using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using Content.Server.NPC.Pathfinding;
namespace Content.Server.NPC.HTN.PrimitiveTasks.Operators;
///
/// Chooses a nearby coordinate and puts it into the resulting key.
///
public sealed class PickAccessibleOperator : HTNOperator
{
[Dependency] private readonly IEntityManager _entManager = default!;
private PathfindingSystem _pathfinding = default!;
[DataField("rangeKey", required: true)]
public string RangeKey = string.Empty;
[DataField("targetKey", required: true)]
public string TargetKey = string.Empty;
///
/// Where the pathfinding result will be stored (if applicable). This gets removed after execution.
///
[DataField("pathfindKey")]
public string PathfindKey = NPCBlackboard.PathfindKey;
public override void Initialize(IEntitySystemManager sysManager)
{
base.Initialize(sysManager);
_pathfinding = sysManager.GetEntitySystem();
}
///
public override async Task<(bool Valid, Dictionary? Effects)> Plan(NPCBlackboard blackboard,
CancellationToken cancelToken)
{
// Very inefficient (should weight each region by its node count) but better than the old system
var owner = blackboard.GetValue(NPCBlackboard.Owner);
blackboard.TryGetValue(RangeKey, out var maxRange, _entManager);
if (maxRange == 0f)
maxRange = 7f;
var path = await _pathfinding.GetRandomPath(
owner,
maxRange,
cancelToken,
flags: _pathfinding.GetFlags(blackboard));
if (path.Result != PathResult.Path)
{
return (false, null);
}
var target = path.Path.Last().Coordinates;
return (true, new Dictionary()
{
{ TargetKey, target },
{ PathfindKey, path}
});
}
}