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/*
	ToDo:
		-if marvin has no jobs to go to make him to back to spawn position instead of standing at last node
*/

global function MarvinJobs_Init
global function MarvinJobThink
global function GetMarvinType

const DEBUG_MARVIN_JOBS = false
const MAX_JOB_SEARCH_DIST_SQR = 1000 * 1000
const JOB_NODE_COOLDOWN_TIME = 15.0

struct MarvinJob
{
	string validMarvinType
	entity node
	entity user
	string jobType
	bool tempJob
	float nextUsableTime = 0
	entity barrel
}

struct
{
	array<MarvinJob> marvinJobs
	table<string,void functionref( entity,MarvinJob)> jobFunctions
} file




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void function MarvinJobs_Init()
{
	file.jobFunctions[ "welding" ] 			<- SimpleJobAnims
	file.jobFunctions[ "welding_under" ] 	<- SimpleJobAnims
	file.jobFunctions[ "window" ] 			<- SimpleJobAnims
	file.jobFunctions[ "fightFire" ] 		<- SimpleJobAnims
	file.jobFunctions[ "barrel_pickup" ] 	<- MarvinPicksUpBarrel
	file.jobFunctions[ "barrel_putdown" ] 	<- MarvinPutsDownBarrel
	file.jobFunctions[ "repair_over_edge" ] <- SimpleJobAnims
	file.jobFunctions[ "repair_above" ] 	<- SimpleJobAnims
	file.jobFunctions[ "repair_under" ] 	<- SimpleJobAnims
	file.jobFunctions[ "datacards" ] 		<- SimpleJobAnims

	file.jobFunctions[ "drone_welding" ] 	<- SimpleJobAnims
	file.jobFunctions[ "drone_inspect" ] 	<- SimpleJobAnims

	RegisterSignal( "pickup_barrel" )
	RegisterSignal( "putdown_barrel" )
	RegisterSignal( "JobStarted" )
	RegisterSignal( "StopDoingJobs" )

	AddSpawnCallback( "script_marvin_job", InitMarvinJob )

	AddCallback_EntitiesDidLoad( MarvinJobsEntitiesDidLoad )
}

void function InitMarvinJob( entity node )
{
	Assert( node.HasKey( "job" ) )
	Assert( node.kv.job != "" )
	Assert( string( node.kv.job ) in file.jobFunctions, "Marvin job node at " + node.GetOrigin() + " has unhandled job type " + string( node.kv.job ) )
	string editorClass = GetEditorClass( node )

	// Drop node to ground for certain types or if checked on the entity
	if ( editorClass == "" )
	{
		if ( !node.HasKey( "hover" ) || node.kv.hover != "1" )
			DropToGround( node )
	}

	if ( DEBUG_MARVIN_JOBS )
		DebugDrawAngles( node.GetOrigin(), node.GetAngles() )

	// Create marvin job struct
	MarvinJob marvinJob
	marvinJob.node = node
	marvinJob.jobType = string( node.kv.job )
	marvinJob.tempJob = node.HasKey( "tempJob" ) && node.kv.tempJob == "1"

	if ( marvinJob.jobType == "barrel_pickup" )
		marvinJob.barrel = CreateBarrel( node )

	// Set what marvin_type of NPC can use this job
	switch ( editorClass )
	{
		case "script_marvin_drone_job":
			marvinJob.validMarvinType = "marvin_type_drone"
			break
		default:
			marvinJob.validMarvinType = "marvin_type_walker"
			break
	}

	file.marvinJobs.append( marvinJob )
}

void function MarvinJobsEntitiesDidLoad()
{
	if ( DEBUG_MARVIN_JOBS )
		DebugMarvinJobs()
}





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void function MarvinJobThink( entity marvin )
{
	EndSignal( marvin, "OnDeath" )
	EndSignal( marvin, "OnDestroy" )
	EndSignal( marvin, "StopDoingJobs" )

	// Wait a frame because npcs that are spawned at map load may run this function before job nodes are finished being initialized
	WaitFrame()

	// Get all jobs this marvin can do
	array<MarvinJob> jobs = GetJobsForMarvin( marvin )
	if ( jobs.len() == 0 )
		return

	OnThreadEnd(
	function() : ( marvin )
		{
			Assert( !IsAlive( marvin ), "MarvinJobThink ended but the marvin is still alive" )
		}
	)

	while ( true )
	{
		foreach ( MarvinJob job in jobs )
		{
			waitthread MarvinDoJob( marvin, job )
			WaitFrame()
		}

		jobs.randomize()
		WaitFrame()
	}
}

void function MarvinDoJob( entity marvin, MarvinJob job )
{
	Assert( IsAlive( marvin ), "Marvin " + marvin + " is not alive" )
	EndSignal( marvin, "OnFailedToPath" )
	EndSignal( marvin, "OnDeath" )

	// Don't do a job that's already in use or not ready to be used again
	if ( IsValid( job.user ) || Time() < job.nextUsableTime )
		return

	// Don't use a barrel put down job if you can'r carrying a barrel
	if ( job.jobType == "barrel_putdown" && !IsValid( marvin.ai.carryBarrel ) )
		return

	// If you're carrying a barrel, only do a barrel put down job
	if ( IsValid( marvin.ai.carryBarrel ) && job.jobType != "barrel_putdown" )
		return

	OnThreadEnd(
	function() : ( job )
		{
			job.user = null
			job.nextUsableTime = Time() + JOB_NODE_COOLDOWN_TIME
		}
	)

	// Default walk anim
	MarvinDefaultMoveAnim( marvin )

	// Node gets occupied
	job.user = marvin

	if ( DEBUG_MARVIN_JOBS )
		DebugDrawLine( marvin.GetWorldSpaceCenter(), job.node.GetOrigin(), 255, 0, 0, true, 3.0 )

	// Run the job function
	thread DontDisableJobOnPathFailOrDeath( marvin, job )
	waitthread file.jobFunctions[ job.jobType ]( marvin, job )
	if ( IsValid( marvin ) )
		marvin.Anim_Stop()
}

void function DontDisableJobOnPathFailOrDeath( entity marvin, MarvinJob job )
{
	EndSignal( marvin, "JobStarted" )
	WaitSignal( marvin, "OnFailedToPath", "OnDeath" )
	job.nextUsableTime = Time()
}





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void function SimpleJobAnims( entity marvin, MarvinJob job )
{
	// Get the anims to use for the job
	array<string> anims
	switch ( job.jobType )
	{
		// Marvin jobs
		case "welding":
			anims.append( "mv_idle_weld" )
			break
		case "welding_under":
			anims.append( "mv_weld_under" )
			anims.append( "mv_weld_under" )
			anims.append( "mv_weld_under_stumble" )
			break
		case "window":
			anims.append( "mv_idle_wash_window_noloop" )
			anims.append( "mv_idle_buff_window_noloop" )
			break
		case "fightFire":
			anims.append( "mv_fireman_idle" )
			anims.append( "mv_fireman_shift" )
			break
		case "repair_over_edge":
			anims.append( "mv_repair_overedge" )
			anims.append( "mv_repair_overedge" )
			anims.append( "mv_repair_overedge_stumble" )
			break
		case "repair_above":
			anims.append( "mv_repair_ship_above" )
			break
		case "repair_under":
			anims.append( "mv_repair_under" )
			anims.append( "mv_repair_under_stumble" )
			break
		case "datacards":
			anims.append( "mv_job_replace_datacards" )
			break

		// Marvin drone jobs
		case "drone_welding":
			anims.append( "dw_jobs_welding_wallpanel" )
			break
		case "drone_inspect":
			anims.append( "inspect1" )
			anims.append( "inspect2" )
			break
	}
	Assert( anims.len() > 0 )

	if ( IsMarvinWalker( marvin ) )
		waitthread MarvinRunToAnimStart( marvin, anims[0], job.node )
	else
		waitthread MarvinFlyToAnimStart( marvin, anims[0], job.node )

	Signal( marvin, "JobStarted" )

	while ( true )
	{
		anims.randomize()
		foreach ( string anim in anims )
		{
			float animLength = marvin.GetSequenceDuration( anim ) // wait anim length because some anims may be looping so we can't wait for them to end

			if ( IsMarvinDrone( marvin ) )
				thread PlayAnimTeleport( marvin, anim, job.node )
			else
				thread PlayAnim( marvin, anim, job.node, null, 0.6 )

			wait animLength
		}
		if ( job.tempJob )
			break
	}
}

void function MarvinPicksUpBarrel( entity marvin, MarvinJob job )
{
	// Don't try to pick up a barrel if there isn't one nearby
	if ( !IsValid( job.barrel ) )
		return
	if ( Distance( job.node.GetOrigin(), job.barrel.GetOrigin() ) > 25 )
		return

	EndSignal( job.barrel, "OnDestroy" )

	entity info_target = CreateEntity( "info_target" )
	DispatchSpawn( info_target )

	OnThreadEnd(
		function () : ( info_target )
		{
			info_target.Destroy()
		}
	)

	vector barrelFlatAngles = job.barrel.GetAngles()
	barrelFlatAngles.x = 0
	barrelFlatAngles.z = 0

	info_target.SetOrigin( job.barrel.GetOrigin() )
	info_target.SetAngles( barrelFlatAngles )

	DropToGround( info_target )

	if ( info_target.GetOrigin().z < -MAX_WORLD_COORD )
		return // Fell through map

	if ( DEBUG_MARVIN_JOBS )
		thread DrawAnglesForMovingEnt( info_target, 30.0 )


	// Go to the barrel
	MarvinRunToAnimStart( marvin, "mv_carry_barrel_pickup", info_target )

	// Try to pick it up
	thread PlayAnim( marvin, "mv_carry_barrel_pickup", info_target, null, 0.6 )

	// Wait until animation should pick up the barrel
	marvin.WaitSignal( "pickup_barrel" )

	// Get attachment info
	string attachment = "PROPGUN"
	int attachIndex = marvin.LookupAttachment( attachment )
	vector attachOrigin = marvin.GetAttachmentOrigin( attachIndex )

	// Make sure the barrel is close when it's time to parent the barrel
	if ( Distance( attachOrigin, job.barrel.GetOrigin() ) > 25 )
	{
		marvin.Anim_Stop()
		return
	}

	// Marvin picks up the barrel and carries it
	thread MarvinCarryBarrel( marvin, job.barrel )

	marvin.WaitSignal( "OnAnimationDone" )
}

void function MarvinCarryBarrel( entity marvin, entity barrel )
{
	marvin.EndSignal( "OnDeath" )
	marvin.EndSignal( "OnDamaged" )
	marvin.EndSignal( "putdown_barrel" )

	OnThreadEnd(
		function () : ( marvin, barrel )
		{
			if ( IsValid( barrel ) )
			{
				barrel.kv.solid = SOLID_VPHYSICS
				barrel.ClearParent()
				barrel.SetOwner( null )
				EntFireByHandle( barrel, "wake", "", 0, null, null )
				EntFireByHandle( barrel, "enablemotion", "", 0, null, null )
			}

			if ( IsAlive( marvin ) )
			{
				MarvinDefaultMoveAnim( marvin )
				marvin.ClearIdleAnim()
				marvin.ai.carryBarrel = null
			}
		}
	)

	string attachment = "PROPGUN"
	marvin.SetMoveAnim( "mv_carry_barrel_walk" )
	marvin.SetIdleAnim( "mv_carry_barrel_idle" )
	barrel.SetParent( marvin, attachment, false, 0.5 )
	barrel.SetOwner( marvin )

	barrel.kv.solid = 0 // not solid

	marvin.ai.carryBarrel = barrel

	WaitSignal( marvin, "OnDestroy" )
}

void function MarvinPutsDownBarrel( entity marvin, MarvinJob job )
{
	Assert( IsValid( marvin.ai.carryBarrel ) )

	// Don't place a barrel here if there is already one
	if ( IsValid( job.barrel ) )
	{
		if ( Distance( job.node.GetOrigin(), job.barrel.GetOrigin() ) <= 25 )
		return
	}

	EndSignal( marvin.ai.carryBarrel, "OnDestroy" )

	marvin.SetMoveAnim( "mv_carry_barrel_walk" )
	marvin.SetIdleAnim( "mv_carry_barrel_idle" )

	// Walk to the put down spot
	MarvinRunToAnimStart( marvin, "mv_carry_barrel_putdown", job.node )

	// Put down the barrel
	thread PlayAnim( marvin, "mv_carry_barrel_putdown", job.node, null, 0.6 )

	// Wait for release
	marvin.WaitSignal( "putdown_barrel" )

	marvin.WaitSignal( "OnAnimationDone" )
}




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bool function IsMarvinWalker( entity marvin )
{
	return GetMarvinType( marvin ) == "marvin_type_walker"
}

bool function IsMarvinDrone( entity marvin )
{
	return GetMarvinType( marvin ) == "marvin_type_drone"
}

string function GetMarvinType( entity npc )
{
	var marvinType = npc.Dev_GetAISettingByKeyField( "marvin_type" )
	if ( marvinType == null )
		return "not_marvin"

	return expect string( marvinType )
}

bool function IsJobNode( entity node )
{
	if ( node.GetClassName() == "script_marvin_job" )
		return true
	if ( GetEditorClass( node ) == "script_marvin_drone_job" )
		return true
	return false
}

void function MarvinDefaultMoveAnim( entity marvin )
{
	if ( IsMarvinWalker( marvin ) )
	{
		marvin.SetNPCMoveSpeedScale( 1.0 )
		marvin.SetMoveAnim( "walk_all" )
	}
}

array<MarvinJob> function GetJobsForMarvin( entity marvin )
{
	string marvinType = GetMarvinType( marvin )

	// Get jobs this marvin links to, if any, and randomize
	array<MarvinJob> linkedJobs
	array<entity> linkedEnts = marvin.GetLinkEntArray()
	foreach ( entity ent in linkedEnts )
	{
		if ( IsJobNode( ent ) )
		{
			MarvinJob linkedJob = GetMarvinJobForNode( ent )
			Assert( IsValid( linkedJob.node ) )

			// Error if we are linking to the wrong type of job node
			Assert( marvinType == linkedJob.validMarvinType, "npc_marvin at " + marvin.GetOrigin() + " links to a marvin job of the wrong marvin_type" )

			linkedJobs.append( linkedJob )
		}
	}
	linkedJobs.randomize()

	// If marvin was linked to jobs we only consider those
	if ( marvin.HasKey( "LinkedJobsOnly" ) && marvin.kv.LinkedJobsOnly == "1" )
	{
		Assert( linkedJobs.len() > 0, "marvin at " + marvin.GetOrigin() + " has LinkedJobsOnly marked but does not link to any job nodes" )
		return linkedJobs
	}

	// Add all jobs within valid distance and randomize
	array<MarvinJob> jobs
	foreach ( MarvinJob marvinJob in file.marvinJobs )
	{
		if ( marvinType != marvinJob.validMarvinType )
			continue

		// Don't re-add a job that was linked to
		if ( linkedJobs.contains( marvinJob ) )
			continue

		// Teleport nodes are for special case jobs with no nav mesh do son't consider them automatically
		if ( marvinJob.node.HasKey( "teleport" ) && marvinJob.node.kv.teleport == "1" )
			continue

		// Only search for jobs within a max distance
		if ( DistanceSqr( marvinJob.node.GetOrigin(), marvin.GetOrigin() ) <= MAX_JOB_SEARCH_DIST_SQR )
			jobs.append( marvinJob )
	}

	// Randomize the order so the marvin does them out of order
	jobs.randomize()

	// Add the linked jobs to the list, and put them at the beginning of the priority
	foreach ( MarvinJob linkedJob in linkedJobs )
		jobs.insert( 0, linkedJob )

	// Debug draw jobs this marvin can take
	if ( DEBUG_MARVIN_JOBS )
	{
		foreach ( MarvinJob job in jobs )
		{
			if ( linkedJobs.contains( job ) )
				DebugDrawLine( marvin.GetOrigin(), job.node.GetOrigin(), 255, 255, 0, true, 10.0 )
			else
				DebugDrawLine( marvin.GetOrigin(), job.node.GetOrigin(), 200, 200, 200, true, 10.0 )
		}
	}

	return jobs
}

void function DebugMarvinJobs()
{
	while ( true )
	{
		foreach ( MarvinJob marvinJob in file.marvinJobs )
		{
			string appendText = "AVAILABLE"
			float timeTillNextUse = marvinJob.nextUsableTime - Time()
			if ( IsValid( marvinJob.user ) )
				appendText = "RESERVED"
			else if ( timeTillNextUse > 0 )
				appendText = format( "%.1f", timeTillNextUse )
			DebugDrawText( marvinJob.node.GetOrigin(), marvinJob.jobType + " (" + appendText + ")", true, 0.1 )
		}
		wait 0.05
	}
}

MarvinJob function GetMarvinJobForNode( entity node )
{
	MarvinJob marvinJob
	foreach ( MarvinJob marvinJob in file.marvinJobs )
	{
		if ( marvinJob.node == node )
			return marvinJob
	}
	return marvinJob
}

entity function CreateBarrel( entity node )
{
	return CreatePropPhysics( node.GetModelName(), node.GetOrigin(), node.GetAngles() )
}

void function MarvinRunToAnimStart( entity marvin, string anim, entity jobNode )
{
	if ( jobNode.HasKey( "teleport" ) && jobNode.kv.teleport == "1" )
		wait 0.1
	else
		RunToAnimStartPos( marvin, anim, jobNode )
}

void function MarvinFlyToAnimStart( entity marvin, string anim, entity jobNode )
{
	if ( jobNode.HasKey( "teleport" ) && jobNode.kv.teleport == "1" )
	{
		wait 0.1
		return
	}

	AnimRefPoint animStartInfo = marvin.Anim_GetStartForRefPoint( anim, jobNode.GetOrigin(), jobNode.GetAngles() )

	marvin.AssaultPoint( animStartInfo.origin )
	marvin.AssaultSetAngles( animStartInfo.angles, true )
	marvin.AssaultSetArrivalTolerance( 16 )
	marvin.WaitSignal( "OnFinishedAssault" )
}