NPC refactor (#10122)
Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
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using System.Linq;
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using System.Threading.Tasks;
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using Content.Server.NPC.Components;
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using Robust.Shared.Random;
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namespace Content.Server.NPC.HTN.PrimitiveTasks.Operators.Test;
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public sealed class PickPathfindPointOperator : HTNOperator
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{
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[Dependency] private readonly IEntityManager _entManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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public override async Task<(bool Valid, Dictionary<string, object>? Effects)> Plan(NPCBlackboard blackboard)
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{
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var owner = blackboard.GetValue<EntityUid>(NPCBlackboard.Owner);
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// Find all pathfind points on the same grid and choose to move to it.
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var xform = _entManager.GetComponent<TransformComponent>(owner);
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var gridUid = xform.GridUid;
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if (gridUid == null)
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return (false, null);
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var points = new List<TransformComponent>();
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foreach (var (point, pointXform) in _entManager.EntityQuery<NPCPathfindPointComponent, TransformComponent>(true))
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{
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if (gridUid != pointXform.GridUid)
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continue;
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points.Add(pointXform);
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}
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if (points.Count == 0)
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return (false, null);
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var selected = _random.Pick(points);
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return (true, new Dictionary<string, object>()
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{
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{ NPCBlackboard.MovementTarget, selected.Coordinates }
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});
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}
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}
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