* Add pirate shooting * Shooting working * Basics working * Refactor time * More conversion * Update primitives * Update yml * weh * Building again * Draft * weh * b * Start shutdown * Starting to take form * Code side done * is it worky * Fix prototypes * stuff * Shitty working * Juke events working * Even more cleanup * RTX * Fix interaction combat mode and compquery * GetAmmoCount relays * Fix rotation speed * Juke fixes * fixes * weh * The collision avoidance never ends * Fixes * Pause support * framework * lazy * Fix idling * Fix drip * goobed * Fix takeover shutdown bug * Merge fixes * shitter * Fix carpos
49 lines
1.6 KiB
C#
49 lines
1.6 KiB
C#
using System.Numerics;
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using System.Threading;
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using System.Threading.Tasks;
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using Content.Server.NPC.Queries;
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using Content.Server.NPC.Systems;
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using Robust.Shared.Map;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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namespace Content.Server.NPC.HTN.PrimitiveTasks.Operators;
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/// <summary>
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/// Utilises a <see cref="UtilityQueryPrototype"/> to determine the best target and sets it to the Key.
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/// </summary>
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public sealed class UtilityOperator : HTNOperator
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{
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[Dependency] private readonly IEntityManager _entManager = default!;
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[DataField("key")] public string Key = "Target";
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/// <summary>
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/// The EntityCoordinates of the specified target.
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/// </summary>
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[DataField("keyCoordinates")]
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public string KeyCoordinates = "TargetCoordinates";
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[DataField("proto", required: true, customTypeSerializer:typeof(PrototypeIdSerializer<UtilityQueryPrototype>))]
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public string Prototype = string.Empty;
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public override async Task<(bool Valid, Dictionary<string, object>? Effects)> Plan(NPCBlackboard blackboard,
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CancellationToken cancelToken)
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{
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var result = _entManager.System<NPCUtilitySystem>().GetEntities(blackboard, Prototype);
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var target = result.GetHighest();
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if (!target.IsValid())
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{
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return (false, new Dictionary<string, object>());
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}
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var effects = new Dictionary<string, object>()
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{
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{Key, target},
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{KeyCoordinates, new EntityCoordinates(target, Vector2.Zero)}
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};
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return (true, effects);
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}
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}
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