Data-driven NPC behaviors (#3271)

* Data-driven NPC behaviors

* Nuked AiLogicProcessor
* BehaviorSets are now all stored in yaml (might try making actions also yaml someday)
* Added a test to validate all BehaviorSets
* Might also try pooling actions in the future to reduce allocs but that'll be way down the line (cough physics).

* Forgot to re-add sorting nothing suss

* Remove last references

* Proper vector2i serialization for tile atmos (#3266)

* update map files

* update submodule

Co-authored-by: cyclowns <cyclowns@protonmail.ch>

* Remove weird "S" jumpsuit from existence (#3267)

* Change character names to use datasets prototypes (#3259)

* Remove old name lists in .txts

* Fix tests

* LATEST MASTER TECHNOLOGY

* Converts AdminMenu to partially use XAML (#3231)

* Cleans up Hydroponics content. (#3025)

* Adds to IgnoredComponents.cs

* Jackboots

* Half Done

* Moved to diff PR

* Everything functional

* Fixed Sprays

* Nice

* Fixed

* Update submodule

* Fix tests

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>

* Stacked sprite visualizer (#3096)

* Add Stack Visualizer

* Add cigarette pack resources

Adds transparent layers for visualizing cigarettes

* Add Bag Open/Close Visualizer

So storage opened in inventory can have different icons when opened
or closed.

* Create a component that only enumerates single item

Used for creating stuff like matchbox, or cigarettes. As a bonus.
It will only update stack visualizer for that particullar item.

* Refactoring stuff

* Fix other usage of stack in Resources

* Add docs

* Apply suggestions from code review

Apply metalgearsloth suggestions

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Applied suggestions from metalgearsloth

* Changed SingleItemStorageComponent to StorageCounterComponent

Difference. New component doesn't spawn items, merely counts them.

* Refactored StackVisualizer

* Fix breakage with master

* Update Resources/Prototypes/Entities/Objects/Consumable/fancy.yml

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Update with MGS suggestions

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* ApcNet updating fix (#3078)

* GridPowerComponent

* ApcNet Powered update bugfix

* PowerTest fix

* Add GridPower to Saltern

* test fix

* Update canceling cleanup

* code cleanup

* nullable & code cleanup for test

* undo power test nullable

* Replaces GridPowerSystem with ApcNetSystem

* build fix

* Update Content.Server/GameObjects/EntitySystems/ApcNetSystem.cs

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Change all XAML to use spacestation14.io namespace (#3277)

* fix pizzaboxes (#3291)

Co-authored-by: cyclowns <cyclowns@protonmail.ch>

* Spikes fix reopened (#3203)

* DoAfter, dead and stun check, DragDropOn

* Not ignored anymore

* Copied comment deleted

* Herbert's an ass

* Woops

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>

* Make component states dependant on the player getting them (#3280)

* Make component states dependant on the player getting them

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>

* Updated submodule to v0.3.7.

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
Co-authored-by: Acruid <shatter66@gmail.com>

* Hoe fix (#3296)

* Initial (#3297)

* Sort reagent dispenser entries (#3272)

* Sort reagent dispenser entries

Saves manually doing it.

* zumzum's suggestion

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>

* Made firelocks damageable & destructible (#3303)

* Move job priority enum parity test ot unit tests (#3300)

* Spill hand contents when dropping them in a fall (#3304)

* Spill hand contents when dropping them due to falling down

* Better approach

* cleanup

* grammar

* stupid

* PauseManager moved to Shared (#3288)

* Namespace changes for moving IPauseManager to shared.

* Namespace changes for moving ITimerManager from Timers to Timing.

* Rebase Fixes.

* Update engine submodule to v0.3.8

* Improves kick, teleport and ban menus (#3312)

* Fix the admin panel not showing the account name (#3322)

* Fix name serialization for secret stashes (#3301)

* Fix name serialization for secret stashes

* Fix old usages of secret part name

* Separate ghost warp message into two (#3310)

* Separate ghost warp message into two

* Remove redundant arguments

* Address reviews

* Move properties up

* Add health overlay and a command to toggle it (#3278)

* Add health overlay bar and a command to toggle it

* Remove empty line

* Content PR for YAML hot reloading (#3319)

* Content PR for YAML hot reloading

* Add CanAdminReloadPrototypes (host permission)

* IndexedPrototype fixes

* Update RobustToolbox

* Update RobustToolbox

* Add an unconspicuous, meaningless and in no way motivated by any external force XML doc to buckle component

* Update RobustToolbox

* Update submodule to v0.3.12.

* Removed unused using statements that prevented compiling.
Removed references to IIndexedPrototype that does not exist anymore in the engine.

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
Co-authored-by: mirrorcult <notzombiedude@gmail.com>
Co-authored-by: cyclowns <cyclowns@protonmail.ch>
Co-authored-by: Visne <39844191+Visne@users.noreply.github.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
Co-authored-by: Leo <lzimann@users.noreply.github.com>
Co-authored-by: Swept <sweptwastaken@protonmail.com>
Co-authored-by: Ygg01 <y.laughing.man.y@gmail.com>
Co-authored-by: collinlunn <60152240+collinlunn@users.noreply.github.com>
Co-authored-by: komunre <49118681+komunre@users.noreply.github.com>
Co-authored-by: Acruid <shatter66@gmail.com>
Co-authored-by: Peptide90 <78795277+Peptide90@users.noreply.github.com>
Co-authored-by: Clyybber <darkmine956@gmail.com>
This commit is contained in:
metalgearsloth
2021-02-20 17:37:17 +11:00
committed by GitHub
parent 6f72f8f553
commit 4437fc7a1b
74 changed files with 548 additions and 707 deletions

View File

@@ -13,27 +13,21 @@ namespace Content.Server.AI.Utility.Actions.Clothing.Gloves
{
public sealed class EquipGloves : UtilityAction
{
private readonly IEntity _entity;
public EquipGloves(IEntity owner, IEntity entity, float weight) : base(owner)
{
_entity = entity;
Bonus = weight;
}
public IEntity Target { get; set; }
public override void SetupOperators(Blackboard context)
{
ActionOperators = new Queue<AiOperator>(new AiOperator[]
{
new EquipEntityOperator(Owner, _entity),
new UseItemInInventoryOperator(Owner, _entity),
new EquipEntityOperator(Owner, Target),
new UseItemInInventoryOperator(Owner, Target),
});
}
protected override void UpdateBlackboard(Blackboard context)
{
base.UpdateBlackboard(context);
context.GetState<TargetEntityState>().SetValue(_entity);
context.GetState<TargetEntityState>().SetValue(Target);
}
protected override IReadOnlyCollection<Func<float>> GetConsiderations(Blackboard context)

View File

@@ -14,25 +14,19 @@ namespace Content.Server.AI.Utility.Actions.Clothing.Gloves
{
public sealed class PickUpGloves : UtilityAction
{
private readonly IEntity _entity;
public PickUpGloves(IEntity owner, IEntity entity, float weight) : base(owner)
{
_entity = entity;
Bonus = weight;
}
public IEntity Target { get; set; }
public override void SetupOperators(Blackboard context)
{
ActionOperators = new GoPickupEntitySequence(Owner, _entity).Sequence;
ActionOperators = new GoPickupEntitySequence(Owner, Target).Sequence;
}
protected override void UpdateBlackboard(Blackboard context)
{
base.UpdateBlackboard(context);
context.GetState<TargetEntityState>().SetValue(_entity);
context.GetState<TargetEntityState>().SetValue(Target);
}
protected override IReadOnlyCollection<Func<float>> GetConsiderations(Blackboard context)
{
var considerationsManager = IoCManager.Resolve<ConsiderationsManager>();

View File

@@ -13,27 +13,21 @@ namespace Content.Server.AI.Utility.Actions.Clothing.Head
{
public sealed class EquipHead : UtilityAction
{
private readonly IEntity _entity;
public EquipHead(IEntity owner, IEntity entity, float weight) : base(owner)
{
_entity = entity;
Bonus = weight;
}
public IEntity Target { get; set; }
public override void SetupOperators(Blackboard context)
{
ActionOperators = new Queue<AiOperator>(new AiOperator[]
{
new EquipEntityOperator(Owner, _entity),
new UseItemInInventoryOperator(Owner, _entity),
new EquipEntityOperator(Owner, Target),
new UseItemInInventoryOperator(Owner, Target),
});
}
protected override void UpdateBlackboard(Blackboard context)
{
base.UpdateBlackboard(context);
context.GetState<TargetEntityState>().SetValue(_entity);
context.GetState<TargetEntityState>().SetValue(Target);
}
protected override IReadOnlyCollection<Func<float>> GetConsiderations(Blackboard context)

View File

@@ -14,23 +14,17 @@ namespace Content.Server.AI.Utility.Actions.Clothing.Head
{
public sealed class PickUpHead : UtilityAction
{
private readonly IEntity _entity;
public PickUpHead(IEntity owner, IEntity entity, float weight) : base(owner)
{
_entity = entity;
Bonus = weight;
}
public IEntity Target { get; set; }
public override void SetupOperators(Blackboard context)
{
ActionOperators = new GoPickupEntitySequence(Owner, _entity).Sequence;
ActionOperators = new GoPickupEntitySequence(Owner, Target).Sequence;
}
protected override void UpdateBlackboard(Blackboard context)
{
base.UpdateBlackboard(context);
context.GetState<TargetEntityState>().SetValue(_entity);
context.GetState<TargetEntityState>().SetValue(Target);
}
protected override IReadOnlyCollection<Func<float>> GetConsiderations(Blackboard context)

View File

@@ -13,27 +13,21 @@ namespace Content.Server.AI.Utility.Actions.Clothing.OuterClothing
{
public sealed class EquipOuterClothing : UtilityAction
{
private readonly IEntity _entity;
public EquipOuterClothing(IEntity owner, IEntity entity, float weight) : base(owner)
{
_entity = entity;
Bonus = weight;
}
public IEntity Target { get; set; }
public override void SetupOperators(Blackboard context)
{
ActionOperators = new Queue<AiOperator>(new AiOperator[]
{
new EquipEntityOperator(Owner, _entity),
new UseItemInInventoryOperator(Owner, _entity),
new EquipEntityOperator(Owner, Target),
new UseItemInInventoryOperator(Owner, Target),
});
}
protected override void UpdateBlackboard(Blackboard context)
{
base.UpdateBlackboard(context);
context.GetState<TargetEntityState>().SetValue(_entity);
context.GetState<TargetEntityState>().SetValue(Target);
}
protected override IReadOnlyCollection<Func<float>> GetConsiderations(Blackboard context)

View File

@@ -14,23 +14,17 @@ namespace Content.Server.AI.Utility.Actions.Clothing.OuterClothing
{
public sealed class PickUpOuterClothing : UtilityAction
{
private readonly IEntity _entity;
public PickUpOuterClothing(IEntity owner, IEntity entity, float weight) : base(owner)
{
_entity = entity;
Bonus = weight;
}
public IEntity Target { get; set; }
public override void SetupOperators(Blackboard context)
{
ActionOperators = new GoPickupEntitySequence(Owner, _entity).Sequence;
ActionOperators = new GoPickupEntitySequence(Owner, Target).Sequence;
}
protected override void UpdateBlackboard(Blackboard context)
{
base.UpdateBlackboard(context);
context.GetState<TargetEntityState>().SetValue(_entity);
context.GetState<TargetEntityState>().SetValue(Target);
}
protected override IReadOnlyCollection<Func<float>> GetConsiderations(Blackboard context)

View File

@@ -13,27 +13,21 @@ namespace Content.Server.AI.Utility.Actions.Clothing.Shoes
{
public sealed class EquipShoes : UtilityAction
{
private readonly IEntity _entity;
public EquipShoes(IEntity owner, IEntity entity, float weight) : base(owner)
{
_entity = entity;
Bonus = weight;
}
public IEntity Target { get; set; }
public override void SetupOperators(Blackboard context)
{
ActionOperators = new Queue<AiOperator>(new AiOperator[]
{
new EquipEntityOperator(Owner, _entity),
new UseItemInInventoryOperator(Owner, _entity),
new EquipEntityOperator(Owner, Target),
new UseItemInInventoryOperator(Owner, Target),
});
}
protected override void UpdateBlackboard(Blackboard context)
{
base.UpdateBlackboard(context);
context.GetState<TargetEntityState>().SetValue(_entity);
context.GetState<TargetEntityState>().SetValue(Target);
}
protected override IReadOnlyCollection<Func<float>> GetConsiderations(Blackboard context)

View File

@@ -14,23 +14,17 @@ namespace Content.Server.AI.Utility.Actions.Clothing.Shoes
{
public sealed class PickUpShoes : UtilityAction
{
private readonly IEntity _entity;
public PickUpShoes(IEntity owner, IEntity entity, float weight) : base(owner)
{
_entity = entity;
Bonus = weight;
}
public IEntity Target { get; set; }
public override void SetupOperators(Blackboard context)
{
ActionOperators = new GoPickupEntitySequence(Owner, _entity).Sequence;
ActionOperators = new GoPickupEntitySequence(Owner, Target).Sequence;
}
protected override void UpdateBlackboard(Blackboard context)
{
base.UpdateBlackboard(context);
context.GetState<TargetEntityState>().SetValue(_entity);
context.GetState<TargetEntityState>().SetValue(Target);
}
protected override IReadOnlyCollection<Func<float>> GetConsiderations(Blackboard context)

View File

@@ -15,27 +15,21 @@ namespace Content.Server.AI.Utility.Actions.Combat.Melee
{
public sealed class EquipMelee : UtilityAction
{
private readonly IEntity _entity;
public EquipMelee(IEntity owner, IEntity entity, float weight) : base(owner)
{
_entity = entity;
Bonus = weight;
}
public IEntity Target { get; set; }
public override void SetupOperators(Blackboard context)
{
ActionOperators = new Queue<AiOperator>(new AiOperator[]
{
new EquipEntityOperator(Owner, _entity)
new EquipEntityOperator(Owner, Target)
});
}
protected override void UpdateBlackboard(Blackboard context)
{
base.UpdateBlackboard(context);
context.GetState<WeaponEntityState>().SetValue(_entity);
context.GetState<TargetEntityState>().SetValue(_entity);
context.GetState<WeaponEntityState>().SetValue(Target);
context.GetState<TargetEntityState>().SetValue(Target);
}
protected override IReadOnlyCollection<Func<float>> GetConsiderations(Blackboard context)

View File

@@ -21,13 +21,7 @@ namespace Content.Server.AI.Utility.Actions.Combat.Melee
{
public sealed class MeleeWeaponAttackEntity : UtilityAction
{
private readonly IEntity _entity;
public MeleeWeaponAttackEntity(IEntity owner, IEntity entity, float weight) : base(owner)
{
_entity = entity;
Bonus = weight;
}
public IEntity Target { get; set; }
public override void SetupOperators(Blackboard context)
{
@@ -35,26 +29,26 @@ namespace Content.Server.AI.Utility.Actions.Combat.Melee
var equipped = context.GetState<EquippedEntityState>().GetValue();
if (equipped != null && equipped.TryGetComponent(out MeleeWeaponComponent meleeWeaponComponent))
{
moveOperator = new MoveToEntityOperator(Owner, _entity, meleeWeaponComponent.Range - 0.01f);
moveOperator = new MoveToEntityOperator(Owner, Target, meleeWeaponComponent.Range - 0.01f);
}
else
{
// TODO: Abort
moveOperator = new MoveToEntityOperator(Owner, _entity);
moveOperator = new MoveToEntityOperator(Owner, Target);
}
ActionOperators = new Queue<AiOperator>(new AiOperator[]
{
moveOperator,
new SwingMeleeWeaponOperator(Owner, _entity),
new SwingMeleeWeaponOperator(Owner, Target),
});
}
protected override void UpdateBlackboard(Blackboard context)
{
base.UpdateBlackboard(context);
context.GetState<TargetEntityState>().SetValue(_entity);
context.GetState<MoveTargetState>().SetValue(_entity);
context.GetState<TargetEntityState>().SetValue(Target);
context.GetState<MoveTargetState>().SetValue(Target);
var equipped = context.GetState<EquippedEntityState>().GetValue();
context.GetState<WeaponEntityState>().SetValue(equipped);
}

View File

@@ -15,24 +15,18 @@ namespace Content.Server.AI.Utility.Actions.Combat.Melee
{
public sealed class PickUpMeleeWeapon : UtilityAction
{
private readonly IEntity _entity;
public PickUpMeleeWeapon(IEntity owner, IEntity entity, float weight) : base(owner)
{
_entity = entity;
Bonus = weight;
}
public IEntity Target { get; set; }
public override void SetupOperators(Blackboard context)
{
ActionOperators = new GoPickupEntitySequence(Owner, _entity).Sequence;
ActionOperators = new GoPickupEntitySequence(Owner, Target).Sequence;
}
protected override void UpdateBlackboard(Blackboard context)
{
base.UpdateBlackboard(context);
context.GetState<TargetEntityState>().SetValue(_entity);
context.GetState<WeaponEntityState>().SetValue(_entity);
context.GetState<TargetEntityState>().SetValue(Target);
context.GetState<WeaponEntityState>().SetValue(Target);
}
protected override IReadOnlyCollection<Func<float>> GetConsiderations(Blackboard context)

View File

@@ -19,40 +19,34 @@ namespace Content.Server.AI.Utility.Actions.Combat.Melee
{
public sealed class UnarmedAttackEntity : UtilityAction
{
private readonly IEntity _entity;
public UnarmedAttackEntity(IEntity owner, IEntity entity, float weight) : base(owner)
{
_entity = entity;
Bonus = weight;
}
public IEntity Target { get; set; }
public override void SetupOperators(Blackboard context)
{
MoveToEntityOperator moveOperator;
if (Owner.TryGetComponent(out UnarmedCombatComponent unarmedCombatComponent))
{
moveOperator = new MoveToEntityOperator(Owner, _entity, unarmedCombatComponent.Range - 0.01f);
moveOperator = new MoveToEntityOperator(Owner, Target, unarmedCombatComponent.Range - 0.01f);
}
// I think it's possible for this to happen given planning is time-sliced?
// TODO: At this point we should abort
else
{
moveOperator = new MoveToEntityOperator(Owner, _entity);
moveOperator = new MoveToEntityOperator(Owner, Target);
}
ActionOperators = new Queue<AiOperator>(new AiOperator[]
{
moveOperator,
new UnarmedCombatOperator(Owner, _entity),
new UnarmedCombatOperator(Owner, Target),
});
}
protected override void UpdateBlackboard(Blackboard context)
{
base.UpdateBlackboard(context);
context.GetState<TargetEntityState>().SetValue(_entity);
context.GetState<MoveTargetState>().SetValue(_entity);
context.GetState<TargetEntityState>().SetValue(Target);
context.GetState<MoveTargetState>().SetValue(Target);
// Can just set ourselves as entity given unarmed just inherits from meleeweapon
context.GetState<WeaponEntityState>().SetValue(Owner);
}

View File

@@ -1,7 +1,17 @@
using Robust.Shared.GameObjects;
namespace Content.Server.AI.Utility.Actions
{
public interface IAiUtility
{
/// <summary>
/// NPC this action is attached to.
/// </summary>
IEntity Owner { get; set; }
/// <summary>
/// Highest possible score for this action.
/// </summary>
float Bonus { get; }
}
}

View File

@@ -21,17 +21,15 @@ namespace Content.Server.AI.Utility.Actions.Idle
public sealed class CloseLastEntityStorage : UtilityAction
{
public override float Bonus => IdleBonus + 0.01f;
public CloseLastEntityStorage(IEntity owner) : base(owner) {}
public override void SetupOperators(Blackboard context)
{
var lastStorage = context.GetState<LastOpenedStorageState>().GetValue();
ActionOperators = new Queue<AiOperator>(new AiOperator[]
{
new MoveToEntityOperator(Owner, lastStorage),
new CloseLastStorageOperator(Owner),
new CloseLastStorageOperator(Owner),
});
}

View File

@@ -23,8 +23,6 @@ namespace Content.Server.AI.Utility.Actions.Idle
public override bool CanOverride => false;
public override float Bonus => 1.0f;
public WanderAndWait(IEntity owner) : base(owner) {}
public override void SetupOperators(Blackboard context)
{
var robustRandom = IoCManager.Resolve<IRobustRandom>();

View File

@@ -14,23 +14,17 @@ namespace Content.Server.AI.Utility.Actions.Nutrition.Drink
{
public sealed class PickUpDrink : UtilityAction
{
private readonly IEntity _entity;
public PickUpDrink(IEntity owner, IEntity entity, float weight) : base(owner)
{
_entity = entity;
Bonus = weight;
}
public IEntity Target { get; set; }
public override void SetupOperators(Blackboard context)
{
ActionOperators = new GoPickupEntitySequence(Owner, _entity).Sequence;
ActionOperators = new GoPickupEntitySequence(Owner, Target).Sequence;
}
protected override void UpdateBlackboard(Blackboard context)
{
base.UpdateBlackboard(context);
context.GetState<TargetEntityState>().SetValue(_entity);
context.GetState<TargetEntityState>().SetValue(Target);
}
protected override IReadOnlyCollection<Func<float>> GetConsiderations(Blackboard context)

View File

@@ -15,27 +15,21 @@ namespace Content.Server.AI.Utility.Actions.Nutrition.Drink
{
public sealed class UseDrinkInInventory : UtilityAction
{
private readonly IEntity _entity;
public UseDrinkInInventory(IEntity owner, IEntity entity, float weight) : base(owner)
{
_entity = entity;
Bonus = weight;
}
public IEntity Target { get; set; }
public override void SetupOperators(Blackboard context)
{
ActionOperators = new Queue<AiOperator>(new AiOperator[]
{
new EquipEntityOperator(Owner, _entity),
new UseDrinkInInventoryOperator(Owner, _entity),
new EquipEntityOperator(Owner, Target),
new UseDrinkInInventoryOperator(Owner, Target),
});
}
protected override void UpdateBlackboard(Blackboard context)
{
base.UpdateBlackboard(context);
context.GetState<TargetEntityState>().SetValue(_entity);
context.GetState<TargetEntityState>().SetValue(Target);
}
protected override IReadOnlyCollection<Func<float>> GetConsiderations(Blackboard context)

View File

@@ -14,23 +14,17 @@ namespace Content.Server.AI.Utility.Actions.Nutrition.Food
{
public sealed class PickUpFood : UtilityAction
{
private readonly IEntity _entity;
public PickUpFood(IEntity owner, IEntity entity, float weight) : base(owner)
{
_entity = entity;
Bonus = weight;
}
public IEntity Target { get; set; }
public override void SetupOperators(Blackboard context)
{
ActionOperators = new GoPickupEntitySequence(Owner, _entity).Sequence;
ActionOperators = new GoPickupEntitySequence(Owner, Target).Sequence;
}
protected override void UpdateBlackboard(Blackboard context)
{
base.UpdateBlackboard(context);
context.GetState<TargetEntityState>().SetValue(_entity);
context.GetState<TargetEntityState>().SetValue(Target);
}
protected override IReadOnlyCollection<Func<float>> GetConsiderations(Blackboard context)

View File

@@ -15,27 +15,21 @@ namespace Content.Server.AI.Utility.Actions.Nutrition.Food
{
public sealed class UseFoodInInventory : UtilityAction
{
private readonly IEntity _entity;
public UseFoodInInventory(IEntity owner, IEntity entity, float weight) : base(owner)
{
_entity = entity;
Bonus = weight;
}
public IEntity Target { get; set; }
public override void SetupOperators(Blackboard context)
{
ActionOperators = new Queue<AiOperator>(new AiOperator[]
{
new EquipEntityOperator(Owner, _entity),
new UseFoodInInventoryOperator(Owner, _entity),
new EquipEntityOperator(Owner, Target),
new UseFoodInInventoryOperator(Owner, Target),
});
}
protected override void UpdateBlackboard(Blackboard context)
{
base.UpdateBlackboard(context);
context.GetState<TargetEntityState>().SetValue(_entity);
context.GetState<TargetEntityState>().SetValue(Target);
}
protected override IReadOnlyCollection<Func<float>> GetConsiderations(Blackboard context)

View File

@@ -17,8 +17,6 @@ namespace Content.Server.AI.Utility.Actions.Test
{
public override bool CanOverride => false;
public MoveRightAndLeftTen(IEntity owner) : base(owner) {}
public override void SetupOperators(Blackboard context)
{
var currentPosition = Owner.Transform.Coordinates;

View File

@@ -24,7 +24,7 @@ namespace Content.Server.AI.Utility.Actions
/// Threshold doesn't necessarily mean we'll do an action at a higher threshold;
/// if it's really un-optimal (i.e. low score) then we'll also check lower tiers
/// </summary>
public virtual float Bonus { get; protected set; } = IdleBonus;
public virtual float Bonus { get; set; } = IdleBonus;
// For GW2 they had the bonuses close together but IMO it feels better when they're more like discrete tiers.
// These are just baselines to make mass-updates easier; actions can do whatever
@@ -36,7 +36,7 @@ namespace Content.Server.AI.Utility.Actions
public const float CombatBonus = 30.0f;
public const float DangerBonus = 50.0f;
protected IEntity Owner { get; }
public IEntity Owner { get; set; }
/// <summary>
/// All the considerations are multiplied together to get the final score; a consideration of 0.0 means the action is not possible.
@@ -58,10 +58,8 @@ namespace Content.Server.AI.Utility.Actions
/// <param name="context"></param>
protected virtual void UpdateBlackboard(Blackboard context) {}
protected UtilityAction(IEntity owner)
{
Owner = owner;
}
// Needs to be able to be instantiated without args via typefactory.
public UtilityAction() {}
public virtual void Shutdown() {}

View File

@@ -1,21 +0,0 @@
using Content.Server.AI.Utility.BehaviorSets;
using JetBrains.Annotations;
using Robust.Server.AI;
namespace Content.Server.AI.Utility.AiLogic
{
[AiLogicProcessor("Civilian")]
[UsedImplicitly]
public sealed class Civilian : UtilityAi
{
public override void Setup()
{
base.Setup();
AddBehaviorSet(new ClothingBehaviorSet(SelfEntity), false);
AddBehaviorSet(new HungerBehaviorSet(SelfEntity), false);
AddBehaviorSet(new ThirstBehaviorSet(SelfEntity), false);
AddBehaviorSet(new IdleBehaviorSet(SelfEntity), false);
SortActions();
}
}
}

View File

@@ -1,18 +0,0 @@
using Content.Server.AI.Utility.BehaviorSets;
using JetBrains.Annotations;
using Robust.Server.AI;
namespace Content.Server.AI.Utility.AiLogic
{
[AiLogicProcessor("Mimic")]
[UsedImplicitly]
public sealed class Mimic : UtilityAi
{
public override void Setup()
{
base.Setup();
AddBehaviorSet(new UnarmedAttackPlayersBehaviorSet(SelfEntity), false);
SortActions();
}
}
}

View File

@@ -1,18 +0,0 @@
using Content.Server.AI.Utility.BehaviorSets;
using JetBrains.Annotations;
using Robust.Server.AI;
namespace Content.Server.AI.Utility.AiLogic
{
[AiLogicProcessor("PathingDummy")]
[UsedImplicitly]
public sealed class PathingDummy : UtilityAi
{
public override void Setup()
{
base.Setup();
BehaviorSets.Add(typeof(PathingDummyBehaviorSet), new PathingDummyBehaviorSet(SelfEntity));
SortActions();
}
}
}

View File

@@ -1,22 +0,0 @@
using Content.Server.AI.Utility.BehaviorSets;
using JetBrains.Annotations;
using Robust.Server.AI;
namespace Content.Server.AI.Utility.AiLogic
{
[AiLogicProcessor("Spirate")]
[UsedImplicitly]
public sealed class Spirate : UtilityAi
{
public override void Setup()
{
base.Setup();
AddBehaviorSet(new ClothingBehaviorSet(SelfEntity), false);
AddBehaviorSet(new HungerBehaviorSet(SelfEntity), false);
AddBehaviorSet(new ThirstBehaviorSet(SelfEntity), false);
AddBehaviorSet(new IdleBehaviorSet(SelfEntity), false);
AddBehaviorSet(new SpirateBehaviorSet(SelfEntity), false);
SortActions();
}
}
}

View File

@@ -3,23 +3,28 @@ 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;
using Content.Server.GameObjects.Components.Movement;
using Content.Server.GameObjects.EntitySystems.AI;
using Content.Server.GameObjects.EntitySystems.AI.LoadBalancer;
using Content.Server.GameObjects.EntitySystems.JobQueues;
using Content.Shared.GameObjects.Components.Mobs.State;
using Robust.Server.AI;
using Content.Shared.GameObjects.Components.Movement;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Utility;
using Robust.Shared.Serialization;
namespace Content.Server.AI.Utility.AiLogic
{
public abstract class UtilityAi : AiLogicProcessor
// TODO: Need to split out the IMover stuff for NPC to a generic one that can be used for hoomans as well.
[RegisterComponent]
[ComponentReference(typeof(AiControllerComponent)), ComponentReference(typeof(IMoverComponent))]
internal sealed class UtilityAi : AiControllerComponent
{
public override string Name => "UtilityAI";
// 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;
@@ -27,10 +32,11 @@ namespace Content.Server.AI.Utility.AiLogic
private Blackboard _blackboard;
/// <summary>
/// The sum of all BehaviorSets gives us what actions the AI can take
/// The sum of all BehaviorSets gives us what actions the AI can take
/// </summary>
public Dictionary<Type, BehaviorSet> BehaviorSets { get; } = new();
private readonly List<IAiUtility> _availableActions = new();
public HashSet<string> BehaviorSets { get; } = new();
public List<IAiUtility> AvailableActions { get; set; } = new();
/// <summary>
/// The currently running action; most importantly are the operators.
@@ -52,86 +58,39 @@ namespace Content.Server.AI.Utility.AiLogic
private CancellationTokenSource _actionCancellation;
/// <summary>
/// If we can't do anything then stop thinking; should probably use ActionBlocker instead
/// If we can't do anything then stop thinking; should probably use ActionBlocker instead
/// </summary>
private bool _isDead = false;
private bool _isDead;
// 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
public override void ExposeData(ObjectSerializer serializer)
{
if (BehaviorSets.TryAdd(typeof(T), behaviorSet) && sort)
{
SortActions();
}
base.ExposeData(serializer);
var bSets = serializer.ReadDataField("behaviorSets", new List<string>());
if (BehaviorSets.Count == 1 && !EntitySystem.Get<AiSystem>().IsAwake(this))
if (bSets.Count > 0)
{
IoCManager.Resolve<IEntityManager>()
.EventBus
.RaiseEvent(EventSource.Local, new SleepAiMessage(this, false));
}
}
var behaviorManager = IoCManager.Resolve<INpcBehaviorManager>();
public void RemoveBehaviorSet(Type behaviorSet)
{
DebugTools.Assert(behaviorSet.IsAssignableFrom(typeof(BehaviorSet)));
if (BehaviorSets.ContainsKey(behaviorSet))
{
BehaviorSets.Remove(behaviorSet);
SortActions();
}
if (BehaviorSets.Count == 0)
{
IoCManager.Resolve<IEntityManager>()
.EventBus
.RaiseEvent(EventSource.Local, new SleepAiMessage(this, true));
}
}
/// <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)
foreach (var bSet in bSets)
{
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);
}
behaviorManager.AddBehaviorSet(this, bSet, false);
}
behaviorManager.RebuildActions(this);
}
_availableActions.Reverse();
}
public override void Setup()
public override void Initialize()
{
base.Setup();
base.Initialize();
_planCooldownRemaining = PlanCooldown;
_blackboard = new Blackboard(SelfEntity);
_planner = IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<AiActionSystem>();
_blackboard = new Blackboard(Owner);
_planner = EntitySystem.Get<AiActionSystem>();
}
public override void Shutdown()
public override void OnRemove()
{
base.OnRemove();
var currentOp = CurrentAction?.ActionOperators.Peek();
currentOp?.Shutdown(Outcome.Failed);
CurrentAction?.Shutdown();
@@ -190,6 +149,8 @@ namespace Content.Server.AI.Utility.AiLogic
public override void Update(float frameTime)
{
base.Update(frameTime);
// If we asked for a new action we don't want to dump the existing one.
if (_actionRequest != null)
{
@@ -210,7 +171,7 @@ namespace Content.Server.AI.Utility.AiLogic
{
_planCooldownRemaining = PlanCooldown;
_actionCancellation = new CancellationTokenSource();
_actionRequest = _planner.RequestAction(new AiActionRequest(SelfEntity.Uid, _blackboard, _availableActions), _actionCancellation);
_actionRequest = _planner.RequestAction(new AiActionRequest(Owner.Uid, _blackboard, AvailableActions), _actionCancellation);
return;
}

View File

@@ -1,19 +0,0 @@
using Content.Server.AI.Utility.BehaviorSets;
using JetBrains.Annotations;
using Robust.Server.AI;
namespace Content.Server.AI.Utility.AiLogic
{
[AiLogicProcessor("Xeno")]
[UsedImplicitly]
public sealed class Xeno : UtilityAi
{
public override void Setup()
{
base.Setup();
AddBehaviorSet(new IdleBehaviorSet(SelfEntity), false);
AddBehaviorSet(new UnarmedAttackPlayersBehaviorSet(SelfEntity), false);
SortActions();
}
}
}

View File

@@ -0,0 +1,28 @@
using System.Collections.Generic;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using YamlDotNet.RepresentationModel;
namespace Content.Server.AI.Utility
{
[Prototype("behaviorSet")]
public class BehaviorSetPrototype : IPrototype
{
/// <summary>
/// Name of the BehaviorSet.
/// </summary>
public string ID { get; private set; }
/// <summary>
/// Actions that this BehaviorSet grants to the entity.
/// </summary>
public IReadOnlyList<string> Actions { get; private set; }
public void LoadFrom(YamlMappingNode mapping)
{
var serializer = YamlObjectSerializer.NewReader(mapping);
serializer.DataField(this, x => x.ID, "id", string.Empty);
serializer.DataField(this, x => x.Actions, "actions", new List<string>());
}
}
}

View File

@@ -1,21 +0,0 @@
using System.Collections.Generic;
using Content.Server.AI.Utility.Actions;
using Robust.Shared.GameObjects;
namespace Content.Server.AI.Utility.BehaviorSets
{
/// <summary>
/// AKA DecisionMaker in IAUS. Just a group of actions that can be dynamically added or taken away from an AI.
/// </summary>
public abstract class BehaviorSet
{
protected IEntity Owner;
public BehaviorSet(IEntity owner)
{
Owner = owner;
}
public IEnumerable<IAiUtility> Actions { get; protected set; }
}
}

View File

@@ -1,27 +0,0 @@
using Content.Server.AI.Utility.Actions;
using Content.Server.AI.Utility.ExpandableActions.Clothing.Gloves;
using Content.Server.AI.Utility.ExpandableActions.Clothing.Head;
using Content.Server.AI.Utility.ExpandableActions.Clothing.OuterClothing;
using Content.Server.AI.Utility.ExpandableActions.Clothing.Shoes;
using Robust.Shared.GameObjects;
namespace Content.Server.AI.Utility.BehaviorSets
{
public sealed class ClothingBehaviorSet : BehaviorSet
{
public ClothingBehaviorSet(IEntity owner) : base(owner)
{
Actions = new IAiUtility[]
{
new EquipAnyHeadExp(),
new EquipAnyOuterClothingExp(),
new EquipAnyGlovesExp(),
new EquipAnyShoesExp(),
new PickUpAnyNearbyHeadExp(),
new PickUpAnyNearbyOuterClothingExp(),
new PickUpAnyNearbyGlovesExp(),
new PickUpAnyNearbyShoesExp(),
};
}
}
}

View File

@@ -1,18 +0,0 @@
using Content.Server.AI.Utility.Actions;
using Content.Server.AI.Utility.ExpandableActions.Nutrition;
using Robust.Shared.GameObjects;
namespace Content.Server.AI.Utility.BehaviorSets
{
public sealed class HungerBehaviorSet : BehaviorSet
{
public HungerBehaviorSet(IEntity owner) : base(owner)
{
Actions = new IAiUtility[]
{
new PickUpNearbyFoodExp(),
new UseFoodInInventoryExp(),
};
}
}
}

View File

@@ -1,18 +0,0 @@
using Content.Server.AI.Utility.Actions;
using Content.Server.AI.Utility.Actions.Idle;
using Robust.Shared.GameObjects;
namespace Content.Server.AI.Utility.BehaviorSets
{
public class IdleBehaviorSet : BehaviorSet
{
public IdleBehaviorSet(IEntity owner) : base(owner)
{
Actions = new IAiUtility[]
{
new CloseLastEntityStorage(Owner),
new WanderAndWait(Owner),
};
}
}
}

View File

@@ -1,17 +0,0 @@
using Content.Server.AI.Utility.Actions;
using Content.Server.AI.Utility.Actions.Test;
using Robust.Shared.GameObjects;
namespace Content.Server.AI.Utility.BehaviorSets
{
public sealed class PathingDummyBehaviorSet : BehaviorSet
{
public PathingDummyBehaviorSet(IEntity owner) : base(owner)
{
Actions = new IAiUtility[]
{
new MoveRightAndLeftTen(owner),
};
}
}
}

View File

@@ -1,21 +0,0 @@
using Content.Server.AI.Utility.Actions;
using Content.Server.AI.Utility.ExpandableActions.Combat.Melee;
using Robust.Shared.GameObjects;
namespace Content.Server.AI.Utility.BehaviorSets
{
public sealed class SpirateBehaviorSet : BehaviorSet
{
public SpirateBehaviorSet(IEntity owner) : base(owner)
{
Actions = new IAiUtility[]
{
// TODO: Reload Ballistic
// TODO: Ideally long-term we should just store the weapons in backpack
new EquipMeleeExp(),
new PickUpMeleeWeaponExp(),
new MeleeAttackNearbyExp(),
};
}
}
}

View File

@@ -1,18 +0,0 @@
using Content.Server.AI.Utility.Actions;
using Content.Server.AI.Utility.ExpandableActions.Nutrition;
using Robust.Shared.GameObjects;
namespace Content.Server.AI.Utility.BehaviorSets
{
public sealed class ThirstBehaviorSet : BehaviorSet
{
public ThirstBehaviorSet(IEntity owner) : base(owner)
{
Actions = new IAiUtility[]
{
new PickUpNearbyDrinkExp(),
new UseDrinkInInventoryExp(),
};
}
}
}

View File

@@ -1,17 +0,0 @@
using Content.Server.AI.Utility.Actions;
using Content.Server.AI.Utility.ExpandableActions.Combat.Melee;
using Robust.Shared.GameObjects;
namespace Content.Server.AI.Utility.BehaviorSets
{
public sealed class UnarmedAttackPlayersBehaviorSet : BehaviorSet
{
public UnarmedAttackPlayersBehaviorSet(IEntity owner) : base(owner)
{
Actions = new IAiUtility[]
{
new UnarmedAttackNearbyPlayerExp(),
};
}
}
}

View File

@@ -40,7 +40,7 @@ namespace Content.Server.AI.Utility.ExpandableActions.Clothing.Gloves
if (entity.TryGetComponent(out ClothingComponent clothing) &&
(clothing.SlotFlags & EquipmentSlotDefines.SlotFlags.GLOVES) != 0)
{
yield return new EquipGloves(owner, entity, Bonus);
yield return new EquipGloves {Owner = owner, Target = entity, Bonus = Bonus};
}
}
}

View File

@@ -38,7 +38,7 @@ namespace Content.Server.AI.Utility.ExpandableActions.Clothing.Gloves
if (entity.TryGetComponent(out ClothingComponent clothing) &&
(clothing.SlotFlags & EquipmentSlotDefines.SlotFlags.GLOVES) != 0)
{
yield return new PickUpGloves(owner, entity, Bonus);
yield return new PickUpGloves {Owner = owner, Target = entity, Bonus = Bonus};
}
}
}

View File

@@ -39,7 +39,7 @@ namespace Content.Server.AI.Utility.ExpandableActions.Clothing.Head
if (entity.TryGetComponent(out ClothingComponent clothing) &&
(clothing.SlotFlags & EquipmentSlotDefines.SlotFlags.HEAD) != 0)
{
yield return new EquipHead(owner, entity, Bonus);
yield return new EquipHead {Owner = owner, Target = entity, Bonus = Bonus};
}
}
}

View File

@@ -38,7 +38,7 @@ namespace Content.Server.AI.Utility.ExpandableActions.Clothing.Head
if (entity.TryGetComponent(out ClothingComponent clothing) &&
(clothing.SlotFlags & EquipmentSlotDefines.SlotFlags.HEAD) != 0)
{
yield return new PickUpHead(owner, entity, Bonus);
yield return new PickUpHead() {Owner = owner, Target = entity, Bonus = Bonus};
}
}
}

View File

@@ -40,7 +40,7 @@ namespace Content.Server.AI.Utility.ExpandableActions.Clothing.OuterClothing
if (entity.TryGetComponent(out ClothingComponent clothing) &&
(clothing.SlotFlags & EquipmentSlotDefines.SlotFlags.OUTERCLOTHING) != 0)
{
yield return new EquipOuterClothing(owner, entity, Bonus);
yield return new EquipOuterClothing() {Owner = owner, Target = entity, Bonus = Bonus};
}
}
}

View File

@@ -39,7 +39,7 @@ namespace Content.Server.AI.Utility.ExpandableActions.Clothing.OuterClothing
if (entity.TryGetComponent(out ClothingComponent clothing) &&
(clothing.SlotFlags & EquipmentSlotDefines.SlotFlags.OUTERCLOTHING) != 0)
{
yield return new PickUpOuterClothing(owner, entity, Bonus);
yield return new PickUpOuterClothing() {Owner = owner, Target = entity, Bonus = Bonus};
}
}
}

View File

@@ -40,7 +40,7 @@ namespace Content.Server.AI.Utility.ExpandableActions.Clothing.Shoes
if (entity.TryGetComponent(out ClothingComponent clothing) &&
(clothing.SlotFlags & EquipmentSlotDefines.SlotFlags.SHOES) != 0)
{
yield return new EquipShoes(owner, entity, Bonus);
yield return new EquipShoes() {Owner = owner, Target = entity, Bonus = Bonus};
}
}
}

View File

@@ -39,7 +39,7 @@ namespace Content.Server.AI.Utility.ExpandableActions.Clothing.Shoes
if (entity.TryGetComponent(out ClothingComponent clothing) &&
(clothing.SlotFlags & EquipmentSlotDefines.SlotFlags.SHOES) != 0)
{
yield return new PickUpShoes(owner, entity, Bonus);
yield return new PickUpShoes {Owner = owner, Target = entity, Bonus = Bonus};
}
}
}

View File

@@ -37,8 +37,8 @@ namespace Content.Server.AI.Utility.ExpandableActions.Combat.Melee
{
continue;
}
yield return new EquipMelee(owner, entity, Bonus);
yield return new EquipMelee() {Owner = owner, Target = entity, Bonus = Bonus};
}
}
}

View File

@@ -39,7 +39,7 @@ namespace Content.Server.AI.Utility.ExpandableActions.Combat.Melee
foreach (var target in EntitySystem.Get<AiFactionTagSystem>()
.GetNearbyHostiles(owner, controller.VisionRadius))
{
yield return new MeleeWeaponAttackEntity(owner, target, Bonus);
yield return new MeleeWeaponAttackEntity() {Owner = owner, Target = target, Bonus = Bonus};
}
}
}

View File

@@ -35,7 +35,7 @@ namespace Content.Server.AI.Utility.ExpandableActions.Combat.Melee
foreach (var entity in context.GetState<NearbyMeleeWeapons>().GetValue())
{
yield return new PickUpMeleeWeapon(owner, entity, Bonus);
yield return new PickUpMeleeWeapon() {Owner = owner, Target = entity, Bonus = Bonus};
}
}
}

View File

@@ -13,7 +13,7 @@ using Robust.Shared.IoC;
namespace Content.Server.AI.Utility.ExpandableActions.Combat.Melee
{
public sealed class UnarmedAttackNearbyPlayerExp : ExpandableUtilityAction
public sealed class UnarmedAttackNearbyHostilesExp : ExpandableUtilityAction
{
public override float Bonus => UtilityAction.CombatBonus;
@@ -39,7 +39,7 @@ namespace Content.Server.AI.Utility.ExpandableActions.Combat.Melee
foreach (var target in EntitySystem.Get<AiFactionTagSystem>()
.GetNearbyHostiles(owner, controller.VisionRadius))
{
yield return new UnarmedAttackEntity(owner, target, Bonus);
yield return new UnarmedAttackEntity() {Owner = owner, Target = target, Bonus = Bonus};
}
}
}

View File

@@ -2,6 +2,7 @@ using System;
using System.Collections.Generic;
using Content.Server.AI.Utility.Actions;
using Content.Server.AI.WorldState;
using Robust.Shared.GameObjects;
namespace Content.Server.AI.Utility.ExpandableActions
{
@@ -11,6 +12,8 @@ namespace Content.Server.AI.Utility.ExpandableActions
/// </summary>
public abstract class ExpandableUtilityAction : IAiUtility
{
public IEntity Owner { get; set; }
public abstract float Bonus { get; }
/// <summary>

View File

@@ -32,7 +32,7 @@ namespace Content.Server.AI.Utility.ExpandableActions.Nutrition
foreach (var entity in context.GetState<NearbyDrinkState>().GetValue())
{
yield return new PickUpDrink(owner, entity, Bonus);
yield return new PickUpDrink() {Owner = owner, Target = entity, Bonus = Bonus};
}
}
}

View File

@@ -32,7 +32,7 @@ namespace Content.Server.AI.Utility.ExpandableActions.Nutrition
foreach (var entity in context.GetState<NearbyFoodState>().GetValue())
{
yield return new PickUpFood(owner, entity, Bonus);
yield return new PickUpFood {Owner = owner, Target = entity, Bonus = Bonus};
}
}
}

View File

@@ -15,7 +15,7 @@ namespace Content.Server.AI.Utility.ExpandableActions.Nutrition
public sealed class UseDrinkInInventoryExp : ExpandableUtilityAction
{
public override float Bonus => UtilityAction.NeedsBonus;
protected override IEnumerable<Func<float>> GetCommonConsiderations(Blackboard context)
{
var considerationsManager = IoCManager.Resolve<ConsiderationsManager>();
@@ -35,8 +35,8 @@ namespace Content.Server.AI.Utility.ExpandableActions.Nutrition
{
continue;
}
yield return new UseDrinkInInventory(owner, entity, Bonus);
yield return new UseDrinkInInventory {Owner = owner, Target = entity, Bonus = Bonus};
}
}
}

View File

@@ -35,8 +35,8 @@ namespace Content.Server.AI.Utility.ExpandableActions.Nutrition
{
continue;
}
yield return new UseFoodInInventory(owner, entity, Bonus);
yield return new UseFoodInInventory() {Owner = owner, Target = entity, Bonus = Bonus};
}
}
}

View File

@@ -0,0 +1,172 @@
#nullable enable
using System;
using System.Collections.Generic;
using Content.Server.AI.Utility.Actions;
using Content.Server.AI.Utility.AiLogic;
using Content.Server.GameObjects.EntitySystems.AI;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Prototypes;
using Robust.Shared.Reflection;
namespace Content.Server.AI.Utility
{
internal interface INpcBehaviorManager
{
void Initialize();
void AddBehaviorSet(UtilityAi npc, string behaviorSet, bool rebuild = true);
void RemoveBehaviorSet(UtilityAi npc, string behaviorSet, bool rebuild = true);
void RebuildActions(UtilityAi npc);
}
/// <summary>
/// Handles BehaviorSets and adding / removing behaviors to NPCs
/// </summary>
internal sealed class NpcBehaviorManager : INpcBehaviorManager
{
[Dependency] private readonly IDynamicTypeFactory _typeFactory = default!;
[Dependency] private readonly IEntityManager _entityManager = default!;
private readonly NpcActionComparer _comparer = new();
private Dictionary<string, List<Type>> _behaviorSets = new();
public void Initialize()
{
IoCManager.InjectDependencies(this);
var protoManager = IoCManager.Resolve<IPrototypeManager>();
var reflectionManager = IoCManager.Resolve<IReflectionManager>();
foreach (var bSet in protoManager.EnumeratePrototypes<BehaviorSetPrototype>())
{
var actions = new List<Type>();
foreach (var act in bSet.Actions)
{
if (!reflectionManager.TryLooseGetType(act, out var parsedType) ||
!typeof(IAiUtility).IsAssignableFrom(parsedType))
{
Logger.Error($"Unable to parse AI action for {act}");
}
else
{
actions.Add(parsedType);
}
}
_behaviorSets[bSet.ID] = actions;
}
}
/// <summary>
/// Adds the BehaviorSet to the NPC.
/// </summary>
/// <param name="npc"></param>
/// <param name="behaviorSet"></param>
/// <param name="rebuild">Set to false if you want to manually rebuild it after bulk updates.</param>
public void AddBehaviorSet(UtilityAi npc, string behaviorSet, bool rebuild = true)
{
if (!_behaviorSets.ContainsKey(behaviorSet))
{
Logger.Error($"Tried to add BehaviorSet {behaviorSet} to {npc} but no such BehaviorSet found!");
return;
}
if (!npc.BehaviorSets.Add(behaviorSet))
{
Logger.Error($"Tried to add BehaviorSet {behaviorSet} to {npc} which already has the BehaviorSet!");
return;
}
if (rebuild)
RebuildActions(npc);
if (npc.BehaviorSets.Count == 1 && !EntitySystem.Get<AiSystem>().IsAwake(npc))
{
_entityManager.EventBus.RaiseEvent(EventSource.Local, new SleepAiMessage(npc, false));
}
}
/// <summary>
/// Removes the BehaviorSet from the NPC.
/// </summary>
/// <param name="npc"></param>
/// <param name="behaviorSet"></param>
/// <param name="rebuild">Set to false if yo uwant to manually rebuild it after bulk updates.</param>
public void RemoveBehaviorSet(UtilityAi npc, string behaviorSet, bool rebuild = true)
{
if (!_behaviorSets.TryGetValue(behaviorSet, out var actions))
{
Logger.Error($"Tried to remove BehaviorSet {behaviorSet} from {npc} but no such BehaviorSet found!");
return;
}
if (!npc.BehaviorSets.Remove(behaviorSet))
{
Logger.Error($"Tried to remove BehaviorSet {behaviorSet} from {npc} but it doesn't have that BehaviorSet!");
return;
}
if (rebuild)
RebuildActions(npc);
if (npc.BehaviorSets.Count == 0 && EntitySystem.Get<AiSystem>().IsAwake(npc))
{
_entityManager.EventBus.RaiseEvent(EventSource.Local, new SleepAiMessage(npc, true));
}
}
/// <summary>
/// Clear our actions and re-instantiate them from our BehaviorSets.
/// Will ensure each action is unique.
/// </summary>
/// <param name="npc"></param>
public void RebuildActions(UtilityAi npc)
{
npc.AvailableActions.Clear();
foreach (var bSet in npc.BehaviorSets)
{
foreach (var action in GetActions(bSet))
{
if (npc.AvailableActions.Contains(action)) continue;
// Setup
action.Owner = npc.Owner;
// Ad to actions.
npc.AvailableActions.Add(action);
}
}
SortActions(npc);
}
private IEnumerable<IAiUtility> GetActions(string behaviorSet)
{
foreach (var action in _behaviorSets[behaviorSet])
{
yield return (IAiUtility) _typeFactory.CreateInstance(action);
}
}
/// <summary>
/// Whenever the behavior sets are changed we'll re-sort the actions by bonus
/// </summary>
private void SortActions(UtilityAi npc)
{
npc.AvailableActions.Sort(_comparer);
}
private class NpcActionComparer : Comparer<IAiUtility>
{
public override int Compare(IAiUtility? x, IAiUtility? y)
{
if (x == null || y == null) return 0;
return y.Bonus.CompareTo(x.Bonus);
}
}
}
}

View File

@@ -14,7 +14,7 @@ namespace Content.Server.AI.Utility
return null;
}
if (aiControllerComponent.Processor is UtilityAi utilityAi)
if (aiControllerComponent is UtilityAi utilityAi)
{
return utilityAi.Blackboard;
}
@@ -22,4 +22,4 @@ namespace Content.Server.AI.Utility
return null;
}
}
}
}