using Content.Server.NPC.Components;
using Content.Server.NPC.HTN;
using Content.Shared.Actions;
using Robust.Shared.Timing;
namespace Content.Server.NPC.Systems;
public sealed class NPCUseActionOnTargetSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly SharedActionsSystem _actions = default!;
///
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent(OnMapInit);
}
private void OnMapInit(Entity ent, ref MapInitEvent args)
{
ent.Comp.ActionEnt = _actions.AddAction(ent, ent.Comp.ActionId);
}
public bool TryUseTentacleAttack(Entity user, EntityUid target)
{
if (!Resolve(user, ref user.Comp, false))
return false;
if (_actions.GetAction(user.Comp.ActionEnt) is not {} action)
return false;
if (!_actions.ValidAction(action))
return false;
_actions.SetEventTarget(action, target);
// NPC is serverside, no prediction :(
_actions.PerformAction(user.Owner, action, predicted: false);
return true;
}
public override void Update(float frameTime)
{
base.Update(frameTime);
// Tries to use the attack on the current target.
var query = EntityQueryEnumerator();
while (query.MoveNext(out var uid, out var comp, out var htn))
{
if (!htn.Blackboard.TryGetValue(comp.TargetKey, out var target, EntityManager))
continue;
TryUseTentacleAttack((uid, comp), target);
}
}
}