using System.Numerics;
using System.Threading;
using Content.Server.NPC.Pathfinding;
using Content.Shared.DoAfter;
using Content.Shared.NPC;
using Robust.Shared.Map;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Server.NPC.Components;
///
/// Added to NPCs that are moving.
///
[RegisterComponent, AutoGenerateComponentPause]
public sealed partial class NPCSteeringComponent : Component
{
#region Context Steering
///
/// Used to override seeking behavior for context steering.
///
[ViewVariables]
public bool CanSeek = true;
///
/// Radius for collision avoidance.
///
[ViewVariables(VVAccess.ReadWrite)]
public float Radius = 0.35f;
[ViewVariables, DataField]
public float[] Interest = new float[SharedNPCSteeringSystem.InterestDirections];
[ViewVariables, DataField]
public float[] Danger = new float[SharedNPCSteeringSystem.InterestDirections];
// TODO: Update radius, also danger points debug only
public readonly List DangerPoints = new();
#endregion
///
/// Set to true from other systems if you wish to force the NPC to move closer.
///
[DataField("forceMove")]
public bool ForceMove = false;
[DataField("lastSteerDirection")]
public Vector2 LastSteerDirection = Vector2.Zero;
///
/// Last position we considered for being stuck.
///
[DataField("lastStuckCoordinates")]
public EntityCoordinates LastStuckCoordinates;
[DataField("lastStuckTime", customTypeSerializer:typeof(TimeOffsetSerializer))]
[AutoPausedField]
public TimeSpan LastStuckTime;
public const float StuckDistance = 1f;
///
/// Have we currently requested a path.
///
[ViewVariables]
public bool Pathfind => PathfindToken != null;
///
/// Are we considered arrived if we have line of sight of the target.
///
[DataField("arriveOnLineOfSight")]
public bool ArriveOnLineOfSight = false;
///
/// How long the target has been in line of sight if applicable.
///
[DataField("lineOfSightTimer")]
public float LineOfSightTimer = 0f;
[DataField("lineOfSightTimeRequired")]
public float LineOfSightTimeRequired = 0.5f;
[ViewVariables] public CancellationTokenSource? PathfindToken = null;
///
/// Current path we're following to our coordinates.
///
[ViewVariables] public Queue CurrentPath = new();
///
/// End target that we're trying to move to.
///
[ViewVariables(VVAccess.ReadWrite)] public EntityCoordinates Coordinates;
///
/// How close are we trying to get to the coordinates before being considered in range.
///
[ViewVariables(VVAccess.ReadWrite)] public float Range = 0.2f;
///
/// How far does the last node in the path need to be before considering re-pathfinding.
///
[ViewVariables(VVAccess.ReadWrite)] public float RepathRange = 1.5f;
public const int FailedPathLimit = 3;
///
/// How many times we've failed to pathfind. Once this hits the limit we'll stop steering.
///
[ViewVariables] public int FailedPathCount;
[ViewVariables] public SteeringStatus Status = SteeringStatus.Moving;
[ViewVariables(VVAccess.ReadWrite)] public PathFlags Flags = PathFlags.None;
///
/// If the NPC is using a do_after to clear an obstacle.
///
[DataField("doAfterId")]
public DoAfterId? DoAfterId = null;
}
public enum SteeringStatus : byte
{
///
/// If we can't reach the target (e.g. different map).
///
NoPath,
///
/// Are we moving towards our target
///
Moving,
///
/// Are we currently in range of our target.
///
InRange,
}