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; /// /// Picks a nearby component that is accessible. /// 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(); _lookup = sysManager.GetEntitySystem(); } /// public override async Task<(bool Valid, Dictionary? Effects)> Plan(NPCBlackboard blackboard) { // Check if the component exists if (!_factory.TryGetRegistration(Component, out var registration)) { return (false, null); } var range = blackboard.GetValueOrDefault(RangeKey); var owner = blackboard.GetValue(NPCBlackboard.Owner); if (!blackboard.TryGetValue(NPCBlackboard.OwnerCoordinates, out var coordinates)) { return (false, null); } var compType = registration.Type; var query = _entManager.GetEntityQuery(compType); var targets = new List(); // 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(target.Owner, out var targetXform)) { continue; } return (true, new Dictionary() { { TargetKey, targetXform.Coordinates }, }); } return (false, null); } }