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);
}
}