towards each other and both detect a collision they'll both move in the same direction
|
||||
// i.e. towards the right
|
||||
if (physicsEntity.TryGetComponent(out IPhysicsComponent physicsComponent) &&
|
||||
if (physicsEntity.TryGetComponent(out ICollidableComponent physicsComponent) &&
|
||||
Vector2.Dot(physicsComponent.LinearVelocity, direction) > 0)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
var centerGrid = physicsEntity.Transform.GridPosition;
|
||||
// Check how close we are to center of tile and get the inverse; if we're closer this is stronger
|
||||
var additionalVector = (centerGrid.Position - entityGridCoords.Position);
|
||||
var distance = additionalVector.Length;
|
||||
// If we're too far no point, if we're close then cap it at the normalized vector
|
||||
distance = Math.Clamp(2.5f - distance, 0.0f, 1.0f);
|
||||
distance = FloatMath.Clamp(2.5f - distance, 0.0f, 1.0f);
|
||||
additionalVector = new Angle(90 * distance).RotateVec(additionalVector);
|
||||
avoidanceVector += additionalVector;
|
||||
// if we do need to avoid that means we'll have to lookahead for the next tile
|
||||
|
||||
@@ -5,7 +5,7 @@ using Robust.Shared.GameObjects.Systems;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
using Robust.Shared.Map;
|
||||
|
||||
namespace Content.Server.Interfaces.GameObjects.Components.Interaction
|
||||
namespace Content.Server.GameObjects.EntitySystems
|
||||
{
|
||||
/// <summary>
|
||||
/// This interface gives components behavior on getting destoyed.
|
||||
|
||||
@@ -2,7 +2,6 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Content.Server.Atmos;
|
||||
using Content.Server.GameObjects.Components.Atmos;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Server.Interfaces.Timing;
|
||||
using Robust.Shared.GameObjects;
|
||||
@@ -10,6 +9,7 @@ using Robust.Shared.GameObjects.Components.Map;
|
||||
using Robust.Shared.GameObjects.Systems;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
using Robust.Shared.Interfaces.Map;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Map;
|
||||
|
||||
namespace Content.Server.GameObjects.EntitySystems
|
||||
@@ -17,18 +17,14 @@ namespace Content.Server.GameObjects.EntitySystems
|
||||
[UsedImplicitly]
|
||||
public class AtmosphereSystem : EntitySystem
|
||||
{
|
||||
#pragma warning disable 649
|
||||
[Robust.Shared.IoC.Dependency] private readonly IMapManager _mapManager = default!;
|
||||
[Robust.Shared.IoC.Dependency] private readonly IEntityManager _entityManager = default!;
|
||||
[Robust.Shared.IoC.Dependency] private readonly IPauseManager _pauseManager = default!;
|
||||
#pragma warning restore 649
|
||||
[Dependency] private readonly IMapManager _mapManager = default!;
|
||||
[Dependency] private readonly IPauseManager _pauseManager = default!;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
_mapManager.TileChanged += OnTileChanged;
|
||||
EntityQuery = new MultipleTypeEntityQuery(new List<Type>(){typeof(IGridAtmosphereComponent)});
|
||||
}
|
||||
|
||||
public IGridAtmosphereComponent? GetGridAtmosphere(GridId gridId)
|
||||
@@ -36,7 +32,7 @@ namespace Content.Server.GameObjects.EntitySystems
|
||||
// TODO Return space grid atmosphere for invalid grids or grids with no atmos
|
||||
var grid = _mapManager.GetGrid(gridId);
|
||||
|
||||
if (!_entityManager.TryGetEntity(grid.GridEntityId, out var gridEnt)) return null;
|
||||
if (!EntityManager.TryGetEntity(grid.GridEntityId, out var gridEnt)) return null;
|
||||
|
||||
return gridEnt.TryGetComponent(out IGridAtmosphereComponent atmos) ? atmos : null;
|
||||
}
|
||||
@@ -45,13 +41,12 @@ namespace Content.Server.GameObjects.EntitySystems
|
||||
{
|
||||
base.Update(frameTime);
|
||||
|
||||
foreach (var gridEnt in RelevantEntities)
|
||||
foreach (var (mapGridComponent, gridAtmosphereComponent) in EntityManager.ComponentManager.EntityQuery<IMapGridComponent, IGridAtmosphereComponent>())
|
||||
{
|
||||
var grid = gridEnt.GetComponent<IMapGridComponent>();
|
||||
if (_pauseManager.IsGridPaused(grid.GridIndex))
|
||||
if (_pauseManager.IsGridPaused(mapGridComponent.GridIndex))
|
||||
continue;
|
||||
|
||||
gridEnt.GetComponent<IGridAtmosphereComponent>().Update(frameTime);
|
||||
gridAtmosphereComponent.Update(frameTime);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -1,23 +1,17 @@
|
||||
using Content.Server.GameObjects.Components.Power.Chargers;
|
||||
using Content.Server.GameObjects.Components.Power.ApcNetComponents.PowerReceiverUsers;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.GameObjects.Systems;
|
||||
|
||||
namespace Content.Server.Interfaces.GameObjects.Components.Interaction
|
||||
namespace Content.Server.GameObjects.EntitySystems
|
||||
{
|
||||
[UsedImplicitly]
|
||||
internal class BaseChargerSystem : EntitySystem
|
||||
internal sealed class BaseChargerSystem : EntitySystem
|
||||
{
|
||||
public override void Initialize()
|
||||
{
|
||||
EntityQuery = new TypeEntityQuery(typeof(BaseCharger));
|
||||
}
|
||||
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
foreach (var entity in RelevantEntities)
|
||||
foreach (var comp in ComponentManager.EntityQuery<BaseCharger>())
|
||||
{
|
||||
entity.GetComponent<BaseCharger>().OnUpdate(frameTime);
|
||||
comp.OnUpdate(frameTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,31 +1,26 @@
|
||||
using Content.Server.GameObjects.Components.Power.PowerNetComponents;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Server.Interfaces.Timing;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.GameObjects.Systems;
|
||||
using Robust.Shared.IoC;
|
||||
|
||||
namespace Content.Server.GameObjects.EntitySystems
|
||||
{
|
||||
internal class BatteryDischargerSystem : EntitySystem
|
||||
[UsedImplicitly]
|
||||
internal sealed class BatteryDischargerSystem : EntitySystem
|
||||
{
|
||||
#pragma warning disable 649
|
||||
[Dependency] private readonly IPauseManager _pauseManager;
|
||||
#pragma warning restore 649
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
EntityQuery = new TypeEntityQuery(typeof(BatteryDischargerComponent));
|
||||
}
|
||||
[Dependency] private readonly IPauseManager _pauseManager = default!;
|
||||
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
foreach (var entity in RelevantEntities)
|
||||
foreach (var comp in ComponentManager.EntityQuery<BatteryDischargerComponent>())
|
||||
{
|
||||
if (_pauseManager.IsEntityPaused(entity))
|
||||
if (_pauseManager.IsEntityPaused(comp.Owner))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
entity.GetComponent<BatteryDischargerComponent>().Update(frameTime);
|
||||
|
||||
comp.Update(frameTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,31 +1,26 @@
|
||||
using Content.Server.GameObjects.Components.Power.PowerNetComponents;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Server.Interfaces.Timing;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.GameObjects.Systems;
|
||||
using Robust.Shared.IoC;
|
||||
|
||||
namespace Content.Server.GameObjects.EntitySystems
|
||||
{
|
||||
internal class BatteryStorageSystem : EntitySystem
|
||||
[UsedImplicitly]
|
||||
internal sealed class BatteryStorageSystem : EntitySystem
|
||||
{
|
||||
#pragma warning disable 649
|
||||
[Dependency] private readonly IPauseManager _pauseManager;
|
||||
#pragma warning restore 649
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
EntityQuery = new TypeEntityQuery(typeof(BatteryStorageComponent));
|
||||
}
|
||||
[Dependency] private readonly IPauseManager _pauseManager = default!;
|
||||
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
foreach (var entity in RelevantEntities)
|
||||
foreach (var comp in ComponentManager.EntityQuery<BatteryStorageComponent>())
|
||||
{
|
||||
if (_pauseManager.IsEntityPaused(entity))
|
||||
if (_pauseManager.IsEntityPaused(comp.Owner))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
entity.GetComponent<BatteryStorageComponent>().Update(frameTime);
|
||||
|
||||
comp.Update(frameTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,21 +1,16 @@
|
||||
using Content.Server.GameObjects.Components.Metabolism;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.GameObjects.Systems;
|
||||
|
||||
namespace Content.Server.Interfaces.GameObjects.Components.Interaction
|
||||
namespace Content.Server.GameObjects.EntitySystems
|
||||
{
|
||||
/// <summary>
|
||||
/// Triggers metabolism updates for <see cref="BloodstreamComponent"/>
|
||||
/// Triggers metabolism updates for <see cref="BloodstreamComponent"/>
|
||||
/// </summary>
|
||||
[UsedImplicitly]
|
||||
public class BloodstreamSystem : EntitySystem
|
||||
internal sealed class BloodstreamSystem : EntitySystem
|
||||
{
|
||||
private float _accumulatedFrameTime;
|
||||
public override void Initialize()
|
||||
{
|
||||
EntityQuery = new TypeEntityQuery(typeof(BloodstreamComponent));
|
||||
}
|
||||
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
@@ -23,12 +18,11 @@ namespace Content.Server.Interfaces.GameObjects.Components.Interaction
|
||||
_accumulatedFrameTime += frameTime;
|
||||
if (_accumulatedFrameTime > 1.0f)
|
||||
{
|
||||
foreach (var entity in RelevantEntities)
|
||||
foreach (var component in ComponentManager.EntityQuery<BloodstreamComponent>())
|
||||
{
|
||||
var comp = entity.GetComponent<BloodstreamComponent>();
|
||||
comp.OnUpdate(_accumulatedFrameTime);
|
||||
component.OnUpdate(_accumulatedFrameTime);
|
||||
}
|
||||
_accumulatedFrameTime = 0.0f;
|
||||
_accumulatedFrameTime -= 1.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2,36 +2,25 @@
|
||||
using Content.Server.GameObjects.EntitySystems.Click;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Server.GameObjects.EntitySystems;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.GameObjects.Components.Transform;
|
||||
using Robust.Shared.GameObjects.Systems;
|
||||
using Robust.Shared.Interfaces.Map;
|
||||
using Robust.Shared.IoC;
|
||||
|
||||
namespace Content.Server.GameObjects.EntitySystems
|
||||
{
|
||||
[UsedImplicitly]
|
||||
public class BuckleSystem : EntitySystem
|
||||
internal sealed class BuckleSystem : EntitySystem
|
||||
{
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
EntityQuery = new TypeEntityQuery(typeof(BuckleComponent));
|
||||
|
||||
UpdatesAfter.Add(typeof(InteractionSystem));
|
||||
UpdatesAfter.Add(typeof(InputSystem));
|
||||
}
|
||||
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
foreach (var entity in RelevantEntities)
|
||||
foreach (var buckle in ComponentManager.EntityQuery<BuckleComponent>())
|
||||
{
|
||||
if (!entity.TryGetComponent(out BuckleComponent buckle))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
buckle.Update();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -4,7 +4,7 @@ using JetBrains.Annotations;
|
||||
using Robust.Shared.GameObjects.Systems;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
|
||||
namespace Content.Server.Interfaces.GameObjects.Components.Interaction
|
||||
namespace Content.Server.GameObjects.EntitySystems
|
||||
{
|
||||
/// <summary>
|
||||
/// This interface gives components behavior on whether entities solution (implying SolutionComponent is in place) is changed
|
||||
|
||||
@@ -4,7 +4,7 @@ using Robust.Server.Interfaces.Player;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Localization;
|
||||
using Robust.Shared.Utility;
|
||||
|
||||
namespace Content.Server.GameObjects.EntitySystems.Click
|
||||
@@ -20,7 +20,7 @@ namespace Content.Server.GameObjects.EntitySystems.Click
|
||||
static ExamineSystem()
|
||||
{
|
||||
_entityNotFoundMessage = new FormattedMessage();
|
||||
_entityNotFoundMessage.AddText("That entity doesn't exist");
|
||||
_entityNotFoundMessage.AddText(Loc.GetString("That entity doesn't exist"));
|
||||
}
|
||||
|
||||
public override void Initialize()
|
||||
|
||||
@@ -1,17 +1,7 @@
|
||||
using Content.Server.GameObjects.Components.Mobs;
|
||||
using Content.Shared.GameObjects.EntitySystems;
|
||||
using Content.Shared.Input;
|
||||
using Content.Shared.GameObjects.EntitySystems;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Server.GameObjects.EntitySystems;
|
||||
using Robust.Server.Interfaces.Player;
|
||||
using Robust.Shared.Input;
|
||||
using Robust.Shared.Interfaces.Random;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Log;
|
||||
using Robust.Shared.Players;
|
||||
using Robust.Shared.Random;
|
||||
|
||||
namespace Content.Server.Interfaces.GameObjects.Components.Interaction
|
||||
namespace Content.Server.GameObjects.EntitySystems
|
||||
{
|
||||
[UsedImplicitly]
|
||||
public sealed class CombatModeSystem : SharedCombatModeSystem
|
||||
|
||||
@@ -1,15 +1,16 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Content.Server.GameObjects.Components;
|
||||
using Content.Server.GameObjects.Components.Construction;
|
||||
using Content.Server.GameObjects.Components.GUI;
|
||||
using Content.Server.GameObjects.Components.Interactable;
|
||||
using Content.Server.GameObjects.Components.Items.Storage;
|
||||
using Content.Server.GameObjects.Components.Stack;
|
||||
using Content.Server.GameObjects.EntitySystems.Click;
|
||||
using Content.Server.Utility;
|
||||
using Content.Shared.Construction;
|
||||
using Content.Shared.GameObjects.Components;
|
||||
using Content.Shared.GameObjects.Components.Interactable;
|
||||
using Content.Shared.GameObjects.EntitySystems;
|
||||
using Content.Shared.Interfaces.GameObjects.Components;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Server.GameObjects;
|
||||
@@ -32,7 +33,7 @@ namespace Content.Server.GameObjects.EntitySystems
|
||||
/// The server-side implementation of the construction system, which is used for constructing entities in game.
|
||||
/// </summary>
|
||||
[UsedImplicitly]
|
||||
internal class ConstructionSystem : Shared.GameObjects.EntitySystems.SharedConstructionSystem
|
||||
internal class ConstructionSystem : SharedConstructionSystem
|
||||
{
|
||||
#pragma warning disable 649
|
||||
[Dependency] private readonly IPrototypeManager _prototypeManager;
|
||||
@@ -337,7 +338,7 @@ namespace Content.Server.GameObjects.EntitySystems
|
||||
}
|
||||
|
||||
// OK WE'RE GOOD CONSTRUCTION STARTED.
|
||||
EntitySystem.Get<AudioSystem>().PlayFromEntity("/Audio/Items/deconstruct.ogg", placingEnt);
|
||||
Get<AudioSystem>().PlayFromEntity("/Audio/Items/deconstruct.ogg", placingEnt);
|
||||
if (prototype.Stages.Count == 2)
|
||||
{
|
||||
// Exactly 2 stages, so don't make an intermediate frame.
|
||||
|
||||
@@ -1,33 +1,19 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Collections.Generic;
|
||||
using Content.Server.GameObjects.Components.Conveyor;
|
||||
using Content.Shared.GameObjects.Components.Conveyor;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.GameObjects.Systems;
|
||||
|
||||
namespace Content.Server.GameObjects.EntitySystems
|
||||
{
|
||||
[UsedImplicitly]
|
||||
public class ConveyorSystem : EntitySystem
|
||||
internal sealed class ConveyorSystem : EntitySystem
|
||||
{
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
EntityQuery = new TypeEntityQuery(typeof(ConveyorComponent));
|
||||
}
|
||||
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
foreach (var entity in RelevantEntities)
|
||||
foreach (var comp in ComponentManager.EntityQuery<ConveyorComponent>())
|
||||
{
|
||||
if (!entity.TryGetComponent(out ConveyorComponent conveyor))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
conveyor.Update(frameTime);
|
||||
comp.Update(frameTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,25 +1,18 @@
|
||||
using Content.Server.GameObjects.Components.Disposal;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.GameObjects.Systems;
|
||||
|
||||
namespace Content.Server.GameObjects.EntitySystems
|
||||
{
|
||||
[UsedImplicitly]
|
||||
public class DisposableSystem : EntitySystem
|
||||
internal sealed class DisposableSystem : EntitySystem
|
||||
{
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
EntityQuery = new TypeEntityQuery(typeof(DisposalHolderComponent));
|
||||
}
|
||||
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
foreach (var disposable in RelevantEntities)
|
||||
foreach (var comp in ComponentManager.EntityQuery<DisposalHolderComponent>())
|
||||
{
|
||||
disposable.GetComponent<DisposalHolderComponent>().Update(frameTime);
|
||||
comp.Update(frameTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,25 +1,17 @@
|
||||
using Content.Server.GameObjects.Components.Disposal;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.GameObjects.Systems;
|
||||
|
||||
namespace Content.Server.GameObjects.EntitySystems
|
||||
{
|
||||
[UsedImplicitly]
|
||||
public class DisposalUnitSystem : EntitySystem
|
||||
internal sealed class DisposalUnitSystem : EntitySystem
|
||||
{
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
EntityQuery = new TypeEntityQuery(typeof(DisposalUnitComponent));
|
||||
}
|
||||
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
foreach (var entity in RelevantEntities)
|
||||
foreach (var comp in ComponentManager.EntityQuery<DisposalUnitComponent>())
|
||||
{
|
||||
entity.GetComponent<DisposalUnitComponent>().Update(frameTime);
|
||||
comp.Update(frameTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,39 +1,40 @@
|
||||
#nullable enable
|
||||
using System;
|
||||
using System.Threading.Tasks;
|
||||
using Content.Server.GameObjects.Components;
|
||||
using Content.Server.GameObjects.Components.Damage;
|
||||
using Content.Server.GameObjects.Components.GUI;
|
||||
using Content.Server.GameObjects.Components.Items.Storage;
|
||||
using Content.Server.GameObjects.Components.Mobs;
|
||||
using Robust.Shared.Interfaces.Timing;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Map;
|
||||
|
||||
namespace Content.Server.GameObjects.EntitySystems
|
||||
namespace Content.Server.GameObjects.EntitySystems.DoAfter
|
||||
{
|
||||
public sealed class DoAfter
|
||||
{
|
||||
public Task<DoAfterStatus> AsTask { get; }
|
||||
|
||||
|
||||
private TaskCompletionSource<DoAfterStatus> Tcs { get;}
|
||||
|
||||
|
||||
public DoAfterEventArgs EventArgs;
|
||||
|
||||
|
||||
public TimeSpan StartTime { get; }
|
||||
|
||||
|
||||
public float Elapsed { get; set; }
|
||||
|
||||
|
||||
public GridCoordinates UserGrid { get; }
|
||||
|
||||
|
||||
public GridCoordinates TargetGrid { get; }
|
||||
|
||||
private bool _tookDamage;
|
||||
|
||||
public DoAfterStatus Status => AsTask.IsCompletedSuccessfully ? AsTask.Result : DoAfterStatus.Running;
|
||||
|
||||
|
||||
// NeedHand
|
||||
private string? _activeHand;
|
||||
private ItemComponent? _activeItem;
|
||||
|
||||
|
||||
public DoAfter(DoAfterEventArgs eventArgs)
|
||||
{
|
||||
EventArgs = eventArgs;
|
||||
@@ -57,7 +58,7 @@ namespace Content.Server.GameObjects.EntitySystems
|
||||
_activeHand = handsComponent.ActiveHand;
|
||||
_activeItem = handsComponent.GetActiveHand;
|
||||
}
|
||||
|
||||
|
||||
Tcs = new TaskCompletionSource<DoAfterStatus>();
|
||||
AsTask = Tcs.Task;
|
||||
}
|
||||
@@ -79,15 +80,15 @@ namespace Content.Server.GameObjects.EntitySystems
|
||||
default:
|
||||
throw new ArgumentOutOfRangeException();
|
||||
}
|
||||
|
||||
|
||||
Elapsed += frameTime;
|
||||
|
||||
|
||||
if (IsFinished())
|
||||
{
|
||||
Tcs.SetResult(DoAfterStatus.Finished);
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
if (IsCancelled())
|
||||
{
|
||||
Tcs.SetResult(DoAfterStatus.Cancelled);
|
||||
@@ -101,13 +102,13 @@ namespace Content.Server.GameObjects.EntitySystems
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
// TODO :Handle inertia in space.
|
||||
if (EventArgs.BreakOnUserMove && EventArgs.User.Transform.GridPosition != UserGrid)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
if (EventArgs.BreakOnTargetMove && EventArgs.Target!.Transform.GridPosition != TargetGrid)
|
||||
{
|
||||
return true;
|
||||
@@ -129,7 +130,7 @@ namespace Content.Server.GameObjects.EntitySystems
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
if (EventArgs.NeedHand)
|
||||
{
|
||||
if (!EventArgs.User.TryGetComponent(out HandsComponent handsComponent))
|
||||
@@ -169,4 +170,4 @@ namespace Content.Server.GameObjects.EntitySystems
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2,9 +2,10 @@
|
||||
using System;
|
||||
using System.Threading;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
|
||||
// ReSharper disable UnassignedReadonlyField
|
||||
|
||||
namespace Content.Server.GameObjects.EntitySystems
|
||||
namespace Content.Server.GameObjects.EntitySystems.DoAfter
|
||||
{
|
||||
public sealed class DoAfterEventArgs
|
||||
{
|
||||
|
||||
@@ -3,13 +3,13 @@ using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Threading.Tasks;
|
||||
using Content.Server.GameObjects.Components;
|
||||
using Content.Server.GameObjects.Components.Damage;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Server.Interfaces.Timing;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.GameObjects.Systems;
|
||||
using Robust.Shared.IoC;
|
||||
|
||||
namespace Content.Server.GameObjects.EntitySystems
|
||||
namespace Content.Server.GameObjects.EntitySystems.DoAfter
|
||||
{
|
||||
[UsedImplicitly]
|
||||
public sealed class DoAfterSystem : EntitySystem
|
||||
@@ -19,18 +19,18 @@ namespace Content.Server.GameObjects.EntitySystems
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
base.Update(frameTime);
|
||||
|
||||
|
||||
foreach (var comp in ComponentManager.EntityQuery<DoAfterComponent>())
|
||||
{
|
||||
if (_pauseManager.IsGridPaused(comp.Owner.Transform.GridID)) continue;
|
||||
|
||||
|
||||
var cancelled = new List<DoAfter>(0);
|
||||
var finished = new List<DoAfter>(0);
|
||||
|
||||
foreach (var doAfter in comp.DoAfters)
|
||||
{
|
||||
doAfter.Run(frameTime);
|
||||
|
||||
|
||||
switch (doAfter.Status)
|
||||
{
|
||||
case DoAfterStatus.Running:
|
||||
@@ -59,7 +59,7 @@ namespace Content.Server.GameObjects.EntitySystems
|
||||
finished.Clear();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Tasks that are delayed until the specified time has passed
|
||||
/// These can be potentially cancelled by the user moving or when other things happen.
|
||||
@@ -74,7 +74,7 @@ namespace Content.Server.GameObjects.EntitySystems
|
||||
var doAfterComponent = eventArgs.User.GetComponent<DoAfterComponent>();
|
||||
doAfterComponent.Add(doAfter);
|
||||
DamageableComponent? damageableComponent = null;
|
||||
|
||||
|
||||
// TODO: If the component's deleted this may not get unsubscribed?
|
||||
if (eventArgs.BreakOnDamage && eventArgs.User.TryGetComponent(out damageableComponent))
|
||||
{
|
||||
@@ -82,12 +82,12 @@ namespace Content.Server.GameObjects.EntitySystems
|
||||
}
|
||||
|
||||
await doAfter.AsTask;
|
||||
|
||||
|
||||
if (damageableComponent != null)
|
||||
{
|
||||
damageableComponent.Damaged -= doAfter.HandleDamage;
|
||||
}
|
||||
|
||||
|
||||
return doAfter.Status;
|
||||
}
|
||||
}
|
||||
@@ -98,4 +98,4 @@ namespace Content.Server.GameObjects.EntitySystems
|
||||
Cancelled,
|
||||
Finished,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
using Robust.Shared.GameObjects.Systems;
|
||||
using Content.Server.GameObjects.Components.Doors;
|
||||
using Robust.Shared.GameObjects.Systems;
|
||||
|
||||
namespace Content.Server.GameObjects.EntitySystems
|
||||
{
|
||||
|
||||
@@ -1,10 +1,5 @@
|
||||
using Content.Server.GameObjects.Components.Atmos;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.GameObjects.Systems;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Text;
|
||||
|
||||
namespace Content.Server.GameObjects.EntitySystems
|
||||
{
|
||||
|
||||
@@ -2,7 +2,6 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Runtime.CompilerServices;
|
||||
using Content.Server.Atmos;
|
||||
using Content.Server.GameObjects.Components.Atmos;
|
||||
using Content.Shared.Atmos;
|
||||
using Content.Shared.GameObjects.EntitySystems;
|
||||
@@ -10,13 +9,10 @@ using JetBrains.Annotations;
|
||||
using Robust.Server.Interfaces.Player;
|
||||
using Robust.Server.Player;
|
||||
using Robust.Shared.Enums;
|
||||
using Robust.Shared.GameObjects.Systems;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
using Robust.Shared.Interfaces.Map;
|
||||
using Robust.Shared.Interfaces.Network;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Utility;
|
||||
|
||||
namespace Content.Server.GameObjects.EntitySystems
|
||||
{
|
||||
|
||||
@@ -1,4 +1,3 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Content.Server.GameObjects.Components.Gravity;
|
||||
@@ -6,9 +5,7 @@ using Content.Server.GameObjects.Components.Mobs;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Server.GameObjects.EntitySystems;
|
||||
using Robust.Server.Interfaces.Player;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.GameObjects.Systems;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
using Robust.Shared.Interfaces.Map;
|
||||
using Robust.Shared.Interfaces.Random;
|
||||
using Robust.Shared.IoC;
|
||||
@@ -16,45 +13,37 @@ using Robust.Shared.Map;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Random;
|
||||
|
||||
namespace Content.Server.Interfaces.GameObjects.Components.Interaction
|
||||
namespace Content.Server.GameObjects.EntitySystems
|
||||
{
|
||||
[UsedImplicitly]
|
||||
public class GravitySystem: EntitySystem
|
||||
internal sealed class GravitySystem : EntitySystem
|
||||
{
|
||||
#pragma warning disable 649
|
||||
[Dependency] private readonly IMapManager _mapManager;
|
||||
[Dependency] private readonly IPlayerManager _playerManager;
|
||||
[Dependency] private readonly IRobustRandom _random;
|
||||
#pragma warning restore 649
|
||||
[Dependency] private readonly IMapManager _mapManager = default!;
|
||||
[Dependency] private readonly IPlayerManager _playerManager = default!;
|
||||
[Dependency] private readonly IRobustRandom _random = default!;
|
||||
|
||||
private const float GravityKick = 100.0f;
|
||||
|
||||
private const uint ShakeTimes = 10;
|
||||
|
||||
private Dictionary<GridId, uint> _gridsToShake;
|
||||
private Dictionary<GridId, uint> _gridsToShake = new Dictionary<GridId, uint>();
|
||||
|
||||
private float internalTimer = 0.0f;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
EntityQuery = new TypeEntityQuery<GravityGeneratorComponent>();
|
||||
_gridsToShake = new Dictionary<GridId, uint>();
|
||||
}
|
||||
private float _internalTimer = 0.0f;
|
||||
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
internalTimer += frameTime;
|
||||
_internalTimer += frameTime;
|
||||
var gridsWithGravity = new List<GridId>();
|
||||
foreach (var entity in RelevantEntities)
|
||||
foreach (var generator in ComponentManager.EntityQuery<GravityGeneratorComponent>())
|
||||
{
|
||||
var generator = entity.GetComponent<GravityGeneratorComponent>();
|
||||
if (generator.NeedsUpdate)
|
||||
{
|
||||
generator.UpdateState();
|
||||
}
|
||||
|
||||
if (generator.Status == GravityGeneratorStatus.On)
|
||||
{
|
||||
gridsWithGravity.Add(entity.Transform.GridID);
|
||||
gridsWithGravity.Add(generator.Owner.Transform.GridID);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -71,10 +60,10 @@ namespace Content.Server.Interfaces.GameObjects.Components.Interaction
|
||||
}
|
||||
}
|
||||
|
||||
if (internalTimer > 0.2f)
|
||||
if (_internalTimer > 0.2f)
|
||||
{
|
||||
ShakeGrids();
|
||||
internalTimer = 0.0f;
|
||||
_internalTimer = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -93,7 +82,7 @@ namespace Content.Server.Interfaces.GameObjects.Components.Interaction
|
||||
{
|
||||
if (player.AttachedEntity == null
|
||||
|| player.AttachedEntity.Transform.GridID != gridId) continue;
|
||||
EntitySystem.Get<AudioSystem>().PlayFromEntity("/Audio/Effects/alert.ogg", player.AttachedEntity);
|
||||
Get<AudioSystem>().PlayFromEntity("/Audio/Effects/alert.ogg", player.AttachedEntity);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -1,21 +1,16 @@
|
||||
using Content.Server.GameObjects.Components.Interactable;
|
||||
using Robust.Shared.GameObjects;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Shared.GameObjects.Systems;
|
||||
|
||||
namespace Content.Server.Interfaces.GameObjects.Components.Interaction
|
||||
namespace Content.Server.GameObjects.EntitySystems
|
||||
{
|
||||
public class HandHeldLightSystem : EntitySystem
|
||||
[UsedImplicitly]
|
||||
internal sealed class HandHeldLightSystem : EntitySystem
|
||||
{
|
||||
public override void Initialize()
|
||||
{
|
||||
EntityQuery = new TypeEntityQuery(typeof(HandheldLightComponent));
|
||||
}
|
||||
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
foreach (var entity in RelevantEntities)
|
||||
foreach (var comp in ComponentManager.EntityQuery<HandheldLightComponent>())
|
||||
{
|
||||
var comp = entity.GetComponent<HandheldLightComponent>();
|
||||
comp.OnUpdate(frameTime);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,8 +1,14 @@
|
||||
using System.Linq;
|
||||
using System;
|
||||
using System.Linq;
|
||||
using Content.Server.GameObjects.Components.GUI;
|
||||
using Content.Server.GameObjects.Components.Items.Storage;
|
||||
using Content.Server.GameObjects.Components.Stack;
|
||||
using Content.Server.GameObjects.EntitySystems.Click;
|
||||
using Content.Server.Interfaces;
|
||||
using Content.Server.Interfaces.GameObjects.Components.Items;
|
||||
using Content.Server.Throw;
|
||||
using Content.Shared.GameObjects.Components.Inventory;
|
||||
using Content.Shared.GameObjects.EntitySystems;
|
||||
using Content.Shared.Input;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Server.GameObjects.EntitySystemMessages;
|
||||
@@ -15,18 +21,8 @@ using Robust.Shared.IoC;
|
||||
using Robust.Shared.Localization;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Players;
|
||||
using System;
|
||||
using Content.Server.GameObjects.Components.GUI;
|
||||
using Content.Server.Interfaces.GameObjects.Components.Items;
|
||||
using Content.Shared.GameObjects.EntitySystems;
|
||||
using Content.Server.GameObjects;
|
||||
using Content.Server.GameObjects.Components;
|
||||
using Content.Server.GameObjects.Components.Items.Storage;
|
||||
using Content.Server.GameObjects.EntitySystems.Click;
|
||||
using Content.Shared.Interfaces;
|
||||
using Robust.Shared.Maths;
|
||||
|
||||
namespace Content.Server.Interfaces.GameObjects.Components.Interaction
|
||||
namespace Content.Server.GameObjects.EntitySystems
|
||||
{
|
||||
[UsedImplicitly]
|
||||
internal sealed class HandsSystem : EntitySystem
|
||||
|
||||
@@ -1,30 +1,24 @@
|
||||
using Content.Server.GameObjects.Components.Nutrition;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.GameObjects.Systems;
|
||||
|
||||
namespace Content.Server.Interfaces.GameObjects.Components.Interaction
|
||||
namespace Content.Server.GameObjects.EntitySystems
|
||||
{
|
||||
[UsedImplicitly]
|
||||
public class HungerSystem : EntitySystem
|
||||
internal sealed class HungerSystem : EntitySystem
|
||||
{
|
||||
private float _accumulatedFrameTime;
|
||||
public override void Initialize()
|
||||
{
|
||||
EntityQuery = new TypeEntityQuery(typeof(HungerComponent));
|
||||
}
|
||||
|
||||
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
_accumulatedFrameTime += frameTime;
|
||||
if (_accumulatedFrameTime > 1.0f)
|
||||
{
|
||||
foreach (var entity in RelevantEntities)
|
||||
foreach (var comp in ComponentManager.EntityQuery<HungerComponent>())
|
||||
{
|
||||
var comp = entity.GetComponent<HungerComponent>();
|
||||
comp.OnUpdate(_accumulatedFrameTime);
|
||||
}
|
||||
_accumulatedFrameTime = 0.0f;
|
||||
_accumulatedFrameTime -= 1.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,24 +1,19 @@
|
||||
using Content.Server.GameObjects.Components.Instruments;
|
||||
using Robust.Shared.GameObjects;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Shared.GameObjects.Systems;
|
||||
|
||||
namespace Content.Server.GameObjects.EntitySystems
|
||||
{
|
||||
public class InstrumentSystem : EntitySystem
|
||||
[UsedImplicitly]
|
||||
internal sealed class InstrumentSystem : EntitySystem
|
||||
{
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
EntityQuery = new TypeEntityQuery(typeof(InstrumentComponent));
|
||||
}
|
||||
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
base.Update(frameTime);
|
||||
|
||||
foreach (var entity in RelevantEntities)
|
||||
foreach (var component in ComponentManager.EntityQuery<InstrumentComponent>())
|
||||
{
|
||||
entity.GetComponent<InstrumentComponent>().Update(frameTime);
|
||||
component.Update(frameTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,5 +1,3 @@
|
||||
using System.Collections;
|
||||
|
||||
namespace Content.Server.GameObjects.EntitySystems.JobQueues
|
||||
{
|
||||
public interface IJob
|
||||
|
||||
@@ -1,21 +1,16 @@
|
||||
using Content.Server.GameObjects.Components.Research;
|
||||
using Robust.Shared.GameObjects;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Shared.GameObjects.Systems;
|
||||
|
||||
namespace Content.Server.Interfaces.GameObjects.Components.Interaction
|
||||
namespace Content.Server.GameObjects.EntitySystems
|
||||
{
|
||||
public class LatheSystem : EntitySystem
|
||||
[UsedImplicitly]
|
||||
internal sealed class LatheSystem : EntitySystem
|
||||
{
|
||||
public override void Initialize()
|
||||
{
|
||||
EntityQuery = new TypeEntityQuery(typeof(LatheComponent));
|
||||
}
|
||||
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
foreach (var entity in RelevantEntities)
|
||||
foreach (var comp in ComponentManager.EntityQuery<LatheComponent>())
|
||||
{
|
||||
var comp = entity.GetComponent<LatheComponent>();
|
||||
if (comp.Producing == false && comp.Queue.Count > 0)
|
||||
{
|
||||
comp.Produce(comp.Queue.Dequeue());
|
||||
|
||||
@@ -1,37 +1,23 @@
|
||||
using Content.Server.GameObjects.Components;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.GameObjects.Systems;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
using Robust.Shared.Interfaces.Map;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Map;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Text;
|
||||
|
||||
namespace Content.Server.GameObjects.EntitySystems
|
||||
{
|
||||
class ListeningSystem : EntitySystem
|
||||
internal sealed class ListeningSystem : EntitySystem
|
||||
{
|
||||
#pragma warning disable 649
|
||||
[Dependency] private readonly IMapManager _mapManager;
|
||||
[Dependency] private readonly IEntitySystemManager _entitySystemManager;
|
||||
#pragma warning restore 649
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
EntityQuery = new TypeEntityQuery(typeof(ListeningComponent));
|
||||
}
|
||||
[Dependency] private readonly IMapManager _mapManager = default!;
|
||||
|
||||
public void PingListeners(IEntity source, GridCoordinates sourcePos, string message)
|
||||
{
|
||||
foreach (var listener in RelevantEntities)
|
||||
foreach (var listener in ComponentManager.EntityQuery<ListeningComponent>())
|
||||
{
|
||||
var dist = sourcePos.Distance(_mapManager, listener.Transform.GridPosition);
|
||||
var dist = sourcePos.Distance(_mapManager, listener.Owner.Transform.GridPosition);
|
||||
|
||||
listener.GetComponent<ListeningComponent>()
|
||||
.PassSpeechData(message, source, dist);
|
||||
listener.PassSpeechData(message, source, dist);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,21 +1,16 @@
|
||||
using Content.Server.GameObjects.Components.Medical;
|
||||
using Robust.Shared.GameObjects;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Shared.GameObjects.Systems;
|
||||
|
||||
namespace Content.Server.Interfaces.GameObjects.Components.Interaction
|
||||
namespace Content.Server.GameObjects.EntitySystems
|
||||
{
|
||||
public class MedicalScannerSystem : EntitySystem
|
||||
[UsedImplicitly]
|
||||
internal sealed class MedicalScannerSystem : EntitySystem
|
||||
{
|
||||
public override void Initialize()
|
||||
{
|
||||
EntityQuery = new TypeEntityQuery(typeof(MedicalScannerComponent));
|
||||
}
|
||||
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
foreach (var entity in RelevantEntities)
|
||||
foreach (var comp in ComponentManager.EntityQuery<MedicalScannerComponent>())
|
||||
{
|
||||
var comp = entity.GetComponent<MedicalScannerComponent>();
|
||||
comp.Update(frameTime);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -5,7 +5,7 @@ using Robust.Shared.GameObjects.Systems;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
using Robust.Shared.Maths;
|
||||
|
||||
namespace Content.Server.Interfaces.GameObjects.Components.Interaction
|
||||
namespace Content.Server.GameObjects.EntitySystems
|
||||
{
|
||||
public sealed class MeleeWeaponSystem : EntitySystem
|
||||
{
|
||||
|
||||
@@ -1,23 +1,17 @@
|
||||
using Content.Server.GameObjects.Components.Kitchen;
|
||||
using Robust.Shared.GameObjects;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Shared.GameObjects.Systems;
|
||||
|
||||
namespace Content.Server.Interfaces.GameObjects.Components.Interaction
|
||||
namespace Content.Server.GameObjects.EntitySystems
|
||||
{
|
||||
public class MicrowaveSystem : EntitySystem
|
||||
[UsedImplicitly]
|
||||
internal sealed class MicrowaveSystem : EntitySystem
|
||||
{
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
EntityQuery = new TypeEntityQuery(typeof(MicrowaveComponent));
|
||||
}
|
||||
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
base.Update(frameTime);
|
||||
foreach (var entity in RelevantEntities)
|
||||
foreach (var comp in ComponentManager.EntityQuery<MicrowaveComponent>())
|
||||
{
|
||||
var comp = entity.GetComponent<MicrowaveComponent>();
|
||||
comp.OnUpdate();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
#nullable enable
|
||||
using Content.Server.GameObjects;
|
||||
using Content.Server.GameObjects.Components;
|
||||
using Content.Server.GameObjects.Components.GUI;
|
||||
using Content.Server.GameObjects.Components.Items.Storage;
|
||||
using Content.Server.GameObjects.Components.Mobs;
|
||||
using Content.Server.GameObjects.Components.Movement;
|
||||
@@ -58,23 +58,13 @@ namespace Content.Server.GameObjects.EntitySystems
|
||||
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
foreach (var entity in RelevantEntities)
|
||||
foreach (var (moverComponent, collidableComponent) in EntityManager.ComponentManager.EntityQuery<IMoverComponent, ICollidableComponent>())
|
||||
{
|
||||
var entity = moverComponent.Owner;
|
||||
if (_pauseManager.IsEntityPaused(entity))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
var mover = entity.GetComponent<IMoverComponent>();
|
||||
var physics = entity.GetComponent<IPhysicsComponent>();
|
||||
if (entity.TryGetComponent<ICollidableComponent>(out var collider))
|
||||
{
|
||||
UpdateKinematics(entity.Transform, mover, physics, collider);
|
||||
}
|
||||
else
|
||||
{
|
||||
UpdateKinematics(entity.Transform, mover, physics);
|
||||
}
|
||||
UpdateKinematics(entity.Transform, moverComponent, collidableComponent);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -93,7 +83,7 @@ namespace Content.Server.GameObjects.EntitySystems
|
||||
ev.Entity.RemoveComponent<PlayerInputMoverComponent>();
|
||||
}
|
||||
|
||||
if (ev.Entity.TryGetComponent(out IPhysicsComponent physics) &&
|
||||
if (ev.Entity.TryGetComponent(out ICollidableComponent physics) &&
|
||||
physics.TryGetController(out MoverController controller))
|
||||
{
|
||||
controller.StopMoving();
|
||||
|
||||
@@ -24,14 +24,12 @@ using Robust.Shared.Players;
|
||||
namespace Content.Server.GameObjects.EntitySystems
|
||||
{
|
||||
[UsedImplicitly]
|
||||
public class PointingSystem : EntitySystem
|
||||
internal sealed class PointingSystem : EntitySystem
|
||||
{
|
||||
#pragma warning disable 649
|
||||
[Dependency] private readonly IMapManager _mapManager = default!;
|
||||
[Dependency] private readonly IPlayerManager _playerManager = default!;
|
||||
[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
|
||||
[Dependency] private readonly IGameTiming _gameTiming = default!;
|
||||
#pragma warning restore 649
|
||||
|
||||
private static readonly TimeSpan PointDelay = TimeSpan.FromSeconds(0.5f);
|
||||
|
||||
@@ -156,8 +154,6 @@ namespace Content.Server.GameObjects.EntitySystems
|
||||
|
||||
_playerManager.PlayerStatusChanged += OnPlayerStatusChanged;
|
||||
|
||||
EntityQuery = new TypeEntityQuery(typeof(PointingArrowComponent));
|
||||
|
||||
CommandBinds.Builder
|
||||
.Bind(ContentKeyFunctions.Point, new PointerInputCmdHandler(TryPoint))
|
||||
.Register<PointingSystem>();
|
||||
@@ -173,9 +169,9 @@ namespace Content.Server.GameObjects.EntitySystems
|
||||
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
foreach (var entity in RelevantEntities)
|
||||
foreach (var component in ComponentManager.EntityQuery<PointingArrowComponent>())
|
||||
{
|
||||
entity.GetComponent<PointingArrowComponent>().Update(frameTime);
|
||||
component.Update(frameTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,23 +1,17 @@
|
||||
using Content.Server.GameObjects.Components.Movement;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.GameObjects.Systems;
|
||||
|
||||
namespace Content.Server.Interfaces.GameObjects.Components.Interaction
|
||||
namespace Content.Server.GameObjects.EntitySystems
|
||||
{
|
||||
[UsedImplicitly]
|
||||
public class PortalSystem : EntitySystem
|
||||
internal sealed class PortalSystem : EntitySystem
|
||||
{
|
||||
public override void Initialize()
|
||||
{
|
||||
EntityQuery = new TypeEntityQuery(typeof(ServerPortalComponent));
|
||||
}
|
||||
|
||||
// TODO: Someone refactor portals
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
foreach (var entity in RelevantEntities)
|
||||
foreach (var comp in ComponentManager.EntityQuery<ServerPortalComponent>())
|
||||
{
|
||||
var comp = entity.GetComponent<ServerPortalComponent>();
|
||||
comp.OnUpdate();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,37 +1,32 @@
|
||||
using Content.Server.GameObjects.Components.Power.ApcNetComponents;
|
||||
using System.Collections.Generic;
|
||||
using Content.Server.GameObjects.Components.NodeContainer.NodeGroups;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.GameObjects.Systems;
|
||||
using System.Collections.Generic;
|
||||
using Robust.Shared.IoC;
|
||||
using Content.Server.GameObjects.Components.Power.ApcNetComponents;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Server.Interfaces.Timing;
|
||||
using Robust.Shared.GameObjects.Systems;
|
||||
using Robust.Shared.IoC;
|
||||
|
||||
namespace Content.Server.Interfaces.GameObjects.Components.Interaction
|
||||
namespace Content.Server.GameObjects.EntitySystems
|
||||
{
|
||||
public sealed class ApcSystem : EntitySystem
|
||||
[UsedImplicitly]
|
||||
internal sealed class PowerApcSystem : EntitySystem
|
||||
{
|
||||
#pragma warning disable 649
|
||||
[Dependency] private readonly IPauseManager _pauseManager;
|
||||
#pragma warning restore 649
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
EntityQuery = new TypeEntityQuery(typeof(ApcComponent));
|
||||
}
|
||||
[Dependency] private readonly IPauseManager _pauseManager = default!;
|
||||
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
var uniqueApcNets = new HashSet<IApcNet>(); //could be improved by maintaining set instead of getting collection every frame
|
||||
foreach (var entity in RelevantEntities)
|
||||
foreach (var apc in ComponentManager.EntityQuery<ApcComponent>())
|
||||
{
|
||||
if (_pauseManager.IsEntityPaused(entity))
|
||||
if (_pauseManager.IsEntityPaused(apc.Owner))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
var apc = entity.GetComponent<ApcComponent>();
|
||||
|
||||
uniqueApcNets.Add(apc.Net);
|
||||
entity.GetComponent<ApcComponent>().Update();
|
||||
apc.Update();
|
||||
}
|
||||
|
||||
foreach (var apcNet in uniqueApcNets)
|
||||
{
|
||||
apcNet.Update(frameTime);
|
||||
|
||||
@@ -1,21 +1,17 @@
|
||||
using Content.Server.GameObjects.Components.Power;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Content.Server.GameObjects.Components.Power.PowerNetComponents;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Shared.GameObjects.Systems;
|
||||
|
||||
namespace Content.Server.Interfaces.GameObjects.Components.Interaction
|
||||
namespace Content.Server.GameObjects.EntitySystems
|
||||
{
|
||||
[UsedImplicitly]
|
||||
internal class PowerSmesSystem : EntitySystem
|
||||
{
|
||||
public override void Initialize()
|
||||
{
|
||||
EntityQuery = new TypeEntityQuery(typeof(SmesComponent));
|
||||
}
|
||||
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
foreach (var entity in RelevantEntities)
|
||||
foreach (var comp in ComponentManager.EntityQuery<SmesComponent>())
|
||||
{
|
||||
entity.GetComponent<SmesComponent>().OnUpdate();
|
||||
comp.OnUpdate();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,16 +1,6 @@
|
||||
using Content.Server.GameObjects.Components.Power;
|
||||
using Content.Server.GameObjects.Components.Power.PowerNetComponents;
|
||||
using JetBrains.Annotations;
|
||||
using Content.Shared.Physics;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.GameObjects.Systems;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
using Robust.Shared.Interfaces.Physics;
|
||||
using Robust.Shared.Interfaces.Random;
|
||||
using Robust.Shared.Interfaces.Timing;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Maths;
|
||||
using System;
|
||||
|
||||
namespace Content.Server.GameObjects.EntitySystems
|
||||
{
|
||||
@@ -18,27 +8,22 @@ namespace Content.Server.GameObjects.EntitySystems
|
||||
/// Responsible for updating solar control consoles.
|
||||
/// </summary>
|
||||
[UsedImplicitly]
|
||||
public class PowerSolarControlConsoleSystem : EntitySystem
|
||||
internal sealed class PowerSolarControlConsoleSystem : EntitySystem
|
||||
{
|
||||
/// <summary>
|
||||
/// Timer used to avoid updating the UI state every frame (which would be overkill)
|
||||
/// </summary>
|
||||
private float UpdateTimer = 0f;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
EntityQuery = new TypeEntityQuery(typeof(SolarControlConsoleComponent));
|
||||
}
|
||||
private float _updateTimer;
|
||||
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
UpdateTimer += frameTime;
|
||||
if (UpdateTimer >= 1)
|
||||
_updateTimer += frameTime;
|
||||
if (_updateTimer >= 1)
|
||||
{
|
||||
UpdateTimer = 0;
|
||||
foreach (var entity in RelevantEntities)
|
||||
_updateTimer -= 1;
|
||||
foreach (var component in ComponentManager.EntityQuery<SolarControlConsoleComponent>())
|
||||
{
|
||||
entity.GetComponent<SolarControlConsoleComponent>().UpdateUIState();
|
||||
component.UpdateUIState();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,33 +1,26 @@
|
||||
using Content.Server.GameObjects.Components.Power;
|
||||
using JetBrains.Annotations;
|
||||
using System;
|
||||
using System.Linq;
|
||||
using Content.Server.GameObjects.Components.Power.PowerNetComponents;
|
||||
using Content.Shared.Physics;
|
||||
using Robust.Shared.GameObjects;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Shared.GameObjects.Systems;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
using Robust.Shared.Interfaces.Physics;
|
||||
using Robust.Shared.Interfaces.Random;
|
||||
using Robust.Shared.Interfaces.Timing;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Maths;
|
||||
using System;
|
||||
using System.Linq;
|
||||
using CannyFastMath;
|
||||
using Math = CannyFastMath.Math;
|
||||
using MathF = CannyFastMath.MathF;
|
||||
|
||||
namespace Content.Server.Interfaces.GameObjects.Components.Interaction
|
||||
namespace Content.Server.GameObjects.EntitySystems
|
||||
{
|
||||
/// <summary>
|
||||
/// Responsible for maintaining the solar-panel sun angle and updating <see cref='SolarPanelComponent'/> coverage.
|
||||
/// </summary>
|
||||
[UsedImplicitly]
|
||||
public class PowerSolarSystem : EntitySystem
|
||||
internal sealed class PowerSolarSystem : EntitySystem
|
||||
{
|
||||
#pragma warning disable 649
|
||||
[Dependency] private IGameTiming _gameTiming;
|
||||
[Dependency] private IRobustRandom _robustRandom;
|
||||
#pragma warning restore 649
|
||||
[Dependency] private readonly IGameTiming _gameTiming = default!;
|
||||
[Dependency] private readonly IRobustRandom _robustRandom = default!;
|
||||
|
||||
/// <summary>
|
||||
/// The current sun angle.
|
||||
@@ -78,9 +71,8 @@ namespace Content.Server.Interfaces.GameObjects.Components.Interaction
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
EntityQuery = new TypeEntityQuery(typeof(SolarPanelComponent));
|
||||
// Initialize the sun to something random
|
||||
TowardsSun = Math.TAU * _robustRandom.NextDouble();
|
||||
TowardsSun = MathHelper.TwoPi * _robustRandom.NextDouble();
|
||||
SunAngularVelocity = Angle.FromDegrees(0.1 + ((_robustRandom.NextDouble() - 0.5) * 0.05));
|
||||
}
|
||||
|
||||
@@ -94,12 +86,11 @@ namespace Content.Server.Interfaces.GameObjects.Components.Interaction
|
||||
|
||||
TotalPanelPower = 0;
|
||||
|
||||
foreach (var entity in RelevantEntities)
|
||||
foreach (var panel in ComponentManager.EntityQuery<SolarPanelComponent>())
|
||||
{
|
||||
// There's supposed to be rotational logic here, but that implies putting it somewhere.
|
||||
entity.Transform.WorldRotation = TargetPanelRotation;
|
||||
panel.Owner.Transform.WorldRotation = TargetPanelRotation;
|
||||
|
||||
var panel = entity.GetComponent<SolarPanelComponent>();
|
||||
if (panel.TimeOfNextCoverageUpdate < _gameTiming.CurTime)
|
||||
{
|
||||
// Setup the next coverage check.
|
||||
|
||||
@@ -1,32 +1,23 @@
|
||||
using Content.Server.GameObjects.Components.Projectiles;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.GameObjects.Systems;
|
||||
|
||||
namespace Content.Server.Interfaces.GameObjects.Components.Interaction
|
||||
namespace Content.Server.GameObjects.EntitySystems
|
||||
{
|
||||
[UsedImplicitly]
|
||||
internal sealed class ProjectileSystem : EntitySystem
|
||||
{
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
EntityQuery = new TypeEntityQuery(typeof(ProjectileComponent));
|
||||
}
|
||||
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
base.Update(frameTime);
|
||||
|
||||
foreach (var entity in RelevantEntities)
|
||||
foreach (var component in ComponentManager.EntityQuery<ProjectileComponent>())
|
||||
{
|
||||
var component = entity.GetComponent<ProjectileComponent>();
|
||||
component.TimeLeft -= frameTime;
|
||||
|
||||
if (component.TimeLeft <= 0)
|
||||
{
|
||||
entity.Delete();
|
||||
component.Owner.Delete();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,19 +1,19 @@
|
||||
using Content.Server.GameObjects.Components.Fluids;
|
||||
using Robust.Shared.GameObjects;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Shared.GameObjects.Components.Transform;
|
||||
using Robust.Shared.GameObjects.Systems;
|
||||
using Robust.Shared.Interfaces.Map;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Map;
|
||||
|
||||
namespace Content.Server.Interfaces.GameObjects.Components.Interaction
|
||||
namespace Content.Server.GameObjects.EntitySystems
|
||||
{
|
||||
public class PuddleSystem : EntitySystem
|
||||
[UsedImplicitly]
|
||||
internal sealed class PuddleSystem : EntitySystem
|
||||
{
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
EntityQuery = new TypeEntityQuery(typeof(PuddleComponent));
|
||||
var mapManager = IoCManager.Resolve<IMapManager>();
|
||||
mapManager.TileChanged += HandleTileChanged;
|
||||
}
|
||||
@@ -28,17 +28,14 @@ namespace Content.Server.Interfaces.GameObjects.Components.Interaction
|
||||
private void HandleTileChanged(object sender, TileChangedEventArgs eventArgs)
|
||||
{
|
||||
// If this gets hammered you could probably queue up all the tile changes every tick but I doubt that would ever happen.
|
||||
var entities = EntityManager.GetEntities(EntityQuery);
|
||||
|
||||
foreach (var entity in entities)
|
||||
foreach (var (puddle, snapGrid) in ComponentManager.EntityQuery<PuddleComponent, SnapGridComponent>())
|
||||
{
|
||||
// If the tile becomes space then delete it (potentially change by design)
|
||||
if (eventArgs.NewTile.GridIndex == entity.Transform.GridID &&
|
||||
entity.TryGetComponent(out SnapGridComponent snapGridComponent) &&
|
||||
snapGridComponent.Position == eventArgs.NewTile.GridIndices &&
|
||||
if (eventArgs.NewTile.GridIndex == puddle.Owner.Transform.GridID &&
|
||||
snapGrid.Position == eventArgs.NewTile.GridIndices &&
|
||||
eventArgs.NewTile.Tile.IsEmpty)
|
||||
{
|
||||
entity.Delete();
|
||||
puddle.Owner.Delete();
|
||||
break; // Currently it's one puddle per tile, if that changes remove this
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,27 +1,13 @@
|
||||
using Content.Server.GameObjects.Components.Interactable;
|
||||
using JetBrains.Annotations;
|
||||
using Microsoft.CodeAnalysis.CSharp.Syntax;
|
||||
using Robust.Shared.GameObjects;
|
||||
using System.Collections.Generic;
|
||||
using Content.Server.GameObjects.Components;
|
||||
using Robust.Shared.GameObjects.Systems;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
|
||||
namespace Content.Server.GameObjects.EntitySystems
|
||||
{
|
||||
class RadioSystem : EntitySystem
|
||||
internal sealed class RadioSystem : EntitySystem
|
||||
{
|
||||
private List<string> _messages;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
EntityQuery = new TypeEntityQuery(typeof(RadioComponent));
|
||||
_messages = new List<string>();
|
||||
}
|
||||
private readonly List<string> _messages = new List<string>();
|
||||
|
||||
public void SpreadMessage(IEntity source, string message)
|
||||
{
|
||||
@@ -32,10 +18,9 @@ namespace Content.Server.GameObjects.EntitySystems
|
||||
|
||||
_messages.Add(message);
|
||||
|
||||
foreach (var radioEntity in RelevantEntities)
|
||||
foreach (var radio in ComponentManager.EntityQuery<RadioComponent>())
|
||||
{
|
||||
var radio = radioEntity.GetComponent<RadioComponent>();
|
||||
if (radioEntity == source || !radio.RadioOn)
|
||||
if (radio.Owner == source || !radio.RadioOn)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
@@ -1,25 +1,17 @@
|
||||
using Content.Server.GameObjects.Components.Recycling;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.GameObjects.Systems;
|
||||
|
||||
namespace Content.Server.GameObjects.EntitySystems
|
||||
{
|
||||
[UsedImplicitly]
|
||||
public class RecyclerSystem : EntitySystem
|
||||
internal sealed class RecyclerSystem : EntitySystem
|
||||
{
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
EntityQuery = new TypeEntityQuery(typeof(RecyclerComponent));
|
||||
}
|
||||
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
foreach (var entity in RelevantEntities)
|
||||
foreach (var component in ComponentManager.EntityQuery<RecyclerComponent>())
|
||||
{
|
||||
entity.GetComponent<RecyclerComponent>().Update(frameTime);
|
||||
component.Update(frameTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -4,7 +4,7 @@ using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.GameObjects.Systems;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
|
||||
namespace Content.Server.Interfaces.GameObjects.Components.Interaction
|
||||
namespace Content.Server.GameObjects.EntitySystems
|
||||
{
|
||||
public class ResearchSystem : EntitySystem
|
||||
{
|
||||
|
||||
@@ -1,25 +1,17 @@
|
||||
using Content.Server.GameObjects.Components.Pointing;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.GameObjects.Systems;
|
||||
|
||||
namespace Content.Server.GameObjects.EntitySystems
|
||||
{
|
||||
[UsedImplicitly]
|
||||
public class RoguePointingSystem : EntitySystem
|
||||
internal sealed class RoguePointingSystem : EntitySystem
|
||||
{
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
EntityQuery = new TypeEntityQuery(typeof(RoguePointingArrowComponent));
|
||||
}
|
||||
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
foreach (var entity in RelevantEntities)
|
||||
foreach (var component in ComponentManager.EntityQuery<RoguePointingArrowComponent>())
|
||||
{
|
||||
entity.GetComponent<RoguePointingArrowComponent>().Update(frameTime);
|
||||
component.Update(frameTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -6,7 +6,7 @@ using Robust.Shared.Interfaces.Timing;
|
||||
using Robust.Shared.IoC;
|
||||
using Timer = Robust.Shared.Timers.Timer;
|
||||
|
||||
namespace Content.Server.Interfaces.GameObjects.Components.Interaction
|
||||
namespace Content.Server.GameObjects.EntitySystems
|
||||
{
|
||||
public class RoundEndSystem : EntitySystem
|
||||
{
|
||||
|
||||
@@ -0,0 +1,89 @@
|
||||
using System.Collections.Generic;
|
||||
using Content.Server.GameObjects.Components.Damage;
|
||||
using Content.Server.GameObjects.Components.Mobs;
|
||||
using Content.Server.GameObjects.Components.StationEvents;
|
||||
using Content.Shared.GameObjects;
|
||||
using Content.Shared.GameObjects.Components.Damage;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.GameObjects.Systems;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
|
||||
namespace Content.Server.GameObjects.EntitySystems.StationEvents
|
||||
{
|
||||
[UsedImplicitly]
|
||||
public sealed class RadiationPulseSystem : EntitySystem
|
||||
{
|
||||
// Rather than stuffing around with collidables and checking entities on initialize etc. we'll just tick over
|
||||
// for each entity in range. Seemed easier than checking entities on spawn, then checking collidables, etc.
|
||||
// Especially considering each pulse is a big chonker, + no circle hitboxes yet.
|
||||
|
||||
private TypeEntityQuery _speciesQuery;
|
||||
|
||||
/// <summary>
|
||||
/// Damage works with ints so we'll just accumulate damage and once we hit this threshold we'll apply it.
|
||||
/// </summary>
|
||||
/// This also server to stop spamming the damagethreshold with 1 damage continuously.
|
||||
private const int DamageThreshold = 10;
|
||||
|
||||
private Dictionary<IEntity, float> _accumulatedDamage = new Dictionary<IEntity, float>();
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
_speciesQuery = new TypeEntityQuery(typeof(SpeciesComponent));
|
||||
}
|
||||
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
base.Update(frameTime);
|
||||
var anyPulses = false;
|
||||
|
||||
foreach (var comp in ComponentManager.EntityQuery<RadiationPulseComponent>())
|
||||
{
|
||||
anyPulses = true;
|
||||
|
||||
foreach (var species in EntityManager.GetEntities(_speciesQuery))
|
||||
{
|
||||
// Work out if we're in range and accumulate more damage
|
||||
// If we've hit the DamageThreshold we'll also apply that damage to the mob
|
||||
// If we're really lagging server can apply multiples of the DamageThreshold at once
|
||||
if (species.Transform.MapID != comp.Owner.Transform.MapID) continue;
|
||||
|
||||
if ((species.Transform.WorldPosition - comp.Owner.Transform.WorldPosition).Length > comp.Range)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
var totalDamage = frameTime * comp.DPS;
|
||||
|
||||
if (!_accumulatedDamage.TryGetValue(species, out var accumulatedSpecies))
|
||||
{
|
||||
_accumulatedDamage[species] = 0.0f;
|
||||
}
|
||||
|
||||
totalDamage += accumulatedSpecies;
|
||||
_accumulatedDamage[species] = totalDamage;
|
||||
|
||||
if (totalDamage < DamageThreshold) continue;
|
||||
if (!species.TryGetComponent(out DamageableComponent damageableComponent)) continue;
|
||||
|
||||
var damageMultiple = (int) (totalDamage / DamageThreshold);
|
||||
_accumulatedDamage[species] = totalDamage % DamageThreshold;
|
||||
|
||||
damageableComponent.TakeDamage(DamageType.Heat, damageMultiple * DamageThreshold, comp.Owner, comp.Owner);
|
||||
}
|
||||
}
|
||||
|
||||
if (anyPulses)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// probably don't need to worry about clearing this at roundreset unless you have a radiation pulse at roundstart
|
||||
// (which is currently not possible)
|
||||
_accumulatedDamage.Clear();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,321 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Text;
|
||||
using Content.Server.StationEvents;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Server.Interfaces.Player;
|
||||
using Robust.Shared.GameObjects.Systems;
|
||||
using Robust.Shared.Interfaces.Random;
|
||||
using Robust.Shared.Interfaces.Reflection;
|
||||
using Robust.Shared.Interfaces.Timing;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Localization;
|
||||
|
||||
namespace Content.Server.GameObjects.EntitySystems.StationEvents
|
||||
{
|
||||
[UsedImplicitly]
|
||||
public sealed class StationEventSystem : EntitySystem
|
||||
{
|
||||
// Somewhat based off of TG's implementation of events
|
||||
|
||||
public StationEvent CurrentEvent { get; private set; }
|
||||
|
||||
public IReadOnlyCollection<StationEvent> StationEvents => _stationEvents;
|
||||
private List<StationEvent> _stationEvents = new List<StationEvent>();
|
||||
|
||||
private const float MinimumTimeUntilFirstEvent = 600;
|
||||
|
||||
/// <summary>
|
||||
/// How long until the next check for an event runs
|
||||
/// </summary>
|
||||
/// Default value is how long until first event is allowed
|
||||
private float _timeUntilNextEvent = MinimumTimeUntilFirstEvent;
|
||||
|
||||
/// <summary>
|
||||
/// Whether random events can run
|
||||
/// </summary>
|
||||
/// If disabled while an event is running (even if admin run) it will disable it
|
||||
public bool Enabled
|
||||
{
|
||||
get => _enabled;
|
||||
set
|
||||
{
|
||||
if (_enabled == value)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_enabled = value;
|
||||
CurrentEvent?.Shutdown();
|
||||
CurrentEvent = null;
|
||||
}
|
||||
}
|
||||
|
||||
private bool _enabled = true;
|
||||
|
||||
/// <summary>
|
||||
/// Admins can get a list of all events available to run, regardless of whether their requirements have been met
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public string GetEventNames()
|
||||
{
|
||||
StringBuilder result = new StringBuilder();
|
||||
|
||||
foreach (var stationEvent in _stationEvents)
|
||||
{
|
||||
result.Append(stationEvent.Name + "\n");
|
||||
}
|
||||
|
||||
return result.ToString();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Admins can forcibly run events by passing in the Name
|
||||
/// </summary>
|
||||
/// <param name="name">The exact string for Name, without localization</param>
|
||||
/// <returns></returns>
|
||||
public string RunEvent(string name)
|
||||
{
|
||||
// Could use a dictionary but it's such a minor thing, eh.
|
||||
// Wasn't sure on whether to localize this given it's a command
|
||||
var upperName = name.ToUpperInvariant();
|
||||
|
||||
foreach (var stationEvent in _stationEvents)
|
||||
{
|
||||
if (stationEvent.Name.ToUpperInvariant() != upperName)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
CurrentEvent?.Shutdown();
|
||||
CurrentEvent = stationEvent;
|
||||
stationEvent.Startup();
|
||||
return Loc.GetString("Running event ") + stationEvent.Name;
|
||||
}
|
||||
|
||||
// I had string interpolation but lord it made it hard to read
|
||||
return Loc.GetString("No event named ") + name;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Randomly run a valid event immediately, ignoring earlieststart
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public string RunRandomEvent()
|
||||
{
|
||||
var availableEvents = AvailableEvents(true);
|
||||
var randomEvent = FindEvent(availableEvents);
|
||||
|
||||
if (randomEvent == null)
|
||||
{
|
||||
return Loc.GetString("No valid events available");
|
||||
}
|
||||
|
||||
CurrentEvent?.Shutdown();
|
||||
CurrentEvent = randomEvent;
|
||||
CurrentEvent.Startup();
|
||||
|
||||
return Loc.GetString("Running ") + randomEvent.Name;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Admins can stop the currently running event (if applicable) and reset the timer
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public string StopEvent()
|
||||
{
|
||||
string resultText;
|
||||
|
||||
if (CurrentEvent == null)
|
||||
{
|
||||
resultText = Loc.GetString("No event running currently");
|
||||
}
|
||||
else
|
||||
{
|
||||
resultText = Loc.GetString("Stopped event ") + CurrentEvent.Name;
|
||||
CurrentEvent.Shutdown();
|
||||
CurrentEvent = null;
|
||||
}
|
||||
|
||||
ResetTimer();
|
||||
return resultText;
|
||||
}
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
var reflectionManager = IoCManager.Resolve<IReflectionManager>();
|
||||
var typeFactory = IoCManager.Resolve<IDynamicTypeFactory>();
|
||||
|
||||
foreach (var type in reflectionManager.GetAllChildren(typeof(StationEvent)))
|
||||
{
|
||||
if (type.IsAbstract) continue;
|
||||
|
||||
var stationEvent = (StationEvent) typeFactory.CreateInstance(type);
|
||||
_stationEvents.Add(stationEvent);
|
||||
}
|
||||
}
|
||||
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
base.Update(frameTime);
|
||||
|
||||
if (!Enabled)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Keep running the current event
|
||||
if (CurrentEvent != null)
|
||||
{
|
||||
CurrentEvent.Update(frameTime);
|
||||
|
||||
// Shutdown the event and set the timer for the next event
|
||||
if (!CurrentEvent.Running)
|
||||
{
|
||||
CurrentEvent.Shutdown();
|
||||
CurrentEvent = null;
|
||||
ResetTimer();
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
if (_timeUntilNextEvent > 0)
|
||||
{
|
||||
_timeUntilNextEvent -= frameTime;
|
||||
return;
|
||||
}
|
||||
|
||||
// No point hammering this trying to find events if none are available
|
||||
var stationEvent = FindEvent(AvailableEvents());
|
||||
if (stationEvent == null)
|
||||
{
|
||||
ResetTimer();
|
||||
}
|
||||
else
|
||||
{
|
||||
CurrentEvent = stationEvent;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Reset the event timer once the event is done.
|
||||
/// </summary>
|
||||
private void ResetTimer()
|
||||
{
|
||||
var robustRandom = IoCManager.Resolve<IRobustRandom>();
|
||||
// 5 - 15 minutes. TG does 3-10 but that's pretty frequent
|
||||
_timeUntilNextEvent = robustRandom.Next(300, 900);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Pick a random event from the available events at this time, also considering their weightings.
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
private StationEvent FindEvent(List<StationEvent> availableEvents)
|
||||
{
|
||||
if (availableEvents.Count == 0)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
var sumOfWeights = 0;
|
||||
|
||||
foreach (var stationEvent in availableEvents)
|
||||
{
|
||||
sumOfWeights += (int) stationEvent.Weight;
|
||||
}
|
||||
|
||||
var robustRandom = IoCManager.Resolve<IRobustRandom>();
|
||||
sumOfWeights = robustRandom.Next(sumOfWeights);
|
||||
|
||||
foreach (var stationEvent in availableEvents)
|
||||
{
|
||||
sumOfWeights -= (int) stationEvent.Weight;
|
||||
|
||||
if (sumOfWeights <= 0)
|
||||
{
|
||||
return stationEvent;
|
||||
}
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the events that have met their player count, time-until start, etc.
|
||||
/// </summary>
|
||||
/// <param name="ignoreEarliestStart"></param>
|
||||
/// <returns></returns>
|
||||
private List<StationEvent> AvailableEvents(bool ignoreEarliestStart = false)
|
||||
{
|
||||
TimeSpan currentTime;
|
||||
var playerCount = IoCManager.Resolve<IPlayerManager>().PlayerCount;
|
||||
|
||||
// playerCount does a lock so we'll just keep the variable here
|
||||
if (!ignoreEarliestStart)
|
||||
{
|
||||
currentTime = IoCManager.Resolve<IGameTiming>().CurTime;
|
||||
}
|
||||
else
|
||||
{
|
||||
currentTime = TimeSpan.Zero;
|
||||
}
|
||||
|
||||
var result = new List<StationEvent>();
|
||||
|
||||
foreach (var stationEvent in _stationEvents)
|
||||
{
|
||||
if (CanRun(stationEvent, playerCount, currentTime))
|
||||
{
|
||||
result.Add(stationEvent);
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
private bool CanRun(StationEvent stationEvent, int playerCount, TimeSpan currentTime)
|
||||
{
|
||||
if (stationEvent.MaxOccurrences.HasValue && stationEvent.Occurrences >= stationEvent.MaxOccurrences.Value)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (playerCount < stationEvent.MinimumPlayers)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (currentTime != TimeSpan.Zero && currentTime.TotalMinutes < stationEvent.EarliestStart)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public void ResettingCleanup()
|
||||
{
|
||||
if (CurrentEvent != null && CurrentEvent.Running)
|
||||
{
|
||||
CurrentEvent.Shutdown();
|
||||
CurrentEvent = null;
|
||||
}
|
||||
|
||||
foreach (var stationEvent in _stationEvents)
|
||||
{
|
||||
stationEvent.Occurrences = 0;
|
||||
}
|
||||
|
||||
_timeUntilNextEvent = MinimumTimeUntilFirstEvent;
|
||||
}
|
||||
|
||||
public override void Shutdown()
|
||||
{
|
||||
base.Shutdown();
|
||||
CurrentEvent?.Shutdown();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,21 +1,16 @@
|
||||
using Content.Server.GameObjects.Components.Nutrition;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.GameObjects.Systems;
|
||||
|
||||
namespace Content.Server.Interfaces.GameObjects.Components.Interaction
|
||||
namespace Content.Server.GameObjects.EntitySystems
|
||||
{
|
||||
/// <summary>
|
||||
/// Triggers digestion updates on <see cref="StomachComponent"/>
|
||||
/// Triggers digestion updates on <see cref="StomachComponent"/>
|
||||
/// </summary>
|
||||
[UsedImplicitly]
|
||||
public class StomachSystem : EntitySystem
|
||||
internal sealed class StomachSystem : EntitySystem
|
||||
{
|
||||
private float _accumulatedFrameTime;
|
||||
public override void Initialize()
|
||||
{
|
||||
EntityQuery = new TypeEntityQuery(typeof(StomachComponent));
|
||||
}
|
||||
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
@@ -23,12 +18,11 @@ namespace Content.Server.Interfaces.GameObjects.Components.Interaction
|
||||
_accumulatedFrameTime += frameTime;
|
||||
if (_accumulatedFrameTime > 1.0f)
|
||||
{
|
||||
foreach (var entity in RelevantEntities)
|
||||
foreach (var component in ComponentManager.EntityQuery<StomachComponent>())
|
||||
{
|
||||
var comp = entity.GetComponent<StomachComponent>();
|
||||
comp.OnUpdate(_accumulatedFrameTime);
|
||||
component.OnUpdate(_accumulatedFrameTime);
|
||||
}
|
||||
_accumulatedFrameTime = 0.0f;
|
||||
_accumulatedFrameTime -= 1.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,16 +1,15 @@
|
||||
using System.Collections.Generic;
|
||||
using Content.Server.GameObjects;
|
||||
using Content.Server.GameObjects.Components.Items.Storage;
|
||||
using Content.Server.GameObjects.EntitySystems.Click;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Server.GameObjects.EntitySystemMessages;
|
||||
using Robust.Server.Interfaces.Player;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.GameObjects.Systems;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
|
||||
namespace Content.Server.Interfaces.GameObjects.Components.Interaction
|
||||
namespace Content.Server.GameObjects.EntitySystems
|
||||
{
|
||||
class StorageSystem : EntitySystem
|
||||
[UsedImplicitly]
|
||||
internal sealed class StorageSystem : EntitySystem
|
||||
{
|
||||
private readonly List<IPlayerSession> _sessionCache = new List<IPlayerSession>();
|
||||
|
||||
@@ -19,16 +18,14 @@ namespace Content.Server.Interfaces.GameObjects.Components.Interaction
|
||||
{
|
||||
SubscribeLocalEvent<EntRemovedFromContainerMessage>(HandleEntityRemovedFromContainer);
|
||||
SubscribeLocalEvent<EntInsertedIntoContainerMessage>(HandleEntityInsertedIntoContainer);
|
||||
|
||||
EntityQuery = new TypeEntityQuery(typeof(ServerStorageComponent));
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
foreach (var entity in RelevantEntities)
|
||||
foreach (var component in ComponentManager.EntityQuery<ServerStorageComponent>())
|
||||
{
|
||||
CheckSubscribedEntities(entity);
|
||||
CheckSubscribedEntities(component);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -52,9 +49,8 @@ namespace Content.Server.Interfaces.GameObjects.Components.Interaction
|
||||
}
|
||||
}
|
||||
|
||||
private void CheckSubscribedEntities(IEntity entity)
|
||||
private void CheckSubscribedEntities(ServerStorageComponent storageComp)
|
||||
{
|
||||
var storageComp = entity.GetComponent<ServerStorageComponent>();
|
||||
|
||||
// We have to cache the set of sessions because Unsubscribe modifies the original.
|
||||
_sessionCache.Clear();
|
||||
@@ -63,8 +59,8 @@ namespace Content.Server.Interfaces.GameObjects.Components.Interaction
|
||||
if (_sessionCache.Count == 0)
|
||||
return;
|
||||
|
||||
var storagePos = entity.Transform.WorldPosition;
|
||||
var storageMap = entity.Transform.MapID;
|
||||
var storagePos = storageComp.Owner.Transform.WorldPosition;
|
||||
var storageMap = storageComp.Owner.Transform.MapID;
|
||||
|
||||
foreach (var session in _sessionCache)
|
||||
{
|
||||
|
||||
@@ -1,30 +1,21 @@
|
||||
using System;
|
||||
using Content.Server.GameObjects.Components;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.GameObjects.Systems;
|
||||
using Robust.Shared.Maths;
|
||||
|
||||
namespace Content.Server.GameObjects.EntitySystems
|
||||
{
|
||||
[UsedImplicitly]
|
||||
public class StressTestMovementSystem : EntitySystem
|
||||
internal sealed class StressTestMovementSystem : EntitySystem
|
||||
{
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
EntityQuery = new TypeEntityQuery<StressTestMovementComponent>();
|
||||
}
|
||||
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
base.Update(frameTime);
|
||||
|
||||
foreach (var entity in RelevantEntities)
|
||||
foreach (var stressTest in ComponentManager.EntityQuery<StressTestMovementComponent>())
|
||||
{
|
||||
var stressTest = entity.GetComponent<StressTestMovementComponent>();
|
||||
var transform = entity.Transform;
|
||||
var transform = stressTest.Owner.Transform;
|
||||
|
||||
stressTest.Progress += frameTime;
|
||||
|
||||
|
||||
@@ -1,27 +1,19 @@
|
||||
using Content.Server.GameObjects.Components.Mobs;
|
||||
using Content.Shared.GameObjects.Components.Mobs;
|
||||
using Robust.Shared.GameObjects;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Shared.GameObjects.Systems;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
|
||||
namespace Content.Server.Interfaces.GameObjects.Components.Interaction
|
||||
namespace Content.Server.GameObjects.EntitySystems
|
||||
{
|
||||
public class StunSystem : EntitySystem
|
||||
[UsedImplicitly]
|
||||
internal sealed class StunSystem : EntitySystem
|
||||
{
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
EntityQuery = new TypeEntityQuery(typeof(StunnableComponent));
|
||||
}
|
||||
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
base.Update(frameTime);
|
||||
|
||||
foreach (var entity in RelevantEntities)
|
||||
foreach (var component in ComponentManager.EntityQuery<StunnableComponent>())
|
||||
{
|
||||
entity.GetComponent<StunnableComponent>().Update(frameTime);
|
||||
component.Update(frameTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,21 +1,16 @@
|
||||
using Content.Server.GameObjects;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Content.Server.GameObjects.Components.Temperature;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Shared.GameObjects.Systems;
|
||||
|
||||
namespace Content.Server.Interfaces.GameObjects.Components.Interaction
|
||||
namespace Content.Server.GameObjects.EntitySystems
|
||||
{
|
||||
class TemperatureSystem : EntitySystem
|
||||
[UsedImplicitly]
|
||||
internal sealed class TemperatureSystem : EntitySystem
|
||||
{
|
||||
public override void Initialize()
|
||||
{
|
||||
EntityQuery = new TypeEntityQuery(typeof(TemperatureComponent));
|
||||
}
|
||||
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
foreach (var entity in RelevantEntities)
|
||||
foreach (var comp in ComponentManager.EntityQuery<TemperatureComponent>())
|
||||
{
|
||||
var comp = entity.GetComponent<TemperatureComponent>();
|
||||
comp.OnUpdate(frameTime);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,30 +1,24 @@
|
||||
using Content.Server.GameObjects.Components.Nutrition;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.GameObjects.Systems;
|
||||
|
||||
namespace Content.Server.Interfaces.GameObjects.Components.Interaction
|
||||
namespace Content.Server.GameObjects.EntitySystems
|
||||
{
|
||||
[UsedImplicitly]
|
||||
public class ThirstSystem : EntitySystem
|
||||
internal sealed class ThirstSystem : EntitySystem
|
||||
{
|
||||
private float _accumulatedFrameTime;
|
||||
public override void Initialize()
|
||||
{
|
||||
EntityQuery = new TypeEntityQuery(typeof(ThirstComponent));
|
||||
}
|
||||
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
_accumulatedFrameTime += frameTime;
|
||||
if (_accumulatedFrameTime > 1.0f)
|
||||
{
|
||||
foreach (var entity in RelevantEntities)
|
||||
foreach (var component in ComponentManager.EntityQuery<ThirstComponent>())
|
||||
{
|
||||
var comp = entity.GetComponent<ThirstComponent>();
|
||||
comp.OnUpdate(_accumulatedFrameTime);
|
||||
component.OnUpdate(_accumulatedFrameTime);
|
||||
}
|
||||
_accumulatedFrameTime = 0.0f;
|
||||
_accumulatedFrameTime -= 1.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,7 +1,6 @@
|
||||
using Content.Server.GameObjects.Components.Mobs;
|
||||
using Content.Shared.GameObjects.Components.Mobs;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.GameObjects.Systems;
|
||||
using Robust.Shared.Interfaces.Timing;
|
||||
using Robust.Shared.IoC;
|
||||
@@ -9,33 +8,24 @@ using Robust.Shared.IoC;
|
||||
namespace Content.Server.GameObjects.EntitySystems
|
||||
{
|
||||
[UsedImplicitly]
|
||||
public class TimedOverlayRemovalSystem : EntitySystem
|
||||
internal sealed class TimedOverlayRemovalSystem : EntitySystem
|
||||
{
|
||||
#pragma warning disable 649
|
||||
[Dependency] private readonly IGameTiming _gameTiming;
|
||||
#pragma warning restore 649
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
EntityQuery = new TypeEntityQuery(typeof(ServerOverlayEffectsComponent));
|
||||
}
|
||||
[Dependency] private readonly IGameTiming _gameTiming = default!;
|
||||
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
base.Update(frameTime);
|
||||
|
||||
foreach (var entity in RelevantEntities)
|
||||
foreach (var component in ComponentManager.EntityQuery<ServerOverlayEffectsComponent>())
|
||||
{
|
||||
var effectsComponent = entity.GetComponent<ServerOverlayEffectsComponent>();
|
||||
foreach (var overlay in effectsComponent.ActiveOverlays.ToArray())
|
||||
|
||||
foreach (var overlay in component.ActiveOverlays.ToArray())
|
||||
{
|
||||
if (overlay.TryGetOverlayParameter<TimedOverlayParameter>(out var parameter))
|
||||
{
|
||||
if (parameter.StartedAt + parameter.Length <= _gameTiming.CurTime.TotalMilliseconds)
|
||||
{
|
||||
effectsComponent.RemoveOverlay(overlay);
|
||||
component.RemoveOverlay(overlay);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -5,7 +5,7 @@ using Robust.Shared.GameObjects.Systems;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
using Robust.Shared.Timers;
|
||||
|
||||
namespace Content.Server.Interfaces.GameObjects.Components.Interaction
|
||||
namespace Content.Server.GameObjects.EntitySystems
|
||||
{
|
||||
/// <summary>
|
||||
/// This interface gives components behavior when being "triggered" by timer or other conditions
|
||||
|
||||
@@ -1,5 +1,4 @@
|
||||
using Content.Server.GameObjects.Components.Chemistry;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.GameObjects.Systems;
|
||||
|
||||
namespace Content.Server.GameObjects.EntitySystems
|
||||
|
||||
@@ -1,15 +1,16 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Reflection;
|
||||
using Content.Shared.GameObjects;
|
||||
using Content.Shared.GameObjects.Verbs;
|
||||
using Robust.Server.Interfaces.Player;
|
||||
using Robust.Shared.Containers;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.GameObjects.Systems;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Log;
|
||||
using static Content.Shared.GameObjects.EntitySystemMessages.VerbSystemMessages;
|
||||
using Logger = Robust.Shared.Log.Logger;
|
||||
|
||||
namespace Content.Server.Interfaces.GameObjects.Components.Interaction
|
||||
namespace Content.Server.GameObjects.EntitySystems
|
||||
{
|
||||
public class VerbSystem : EntitySystem
|
||||
{
|
||||
@@ -37,6 +38,12 @@ namespace Content.Server.Interfaces.GameObjects.Components.Interaction
|
||||
var session = eventArgs.SenderSession;
|
||||
var userEntity = session.AttachedEntity;
|
||||
|
||||
if (userEntity == null)
|
||||
{
|
||||
Logger.Warning($"{nameof(UseVerb)} called by player {session} with no attached entity.");
|
||||
return;
|
||||
}
|
||||
|
||||
foreach (var (component, verb) in VerbUtility.GetVerbs(entity))
|
||||
{
|
||||
if ($"{component.GetType()}:{verb.GetType()}" != use.VerbKey)
|
||||
@@ -44,14 +51,14 @@ namespace Content.Server.Interfaces.GameObjects.Components.Interaction
|
||||
continue;
|
||||
}
|
||||
|
||||
if (verb.RequireInteractionRange)
|
||||
if (verb.RequireInteractionRange && !VerbUtility.InVerbUseRange(userEntity, entity))
|
||||
{
|
||||
var distanceSquared = (userEntity.Transform.WorldPosition - entity.Transform.WorldPosition)
|
||||
.LengthSquared;
|
||||
if (distanceSquared > VerbUtility.InteractionRangeSquared)
|
||||
{
|
||||
break;
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
if (verb.BlockedByContainers && !userEntity.IsInSameOrNoContainer(entity))
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
||||
verb.Activate(userEntity, component);
|
||||
@@ -65,14 +72,15 @@ namespace Content.Server.Interfaces.GameObjects.Components.Interaction
|
||||
continue;
|
||||
}
|
||||
|
||||
if (globalVerb.RequireInteractionRange)
|
||||
if (globalVerb.RequireInteractionRange &&
|
||||
!VerbUtility.InVerbUseRange(userEntity, entity))
|
||||
{
|
||||
var distanceSquared = (userEntity.Transform.WorldPosition - entity.Transform.WorldPosition)
|
||||
.LengthSquared;
|
||||
if (distanceSquared > VerbUtility.InteractionRangeSquared)
|
||||
{
|
||||
break;
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
if (globalVerb.BlockedByContainers && !userEntity.IsInSameOrNoContainer(entity))
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
||||
globalVerb.Activate(userEntity, entity);
|
||||
@@ -92,6 +100,12 @@ namespace Content.Server.Interfaces.GameObjects.Components.Interaction
|
||||
|
||||
var userEntity = player.AttachedEntity;
|
||||
|
||||
if (userEntity == null)
|
||||
{
|
||||
Logger.Warning($"{nameof(UseVerb)} called by player {player} with no attached entity.");
|
||||
return;
|
||||
}
|
||||
|
||||
var data = new List<VerbsResponseMessage.NetVerbData>();
|
||||
//Get verbs, component dependent.
|
||||
foreach (var (component, verb) in VerbUtility.GetVerbs(entity))
|
||||
@@ -99,6 +113,9 @@ namespace Content.Server.Interfaces.GameObjects.Components.Interaction
|
||||
if (verb.RequireInteractionRange && !VerbUtility.InVerbUseRange(userEntity, entity))
|
||||
continue;
|
||||
|
||||
if (verb.BlockedByContainers && !userEntity.IsInSameOrNoContainer(entity))
|
||||
continue;
|
||||
|
||||
var verbData = verb.GetData(userEntity, component);
|
||||
if (verbData.IsInvisible)
|
||||
continue;
|
||||
@@ -113,6 +130,9 @@ namespace Content.Server.Interfaces.GameObjects.Components.Interaction
|
||||
if (globalVerb.RequireInteractionRange && !VerbUtility.InVerbUseRange(userEntity, entity))
|
||||
continue;
|
||||
|
||||
if (globalVerb.BlockedByContainers && !userEntity.IsInSameOrNoContainer(entity))
|
||||
continue;
|
||||
|
||||
var verbData = globalVerb.GetData(userEntity, entity);
|
||||
if (verbData.IsInvisible)
|
||||
continue;
|
||||
|
||||
@@ -3,7 +3,7 @@ using System.Linq;
|
||||
using Content.Server.GameObjects.Components.Interactable;
|
||||
using Robust.Shared.GameObjects.Systems;
|
||||
|
||||
namespace Content.Server.Interfaces.GameObjects.Components.Interaction
|
||||
namespace Content.Server.GameObjects.EntitySystems
|
||||
{
|
||||
/// <summary>
|
||||
/// Despite the name, it's only really used for the welder logic in tools. Go figure.
|
||||
|
||||
@@ -3,7 +3,7 @@ using Robust.Shared.GameObjects.Systems;
|
||||
using Robust.Shared.ViewVariables;
|
||||
using static Content.Shared.GameObjects.Components.SharedWiresComponent;
|
||||
|
||||
namespace Content.Server.Interfaces.GameObjects.Components.Interaction
|
||||
namespace Content.Server.GameObjects.EntitySystems
|
||||
{
|
||||
public class WireHackingSystem : EntitySystem
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user