Shooting NPCs and more (#18042)
* Add pirate shooting * Shooting working * Basics working * Refactor time * More conversion * Update primitives * Update yml * weh * Building again * Draft * weh * b * Start shutdown * Starting to take form * Code side done * is it worky * Fix prototypes * stuff * Shitty working * Juke events working * Even more cleanup * RTX * Fix interaction combat mode and compquery * GetAmmoCount relays * Fix rotation speed * Juke fixes * fixes * weh * The collision avoidance never ends * Fixes * Pause support * framework * lazy * Fix idling * Fix drip * goobed * Fix takeover shutdown bug * Merge fixes * shitter * Fix carpos
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using System.Threading;
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using System.Threading.Tasks;
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using Content.Server.Hands.Systems;
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using Content.Shared.Hands.Components;
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namespace Content.Server.NPC.HTN.PrimitiveTasks.Operators.Interactions;
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/// <summary>
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/// Swaps to any free hand.
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/// </summary>
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public sealed class SwapToFreeHandOperator : HTNOperator
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{
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[Dependency] private readonly IEntityManager _entManager = default!;
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public override async Task<(bool Valid, Dictionary<string, object>? Effects)> Plan(NPCBlackboard blackboard, CancellationToken cancelToken)
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{
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if (!blackboard.TryGetValue<List<string>>(NPCBlackboard.FreeHands, out var hands, _entManager) ||
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!_entManager.TryGetComponent<HandsComponent>(blackboard.GetValue<EntityUid>(NPCBlackboard.Owner), out var handsComp))
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{
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return (false, null);
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}
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foreach (var hand in hands)
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{
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return (true, new Dictionary<string, object>()
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{
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{
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NPCBlackboard.ActiveHand, handsComp.Hands[hand]
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},
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{
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NPCBlackboard.ActiveHandFree, true
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},
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});
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}
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return (false, null);
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}
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public override HTNOperatorStatus Update(NPCBlackboard blackboard, float frameTime)
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{
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// TODO: Need interaction cooldown
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var owner = blackboard.GetValue<EntityUid>(NPCBlackboard.Owner);
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var handSystem = _entManager.System<HandsSystem>();
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if (!handSystem.TrySelectEmptyHand(owner))
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{
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return HTNOperatorStatus.Failed;
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}
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return HTNOperatorStatus.Finished;
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}
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}
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