using System.Threading.Tasks;
using Content.Server.Interaction;
using Content.Server.NPC.Systems;
using Content.Shared.MobState;
using Content.Shared.MobState.Components;
using Robust.Shared.Map;
namespace Content.Server.NPC.HTN.PrimitiveTasks.Operators;
public abstract class NPCCombatOperator : HTNOperator
{
[Dependency] protected readonly IEntityManager EntManager = default!;
private AiFactionTagSystem _tags = default!;
protected InteractionSystem Interaction = default!;
[ViewVariables, DataField("key")] public string Key = "CombatTarget";
///
/// The EntityCoordinates of the specified target.
///
[ViewVariables, DataField("keyCoordinates")]
public string KeyCoordinates = "CombatTargetCoordinates";
public override void Initialize(IEntitySystemManager sysManager)
{
base.Initialize(sysManager);
_tags = sysManager.GetEntitySystem();
Interaction = sysManager.GetEntitySystem();
}
public override async Task<(bool Valid, Dictionary? Effects)> Plan(NPCBlackboard blackboard)
{
var targets = GetTargets(blackboard);
if (targets.Count == 0)
{
return (false, null);
}
// TODO: Need some level of rng in ratings (outside of continuing to attack the same target)
var selectedTarget = targets[0].Entity;
var effects = new Dictionary()
{
{Key, selectedTarget},
{KeyCoordinates, new EntityCoordinates(selectedTarget, Vector2.Zero)}
};
return (true, effects);
}
private List<(EntityUid Entity, float Rating)> GetTargets(NPCBlackboard blackboard)
{
var owner = blackboard.GetValue(NPCBlackboard.Owner);
var radius = blackboard.GetValueOrDefault(NPCBlackboard.VisionRadius, EntManager);
var targets = new List<(EntityUid Entity, float Rating)>();
blackboard.TryGetValue(Key, out var existingTarget);
var xformQuery = EntManager.GetEntityQuery();
var mobQuery = EntManager.GetEntityQuery();
var canMove = blackboard.GetValueOrDefault(NPCBlackboard.CanMove, EntManager);
// TODO: Need a perception system instead
foreach (var target in _tags
.GetNearbyHostiles(owner, radius))
{
if (mobQuery.TryGetComponent(target, out var mobState) &&
mobState.CurrentState > DamageState.Alive)
{
continue;
}
targets.Add((target, GetRating(blackboard, target, existingTarget, canMove, xformQuery)));
}
targets.Sort((x, y) => y.Rating.CompareTo(x.Rating));
return targets;
}
protected abstract float GetRating(NPCBlackboard blackboard, EntityUid uid, EntityUid existingTarget, bool canMove,
EntityQuery xformQuery);
}