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 partial class PickAccessibleOperator : HTNOperator { [Dependency] private readonly IEntityManager _entManager = default!; private PathfindingSystem _pathfinding = default!; [DataField("rangeKey", required: true)] public string RangeKey = string.Empty; [DataField("targetCoordinates")] public string TargetCoordinates = "TargetCoordinates"; [DataField("targetKey")] public string TargetKey = default!; /// supposed be be a toggle to check if the chosen tile is safe [DataField("isSafe")] public bool IsSafe = false; /// /// 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); } //CIV14, written by the ever incompetent Aciad //todo, make it redo the selection if the path doesn't meet the criteria of being further away from //the target than the current possition, I mean it seems to me like it should //rn it seems like this doesn't actually do anything if (IsSafe == true) //not sure entirely if this bit works { //this should get the value of whatever entity is set as the target blackboard.TryGetValue(TargetKey, out var targetEntity, _entManager); var ownerTransform = _entManager.GetComponent(owner); var targetTransform = _entManager.GetComponent(targetEntity); //figures out current positions of the entities & the destination target var pathEndCoordinates = path.Path.Last().Coordinates; var ownerWorldPosition = ownerTransform.WorldPosition; var targetWorldPosition = targetTransform.WorldPosition; var ownerToTargetDistance = (ownerWorldPosition - targetWorldPosition).Length; var targetToPathEndDistance = (targetWorldPosition - pathEndCoordinates.Position).Length; if (ownerToTargetDistance.Invoke() < targetToPathEndDistance.Invoke()) //if it ain't far enough away, quit { return (false, null); } } var target = path.Path.Last().Coordinates; return (true, new Dictionary() { { TargetCoordinates, target }, { PathfindKey, path} }); } }