using System.Threading;
using System.Threading.Tasks;
using Content.Server.Hands.Systems;
using Content.Shared.Hands.Components;
namespace Content.Server.NPC.HTN.PrimitiveTasks.Operators.Interactions;
///
/// Swaps to any free hand.
///
public sealed partial class SwapToFreeHandOperator : HTNOperator
{
[Dependency] private readonly IEntityManager _entManager = default!;
public override async Task<(bool Valid, Dictionary? Effects)> Plan(NPCBlackboard blackboard, CancellationToken cancelToken)
{
if (!blackboard.TryGetValue>(NPCBlackboard.FreeHands, out var hands, _entManager) ||
!_entManager.TryGetComponent(blackboard.GetValue(NPCBlackboard.Owner), out var handsComp))
{
return (false, null);
}
foreach (var hand in hands)
{
return (true, new Dictionary()
{
{
NPCBlackboard.ActiveHand, handsComp.Hands[hand]
},
{
NPCBlackboard.ActiveHandFree, true
},
});
}
return (false, null);
}
public override HTNOperatorStatus Update(NPCBlackboard blackboard, float frameTime)
{
// TODO: Need interaction cooldown
var owner = blackboard.GetValue(NPCBlackboard.Owner);
var handSystem = _entManager.System();
if (!handSystem.TrySelectEmptyHand(owner))
{
return HTNOperatorStatus.Failed;
}
return HTNOperatorStatus.Finished;
}
}