NPC refactor (#10122)
Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
This commit is contained in:
@@ -0,0 +1,95 @@
|
||||
using System.Threading;
|
||||
using System.Threading.Tasks;
|
||||
using Content.Server.NPC.Pathfinding;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Random;
|
||||
|
||||
namespace Content.Server.NPC.HTN.PrimitiveTasks.Operators;
|
||||
|
||||
/// <summary>
|
||||
/// Picks a nearby component that is accessible.
|
||||
/// </summary>
|
||||
public sealed class PickAccessibleComponentOperator : HTNOperator
|
||||
{
|
||||
[Dependency] private readonly IComponentFactory _factory = default!;
|
||||
[Dependency] private readonly IEntityManager _entManager = default!;
|
||||
[Dependency] private readonly IRobustRandom _random = default!;
|
||||
private PathfindingSystem _path = default!;
|
||||
private EntityLookupSystem _lookup = default!;
|
||||
|
||||
[DataField("rangeKey", required: true)]
|
||||
public string RangeKey = string.Empty;
|
||||
|
||||
[ViewVariables, DataField("targetKey", required: true)]
|
||||
public string TargetKey = string.Empty;
|
||||
|
||||
[ViewVariables, DataField("component", required: true)]
|
||||
public string Component = string.Empty;
|
||||
|
||||
public override void Initialize(IEntitySystemManager sysManager)
|
||||
{
|
||||
base.Initialize(sysManager);
|
||||
_path = sysManager.GetEntitySystem<PathfindingSystem>();
|
||||
_lookup = sysManager.GetEntitySystem<EntityLookupSystem>();
|
||||
}
|
||||
|
||||
/// <inheritdoc/>
|
||||
public override async Task<(bool Valid, Dictionary<string, object>? Effects)> Plan(NPCBlackboard blackboard)
|
||||
{
|
||||
// Check if the component exists
|
||||
if (!_factory.TryGetRegistration(Component, out var registration))
|
||||
{
|
||||
return (false, null);
|
||||
}
|
||||
|
||||
var range = blackboard.GetValueOrDefault<float>(RangeKey);
|
||||
var owner = blackboard.GetValue<EntityUid>(NPCBlackboard.Owner);
|
||||
|
||||
if (!blackboard.TryGetValue<EntityCoordinates>(NPCBlackboard.OwnerCoordinates, out var coordinates))
|
||||
{
|
||||
return (false, null);
|
||||
}
|
||||
|
||||
var compType = registration.Type;
|
||||
var query = _entManager.GetEntityQuery(compType);
|
||||
var targets = new List<Component>();
|
||||
|
||||
// TODO: Need to get ones that are accessible.
|
||||
// TODO: Look at unreal HTN to see repeatable ones maybe?
|
||||
foreach (var entity in _lookup.GetEntitiesInRange(coordinates, range))
|
||||
{
|
||||
if (entity == owner || !query.TryGetComponent(entity, out var comp))
|
||||
continue;
|
||||
|
||||
targets.Add(comp);
|
||||
}
|
||||
|
||||
if (targets.Count == 0)
|
||||
{
|
||||
return (false, null);
|
||||
}
|
||||
|
||||
while (targets.Count > 0)
|
||||
{
|
||||
// TODO: Get nearest at some stage
|
||||
var target = _random.PickAndTake(targets);
|
||||
|
||||
// TODO: God the path api sucks PLUS I need some fast way to get this.
|
||||
var job = _path.RequestPath(owner, target.Owner, CancellationToken.None);
|
||||
|
||||
await job.AsTask;
|
||||
|
||||
if (job.Result == null || !_entManager.TryGetComponent<TransformComponent>(target.Owner, out var targetXform))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
return (true, new Dictionary<string, object>()
|
||||
{
|
||||
{ TargetKey, targetXform.Coordinates },
|
||||
});
|
||||
}
|
||||
|
||||
return (false, null);
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user