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

@@ -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};
}
}
}