using System.Threading;
using System.Threading.Tasks;
using JetBrains.Annotations;
namespace Content.Server.NPC.HTN.PrimitiveTasks;
///
/// Concrete code that gets run for an NPC task.
///
[ImplicitDataDefinitionForInheritors, MeansImplicitUse]
public abstract partial class HTNOperator
{
///
/// Called once whenever prototypes reload. Typically used to inject dependencies.
///
public virtual void Initialize(IEntitySystemManager sysManager)
{
IoCManager.InjectDependencies(this);
}
///
/// Called during planning.
///
/// The blackboard for the NPC.
///
/// Whether the plan is still valid and the effects to apply to the blackboard.
/// These get re-applied during execution and are up to the operator to use or discard.
public virtual async Task<(bool Valid, Dictionary? Effects)> Plan(NPCBlackboard blackboard,
CancellationToken cancelToken)
{
return (true, null);
}
///
/// Called during the NPC's regular updates. If the logic requires coordination between NPCs (e.g. steering or combat)
/// this may be better off using a component and letting an external system handling it.
///
public virtual HTNOperatorStatus Update(NPCBlackboard blackboard, float frameTime)
{
return HTNOperatorStatus.Finished;
}
///
/// Called when the plan has finished running.
///
public virtual void PlanShutdown(NPCBlackboard blackboard)
{
}
///
/// Called the first time an operator runs.
///
public virtual void Startup(NPCBlackboard blackboard) {}
///
/// Called whenever the operator stops running.
///
public virtual void TaskShutdown(NPCBlackboard blackboard, HTNOperatorStatus status) {}
}