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wwdpublic/Content.Server/NPC/Systems/NPCUseActionOnTargetSystem.cs
sleepyyapril 885ee5a831 Wizmerge for Station AI (#1351)
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# Description

the adding AI is now up to y'all because i'm not touching loadout code
for name datasets, but it shouldn't be too bad from here

---------

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(cherry picked from commit 93ed70acfeda357133a701f637d3faeec02749bb)
2025-01-14 00:13:42 +03:00

67 lines
1.9 KiB
C#

using Content.Server.NPC.Components;
using Content.Server.NPC.HTN;
using Content.Shared.Actions;
using Robust.Shared.Timing;
namespace Content.Server.NPC.Systems;
public sealed class NPCUseActionOnTargetSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly SharedActionsSystem _actions = default!;
/// <inheritdoc/>
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<NPCUseActionOnTargetComponent, MapInitEvent>(OnMapInit);
}
private void OnMapInit(Entity<NPCUseActionOnTargetComponent> ent, ref MapInitEvent args)
{
ent.Comp.ActionEnt = _actions.AddAction(ent, ent.Comp.ActionId);
}
public bool TryUseTentacleAttack(Entity<NPCUseActionOnTargetComponent?> user, EntityUid target)
{
if (!Resolve(user, ref user.Comp, false))
return false;
if (!TryComp<EntityWorldTargetActionComponent>(user.Comp.ActionEnt, out var action))
return false;
if (!_actions.ValidAction(action))
return false;
if (action.Event != null)
{
action.Event.Coords = Transform(target).Coordinates;
}
_actions.PerformAction(user,
null,
user.Comp.ActionEnt.Value,
action,
action.BaseEvent,
_timing.CurTime,
false);
return true;
}
public override void Update(float frameTime)
{
base.Update(frameTime);
// Tries to use the attack on the current target.
var query = EntityQueryEnumerator<NPCUseActionOnTargetComponent, HTNComponent>();
while (query.MoveNext(out var uid, out var comp, out var htn))
{
if (!htn.Blackboard.TryGetValue<EntityUid>(comp.TargetKey, out var target, EntityManager))
continue;
TryUseTentacleAttack((uid, comp), target);
}
}
}