using System.Threading;
using Content.Server.CPUJob.JobQueues;
using Content.Server.NPC.Pathfinding;
using Robust.Shared.Map;
namespace Content.Server.NPC.Components;
///
/// Added to NPCs that are moving.
///
[RegisterComponent]
public sealed class NPCSteeringComponent : Component
{
///
/// Have we currently requested a path.
///
[ViewVariables]
public bool Pathfind => PathfindToken != null;
[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;
}
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,
}