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:
@@ -13,27 +13,21 @@ namespace Content.Server.AI.Utility.Actions.Clothing.Gloves
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{
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public sealed class EquipGloves : UtilityAction
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{
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private readonly IEntity _entity;
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public EquipGloves(IEntity owner, IEntity entity, float weight) : base(owner)
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{
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_entity = entity;
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Bonus = weight;
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}
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public IEntity Target { get; set; }
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public override void SetupOperators(Blackboard context)
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{
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ActionOperators = new Queue<AiOperator>(new AiOperator[]
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{
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new EquipEntityOperator(Owner, _entity),
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new UseItemInInventoryOperator(Owner, _entity),
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new EquipEntityOperator(Owner, Target),
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new UseItemInInventoryOperator(Owner, Target),
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});
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}
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protected override void UpdateBlackboard(Blackboard context)
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{
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base.UpdateBlackboard(context);
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context.GetState<TargetEntityState>().SetValue(_entity);
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context.GetState<TargetEntityState>().SetValue(Target);
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}
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protected override IReadOnlyCollection<Func<float>> GetConsiderations(Blackboard context)
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@@ -14,25 +14,19 @@ namespace Content.Server.AI.Utility.Actions.Clothing.Gloves
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{
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public sealed class PickUpGloves : UtilityAction
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{
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private readonly IEntity _entity;
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public PickUpGloves(IEntity owner, IEntity entity, float weight) : base(owner)
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{
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_entity = entity;
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Bonus = weight;
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}
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public IEntity Target { get; set; }
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public override void SetupOperators(Blackboard context)
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{
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ActionOperators = new GoPickupEntitySequence(Owner, _entity).Sequence;
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ActionOperators = new GoPickupEntitySequence(Owner, Target).Sequence;
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}
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protected override void UpdateBlackboard(Blackboard context)
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{
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base.UpdateBlackboard(context);
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context.GetState<TargetEntityState>().SetValue(_entity);
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context.GetState<TargetEntityState>().SetValue(Target);
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}
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protected override IReadOnlyCollection<Func<float>> GetConsiderations(Blackboard context)
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{
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var considerationsManager = IoCManager.Resolve<ConsiderationsManager>();
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@@ -13,27 +13,21 @@ namespace Content.Server.AI.Utility.Actions.Clothing.Head
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{
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public sealed class EquipHead : UtilityAction
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{
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private readonly IEntity _entity;
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public EquipHead(IEntity owner, IEntity entity, float weight) : base(owner)
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{
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_entity = entity;
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Bonus = weight;
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}
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public IEntity Target { get; set; }
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public override void SetupOperators(Blackboard context)
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{
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ActionOperators = new Queue<AiOperator>(new AiOperator[]
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{
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new EquipEntityOperator(Owner, _entity),
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new UseItemInInventoryOperator(Owner, _entity),
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new EquipEntityOperator(Owner, Target),
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new UseItemInInventoryOperator(Owner, Target),
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});
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}
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protected override void UpdateBlackboard(Blackboard context)
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{
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base.UpdateBlackboard(context);
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context.GetState<TargetEntityState>().SetValue(_entity);
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context.GetState<TargetEntityState>().SetValue(Target);
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}
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protected override IReadOnlyCollection<Func<float>> GetConsiderations(Blackboard context)
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@@ -14,23 +14,17 @@ namespace Content.Server.AI.Utility.Actions.Clothing.Head
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{
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public sealed class PickUpHead : UtilityAction
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{
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private readonly IEntity _entity;
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public PickUpHead(IEntity owner, IEntity entity, float weight) : base(owner)
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{
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_entity = entity;
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Bonus = weight;
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}
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public IEntity Target { get; set; }
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public override void SetupOperators(Blackboard context)
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{
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ActionOperators = new GoPickupEntitySequence(Owner, _entity).Sequence;
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ActionOperators = new GoPickupEntitySequence(Owner, Target).Sequence;
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}
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protected override void UpdateBlackboard(Blackboard context)
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{
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base.UpdateBlackboard(context);
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context.GetState<TargetEntityState>().SetValue(_entity);
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context.GetState<TargetEntityState>().SetValue(Target);
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}
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protected override IReadOnlyCollection<Func<float>> GetConsiderations(Blackboard context)
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@@ -13,27 +13,21 @@ namespace Content.Server.AI.Utility.Actions.Clothing.OuterClothing
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{
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public sealed class EquipOuterClothing : UtilityAction
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{
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private readonly IEntity _entity;
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public EquipOuterClothing(IEntity owner, IEntity entity, float weight) : base(owner)
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{
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_entity = entity;
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Bonus = weight;
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}
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public IEntity Target { get; set; }
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public override void SetupOperators(Blackboard context)
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{
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ActionOperators = new Queue<AiOperator>(new AiOperator[]
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{
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new EquipEntityOperator(Owner, _entity),
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new UseItemInInventoryOperator(Owner, _entity),
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new EquipEntityOperator(Owner, Target),
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new UseItemInInventoryOperator(Owner, Target),
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});
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}
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protected override void UpdateBlackboard(Blackboard context)
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{
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base.UpdateBlackboard(context);
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context.GetState<TargetEntityState>().SetValue(_entity);
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context.GetState<TargetEntityState>().SetValue(Target);
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}
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protected override IReadOnlyCollection<Func<float>> GetConsiderations(Blackboard context)
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@@ -14,23 +14,17 @@ namespace Content.Server.AI.Utility.Actions.Clothing.OuterClothing
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{
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public sealed class PickUpOuterClothing : UtilityAction
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{
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private readonly IEntity _entity;
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public PickUpOuterClothing(IEntity owner, IEntity entity, float weight) : base(owner)
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{
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_entity = entity;
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Bonus = weight;
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}
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public IEntity Target { get; set; }
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public override void SetupOperators(Blackboard context)
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{
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ActionOperators = new GoPickupEntitySequence(Owner, _entity).Sequence;
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ActionOperators = new GoPickupEntitySequence(Owner, Target).Sequence;
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}
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protected override void UpdateBlackboard(Blackboard context)
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{
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base.UpdateBlackboard(context);
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context.GetState<TargetEntityState>().SetValue(_entity);
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context.GetState<TargetEntityState>().SetValue(Target);
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}
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protected override IReadOnlyCollection<Func<float>> GetConsiderations(Blackboard context)
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@@ -13,27 +13,21 @@ namespace Content.Server.AI.Utility.Actions.Clothing.Shoes
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{
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public sealed class EquipShoes : UtilityAction
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{
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private readonly IEntity _entity;
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public EquipShoes(IEntity owner, IEntity entity, float weight) : base(owner)
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{
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_entity = entity;
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Bonus = weight;
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}
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public IEntity Target { get; set; }
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public override void SetupOperators(Blackboard context)
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{
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ActionOperators = new Queue<AiOperator>(new AiOperator[]
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{
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new EquipEntityOperator(Owner, _entity),
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new UseItemInInventoryOperator(Owner, _entity),
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new EquipEntityOperator(Owner, Target),
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new UseItemInInventoryOperator(Owner, Target),
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});
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}
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protected override void UpdateBlackboard(Blackboard context)
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{
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base.UpdateBlackboard(context);
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context.GetState<TargetEntityState>().SetValue(_entity);
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context.GetState<TargetEntityState>().SetValue(Target);
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}
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protected override IReadOnlyCollection<Func<float>> GetConsiderations(Blackboard context)
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@@ -14,23 +14,17 @@ namespace Content.Server.AI.Utility.Actions.Clothing.Shoes
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{
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public sealed class PickUpShoes : UtilityAction
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{
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private readonly IEntity _entity;
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public PickUpShoes(IEntity owner, IEntity entity, float weight) : base(owner)
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{
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_entity = entity;
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Bonus = weight;
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}
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public IEntity Target { get; set; }
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public override void SetupOperators(Blackboard context)
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{
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ActionOperators = new GoPickupEntitySequence(Owner, _entity).Sequence;
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ActionOperators = new GoPickupEntitySequence(Owner, Target).Sequence;
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}
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protected override void UpdateBlackboard(Blackboard context)
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{
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base.UpdateBlackboard(context);
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context.GetState<TargetEntityState>().SetValue(_entity);
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context.GetState<TargetEntityState>().SetValue(Target);
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}
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protected override IReadOnlyCollection<Func<float>> GetConsiderations(Blackboard context)
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@@ -15,27 +15,21 @@ namespace Content.Server.AI.Utility.Actions.Combat.Melee
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{
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public sealed class EquipMelee : UtilityAction
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{
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private readonly IEntity _entity;
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public EquipMelee(IEntity owner, IEntity entity, float weight) : base(owner)
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{
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_entity = entity;
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Bonus = weight;
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}
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public IEntity Target { get; set; }
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public override void SetupOperators(Blackboard context)
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{
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ActionOperators = new Queue<AiOperator>(new AiOperator[]
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{
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new EquipEntityOperator(Owner, _entity)
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new EquipEntityOperator(Owner, Target)
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});
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}
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protected override void UpdateBlackboard(Blackboard context)
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{
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base.UpdateBlackboard(context);
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context.GetState<WeaponEntityState>().SetValue(_entity);
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context.GetState<TargetEntityState>().SetValue(_entity);
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context.GetState<WeaponEntityState>().SetValue(Target);
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context.GetState<TargetEntityState>().SetValue(Target);
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}
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protected override IReadOnlyCollection<Func<float>> GetConsiderations(Blackboard context)
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@@ -21,13 +21,7 @@ namespace Content.Server.AI.Utility.Actions.Combat.Melee
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{
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public sealed class MeleeWeaponAttackEntity : UtilityAction
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{
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private readonly IEntity _entity;
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public MeleeWeaponAttackEntity(IEntity owner, IEntity entity, float weight) : base(owner)
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{
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_entity = entity;
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Bonus = weight;
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}
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public IEntity Target { get; set; }
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public override void SetupOperators(Blackboard context)
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{
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@@ -35,26 +29,26 @@ namespace Content.Server.AI.Utility.Actions.Combat.Melee
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var equipped = context.GetState<EquippedEntityState>().GetValue();
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if (equipped != null && equipped.TryGetComponent(out MeleeWeaponComponent meleeWeaponComponent))
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{
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moveOperator = new MoveToEntityOperator(Owner, _entity, meleeWeaponComponent.Range - 0.01f);
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moveOperator = new MoveToEntityOperator(Owner, Target, meleeWeaponComponent.Range - 0.01f);
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}
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else
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{
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// TODO: Abort
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moveOperator = new MoveToEntityOperator(Owner, _entity);
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moveOperator = new MoveToEntityOperator(Owner, Target);
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}
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ActionOperators = new Queue<AiOperator>(new AiOperator[]
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{
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moveOperator,
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new SwingMeleeWeaponOperator(Owner, _entity),
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new SwingMeleeWeaponOperator(Owner, Target),
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});
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}
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protected override void UpdateBlackboard(Blackboard context)
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{
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base.UpdateBlackboard(context);
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context.GetState<TargetEntityState>().SetValue(_entity);
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context.GetState<MoveTargetState>().SetValue(_entity);
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context.GetState<TargetEntityState>().SetValue(Target);
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context.GetState<MoveTargetState>().SetValue(Target);
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var equipped = context.GetState<EquippedEntityState>().GetValue();
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context.GetState<WeaponEntityState>().SetValue(equipped);
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}
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@@ -15,24 +15,18 @@ namespace Content.Server.AI.Utility.Actions.Combat.Melee
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{
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public sealed class PickUpMeleeWeapon : UtilityAction
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{
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private readonly IEntity _entity;
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public PickUpMeleeWeapon(IEntity owner, IEntity entity, float weight) : base(owner)
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{
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_entity = entity;
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Bonus = weight;
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}
|
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public IEntity Target { get; set; }
|
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|
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public override void SetupOperators(Blackboard context)
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{
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ActionOperators = new GoPickupEntitySequence(Owner, _entity).Sequence;
|
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ActionOperators = new GoPickupEntitySequence(Owner, Target).Sequence;
|
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}
|
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|
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protected override void UpdateBlackboard(Blackboard context)
|
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{
|
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base.UpdateBlackboard(context);
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context.GetState<TargetEntityState>().SetValue(_entity);
|
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context.GetState<WeaponEntityState>().SetValue(_entity);
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context.GetState<TargetEntityState>().SetValue(Target);
|
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context.GetState<WeaponEntityState>().SetValue(Target);
|
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}
|
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|
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protected override IReadOnlyCollection<Func<float>> GetConsiderations(Blackboard context)
|
||||
|
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@@ -19,40 +19,34 @@ namespace Content.Server.AI.Utility.Actions.Combat.Melee
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{
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public sealed class UnarmedAttackEntity : UtilityAction
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{
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private readonly IEntity _entity;
|
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|
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public UnarmedAttackEntity(IEntity owner, IEntity entity, float weight) : base(owner)
|
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{
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_entity = entity;
|
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Bonus = weight;
|
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}
|
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public IEntity Target { get; set; }
|
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|
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public override void SetupOperators(Blackboard context)
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{
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MoveToEntityOperator moveOperator;
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if (Owner.TryGetComponent(out UnarmedCombatComponent unarmedCombatComponent))
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{
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moveOperator = new MoveToEntityOperator(Owner, _entity, unarmedCombatComponent.Range - 0.01f);
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moveOperator = new MoveToEntityOperator(Owner, Target, unarmedCombatComponent.Range - 0.01f);
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}
|
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// I think it's possible for this to happen given planning is time-sliced?
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// TODO: At this point we should abort
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else
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{
|
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moveOperator = new MoveToEntityOperator(Owner, _entity);
|
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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);
|
||||
}
|
||||
|
||||
@@ -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; }
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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),
|
||||
});
|
||||
}
|
||||
|
||||
|
||||
@@ -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>();
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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() {}
|
||||
|
||||
|
||||
@@ -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();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -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();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -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();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -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();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -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;
|
||||
}
|
||||
|
||||
@@ -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();
|
||||
}
|
||||
}
|
||||
}
|
||||
28
Content.Server/AI/Utility/BehaviorSetPrototype.cs
Normal file
28
Content.Server/AI/Utility/BehaviorSetPrototype.cs
Normal 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>());
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -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; }
|
||||
}
|
||||
}
|
||||
@@ -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(),
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -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(),
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -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),
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -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),
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -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(),
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -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(),
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -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(),
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -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};
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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};
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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};
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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};
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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};
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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};
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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};
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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};
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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};
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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};
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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};
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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};
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -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>
|
||||
|
||||
@@ -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};
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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};
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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};
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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};
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
172
Content.Server/AI/Utility/NpcBehaviorManager.cs
Normal file
172
Content.Server/AI/Utility/NpcBehaviorManager.cs
Normal 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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user