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