* ai stays seated while cuffed. * Do the thing I thought was dumb.... whatever. * less than
40 lines
1.4 KiB
C#
40 lines
1.4 KiB
C#
using Content.Shared.ActionBlocker;
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using Content.Shared.Movement.Pulling.Components;
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using Content.Shared.Movement.Pulling.Systems;
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namespace Content.Server.NPC.HTN.PrimitiveTasks.Operators.Combat;
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public sealed partial class UnPullOperator : HTNOperator
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{
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[Dependency] private readonly IEntityManager _entManager = default!;
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private PullingSystem _pulling = default!;
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private ActionBlockerSystem _actionBlocker = default!;
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private EntityQuery<PullableComponent> _pullableQuery;
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[DataField("shutdownState")]
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public HTNPlanState ShutdownState { get; private set; } = HTNPlanState.TaskFinished;
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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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_actionBlocker = sysManager.GetEntitySystem<ActionBlockerSystem>();
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_pulling = sysManager.GetEntitySystem<PullingSystem>();
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_pullableQuery = _entManager.GetEntityQuery<PullableComponent>();
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}
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public override void Startup(NPCBlackboard blackboard)
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{
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base.Startup(blackboard);
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var owner = blackboard.GetValue<EntityUid>(NPCBlackboard.Owner);
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if (_actionBlocker.CanInteract(owner, owner)) //prevents handcuffed monkeys from pulling etc.
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_pulling.TryStopPull(owner, _pullableQuery.GetComponent(owner), owner);
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}
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public override HTNOperatorStatus Update(NPCBlackboard blackboard, float frameTime)
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{
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return HTNOperatorStatus.Finished;
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}
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}
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