Files
tbd-station-14/Content.Server/NPC/HTN/PrimitiveTasks/Operators/NPCCombatOperator.cs
metalgearsloth 8871c445b8 Cleanup factions code (#11075)
Co-authored-by: Kara <lunarautomaton6@gmail.com>
2022-09-14 11:45:02 -07:00

83 lines
2.9 KiB
C#

using System.Threading.Tasks;
using Content.Server.Interaction;
using Content.Server.NPC.Systems;
using Content.Shared.MobState;
using Content.Shared.MobState.Components;
using Robust.Shared.Map;
namespace Content.Server.NPC.HTN.PrimitiveTasks.Operators;
public abstract class NPCCombatOperator : HTNOperator
{
[Dependency] protected readonly IEntityManager EntManager = default!;
private FactionSystem _tags = default!;
protected InteractionSystem Interaction = default!;
[ViewVariables, DataField("key")] public string Key = "CombatTarget";
/// <summary>
/// The EntityCoordinates of the specified target.
/// </summary>
[ViewVariables, DataField("keyCoordinates")]
public string KeyCoordinates = "CombatTargetCoordinates";
public override void Initialize(IEntitySystemManager sysManager)
{
base.Initialize(sysManager);
_tags = sysManager.GetEntitySystem<FactionSystem>();
Interaction = sysManager.GetEntitySystem<InteractionSystem>();
}
public override async Task<(bool Valid, Dictionary<string, object>? Effects)> Plan(NPCBlackboard blackboard)
{
var targets = GetTargets(blackboard);
if (targets.Count == 0)
{
return (false, null);
}
// TODO: Need some level of rng in ratings (outside of continuing to attack the same target)
var selectedTarget = targets[0].Entity;
var effects = new Dictionary<string, object>()
{
{Key, selectedTarget},
{KeyCoordinates, new EntityCoordinates(selectedTarget, Vector2.Zero)}
};
return (true, effects);
}
private List<(EntityUid Entity, float Rating)> GetTargets(NPCBlackboard blackboard)
{
var owner = blackboard.GetValue<EntityUid>(NPCBlackboard.Owner);
var radius = blackboard.GetValueOrDefault<float>(NPCBlackboard.VisionRadius, EntManager);
var targets = new List<(EntityUid Entity, float Rating)>();
blackboard.TryGetValue<EntityUid>(Key, out var existingTarget);
var xformQuery = EntManager.GetEntityQuery<TransformComponent>();
var mobQuery = EntManager.GetEntityQuery<MobStateComponent>();
var canMove = blackboard.GetValueOrDefault<bool>(NPCBlackboard.CanMove, EntManager);
// TODO: Need a perception system instead
foreach (var target in _tags
.GetNearbyHostiles(owner, radius))
{
if (mobQuery.TryGetComponent(target, out var mobState) &&
mobState.CurrentState > DamageState.Alive)
{
continue;
}
targets.Add((target, GetRating(blackboard, target, existingTarget, canMove, xformQuery)));
}
targets.Sort((x, y) => y.Rating.CompareTo(x.Rating));
return targets;
}
protected abstract float GetRating(NPCBlackboard blackboard, EntityUid uid, EntityUid existingTarget, bool canMove,
EntityQuery<TransformComponent> xformQuery);
}