using System.Diagnostics.CodeAnalysis;
using Content.Server.NPC.Components;
using Content.Server.NPC.HTN;
using Content.Shared.CCVar;
using Content.Shared.Mind;
using Content.Shared.Mind.Components;
using Content.Shared.Mobs;
using Content.Shared.Mobs.Systems;
using Content.Shared.NPC;
using Content.Shared.NPC.Systems;
using Prometheus;
using Robust.Server.GameObjects;
using Robust.Shared.Configuration;
using Robust.Shared.Player;
namespace Content.Server.NPC.Systems
{
///
/// Handles NPCs running every tick.
///
public sealed partial class NPCSystem : EntitySystem
{
private static readonly Gauge ActiveGauge = Metrics.CreateGauge(
"npc_active_count",
"Amount of NPCs that are actively processing");
[Dependency] private readonly IConfigurationManager _configurationManager = default!;
[Dependency] private readonly HTNSystem _htn = default!;
[Dependency] private readonly MobStateSystem _mobState = default!;
///
/// Whether any NPCs are allowed to run at all.
///
public bool Enabled { get; set; } = true;
private int _maxUpdates;
private int _count;
///
public override void Initialize()
{
base.Initialize();
Subs.CVar(_configurationManager, CCVars.NPCEnabled, value => Enabled = value, true);
Subs.CVar(_configurationManager, CCVars.NPCMaxUpdates, obj => _maxUpdates = obj, true);
}
public void OnPlayerNPCAttach(EntityUid uid, HTNComponent component, PlayerAttachedEvent args)
{
SleepNPC(uid, component);
}
public void OnPlayerNPCDetach(EntityUid uid, HTNComponent component, PlayerDetachedEvent args)
{
if (_mobState.IsIncapacitated(uid) || TerminatingOrDeleted(uid))
return;
// This NPC has an attached mind, so it should not wake up.
if (TryComp(uid, out var mindContainer) && mindContainer.HasMind)
return;
WakeNPC(uid, component);
}
public void OnNPCStartup(EntityUid uid, HTNComponent component, ComponentStartup args)
{
component.Blackboard.SetValue(NPCBlackboard.Owner, uid);
}
public void OnNPCMapInit(EntityUid uid, HTNComponent component, MapInitEvent args)
{
WakeNPC(uid, component);
}
public void OnNPCShutdown(EntityUid uid, HTNComponent component, ComponentShutdown args)
{
SleepNPC(uid, component);
}
///
/// Is the NPC awake and updating?
///
public bool IsAwake(EntityUid uid, HTNComponent component, ActiveNPCComponent? active = null)
{
return Resolve(uid, ref active, false);
}
public bool TryGetNpc(EntityUid uid, [NotNullWhen(true)] out NPCComponent? component)
{
// If you add your own NPC components then add them here.
if (TryComp(uid, out var htn))
{
component = htn;
return true;
}
component = null;
return false;
}
///
/// Allows the NPC to actively be updated.
///
public void WakeNPC(EntityUid uid, HTNComponent? component = null)
{
if (!Resolve(uid, ref component, false))
{
return;
}
Log.Debug($"Waking {ToPrettyString(uid)}");
EnsureComp(uid);
}
public void SleepNPC(EntityUid uid, HTNComponent? component = null)
{
if (!Resolve(uid, ref component, false))
{
return;
}
// Don't bother with an event
if (TryComp(uid, out var htn))
{
if (htn.Plan != null)
{
var currentOperator = htn.Plan.CurrentOperator;
_htn.ShutdownTask(currentOperator, htn.Blackboard, HTNOperatorStatus.Failed);
_htn.ShutdownPlan(htn);
htn.Plan = null;
}
}
Log.Debug($"Sleeping {ToPrettyString(uid)}");
RemComp(uid);
}
///
public override void Update(float frameTime)
{
base.Update(frameTime);
if (!Enabled)
return;
// Add your system here.
_htn.UpdateNPC(ref _count, _maxUpdates, frameTime);
ActiveGauge.Set(Count());
}
public void OnMobStateChange(EntityUid uid, HTNComponent component, MobStateChangedEvent args)
{
if (HasComp(uid))
return;
switch (args.NewMobState)
{
case MobState.Alive:
WakeNPC(uid, component);
break;
case MobState.Critical:
case MobState.Dead:
SleepNPC(uid, component);
break;
}
}
}
}