Bodysystem and damagesystem rework (#1544)
* Things and stuff with grids, unfinished w/ code debug changes.
* Updated submodule and also lost some progress cause I fucked it up xd
* First unfinished draft of the BodySystem. Doesn't compile.
* More changes to make it compile, but still just a framework. Doesn't do anything at the moment.
* Many cleanup changes.
* Revert "Merge branch 'master' of https://github.com/GlassEclipse/space-station-14 into body_system"
This reverts commit ddd4aebbc76cf2a0b7b102f72b93d55a0816c88c, reversing
changes made to 12d0dd752706bdda8879393bd8191a1199a0c978.
* Commit human.yml
* Updated a lot of things to be more classy, more progress overall, etc. etc.
* Latest update with many changes
* Minor changes
* Fixed Travis build bug
* Adds first draft of Body Scanner console, apparently I also forgot to tie Mechanisms into body parts so now a heart just sits in the Torso like a good boy :)
* Commit rest of stuff
* Latest changes
* Latest changes again
* 14 naked cowboys
* Yay!
* Latest changes (probably doesnt compile)
* Surgery!!!!!!!!!~1116y
* Cleaned some stuff up
* More cleanup
* Refactoring of code. Basic surgery path now done.
* Removed readme, has been added to HackMD
* Fixes typo (and thus test errors)
* WIP changes, committing so I can pull latest master changes
* Still working on that god awful merge
* Latest changes
* Latest changes!!
* Beginning of refactor to BoundUserInterface
* Surgery!
* Latest changes - fixes pr change requests and random fixes
* oops
* Fixes bodypart recursion
* Beginning of work on revamping the damage system.
* More latest changes
* Latest changes
* Finished merge
* Commit before removing old healthcode
* Almost done with removing speciescomponent...
* It compiles!!!
* yahoo more work
* Fixes to make it work
* Merge conflict fixes
* Deleting species visualizer was a mistake
* IDE warnings are VERBOTEN
* makes the server not kill itself on startup, some cleanup (#1)
* Namespaces, comments and exception fixes
* Fix conveyor and conveyor switch serialization
SS14 in reactive when
* Move damage, acts and body to shared
Damage cleanup
Comment cleanup
* Rename SpeciesComponent to RotationComponent and cleanup
Damage cleanup
Comment cleanup
* Fix nullable warnings
* Address old reviews
Fix off welder suicide damage type, deathmatch and suspicion
* Fix new test fail with units being able to accept items when unpowered
* Remove RotationComponent, change references to IBodyManagerComponent
* Add a bloodstream to humans
* More cleanups
* Add body conduits, connections, connectors substances and valves
* Revert "Add body conduits, connections, connectors substances and valves"
This reverts commit 9ab0b50e6b15fe98852d7b0836c0cdbf4bd76d20.
* Implement the heart mechanism behavior with the circulatory network
* Added network property to mechanism behaviors
* Changed human organ sprites and added missing ones
* Fix tests
* Add individual body part sprite rendering
* Fix error where dropped mechanisms are not initialized
* Implement client/server body damage
* Make DamageContainer take care of raising events
* Reimplement medical scanner with the new body system
* Improve the medical scanner ui
* Merge conflict fixes
* Fix crash when colliding with something
* Fix microwave suicides and eyes sprite rendering
* Fix nullable reference error
* Fix up surgery client side
* Fix missing using from merge conflict
* Add breathing
*inhale
* Merge conflict fixes
* Fix accumulatedframetime being reset to 0 instead of decreased by the threshold
https://github.com/space-wizards/space-station-14/pull/1617
* Use and add to the new AtmosHelpers
* Fix feet
* Add proper coloring to dropped body parts
* Fix Urist's lungs being too strong
* Merge conflict fixes
* Merge conflict fixes
* Merge conflict fixes
Co-authored-by: GlassEclipse <tsymall5@gmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com>
2020-08-17 01:42:42 +02:00
|
|
|
|
using System;
|
2020-06-18 22:52:44 +10:00
|
|
|
|
using System.Collections.Generic;
|
|
|
|
|
|
using System.Threading;
|
|
|
|
|
|
using Content.Server.AI.Operators;
|
|
|
|
|
|
using Content.Server.AI.Utility.Actions;
|
|
|
|
|
|
using Content.Server.AI.Utility.BehaviorSets;
|
|
|
|
|
|
using Content.Server.AI.WorldState;
|
|
|
|
|
|
using Content.Server.AI.WorldState.States.Utility;
|
2020-08-18 23:14:55 +10:00
|
|
|
|
using Content.Server.GameObjects.EntitySystems.AI;
|
2020-06-18 22:52:44 +10:00
|
|
|
|
using Content.Server.GameObjects.EntitySystems.AI.LoadBalancer;
|
|
|
|
|
|
using Content.Server.GameObjects.EntitySystems.JobQueues;
|
Bodysystem and damagesystem rework (#1544)
* Things and stuff with grids, unfinished w/ code debug changes.
* Updated submodule and also lost some progress cause I fucked it up xd
* First unfinished draft of the BodySystem. Doesn't compile.
* More changes to make it compile, but still just a framework. Doesn't do anything at the moment.
* Many cleanup changes.
* Revert "Merge branch 'master' of https://github.com/GlassEclipse/space-station-14 into body_system"
This reverts commit ddd4aebbc76cf2a0b7b102f72b93d55a0816c88c, reversing
changes made to 12d0dd752706bdda8879393bd8191a1199a0c978.
* Commit human.yml
* Updated a lot of things to be more classy, more progress overall, etc. etc.
* Latest update with many changes
* Minor changes
* Fixed Travis build bug
* Adds first draft of Body Scanner console, apparently I also forgot to tie Mechanisms into body parts so now a heart just sits in the Torso like a good boy :)
* Commit rest of stuff
* Latest changes
* Latest changes again
* 14 naked cowboys
* Yay!
* Latest changes (probably doesnt compile)
* Surgery!!!!!!!!!~1116y
* Cleaned some stuff up
* More cleanup
* Refactoring of code. Basic surgery path now done.
* Removed readme, has been added to HackMD
* Fixes typo (and thus test errors)
* WIP changes, committing so I can pull latest master changes
* Still working on that god awful merge
* Latest changes
* Latest changes!!
* Beginning of refactor to BoundUserInterface
* Surgery!
* Latest changes - fixes pr change requests and random fixes
* oops
* Fixes bodypart recursion
* Beginning of work on revamping the damage system.
* More latest changes
* Latest changes
* Finished merge
* Commit before removing old healthcode
* Almost done with removing speciescomponent...
* It compiles!!!
* yahoo more work
* Fixes to make it work
* Merge conflict fixes
* Deleting species visualizer was a mistake
* IDE warnings are VERBOTEN
* makes the server not kill itself on startup, some cleanup (#1)
* Namespaces, comments and exception fixes
* Fix conveyor and conveyor switch serialization
SS14 in reactive when
* Move damage, acts and body to shared
Damage cleanup
Comment cleanup
* Rename SpeciesComponent to RotationComponent and cleanup
Damage cleanup
Comment cleanup
* Fix nullable warnings
* Address old reviews
Fix off welder suicide damage type, deathmatch and suspicion
* Fix new test fail with units being able to accept items when unpowered
* Remove RotationComponent, change references to IBodyManagerComponent
* Add a bloodstream to humans
* More cleanups
* Add body conduits, connections, connectors substances and valves
* Revert "Add body conduits, connections, connectors substances and valves"
This reverts commit 9ab0b50e6b15fe98852d7b0836c0cdbf4bd76d20.
* Implement the heart mechanism behavior with the circulatory network
* Added network property to mechanism behaviors
* Changed human organ sprites and added missing ones
* Fix tests
* Add individual body part sprite rendering
* Fix error where dropped mechanisms are not initialized
* Implement client/server body damage
* Make DamageContainer take care of raising events
* Reimplement medical scanner with the new body system
* Improve the medical scanner ui
* Merge conflict fixes
* Fix crash when colliding with something
* Fix microwave suicides and eyes sprite rendering
* Fix nullable reference error
* Fix up surgery client side
* Fix missing using from merge conflict
* Add breathing
*inhale
* Merge conflict fixes
* Fix accumulatedframetime being reset to 0 instead of decreased by the threshold
https://github.com/space-wizards/space-station-14/pull/1617
* Use and add to the new AtmosHelpers
* Fix feet
* Add proper coloring to dropped body parts
* Fix Urist's lungs being too strong
* Merge conflict fixes
* Merge conflict fixes
* Merge conflict fixes
Co-authored-by: GlassEclipse <tsymall5@gmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com>
2020-08-17 01:42:42 +02:00
|
|
|
|
using Content.Shared.GameObjects.Components.Damage;
|
2020-06-18 22:52:44 +10:00
|
|
|
|
using Robust.Server.AI;
|
2020-08-18 23:14:55 +10:00
|
|
|
|
using Robust.Shared.GameObjects;
|
|
|
|
|
|
using Robust.Shared.GameObjects.Systems;
|
2020-06-18 22:52:44 +10:00
|
|
|
|
using Robust.Shared.Interfaces.GameObjects;
|
|
|
|
|
|
using Robust.Shared.IoC;
|
2020-07-08 09:37:35 +10:00
|
|
|
|
using Robust.Shared.Log;
|
2020-06-18 22:52:44 +10:00
|
|
|
|
using Robust.Shared.Utility;
|
|
|
|
|
|
|
|
|
|
|
|
namespace Content.Server.AI.Utility.AiLogic
|
|
|
|
|
|
{
|
|
|
|
|
|
public abstract class UtilityAi : AiLogicProcessor
|
|
|
|
|
|
{
|
|
|
|
|
|
// TODO: Look at having ParallelOperators (probably no more than that as then you'd have a full-blown BT)
|
|
|
|
|
|
// Also RepeatOperators (e.g. if we're following an entity keep repeating MoveToEntity)
|
|
|
|
|
|
private AiActionSystem _planner;
|
|
|
|
|
|
public Blackboard Blackboard => _blackboard;
|
|
|
|
|
|
private Blackboard _blackboard;
|
|
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
|
/// The sum of all BehaviorSets gives us what actions the AI can take
|
|
|
|
|
|
/// </summary>
|
|
|
|
|
|
public Dictionary<Type, BehaviorSet> BehaviorSets { get; } = new Dictionary<Type, BehaviorSet>();
|
|
|
|
|
|
private readonly List<IAiUtility> _availableActions = new List<IAiUtility>();
|
|
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
|
/// The currently running action; most importantly are the operators.
|
|
|
|
|
|
/// </summary>
|
|
|
|
|
|
public UtilityAction CurrentAction { get; private set; }
|
|
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
|
/// How frequently we can re-plan. If an AI's in combat you could decrease the cooldown,
|
|
|
|
|
|
/// or if there's no players nearby increase it.
|
|
|
|
|
|
/// </summary>
|
|
|
|
|
|
public float PlanCooldown { get; } = 0.5f;
|
|
|
|
|
|
private float _planCooldownRemaining;
|
|
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
|
/// If we've requested a plan then wait patiently for the action
|
|
|
|
|
|
/// </summary>
|
|
|
|
|
|
private AiActionRequestJob _actionRequest;
|
|
|
|
|
|
|
|
|
|
|
|
private CancellationTokenSource _actionCancellation;
|
|
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
|
/// If we can't do anything then stop thinking; should probably use ActionBlocker instead
|
|
|
|
|
|
/// </summary>
|
|
|
|
|
|
private bool _isDead = false;
|
|
|
|
|
|
|
|
|
|
|
|
// These 2 methods will be used eventually if / when we get a director AI
|
|
|
|
|
|
public void AddBehaviorSet<T>(T behaviorSet, bool sort = true) where T : BehaviorSet
|
|
|
|
|
|
{
|
|
|
|
|
|
if (BehaviorSets.TryAdd(typeof(T), behaviorSet) && sort)
|
|
|
|
|
|
{
|
|
|
|
|
|
SortActions();
|
|
|
|
|
|
}
|
2020-08-18 23:14:55 +10:00
|
|
|
|
|
|
|
|
|
|
if (BehaviorSets.Count == 1 && !EntitySystem.Get<AiSystem>().IsAwake(this))
|
|
|
|
|
|
{
|
|
|
|
|
|
IoCManager.Resolve<IEntityManager>()
|
|
|
|
|
|
.EventBus
|
|
|
|
|
|
.RaiseEvent(EventSource.Local, new SleepAiMessage(this, false));
|
|
|
|
|
|
}
|
2020-06-18 22:52:44 +10:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
public void RemoveBehaviorSet(Type behaviorSet)
|
|
|
|
|
|
{
|
|
|
|
|
|
DebugTools.Assert(behaviorSet.IsAssignableFrom(typeof(BehaviorSet)));
|
|
|
|
|
|
|
|
|
|
|
|
if (BehaviorSets.ContainsKey(behaviorSet))
|
|
|
|
|
|
{
|
|
|
|
|
|
BehaviorSets.Remove(behaviorSet);
|
|
|
|
|
|
SortActions();
|
|
|
|
|
|
}
|
2020-08-18 23:14:55 +10:00
|
|
|
|
|
|
|
|
|
|
if (BehaviorSets.Count == 0)
|
|
|
|
|
|
{
|
|
|
|
|
|
IoCManager.Resolve<IEntityManager>()
|
|
|
|
|
|
.EventBus
|
|
|
|
|
|
.RaiseEvent(EventSource.Local, new SleepAiMessage(this, true));
|
|
|
|
|
|
}
|
2020-06-18 22:52:44 +10:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
|
/// Whenever the behavior sets are changed we'll re-sort the actions by bonus
|
|
|
|
|
|
/// </summary>
|
|
|
|
|
|
protected void SortActions()
|
|
|
|
|
|
{
|
|
|
|
|
|
_availableActions.Clear();
|
|
|
|
|
|
foreach (var set in BehaviorSets.Values)
|
|
|
|
|
|
{
|
|
|
|
|
|
foreach (var action in set.Actions)
|
|
|
|
|
|
{
|
|
|
|
|
|
var found = false;
|
|
|
|
|
|
|
|
|
|
|
|
for (var i = 0; i < _availableActions.Count; i++)
|
|
|
|
|
|
{
|
|
|
|
|
|
if (_availableActions[i].Bonus < action.Bonus)
|
|
|
|
|
|
{
|
|
|
|
|
|
_availableActions.Insert(i, action);
|
|
|
|
|
|
found = true;
|
|
|
|
|
|
break;
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
if (!found)
|
|
|
|
|
|
{
|
|
|
|
|
|
_availableActions.Add(action);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
_availableActions.Reverse();
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
public override void Setup()
|
|
|
|
|
|
{
|
|
|
|
|
|
base.Setup();
|
|
|
|
|
|
_planCooldownRemaining = PlanCooldown;
|
|
|
|
|
|
_blackboard = new Blackboard(SelfEntity);
|
|
|
|
|
|
_planner = IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<AiActionSystem>();
|
Bodysystem and damagesystem rework (#1544)
* Things and stuff with grids, unfinished w/ code debug changes.
* Updated submodule and also lost some progress cause I fucked it up xd
* First unfinished draft of the BodySystem. Doesn't compile.
* More changes to make it compile, but still just a framework. Doesn't do anything at the moment.
* Many cleanup changes.
* Revert "Merge branch 'master' of https://github.com/GlassEclipse/space-station-14 into body_system"
This reverts commit ddd4aebbc76cf2a0b7b102f72b93d55a0816c88c, reversing
changes made to 12d0dd752706bdda8879393bd8191a1199a0c978.
* Commit human.yml
* Updated a lot of things to be more classy, more progress overall, etc. etc.
* Latest update with many changes
* Minor changes
* Fixed Travis build bug
* Adds first draft of Body Scanner console, apparently I also forgot to tie Mechanisms into body parts so now a heart just sits in the Torso like a good boy :)
* Commit rest of stuff
* Latest changes
* Latest changes again
* 14 naked cowboys
* Yay!
* Latest changes (probably doesnt compile)
* Surgery!!!!!!!!!~1116y
* Cleaned some stuff up
* More cleanup
* Refactoring of code. Basic surgery path now done.
* Removed readme, has been added to HackMD
* Fixes typo (and thus test errors)
* WIP changes, committing so I can pull latest master changes
* Still working on that god awful merge
* Latest changes
* Latest changes!!
* Beginning of refactor to BoundUserInterface
* Surgery!
* Latest changes - fixes pr change requests and random fixes
* oops
* Fixes bodypart recursion
* Beginning of work on revamping the damage system.
* More latest changes
* Latest changes
* Finished merge
* Commit before removing old healthcode
* Almost done with removing speciescomponent...
* It compiles!!!
* yahoo more work
* Fixes to make it work
* Merge conflict fixes
* Deleting species visualizer was a mistake
* IDE warnings are VERBOTEN
* makes the server not kill itself on startup, some cleanup (#1)
* Namespaces, comments and exception fixes
* Fix conveyor and conveyor switch serialization
SS14 in reactive when
* Move damage, acts and body to shared
Damage cleanup
Comment cleanup
* Rename SpeciesComponent to RotationComponent and cleanup
Damage cleanup
Comment cleanup
* Fix nullable warnings
* Address old reviews
Fix off welder suicide damage type, deathmatch and suspicion
* Fix new test fail with units being able to accept items when unpowered
* Remove RotationComponent, change references to IBodyManagerComponent
* Add a bloodstream to humans
* More cleanups
* Add body conduits, connections, connectors substances and valves
* Revert "Add body conduits, connections, connectors substances and valves"
This reverts commit 9ab0b50e6b15fe98852d7b0836c0cdbf4bd76d20.
* Implement the heart mechanism behavior with the circulatory network
* Added network property to mechanism behaviors
* Changed human organ sprites and added missing ones
* Fix tests
* Add individual body part sprite rendering
* Fix error where dropped mechanisms are not initialized
* Implement client/server body damage
* Make DamageContainer take care of raising events
* Reimplement medical scanner with the new body system
* Improve the medical scanner ui
* Merge conflict fixes
* Fix crash when colliding with something
* Fix microwave suicides and eyes sprite rendering
* Fix nullable reference error
* Fix up surgery client side
* Fix missing using from merge conflict
* Add breathing
*inhale
* Merge conflict fixes
* Fix accumulatedframetime being reset to 0 instead of decreased by the threshold
https://github.com/space-wizards/space-station-14/pull/1617
* Use and add to the new AtmosHelpers
* Fix feet
* Add proper coloring to dropped body parts
* Fix Urist's lungs being too strong
* Merge conflict fixes
* Merge conflict fixes
* Merge conflict fixes
Co-authored-by: GlassEclipse <tsymall5@gmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com>
2020-08-17 01:42:42 +02:00
|
|
|
|
if (SelfEntity.TryGetComponent(out IDamageableComponent damageableComponent))
|
2020-06-18 22:52:44 +10:00
|
|
|
|
{
|
Bodysystem and damagesystem rework (#1544)
* Things and stuff with grids, unfinished w/ code debug changes.
* Updated submodule and also lost some progress cause I fucked it up xd
* First unfinished draft of the BodySystem. Doesn't compile.
* More changes to make it compile, but still just a framework. Doesn't do anything at the moment.
* Many cleanup changes.
* Revert "Merge branch 'master' of https://github.com/GlassEclipse/space-station-14 into body_system"
This reverts commit ddd4aebbc76cf2a0b7b102f72b93d55a0816c88c, reversing
changes made to 12d0dd752706bdda8879393bd8191a1199a0c978.
* Commit human.yml
* Updated a lot of things to be more classy, more progress overall, etc. etc.
* Latest update with many changes
* Minor changes
* Fixed Travis build bug
* Adds first draft of Body Scanner console, apparently I also forgot to tie Mechanisms into body parts so now a heart just sits in the Torso like a good boy :)
* Commit rest of stuff
* Latest changes
* Latest changes again
* 14 naked cowboys
* Yay!
* Latest changes (probably doesnt compile)
* Surgery!!!!!!!!!~1116y
* Cleaned some stuff up
* More cleanup
* Refactoring of code. Basic surgery path now done.
* Removed readme, has been added to HackMD
* Fixes typo (and thus test errors)
* WIP changes, committing so I can pull latest master changes
* Still working on that god awful merge
* Latest changes
* Latest changes!!
* Beginning of refactor to BoundUserInterface
* Surgery!
* Latest changes - fixes pr change requests and random fixes
* oops
* Fixes bodypart recursion
* Beginning of work on revamping the damage system.
* More latest changes
* Latest changes
* Finished merge
* Commit before removing old healthcode
* Almost done with removing speciescomponent...
* It compiles!!!
* yahoo more work
* Fixes to make it work
* Merge conflict fixes
* Deleting species visualizer was a mistake
* IDE warnings are VERBOTEN
* makes the server not kill itself on startup, some cleanup (#1)
* Namespaces, comments and exception fixes
* Fix conveyor and conveyor switch serialization
SS14 in reactive when
* Move damage, acts and body to shared
Damage cleanup
Comment cleanup
* Rename SpeciesComponent to RotationComponent and cleanup
Damage cleanup
Comment cleanup
* Fix nullable warnings
* Address old reviews
Fix off welder suicide damage type, deathmatch and suspicion
* Fix new test fail with units being able to accept items when unpowered
* Remove RotationComponent, change references to IBodyManagerComponent
* Add a bloodstream to humans
* More cleanups
* Add body conduits, connections, connectors substances and valves
* Revert "Add body conduits, connections, connectors substances and valves"
This reverts commit 9ab0b50e6b15fe98852d7b0836c0cdbf4bd76d20.
* Implement the heart mechanism behavior with the circulatory network
* Added network property to mechanism behaviors
* Changed human organ sprites and added missing ones
* Fix tests
* Add individual body part sprite rendering
* Fix error where dropped mechanisms are not initialized
* Implement client/server body damage
* Make DamageContainer take care of raising events
* Reimplement medical scanner with the new body system
* Improve the medical scanner ui
* Merge conflict fixes
* Fix crash when colliding with something
* Fix microwave suicides and eyes sprite rendering
* Fix nullable reference error
* Fix up surgery client side
* Fix missing using from merge conflict
* Add breathing
*inhale
* Merge conflict fixes
* Fix accumulatedframetime being reset to 0 instead of decreased by the threshold
https://github.com/space-wizards/space-station-14/pull/1617
* Use and add to the new AtmosHelpers
* Fix feet
* Add proper coloring to dropped body parts
* Fix Urist's lungs being too strong
* Merge conflict fixes
* Merge conflict fixes
* Merge conflict fixes
Co-authored-by: GlassEclipse <tsymall5@gmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com>
2020-08-17 01:42:42 +02:00
|
|
|
|
damageableComponent.HealthChangedEvent += DeathHandle;
|
2020-06-18 22:52:44 +10:00
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
public override void Shutdown()
|
|
|
|
|
|
{
|
|
|
|
|
|
// TODO: If DamageableComponent removed still need to unsubscribe?
|
Bodysystem and damagesystem rework (#1544)
* Things and stuff with grids, unfinished w/ code debug changes.
* Updated submodule and also lost some progress cause I fucked it up xd
* First unfinished draft of the BodySystem. Doesn't compile.
* More changes to make it compile, but still just a framework. Doesn't do anything at the moment.
* Many cleanup changes.
* Revert "Merge branch 'master' of https://github.com/GlassEclipse/space-station-14 into body_system"
This reverts commit ddd4aebbc76cf2a0b7b102f72b93d55a0816c88c, reversing
changes made to 12d0dd752706bdda8879393bd8191a1199a0c978.
* Commit human.yml
* Updated a lot of things to be more classy, more progress overall, etc. etc.
* Latest update with many changes
* Minor changes
* Fixed Travis build bug
* Adds first draft of Body Scanner console, apparently I also forgot to tie Mechanisms into body parts so now a heart just sits in the Torso like a good boy :)
* Commit rest of stuff
* Latest changes
* Latest changes again
* 14 naked cowboys
* Yay!
* Latest changes (probably doesnt compile)
* Surgery!!!!!!!!!~1116y
* Cleaned some stuff up
* More cleanup
* Refactoring of code. Basic surgery path now done.
* Removed readme, has been added to HackMD
* Fixes typo (and thus test errors)
* WIP changes, committing so I can pull latest master changes
* Still working on that god awful merge
* Latest changes
* Latest changes!!
* Beginning of refactor to BoundUserInterface
* Surgery!
* Latest changes - fixes pr change requests and random fixes
* oops
* Fixes bodypart recursion
* Beginning of work on revamping the damage system.
* More latest changes
* Latest changes
* Finished merge
* Commit before removing old healthcode
* Almost done with removing speciescomponent...
* It compiles!!!
* yahoo more work
* Fixes to make it work
* Merge conflict fixes
* Deleting species visualizer was a mistake
* IDE warnings are VERBOTEN
* makes the server not kill itself on startup, some cleanup (#1)
* Namespaces, comments and exception fixes
* Fix conveyor and conveyor switch serialization
SS14 in reactive when
* Move damage, acts and body to shared
Damage cleanup
Comment cleanup
* Rename SpeciesComponent to RotationComponent and cleanup
Damage cleanup
Comment cleanup
* Fix nullable warnings
* Address old reviews
Fix off welder suicide damage type, deathmatch and suspicion
* Fix new test fail with units being able to accept items when unpowered
* Remove RotationComponent, change references to IBodyManagerComponent
* Add a bloodstream to humans
* More cleanups
* Add body conduits, connections, connectors substances and valves
* Revert "Add body conduits, connections, connectors substances and valves"
This reverts commit 9ab0b50e6b15fe98852d7b0836c0cdbf4bd76d20.
* Implement the heart mechanism behavior with the circulatory network
* Added network property to mechanism behaviors
* Changed human organ sprites and added missing ones
* Fix tests
* Add individual body part sprite rendering
* Fix error where dropped mechanisms are not initialized
* Implement client/server body damage
* Make DamageContainer take care of raising events
* Reimplement medical scanner with the new body system
* Improve the medical scanner ui
* Merge conflict fixes
* Fix crash when colliding with something
* Fix microwave suicides and eyes sprite rendering
* Fix nullable reference error
* Fix up surgery client side
* Fix missing using from merge conflict
* Add breathing
*inhale
* Merge conflict fixes
* Fix accumulatedframetime being reset to 0 instead of decreased by the threshold
https://github.com/space-wizards/space-station-14/pull/1617
* Use and add to the new AtmosHelpers
* Fix feet
* Add proper coloring to dropped body parts
* Fix Urist's lungs being too strong
* Merge conflict fixes
* Merge conflict fixes
* Merge conflict fixes
Co-authored-by: GlassEclipse <tsymall5@gmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com>
2020-08-17 01:42:42 +02:00
|
|
|
|
if (SelfEntity.TryGetComponent(out IDamageableComponent damageableComponent))
|
2020-06-18 22:52:44 +10:00
|
|
|
|
{
|
Bodysystem and damagesystem rework (#1544)
* Things and stuff with grids, unfinished w/ code debug changes.
* Updated submodule and also lost some progress cause I fucked it up xd
* First unfinished draft of the BodySystem. Doesn't compile.
* More changes to make it compile, but still just a framework. Doesn't do anything at the moment.
* Many cleanup changes.
* Revert "Merge branch 'master' of https://github.com/GlassEclipse/space-station-14 into body_system"
This reverts commit ddd4aebbc76cf2a0b7b102f72b93d55a0816c88c, reversing
changes made to 12d0dd752706bdda8879393bd8191a1199a0c978.
* Commit human.yml
* Updated a lot of things to be more classy, more progress overall, etc. etc.
* Latest update with many changes
* Minor changes
* Fixed Travis build bug
* Adds first draft of Body Scanner console, apparently I also forgot to tie Mechanisms into body parts so now a heart just sits in the Torso like a good boy :)
* Commit rest of stuff
* Latest changes
* Latest changes again
* 14 naked cowboys
* Yay!
* Latest changes (probably doesnt compile)
* Surgery!!!!!!!!!~1116y
* Cleaned some stuff up
* More cleanup
* Refactoring of code. Basic surgery path now done.
* Removed readme, has been added to HackMD
* Fixes typo (and thus test errors)
* WIP changes, committing so I can pull latest master changes
* Still working on that god awful merge
* Latest changes
* Latest changes!!
* Beginning of refactor to BoundUserInterface
* Surgery!
* Latest changes - fixes pr change requests and random fixes
* oops
* Fixes bodypart recursion
* Beginning of work on revamping the damage system.
* More latest changes
* Latest changes
* Finished merge
* Commit before removing old healthcode
* Almost done with removing speciescomponent...
* It compiles!!!
* yahoo more work
* Fixes to make it work
* Merge conflict fixes
* Deleting species visualizer was a mistake
* IDE warnings are VERBOTEN
* makes the server not kill itself on startup, some cleanup (#1)
* Namespaces, comments and exception fixes
* Fix conveyor and conveyor switch serialization
SS14 in reactive when
* Move damage, acts and body to shared
Damage cleanup
Comment cleanup
* Rename SpeciesComponent to RotationComponent and cleanup
Damage cleanup
Comment cleanup
* Fix nullable warnings
* Address old reviews
Fix off welder suicide damage type, deathmatch and suspicion
* Fix new test fail with units being able to accept items when unpowered
* Remove RotationComponent, change references to IBodyManagerComponent
* Add a bloodstream to humans
* More cleanups
* Add body conduits, connections, connectors substances and valves
* Revert "Add body conduits, connections, connectors substances and valves"
This reverts commit 9ab0b50e6b15fe98852d7b0836c0cdbf4bd76d20.
* Implement the heart mechanism behavior with the circulatory network
* Added network property to mechanism behaviors
* Changed human organ sprites and added missing ones
* Fix tests
* Add individual body part sprite rendering
* Fix error where dropped mechanisms are not initialized
* Implement client/server body damage
* Make DamageContainer take care of raising events
* Reimplement medical scanner with the new body system
* Improve the medical scanner ui
* Merge conflict fixes
* Fix crash when colliding with something
* Fix microwave suicides and eyes sprite rendering
* Fix nullable reference error
* Fix up surgery client side
* Fix missing using from merge conflict
* Add breathing
*inhale
* Merge conflict fixes
* Fix accumulatedframetime being reset to 0 instead of decreased by the threshold
https://github.com/space-wizards/space-station-14/pull/1617
* Use and add to the new AtmosHelpers
* Fix feet
* Add proper coloring to dropped body parts
* Fix Urist's lungs being too strong
* Merge conflict fixes
* Merge conflict fixes
* Merge conflict fixes
Co-authored-by: GlassEclipse <tsymall5@gmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com>
2020-08-17 01:42:42 +02:00
|
|
|
|
damageableComponent.HealthChangedEvent -= DeathHandle;
|
2020-06-18 22:52:44 +10:00
|
|
|
|
}
|
2020-06-23 02:55:50 +10:00
|
|
|
|
|
|
|
|
|
|
var currentOp = CurrentAction?.ActionOperators.Peek();
|
|
|
|
|
|
currentOp?.Shutdown(Outcome.Failed);
|
2020-06-18 22:52:44 +10:00
|
|
|
|
}
|
|
|
|
|
|
|
Bodysystem and damagesystem rework (#1544)
* Things and stuff with grids, unfinished w/ code debug changes.
* Updated submodule and also lost some progress cause I fucked it up xd
* First unfinished draft of the BodySystem. Doesn't compile.
* More changes to make it compile, but still just a framework. Doesn't do anything at the moment.
* Many cleanup changes.
* Revert "Merge branch 'master' of https://github.com/GlassEclipse/space-station-14 into body_system"
This reverts commit ddd4aebbc76cf2a0b7b102f72b93d55a0816c88c, reversing
changes made to 12d0dd752706bdda8879393bd8191a1199a0c978.
* Commit human.yml
* Updated a lot of things to be more classy, more progress overall, etc. etc.
* Latest update with many changes
* Minor changes
* Fixed Travis build bug
* Adds first draft of Body Scanner console, apparently I also forgot to tie Mechanisms into body parts so now a heart just sits in the Torso like a good boy :)
* Commit rest of stuff
* Latest changes
* Latest changes again
* 14 naked cowboys
* Yay!
* Latest changes (probably doesnt compile)
* Surgery!!!!!!!!!~1116y
* Cleaned some stuff up
* More cleanup
* Refactoring of code. Basic surgery path now done.
* Removed readme, has been added to HackMD
* Fixes typo (and thus test errors)
* WIP changes, committing so I can pull latest master changes
* Still working on that god awful merge
* Latest changes
* Latest changes!!
* Beginning of refactor to BoundUserInterface
* Surgery!
* Latest changes - fixes pr change requests and random fixes
* oops
* Fixes bodypart recursion
* Beginning of work on revamping the damage system.
* More latest changes
* Latest changes
* Finished merge
* Commit before removing old healthcode
* Almost done with removing speciescomponent...
* It compiles!!!
* yahoo more work
* Fixes to make it work
* Merge conflict fixes
* Deleting species visualizer was a mistake
* IDE warnings are VERBOTEN
* makes the server not kill itself on startup, some cleanup (#1)
* Namespaces, comments and exception fixes
* Fix conveyor and conveyor switch serialization
SS14 in reactive when
* Move damage, acts and body to shared
Damage cleanup
Comment cleanup
* Rename SpeciesComponent to RotationComponent and cleanup
Damage cleanup
Comment cleanup
* Fix nullable warnings
* Address old reviews
Fix off welder suicide damage type, deathmatch and suspicion
* Fix new test fail with units being able to accept items when unpowered
* Remove RotationComponent, change references to IBodyManagerComponent
* Add a bloodstream to humans
* More cleanups
* Add body conduits, connections, connectors substances and valves
* Revert "Add body conduits, connections, connectors substances and valves"
This reverts commit 9ab0b50e6b15fe98852d7b0836c0cdbf4bd76d20.
* Implement the heart mechanism behavior with the circulatory network
* Added network property to mechanism behaviors
* Changed human organ sprites and added missing ones
* Fix tests
* Add individual body part sprite rendering
* Fix error where dropped mechanisms are not initialized
* Implement client/server body damage
* Make DamageContainer take care of raising events
* Reimplement medical scanner with the new body system
* Improve the medical scanner ui
* Merge conflict fixes
* Fix crash when colliding with something
* Fix microwave suicides and eyes sprite rendering
* Fix nullable reference error
* Fix up surgery client side
* Fix missing using from merge conflict
* Add breathing
*inhale
* Merge conflict fixes
* Fix accumulatedframetime being reset to 0 instead of decreased by the threshold
https://github.com/space-wizards/space-station-14/pull/1617
* Use and add to the new AtmosHelpers
* Fix feet
* Add proper coloring to dropped body parts
* Fix Urist's lungs being too strong
* Merge conflict fixes
* Merge conflict fixes
* Merge conflict fixes
Co-authored-by: GlassEclipse <tsymall5@gmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com>
2020-08-17 01:42:42 +02:00
|
|
|
|
private void DeathHandle(HealthChangedEventArgs eventArgs)
|
2020-06-18 22:52:44 +10:00
|
|
|
|
{
|
2020-08-18 23:14:55 +10:00
|
|
|
|
var oldDeadState = _isDead;
|
2020-10-10 15:25:13 +02:00
|
|
|
|
_isDead = eventArgs.Damageable.CurrentState == DamageState.Dead || eventArgs.Damageable.CurrentState == DamageState.Critical;
|
2020-08-18 23:14:55 +10:00
|
|
|
|
|
|
|
|
|
|
if (oldDeadState != _isDead)
|
|
|
|
|
|
{
|
|
|
|
|
|
var entityManager = IoCManager.Resolve<IEntityManager>();
|
2020-10-10 15:25:13 +02:00
|
|
|
|
|
2020-08-18 23:14:55 +10:00
|
|
|
|
switch (_isDead)
|
|
|
|
|
|
{
|
|
|
|
|
|
case true:
|
|
|
|
|
|
entityManager.EventBus.RaiseEvent(EventSource.Local, new SleepAiMessage(this, true));
|
|
|
|
|
|
break;
|
|
|
|
|
|
case false:
|
|
|
|
|
|
entityManager.EventBus.RaiseEvent(EventSource.Local, new SleepAiMessage(this, false));
|
|
|
|
|
|
break;
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
2020-06-18 22:52:44 +10:00
|
|
|
|
}
|
2020-08-13 14:40:27 +02:00
|
|
|
|
|
2020-06-18 22:52:44 +10:00
|
|
|
|
private void ReceivedAction()
|
|
|
|
|
|
{
|
2020-07-08 09:37:35 +10:00
|
|
|
|
switch (_actionRequest.Exception)
|
|
|
|
|
|
{
|
|
|
|
|
|
case null:
|
|
|
|
|
|
break;
|
|
|
|
|
|
default:
|
|
|
|
|
|
Logger.FatalS("ai", _actionRequest.Exception.ToString());
|
|
|
|
|
|
throw _actionRequest.Exception;
|
|
|
|
|
|
}
|
2020-06-18 22:52:44 +10:00
|
|
|
|
var action = _actionRequest.Result;
|
|
|
|
|
|
_actionRequest = null;
|
|
|
|
|
|
// Actions with lower scores should be implicitly dumped by GetAction
|
|
|
|
|
|
// If we're not allowed to replace the action with an action of the same type then dump.
|
|
|
|
|
|
if (action == null || !action.CanOverride && CurrentAction?.GetType() == action.GetType())
|
|
|
|
|
|
{
|
|
|
|
|
|
return;
|
|
|
|
|
|
}
|
2020-08-13 14:40:27 +02:00
|
|
|
|
|
2020-06-22 00:00:05 +10:00
|
|
|
|
var currentOp = CurrentAction?.ActionOperators.Peek();
|
|
|
|
|
|
if (currentOp != null && currentOp.HasStartup)
|
|
|
|
|
|
{
|
|
|
|
|
|
currentOp.Shutdown(Outcome.Failed);
|
|
|
|
|
|
}
|
2020-06-18 22:52:44 +10:00
|
|
|
|
|
|
|
|
|
|
CurrentAction = action;
|
|
|
|
|
|
action.SetupOperators(_blackboard);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
public override void Update(float frameTime)
|
|
|
|
|
|
{
|
|
|
|
|
|
// If we asked for a new action we don't want to dump the existing one.
|
|
|
|
|
|
if (_actionRequest != null)
|
|
|
|
|
|
{
|
|
|
|
|
|
if (_actionRequest.Status != JobStatus.Finished)
|
|
|
|
|
|
{
|
|
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
ReceivedAction();
|
|
|
|
|
|
// Do something next tick
|
|
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
_planCooldownRemaining -= frameTime;
|
|
|
|
|
|
|
|
|
|
|
|
// Might find a better action while we're doing one already
|
|
|
|
|
|
if (_planCooldownRemaining <= 0.0f)
|
|
|
|
|
|
{
|
|
|
|
|
|
_planCooldownRemaining = PlanCooldown;
|
|
|
|
|
|
_actionCancellation = new CancellationTokenSource();
|
|
|
|
|
|
_actionRequest = _planner.RequestAction(new AiActionRequest(SelfEntity.Uid, _blackboard, _availableActions), _actionCancellation);
|
|
|
|
|
|
|
|
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// When we spawn in we won't get an action for a bit
|
|
|
|
|
|
if (CurrentAction == null)
|
|
|
|
|
|
{
|
|
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
var outcome = CurrentAction.Execute(frameTime);
|
|
|
|
|
|
|
|
|
|
|
|
switch (outcome)
|
|
|
|
|
|
{
|
|
|
|
|
|
case Outcome.Success:
|
|
|
|
|
|
if (CurrentAction.ActionOperators.Count == 0)
|
|
|
|
|
|
{
|
|
|
|
|
|
CurrentAction.Shutdown();
|
|
|
|
|
|
CurrentAction = null;
|
|
|
|
|
|
// Nothing to compare new action to
|
|
|
|
|
|
_blackboard.GetState<LastUtilityScoreState>().SetValue(0.0f);
|
|
|
|
|
|
}
|
|
|
|
|
|
break;
|
|
|
|
|
|
case Outcome.Continuing:
|
|
|
|
|
|
break;
|
|
|
|
|
|
case Outcome.Failed:
|
|
|
|
|
|
CurrentAction.Shutdown();
|
|
|
|
|
|
CurrentAction = null;
|
|
|
|
|
|
_blackboard.GetState<LastUtilityScoreState>().SetValue(0.0f);
|
|
|
|
|
|
break;
|
|
|
|
|
|
default:
|
|
|
|
|
|
throw new ArgumentOutOfRangeException();
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|