* commit used for the recording, mostly copypaste * Remove recording artifacts, now contains content * use switch expression instead of switch statement Also `ExpectedDoAfter` to fail when doafter isn't raised
100 lines
3.6 KiB
C#
100 lines
3.6 KiB
C#
using Content.Server.Interaction;
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using Content.Shared.CombatMode;
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using Content.Shared.DoAfter;
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using Content.Shared.Timing;
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namespace Content.Server.NPC.HTN.PrimitiveTasks.Operators.Interactions;
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public sealed partial class InteractWithOperator : HTNOperator
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{
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[Dependency] private readonly IEntityManager _entManager = default!;
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private SharedDoAfterSystem _doAfterSystem = default!;
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public override void Initialize(IEntitySystemManager sysManager)
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{
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base.Initialize(sysManager);
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_doAfterSystem = sysManager.GetEntitySystem<SharedDoAfterSystem>();
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}
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/// <summary>
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/// Key that contains the target entity.
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/// </summary>
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[DataField(required: true)]
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public string TargetKey = default!;
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/// <summary>
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/// Exit with failure if doafter wasn't raised
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/// </summary>
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[DataField]
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public bool ExpectDoAfter = false;
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public string CurrentDoAfter = "CurrentInteractWithDoAfter";
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// Ensure that CurrentDoAfter doesn't exist as we enter this operator,
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// the code currently relies on the result of a TryGetValue
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public override void Startup(NPCBlackboard blackboard)
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{
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blackboard.Remove<ushort>(CurrentDoAfter);
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}
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// Not really sure if we should clean it up, I guess some operator could use it
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public override void TaskShutdown(NPCBlackboard blackboard, HTNOperatorStatus status)
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{
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blackboard.Remove<ushort>(CurrentDoAfter);
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}
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public override HTNOperatorStatus Update(NPCBlackboard blackboard, float frameTime)
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{
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var owner = blackboard.GetValue<EntityUid>(NPCBlackboard.Owner);
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// Handle ongoing doAfter, and store the doAfter.nextId so we can detect if we started one
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ushort nextId = 0;
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if (_entManager.TryGetComponent<DoAfterComponent>(owner, out var doAfter))
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{
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// if CurrentDoAfter contains something, we have an active doAfter
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if (blackboard.TryGetValue<ushort>(CurrentDoAfter, out var doAfterId, _entManager))
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{
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var status = _doAfterSystem.GetStatus(owner, doAfterId, null);
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return status switch
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{
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DoAfterStatus.Running => HTNOperatorStatus.Continuing,
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DoAfterStatus.Finished => HTNOperatorStatus.Finished,
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_ => HTNOperatorStatus.Failed
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};
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}
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nextId = doAfter.NextId;
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}
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if (_entManager.TryGetComponent<UseDelayComponent>(owner, out var useDelay) && _entManager.System<UseDelaySystem>().IsDelayed((owner, useDelay)) ||
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!blackboard.TryGetValue<EntityUid>(TargetKey, out var moveTarget, _entManager) ||
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!_entManager.TryGetComponent<TransformComponent>(moveTarget, out var targetXform))
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{
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return HTNOperatorStatus.Continuing;
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}
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if (_entManager.TryGetComponent<CombatModeComponent>(owner, out var combatMode))
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{
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_entManager.System<SharedCombatModeSystem>().SetInCombatMode(owner, false, combatMode);
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}
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_entManager.System<InteractionSystem>().UserInteraction(owner, targetXform.Coordinates, moveTarget);
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// Detect doAfter, save it, and don't exit from this operator
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if (doAfter != null && nextId != doAfter.NextId)
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{
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blackboard.SetValue(CurrentDoAfter, nextId);
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return HTNOperatorStatus.Continuing;
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}
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// We shouldn't arrive here if we start a doafter, so fail if we expected a doafter
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if(ExpectDoAfter)
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return HTNOperatorStatus.Failed;
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return HTNOperatorStatus.Finished;
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}
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}
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