using Content.Server.Chemistry.Containers.EntitySystems;
using Content.Server.Fluids.EntitySystems;
using Content.Server.NPC.Queries;
using Content.Server.NPC.Queries.Considerations;
using Content.Server.NPC.Queries.Curves;
using Content.Server.NPC.Queries.Queries;
using Content.Server.Nutrition.Components;
using Content.Server.Nutrition.EntitySystems;
using Content.Server.Storage.Components;
using Content.Shared.Examine;
using Content.Shared.Fluids.Components;
using Content.Shared.Hands.Components;
using Content.Shared.Inventory;
using Content.Shared.Mobs.Systems;
using Content.Shared.NPC.Systems;
using Content.Shared.Nutrition.Components;
using Content.Shared.Nutrition.EntitySystems;
using Content.Shared.Tools.Systems;
using Content.Shared.Weapons.Melee;
using Content.Shared.Weapons.Ranged.Components;
using Content.Shared.Weapons.Ranged.Events;
using Microsoft.Extensions.ObjectPool;
using Robust.Server.Containers;
using Robust.Shared.Prototypes;
using Robust.Shared.Utility;
using System.Linq;
namespace Content.Server.NPC.Systems;
///
/// Handles utility queries for NPCs.
///
public sealed class NPCUtilitySystem : EntitySystem
{
[Dependency] private readonly IPrototypeManager _proto = default!;
[Dependency] private readonly ContainerSystem _container = default!;
[Dependency] private readonly DrinkSystem _drink = default!;
[Dependency] private readonly EntityLookupSystem _lookup = default!;
[Dependency] private readonly FoodSystem _food = default!;
[Dependency] private readonly InventorySystem _inventory = default!;
[Dependency] private readonly MobStateSystem _mobState = default!;
[Dependency] private readonly NpcFactionSystem _npcFaction = default!;
[Dependency] private readonly OpenableSystem _openable = default!;
[Dependency] private readonly PuddleSystem _puddle = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
[Dependency] private readonly SolutionContainerSystem _solutions = default!;
[Dependency] private readonly WeldableSystem _weldable = default!;
[Dependency] private readonly ExamineSystemShared _examine = default!;
private EntityQuery _puddleQuery;
private EntityQuery _xformQuery;
private ObjectPool> _entPool =
new DefaultObjectPool>(new SetPolicy(), 256);
// Temporary caches.
private List _entityList = new();
private HashSet> _entitySet = new();
private List _compTypes = new();
public override void Initialize()
{
base.Initialize();
_puddleQuery = GetEntityQuery();
_xformQuery = GetEntityQuery();
}
///
/// Runs the UtilityQueryPrototype and returns the best-matching entities.
///
/// Should we only return the entity with the best score.
public UtilityResult GetEntities(
NPCBlackboard blackboard,
string proto,
bool bestOnly = true)
{
// TODO: PickHostilesop or whatever needs to juse be UtilityQueryOperator
var weh = _proto.Index(proto);
var ents = _entPool.Get();
foreach (var query in weh.Query)
{
switch (query)
{
case UtilityQueryFilter filter:
Filter(blackboard, ents, filter);
break;
default:
Add(blackboard, ents, query);
break;
}
}
if (ents.Count == 0)
{
_entPool.Return(ents);
return UtilityResult.Empty;
}
var results = new Dictionary();
var highestScore = 0f;
foreach (var ent in ents)
{
if (results.Count > weh.Limit)
break;
var score = 1f;
foreach (var con in weh.Considerations)
{
var conScore = GetScore(blackboard, ent, con);
var curve = con.Curve;
var curveScore = GetScore(curve, conScore);
var adjusted = GetAdjustedScore(curveScore, weh.Considerations.Count);
score *= adjusted;
// If the score is too low OR we only care about best entity then early out.
// Due to the adjusted score only being able to decrease it can never exceed the highest from here.
if (score <= 0f || bestOnly && score <= highestScore)
{
break;
}
}
if (score <= 0f)
continue;
highestScore = MathF.Max(score, highestScore);
results.Add(ent, score);
}
var result = new UtilityResult(results);
blackboard.Remove(NPCBlackboard.UtilityTarget);
_entPool.Return(ents);
return result;
}
private float GetScore(IUtilityCurve curve, float conScore)
{
switch (curve)
{
case BoolCurve:
return conScore > 0f ? 1f : 0f;
case InverseBoolCurve:
return conScore.Equals(0f) ? 1f : 0f;
case PresetCurve presetCurve:
return GetScore(_proto.Index(presetCurve.Preset).Curve, conScore);
case QuadraticCurve quadraticCurve:
return Math.Clamp(quadraticCurve.Slope * MathF.Pow(conScore - quadraticCurve.XOffset, quadraticCurve.Exponent) + quadraticCurve.YOffset, 0f, 1f);
default:
throw new NotImplementedException();
}
}
private float GetScore(NPCBlackboard blackboard, EntityUid targetUid, UtilityConsideration consideration)
{
var owner = blackboard.GetValue(NPCBlackboard.Owner);
switch (consideration)
{
case FoodValueCon:
{
if (!TryComp(targetUid, out var food))
return 0f;
// mice can't eat unpeeled bananas, need monkey's help
if (_openable.IsClosed(targetUid))
return 0f;
if (!_food.IsDigestibleBy(owner, targetUid, food))
return 0f;
var avoidBadFood = !HasComp(owner);
// only eat when hungry or if it will eat anything
if (TryComp(owner, out var hunger) && hunger.CurrentThreshold > HungerThreshold.Okay && avoidBadFood)
return 0f;
// no mouse don't eat the uranium-235
if (avoidBadFood && HasComp(targetUid))
return 0f;
return 1f;
}
case DrinkValueCon:
{
if (!TryComp(targetUid, out var drink))
return 0f;
// can't drink closed drinks
if (_openable.IsClosed(targetUid))
return 0f;
// only drink when thirsty
if (TryComp(owner, out var thirst) && thirst.CurrentThirstThreshold > ThirstThreshold.Okay)
return 0f;
// no janicow don't drink the blood puddle
if (HasComp(targetUid))
return 0f;
// needs to have something that will satiate thirst, mice wont try to drink 100% pure mutagen.
var hydration = _drink.TotalHydration(targetUid, drink);
if (hydration <= 1.0f)
return 0f;
return 1f;
}
case OrderedTargetCon:
{
if (!blackboard.TryGetValue(NPCBlackboard.CurrentOrderedTarget, out var orderedTarget, EntityManager))
return 0f;
if (targetUid != orderedTarget)
return 0f;
return 1f;
}
case TargetAccessibleCon:
{
if (_container.TryGetContainingContainer(targetUid, out var container))
{
if (TryComp(container.Owner, out var storageComponent))
{
if (storageComponent is { Open: false } && _weldable.IsWelded(container.Owner))
{
return 0.0f;
}
}
else
{
// If we're in a container (e.g. held or whatever) then we probably can't get it. Only exception
// Is a locker / crate
// TODO: Some mobs can break it so consider that.
return 0.0f;
}
}
// TODO: Pathfind there, though probably do it in a separate con.
return 1f;
}
case TargetAmmoMatchesCon:
{
if (!blackboard.TryGetValue(NPCBlackboard.ActiveHand, out Hand? activeHand, EntityManager) ||
!TryComp(activeHand.HeldEntity, out var heldGun))
{
return 0f;
}
if (heldGun.Whitelist?.IsValid(targetUid, EntityManager) != true)
{
return 0f;
}
return 1f;
}
case TargetDistanceCon:
{
var radius = blackboard.GetValueOrDefault(NPCBlackboard.VisionRadius, EntityManager);
if (!TryComp(targetUid, out TransformComponent? targetXform) ||
!TryComp(owner, out TransformComponent? xform))
{
return 0f;
}
if (!targetXform.Coordinates.TryDistance(EntityManager, _transform, xform.Coordinates,
out var distance))
{
return 0f;
}
return Math.Clamp(distance / radius, 0f, 1f);
}
case TargetAmmoCon:
{
if (!HasComp(targetUid))
return 0f;
var ev = new GetAmmoCountEvent();
RaiseLocalEvent(targetUid, ref ev);
if (ev.Count == 0)
return 0f;
// Wat
if (ev.Capacity == 0)
return 1f;
return (float) ev.Count / ev.Capacity;
}
case TargetHealthCon:
{
return 0f;
}
case TargetInLOSCon:
{
var radius = blackboard.GetValueOrDefault(NPCBlackboard.VisionRadius, EntityManager);
return _examine.InRangeUnOccluded(owner, targetUid, radius + 0.5f, null) ? 1f : 0f;
}
case TargetInLOSOrCurrentCon:
{
var radius = blackboard.GetValueOrDefault(NPCBlackboard.VisionRadius, EntityManager);
const float bufferRange = 0.5f;
if (blackboard.TryGetValue("Target", out var currentTarget, EntityManager) &&
currentTarget == targetUid &&
TryComp(owner, out TransformComponent? xform) &&
TryComp(targetUid, out TransformComponent? targetXform) &&
xform.Coordinates.TryDistance(EntityManager, _transform, targetXform.Coordinates, out var distance) &&
distance <= radius + bufferRange)
{
return 1f;
}
return _examine.InRangeUnOccluded(owner, targetUid, radius + bufferRange, null) ? 1f : 0f;
}
case TargetIsAliveCon:
{
return _mobState.IsAlive(targetUid) ? 1f : 0f;
}
case TargetIsCritCon:
{
return _mobState.IsCritical(targetUid) ? 1f : 0f;
}
case TargetIsDeadCon:
{
return _mobState.IsDead(targetUid) ? 1f : 0f;
}
case TargetMeleeCon:
{
if (TryComp(targetUid, out var melee))
{
return melee.Damage.GetTotal().Float() * melee.AttackRate / 100f;
}
return 0f;
}
default:
throw new NotImplementedException();
}
}
private float GetAdjustedScore(float score, int considerations)
{
/*
* Now using the geometric mean
* for n scores you take the n-th root of the scores multiplied
* e.g. a, b, c scores you take Math.Pow(a * b * c, 1/3)
* To get the ACTUAL geometric mean at any one stage you'd need to divide by the running consideration count
* however, the downside to this is it will fluctuate up and down over time.
* For our purposes if we go below the minimum threshold we want to cut it off, thus we take a
* "running geometric mean" which can only ever go down (and by the final value will equal the actual geometric mean).
*/
var adjusted = MathF.Pow(score, 1 / (float) considerations);
return Math.Clamp(adjusted, 0f, 1f);
}
private void Add(NPCBlackboard blackboard, HashSet entities, UtilityQuery query)
{
var owner = blackboard.GetValue(NPCBlackboard.Owner);
var vision = blackboard.GetValueOrDefault(NPCBlackboard.VisionRadius, EntityManager);
switch (query)
{
case ComponentQuery compQuery:
{
if (compQuery.Components.Count == 0)
return;
var mapPos = _transform.GetMapCoordinates(owner, xform: _xformQuery.GetComponent(owner));
_compTypes.Clear();
var i = -1;
EntityPrototype.ComponentRegistryEntry compZero = default!;
foreach (var compType in compQuery.Components.Values)
{
i++;
if (i == 0)
{
compZero = compType;
continue;
}
_compTypes.Add(compType);
}
_entitySet.Clear();
_lookup.GetEntitiesInRange(compZero.Component.GetType(), mapPos, vision, _entitySet);
foreach (var comp in _entitySet)
{
var ent = comp.Owner;
if (ent == owner)
continue;
var othersFound = true;
foreach (var compOther in _compTypes)
{
if (!HasComp(ent, compOther.Component.GetType()))
{
othersFound = false;
break;
}
}
if (!othersFound)
continue;
entities.Add(ent);
}
break;
}
case InventoryQuery:
{
if (!_inventory.TryGetContainerSlotEnumerator(owner, out var enumerator))
break;
while (enumerator.MoveNext(out var slot))
{
foreach (var child in slot.ContainedEntities)
{
RecursiveAdd(child, entities);
}
}
break;
}
case NearbyHostilesQuery:
{
foreach (var ent in _npcFaction.GetNearbyHostiles(owner, vision))
{
entities.Add(ent);
}
break;
}
default:
throw new NotImplementedException();
}
}
private void RecursiveAdd(EntityUid uid, HashSet entities)
{
// TODO: Probably need a recursive struct enumerator on engine.
var xform = _xformQuery.GetComponent(uid);
var enumerator = xform.ChildEnumerator;
entities.Add(uid);
while (enumerator.MoveNext(out var child))
{
RecursiveAdd(child, entities);
}
}
private void Filter(NPCBlackboard blackboard, HashSet entities, UtilityQueryFilter filter)
{
switch (filter)
{
case ComponentFilter compFilter:
{
_entityList.Clear();
foreach (var ent in entities)
{
foreach (var comp in compFilter.Components)
{
if (HasComp(ent, comp.Value.Component.GetType()))
continue;
_entityList.Add(ent);
break;
}
}
foreach (var ent in _entityList)
{
entities.Remove(ent);
}
break;
}
case PuddleFilter:
{
_entityList.Clear();
foreach (var ent in entities)
{
if (!_puddleQuery.TryGetComponent(ent, out var puddleComp) ||
!_solutions.TryGetSolution(ent, puddleComp.SolutionName, out _, out var sol) ||
_puddle.CanFullyEvaporate(sol))
{
_entityList.Add(ent);
}
}
foreach (var ent in _entityList)
{
entities.Remove(ent);
}
break;
}
default:
throw new NotImplementedException();
}
}
}
public readonly record struct UtilityResult(Dictionary Entities)
{
public static readonly UtilityResult Empty = new(new Dictionary());
public readonly Dictionary Entities = Entities;
///
/// Returns the entity with the highest score.
///
public EntityUid GetHighest()
{
if (Entities.Count == 0)
return EntityUid.Invalid;
return Entities.MaxBy(x => x.Value).Key;
}
///
/// Returns the entity with the lowest score. This does not consider entities with a 0 (invalid) score.
///
public EntityUid GetLowest()
{
if (Entities.Count == 0)
return EntityUid.Invalid;
return Entities.MinBy(x => x.Value).Key;
}
}