using Content.Server.NPC.Components;
using Content.Server.NPC.HTN;
using Content.Shared.CCVar;
using Content.Shared.Mobs;
using Content.Shared.Mobs.Systems;
using JetBrains.Annotations;
using Robust.Server.GameObjects;
using Robust.Shared.Configuration;
namespace Content.Server.NPC.Systems
{
///
/// Handles NPCs running every tick.
///
public sealed partial class NPCSystem : EntitySystem
{
[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();
_configurationManager.OnValueChanged(CCVars.NPCEnabled, SetEnabled, true);
_configurationManager.OnValueChanged(CCVars.NPCMaxUpdates, SetMaxUpdates, true);
}
public void OnPlayerNPCAttach(EntityUid uid, NPCComponent component, PlayerAttachedEvent args)
{
SleepNPC(uid, component);
}
public void OnPlayerNPCDetach(EntityUid uid, NPCComponent component, PlayerDetachedEvent args)
{
if (_mobState.IsIncapacitated(uid) || TerminatingOrDeleted(uid))
return;
WakeNPC(uid, component);
}
private void SetMaxUpdates(int obj) => _maxUpdates = obj;
private void SetEnabled(bool value) => Enabled = value;
public override void Shutdown()
{
base.Shutdown();
_configurationManager.UnsubValueChanged(CCVars.NPCEnabled, SetEnabled);
_configurationManager.UnsubValueChanged(CCVars.NPCMaxUpdates, SetMaxUpdates);
}
public void OnNPCMapInit(EntityUid uid, NPCComponent component, MapInitEvent args)
{
component.Blackboard.SetValue(NPCBlackboard.Owner, uid);
WakeNPC(uid, component);
}
public void OnNPCShutdown(EntityUid uid, NPCComponent component, ComponentShutdown args)
{
SleepNPC(uid, component);
}
///
/// Is the NPC awake and updating?
///
public bool IsAwake(EntityUid uid, NPCComponent component, ActiveNPCComponent? active = null)
{
return Resolve(uid, ref active, false);
}
///
/// Allows the NPC to actively be updated.
///
public void WakeNPC(EntityUid uid, NPCComponent? component = null)
{
if (!Resolve(uid, ref component, false))
{
return;
}
Log.Debug($"Waking {ToPrettyString(uid)}");
EnsureComp(uid);
}
public void SleepNPC(EntityUid uid, NPCComponent? component = null)
{
if (!Resolve(uid, ref component, false))
{
return;
}
// Don't bother with an event
if (TryComp(uid, out var htn))
{
if (htn.Plan != null)
{
var currentOperator = htn.Plan.CurrentOperator;
_htn.ShutdownTask(currentOperator, htn.Blackboard, HTNOperatorStatus.Failed);
_htn.ShutdownPlan(htn);
htn.Plan = null;
}
}
Log.Debug($"Sleeping {ToPrettyString(uid)}");
RemComp(uid);
}
///
public override void Update(float frameTime)
{
base.Update(frameTime);
if (!Enabled)
return;
_count = 0;
// Add your system here.
_htn.UpdateNPC(ref _count, _maxUpdates, frameTime);
}
public void OnMobStateChange(EntityUid uid, NPCComponent 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;
}
}
}
}