Add utility AI (#806)
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
This commit is contained in:
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using Content.Server.AI.Utility.Curves;
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using Content.Server.AI.WorldState;
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using Content.Server.AI.WorldState.States;
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using Content.Server.GameObjects.EntitySystems;
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namespace Content.Server.AI.Utility.Considerations.ActionBlocker
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{
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public sealed class CanMoveCon : Consideration
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{
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public CanMoveCon(IResponseCurve curve) : base(curve) {}
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public override float GetScore(Blackboard context)
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{
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var self = context.GetState<SelfState>().GetValue();
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if (!ActionBlockerSystem.CanMove(self))
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{
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return 0.0f;
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}
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return 1.0f;
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}
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}
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}
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@@ -0,0 +1,38 @@
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using Content.Server.AI.Utility.Curves;
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using Content.Server.AI.WorldState;
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using Content.Server.AI.WorldState.States.Inventory;
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using Content.Server.GameObjects;
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using Content.Shared.GameObjects.Components.Inventory;
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namespace Content.Server.AI.Utility.Considerations.Clothing
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{
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public sealed class ClothingInInventoryCon : Consideration
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{
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private readonly EquipmentSlotDefines.SlotFlags _slot;
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public ClothingInInventoryCon(EquipmentSlotDefines.SlotFlags slotFlags, IResponseCurve curve) : base(curve)
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{
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_slot = slotFlags;
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}
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public override float GetScore(Blackboard context)
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{
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var inventory = context.GetState<InventoryState>().GetValue();
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foreach (var entity in inventory)
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{
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if (!entity.TryGetComponent(out ClothingComponent clothingComponent))
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{
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continue;
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}
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if ((clothingComponent.SlotFlags & _slot) != 0)
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{
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return 1.0f;
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}
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}
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return 0.0f;
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}
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}
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}
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@@ -0,0 +1,24 @@
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using Content.Server.AI.Utility.Curves;
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using Content.Server.AI.WorldState;
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using Content.Server.AI.WorldState.States.Clothing;
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using Content.Shared.GameObjects.Components.Inventory;
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namespace Content.Server.AI.Utility.Considerations.Clothing
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{
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public class ClothingInSlotCon : Consideration
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{
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private EquipmentSlotDefines.Slots _slot;
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public ClothingInSlotCon(EquipmentSlotDefines.Slots slot, IResponseCurve curve) : base(curve)
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{
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_slot = slot;
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}
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public override float GetScore(Blackboard context)
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{
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var inventory = context.GetState<EquippedClothingState>().GetValue();
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return inventory.ContainsKey(_slot) ? 1.0f : 0.0f;
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}
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}
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}
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@@ -0,0 +1,25 @@
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using Content.Server.AI.Utility.Curves;
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using Content.Server.AI.WorldState;
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using Content.Server.AI.WorldState.States.Inventory;
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using Content.Server.GameObjects.Components.Weapon.Melee;
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namespace Content.Server.AI.Utility.Considerations.Combat.Melee
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{
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public sealed class HasMeleeWeaponCon : Consideration
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{
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public HasMeleeWeaponCon(IResponseCurve curve) : base(curve) {}
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public override float GetScore(Blackboard context)
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{
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foreach (var item in context.GetState<InventoryState>().GetValue())
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{
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if (item.HasComponent<MeleeWeaponComponent>())
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{
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return 1.0f;
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}
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}
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return 0.0f;
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}
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}
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}
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@@ -0,0 +1,25 @@
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using Content.Server.AI.Utility.Curves;
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using Content.Server.AI.WorldState;
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using Content.Server.AI.WorldState.States.Combat;
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using Content.Server.GameObjects.Components.Weapon.Melee;
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namespace Content.Server.AI.Utility.Considerations.Combat.Melee
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{
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public sealed class MeleeWeaponDamageCon : Consideration
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{
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public MeleeWeaponDamageCon(IResponseCurve curve) : base(curve) {}
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public override float GetScore(Blackboard context)
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{
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var target = context.GetState<WeaponEntityState>().GetValue();
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if (target == null || !target.TryGetComponent(out MeleeWeaponComponent meleeWeaponComponent))
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{
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return 0.0f;
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}
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// Just went with max health
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return meleeWeaponComponent.Damage / 300.0f;
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}
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}
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}
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@@ -0,0 +1,24 @@
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using Content.Server.AI.Utility.Curves;
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using Content.Server.AI.WorldState;
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using Content.Server.AI.WorldState.States.Inventory;
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using Content.Server.GameObjects.Components.Weapon.Melee;
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namespace Content.Server.AI.Utility.Considerations.Combat.Melee
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{
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public sealed class MeleeWeaponEquippedCon : Consideration
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{
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public MeleeWeaponEquippedCon(IResponseCurve curve) : base(curve) {}
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public override float GetScore(Blackboard context)
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{
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var equipped = context.GetState<EquippedEntityState>().GetValue();
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if (equipped == null)
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{
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return 0.0f;
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}
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return equipped.HasComponent<MeleeWeaponComponent>() ? 1.0f : 0.0f;
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}
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}
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}
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@@ -0,0 +1,24 @@
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using Content.Server.AI.Utility.Curves;
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using Content.Server.AI.WorldState;
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using Content.Server.AI.WorldState.States.Combat;
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using Content.Server.GameObjects.Components.Weapon.Melee;
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namespace Content.Server.AI.Utility.Considerations.Combat.Melee
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{
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public sealed class MeleeWeaponSpeedCon : Consideration
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{
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public MeleeWeaponSpeedCon(IResponseCurve curve) : base(curve) {}
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public override float GetScore(Blackboard context)
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{
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var target = context.GetState<WeaponEntityState>().GetValue();
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if (target == null || !target.TryGetComponent(out MeleeWeaponComponent meleeWeaponComponent))
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{
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return 0.0f;
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}
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return meleeWeaponComponent.CooldownTime / 10.0f;
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}
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}
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}
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@@ -0,0 +1,39 @@
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using Content.Server.AI.Utility.Curves;
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using Content.Server.AI.WorldState;
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using Content.Server.AI.WorldState.States.Combat;
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using Content.Server.GameObjects.Components.Weapon.Ranged.Projectile;
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namespace Content.Server.AI.Utility.Considerations.Combat.Ranged.Ballistic
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{
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public class BallisticAmmoCon : Consideration
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{
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public BallisticAmmoCon(IResponseCurve curve) : base(curve) {}
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public override float GetScore(Blackboard context)
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{
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var weapon = context.GetState<WeaponEntityState>().GetValue();
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if (weapon == null || !weapon.TryGetComponent(out BallisticMagazineWeaponComponent ballistic))
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{
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return 0.0f;
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}
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var contained = ballistic.MagazineSlot.ContainedEntity;
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if (contained == null)
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{
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return 0.0f;
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}
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var mag = contained.GetComponent<BallisticMagazineComponent>();
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if (mag.CountLoaded == 0)
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{
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// TODO: Do this better
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return ballistic.GetChambered(0) != null ? 1.0f : 0.0f;
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}
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return (float) mag.CountLoaded / mag.Capacity;
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}
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}
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}
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@@ -0,0 +1,25 @@
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using Content.Server.AI.Utility.Curves;
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using Content.Server.AI.WorldState;
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using Content.Server.AI.WorldState.States.Inventory;
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using Content.Server.GameObjects.Components.Weapon.Ranged.Projectile;
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namespace Content.Server.AI.Utility.Considerations.Combat.Ranged.Ballistic
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{
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public class BallisticWeaponEquippedCon : Consideration
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{
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public BallisticWeaponEquippedCon(IResponseCurve curve) : base(curve) {}
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public override float GetScore(Blackboard context)
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{
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var equipped = context.GetState<EquippedEntityState>().GetValue();
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if (equipped == null)
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{
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return 0.0f;
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}
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// Maybe change this to BallisticMagazineWeapon
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return equipped.HasComponent<BallisticMagazineWeaponComponent>() ? 1.0f : 0.0f;
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}
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}
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}
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@@ -0,0 +1,24 @@
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using Content.Server.AI.Utility.Curves;
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using Content.Server.AI.WorldState;
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using Content.Server.AI.WorldState.States.Inventory;
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using Content.Server.GameObjects.Components.Weapon.Ranged.Projectile;
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namespace Content.Server.AI.Utility.Considerations.Combat.Ranged.Ballistic
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{
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public class EquippedBallisticCon : Consideration
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{
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public EquippedBallisticCon(IResponseCurve curve) : base(curve) {}
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public override float GetScore(Blackboard context)
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{
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var equipped = context.GetState<EquippedEntityState>().GetValue();
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if (equipped == null || !equipped.HasComponent<BallisticMagazineWeaponComponent>())
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{
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return 0.0f;
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}
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return 1.0f;
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}
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}
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}
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@@ -0,0 +1,24 @@
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using Content.Server.AI.Utility.Curves;
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using Content.Server.AI.Utils;
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using Content.Server.AI.WorldState;
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using Content.Server.AI.WorldState.States;
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namespace Content.Server.AI.Utility.Considerations.Combat.Ranged
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{
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public class HasTargetLosCon : Consideration
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{
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public HasTargetLosCon(IResponseCurve curve) : base(curve) {}
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public override float GetScore(Blackboard context)
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{
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var owner = context.GetState<SelfState>().GetValue();
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var target = context.GetState<TargetEntityState>().GetValue();
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if (target == null)
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{
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return 0.0f;
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}
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return Visibility.InLineOfSight(owner, target) ? 1.0f : 0.0f;
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}
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}
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}
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@@ -0,0 +1,29 @@
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using Content.Server.AI.Utility.Curves;
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using Content.Server.AI.WorldState;
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using Content.Server.AI.WorldState.States.Inventory;
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using Content.Server.GameObjects.Components.Weapon.Melee;
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using Content.Server.GameObjects.Components.Weapon.Ranged;
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namespace Content.Server.AI.Utility.Considerations.Combat.Ranged
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{
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public sealed class HeldRangedWeaponsCon : Consideration
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{
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public HeldRangedWeaponsCon(IResponseCurve curve) : base(curve) {}
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public override float GetScore(Blackboard context)
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{
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var count = 0;
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const int max = 3;
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foreach (var item in context.GetState<InventoryState>().GetValue())
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{
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if (item.HasComponent<RangedWeaponComponent>())
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{
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count++;
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}
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}
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return (float) count / max;
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}
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}
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}
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@@ -0,0 +1,24 @@
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using Content.Server.AI.Utility.Curves;
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using Content.Server.AI.WorldState;
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using Content.Server.AI.WorldState.States.Inventory;
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using Content.Server.GameObjects.Components.Weapon.Ranged.Hitscan;
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namespace Content.Server.AI.Utility.Considerations.Combat.Ranged.Hitscan
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{
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public sealed class EquippedHitscanCon : Consideration
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{
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public EquippedHitscanCon(IResponseCurve curve) : base(curve) {}
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public override float GetScore(Blackboard context)
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{
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var equipped = context.GetState<EquippedEntityState>().GetValue();
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if (equipped == null || !equipped.HasComponent<HitscanWeaponComponent>())
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{
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return 0.0f;
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}
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return 1.0f;
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}
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}
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}
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@@ -0,0 +1,24 @@
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using Content.Server.AI.Utility.Curves;
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using Content.Server.AI.WorldState;
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using Content.Server.AI.WorldState.States.Combat;
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using Content.Server.GameObjects.Components.Weapon.Ranged.Hitscan;
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namespace Content.Server.AI.Utility.Considerations.Combat.Ranged.Hitscan
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{
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public sealed class HitscanChargeCon : Consideration
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{
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public HitscanChargeCon(IResponseCurve curve) : base(curve) {}
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public override float GetScore(Blackboard context)
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{
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var weapon = context.GetState<WeaponEntityState>().GetValue();
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if (weapon == null || !weapon.TryGetComponent(out HitscanWeaponComponent hitscanWeaponComponent))
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{
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return 0.0f;
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}
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return hitscanWeaponComponent.CapacitorComponent.Charge / hitscanWeaponComponent.CapacitorComponent.Capacity;
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}
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}
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}
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@@ -0,0 +1,26 @@
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using Content.Server.AI.Utility.Curves;
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using Content.Server.AI.WorldState;
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using Content.Server.AI.WorldState.States;
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using Content.Server.GameObjects.Components.Power.Chargers;
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namespace Content.Server.AI.Utility.Considerations.Combat.Ranged.Hitscan
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{
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public sealed class HitscanChargerFullCon : Consideration
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{
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public HitscanChargerFullCon(IResponseCurve curve) : base(curve) {}
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public override float GetScore(Blackboard context)
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{
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var target = context.GetState<TargetEntityState>().GetValue();
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if (target == null ||
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!target.TryGetComponent(out WeaponCapacitorChargerComponent chargerComponent) ||
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chargerComponent.HeldItem != null)
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{
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return 1.0f;
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}
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return 0.0f;
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}
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}
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}
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@@ -0,0 +1,24 @@
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using Content.Server.AI.Utility.Curves;
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using Content.Server.AI.WorldState;
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using Content.Server.AI.WorldState.States;
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using Content.Server.GameObjects.Components.Power.Chargers;
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namespace Content.Server.AI.Utility.Considerations.Combat.Ranged.Hitscan
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{
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public sealed class HitscanChargerRateCon : Consideration
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{
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public HitscanChargerRateCon(IResponseCurve curve) : base(curve) {}
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public override float GetScore(Blackboard context)
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{
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var target = context.GetState<TargetEntityState>().GetValue();
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if (target == null || !target.TryGetComponent(out WeaponCapacitorChargerComponent weaponCharger))
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{
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return 0.0f;
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}
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// AI don't care about efficiency, psfft!
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return weaponCharger.TransferRatio;
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}
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}
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}
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@@ -0,0 +1,25 @@
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using Content.Server.AI.Utility.Curves;
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using Content.Server.AI.WorldState;
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using Content.Server.AI.WorldState.States.Combat;
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using Content.Server.GameObjects.Components.Weapon.Ranged.Hitscan;
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namespace Content.Server.AI.Utility.Considerations.Combat.Ranged.Hitscan
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{
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public sealed class HitscanWeaponDamageCon : Consideration
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{
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public HitscanWeaponDamageCon(IResponseCurve curve) : base(curve) {}
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public override float GetScore(Blackboard context)
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{
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var weapon = context.GetState<WeaponEntityState>().GetValue();
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if (weapon == null || !weapon.TryGetComponent(out HitscanWeaponComponent hitscanWeaponComponent))
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{
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return 0.0f;
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}
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// Just went with max health
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return hitscanWeaponComponent.Damage / 300.0f;
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}
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}
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}
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@@ -0,0 +1,24 @@
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using Content.Server.AI.Utility.Curves;
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using Content.Server.AI.WorldState;
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using Content.Server.AI.WorldState.States.Inventory;
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using Content.Server.GameObjects.Components.Weapon.Ranged.Hitscan;
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namespace Content.Server.AI.Utility.Considerations.Combat.Ranged.Hitscan
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{
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public sealed class HitscanWeaponEquippedCon : Consideration
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{
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public HitscanWeaponEquippedCon(IResponseCurve curve) : base(curve) {}
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public override float GetScore(Blackboard context)
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{
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var equipped = context.GetState<EquippedEntityState>().GetValue();
|
||||
|
||||
if (equipped == null)
|
||||
{
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return 0.0f;
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}
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||||
|
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return equipped.HasComponent<HitscanWeaponComponent>() ? 1.0f : 0.0f;
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||||
}
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||||
}
|
||||
}
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@@ -0,0 +1,24 @@
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using Content.Server.AI.Utility.Curves;
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using Content.Server.AI.WorldState;
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using Content.Server.AI.WorldState.States.Inventory;
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using Content.Server.GameObjects.Components.Weapon.Ranged;
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namespace Content.Server.AI.Utility.Considerations.Combat.Ranged
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{
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||||
public sealed class RangedWeaponEquippedCon : Consideration
|
||||
{
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||||
public RangedWeaponEquippedCon(IResponseCurve curve) : base(curve) {}
|
||||
|
||||
public override float GetScore(Blackboard context)
|
||||
{
|
||||
var equipped = context.GetState<EquippedEntityState>().GetValue();
|
||||
|
||||
if (equipped == null || !equipped.HasComponent<RangedWeaponComponent>())
|
||||
{
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
return 1.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,24 @@
|
||||
using Content.Server.AI.Utility.Curves;
|
||||
using Content.Server.AI.WorldState;
|
||||
using Content.Server.AI.WorldState.States.Combat;
|
||||
using Content.Server.GameObjects.Components.Weapon.Ranged;
|
||||
|
||||
namespace Content.Server.AI.Utility.Considerations.Combat.Ranged
|
||||
{
|
||||
public class RangedWeaponFireRateCon : Consideration
|
||||
{
|
||||
public RangedWeaponFireRateCon(IResponseCurve curve) : base(curve) {}
|
||||
|
||||
public override float GetScore(Blackboard context)
|
||||
{
|
||||
var weapon = context.GetState<WeaponEntityState>().GetValue();
|
||||
|
||||
if (weapon == null || !weapon.TryGetComponent(out RangedWeaponComponent ranged))
|
||||
{
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
return ranged.FireRate / 100.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,26 @@
|
||||
using Content.Server.AI.Utility.Curves;
|
||||
using Content.Server.AI.WorldState;
|
||||
using Content.Server.AI.WorldState.States;
|
||||
using Content.Server.GameObjects;
|
||||
using Content.Shared.GameObjects;
|
||||
|
||||
namespace Content.Server.AI.Utility.Considerations.Combat
|
||||
{
|
||||
public sealed class TargetHealthCon : Consideration
|
||||
{
|
||||
public TargetHealthCon(IResponseCurve curve) : base(curve) {}
|
||||
|
||||
public override float GetScore(Blackboard context)
|
||||
{
|
||||
var target = context.GetState<TargetEntityState>().GetValue();
|
||||
|
||||
if (target == null || !target.TryGetComponent(out DamageableComponent damageableComponent))
|
||||
{
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
// Just went with max health
|
||||
return damageableComponent.CurrentDamage[DamageType.Total] / 300.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,30 @@
|
||||
using Content.Server.AI.Utility.Curves;
|
||||
using Content.Server.AI.WorldState;
|
||||
using Content.Server.AI.WorldState.States;
|
||||
using Content.Server.GameObjects;
|
||||
using Content.Shared.GameObjects;
|
||||
|
||||
namespace Content.Server.AI.Utility.Considerations.Combat
|
||||
{
|
||||
public sealed class TargetIsCritCon : Consideration
|
||||
{
|
||||
public TargetIsCritCon(IResponseCurve curve) : base(curve) {}
|
||||
|
||||
public override float GetScore(Blackboard context)
|
||||
{
|
||||
var target = context.GetState<TargetEntityState>().GetValue();
|
||||
|
||||
if (target == null || !target.TryGetComponent(out SpeciesComponent speciesComponent))
|
||||
{
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
if (speciesComponent.CurrentDamageState is CriticalState)
|
||||
{
|
||||
return 1.0f;
|
||||
}
|
||||
|
||||
return 0.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,29 @@
|
||||
using Content.Server.AI.Utility.Curves;
|
||||
using Content.Server.AI.WorldState;
|
||||
using Content.Server.AI.WorldState.States;
|
||||
using Content.Server.GameObjects;
|
||||
|
||||
namespace Content.Server.AI.Utility.Considerations.Combat
|
||||
{
|
||||
public sealed class TargetIsDeadCon : Consideration
|
||||
{
|
||||
public TargetIsDeadCon(IResponseCurve curve) : base(curve) {}
|
||||
|
||||
public override float GetScore(Blackboard context)
|
||||
{
|
||||
var target = context.GetState<TargetEntityState>().GetValue();
|
||||
|
||||
if (target == null || !target.TryGetComponent(out SpeciesComponent speciesComponent))
|
||||
{
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
if (speciesComponent.CurrentDamageState is DeadState)
|
||||
{
|
||||
return 1.0f;
|
||||
}
|
||||
|
||||
return 0.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
25
Content.Server/AI/Utility/Considerations/Consideration.cs
Normal file
25
Content.Server/AI/Utility/Considerations/Consideration.cs
Normal file
@@ -0,0 +1,25 @@
|
||||
using System;
|
||||
using Content.Server.AI.Utility.Curves;
|
||||
using Content.Server.AI.WorldState;
|
||||
|
||||
namespace Content.Server.AI.Utility.Considerations
|
||||
{
|
||||
public abstract class Consideration
|
||||
{
|
||||
protected IResponseCurve Curve { get; }
|
||||
|
||||
public Consideration(IResponseCurve curve)
|
||||
{
|
||||
Curve = curve;
|
||||
}
|
||||
|
||||
public abstract float GetScore(Blackboard context);
|
||||
|
||||
public float ComputeResponseCurve(float score)
|
||||
{
|
||||
var clampedScore = Math.Clamp(score, 0.0f, 1.0f);
|
||||
var curvedResponse = Math.Clamp(Curve.GetResponse(clampedScore), 0.0f, 1.0f);
|
||||
return curvedResponse;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,39 @@
|
||||
using Content.Server.AI.Utility.Curves;
|
||||
using Content.Server.AI.WorldState;
|
||||
using Content.Server.AI.WorldState.States;
|
||||
using Content.Server.GameObjects;
|
||||
using Content.Server.GameObjects.Components;
|
||||
using Robust.Shared.Containers;
|
||||
|
||||
namespace Content.Server.AI.Utility.Considerations.Containers
|
||||
{
|
||||
/// <summary>
|
||||
/// Returns 1.0f if the item is freely accessible (e.g. in storage we can open, on ground, etc.)
|
||||
/// </summary>
|
||||
public sealed class TargetAccessibleCon : Consideration
|
||||
{
|
||||
public TargetAccessibleCon(IResponseCurve curve) : base(curve) {}
|
||||
|
||||
public override float GetScore(Blackboard context)
|
||||
{
|
||||
var target = context.GetState<TargetEntityState>().GetValue();
|
||||
if (target == null)
|
||||
{
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
if (ContainerHelpers.TryGetContainer(target, out var container))
|
||||
{
|
||||
if (container.Owner.TryGetComponent(out EntityStorageComponent storageComponent))
|
||||
{
|
||||
if (storageComponent.IsWeldedShut && !storageComponent.Open)
|
||||
{
|
||||
return 0.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return 1.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
12
Content.Server/AI/Utility/Considerations/DummyCon.cs
Normal file
12
Content.Server/AI/Utility/Considerations/DummyCon.cs
Normal file
@@ -0,0 +1,12 @@
|
||||
using Content.Server.AI.Utility.Curves;
|
||||
using Content.Server.AI.WorldState;
|
||||
|
||||
namespace Content.Server.AI.Utility.Considerations
|
||||
{
|
||||
public class DummyCon : Consideration
|
||||
{
|
||||
public DummyCon(IResponseCurve curve) : base(curve) {}
|
||||
|
||||
public override float GetScore(Blackboard context) => 1.0f;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,36 @@
|
||||
using Content.Server.AI.Utility.Curves;
|
||||
using Content.Server.AI.WorldState;
|
||||
using Content.Server.AI.WorldState.States;
|
||||
using Content.Server.GameObjects;
|
||||
|
||||
namespace Content.Server.AI.Utility.Considerations.Hands
|
||||
{
|
||||
public class FreeHandCon : Consideration
|
||||
{
|
||||
public FreeHandCon(IResponseCurve curve) : base(curve) {}
|
||||
|
||||
public override float GetScore(Blackboard context)
|
||||
{
|
||||
var owner = context.GetState<SelfState>().GetValue();
|
||||
|
||||
if (!owner.TryGetComponent(out HandsComponent handsComponent))
|
||||
{
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
var handCount = 0;
|
||||
var freeCount = 0;
|
||||
|
||||
foreach (var hand in handsComponent.ActivePriorityEnumerable())
|
||||
{
|
||||
handCount++;
|
||||
if (handsComponent.GetHand(hand) == null)
|
||||
{
|
||||
freeCount += 1;
|
||||
}
|
||||
}
|
||||
|
||||
return (float) freeCount / handCount;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,30 @@
|
||||
using Content.Server.AI.Utility.Curves;
|
||||
using Content.Server.AI.WorldState;
|
||||
using Content.Server.AI.WorldState.States;
|
||||
using Content.Server.GameObjects;
|
||||
|
||||
namespace Content.Server.AI.Utility.Considerations.Hands
|
||||
{
|
||||
/// <summary>
|
||||
/// Returns 1 if in our hands else 0
|
||||
/// </summary>
|
||||
public sealed class TargetInOurHandsCon : Consideration
|
||||
{
|
||||
public TargetInOurHandsCon(IResponseCurve curve) : base(curve) {}
|
||||
|
||||
public override float GetScore(Blackboard context)
|
||||
{
|
||||
var owner = context.GetState<SelfState>().GetValue();
|
||||
var target = context.GetState<TargetEntityState>().GetValue();
|
||||
|
||||
if (target == null ||
|
||||
!target.HasComponent<ItemComponent>() ||
|
||||
!owner.TryGetComponent(out HandsComponent handsComponent))
|
||||
{
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
return handsComponent.IsHolding(target) ? 1.0f : 0.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,38 @@
|
||||
using Content.Server.AI.Utility.Curves;
|
||||
using Content.Server.AI.WorldState;
|
||||
using Content.Server.AI.WorldState.States;
|
||||
using Content.Server.AI.WorldState.States.Hands;
|
||||
using Content.Server.AI.WorldState.States.Inventory;
|
||||
using Content.Server.GameObjects;
|
||||
|
||||
namespace Content.Server.AI.Utility.Considerations.Inventory
|
||||
{
|
||||
public class CanPutTargetInHandsCon : Consideration
|
||||
{
|
||||
public CanPutTargetInHandsCon(IResponseCurve curve) : base(curve) {}
|
||||
|
||||
public override float GetScore(Blackboard context)
|
||||
{
|
||||
// First check if target in inventory already
|
||||
// If not then check if we have a free hand
|
||||
var target = context.GetState<TargetEntityState>().GetValue();
|
||||
|
||||
if (target == null || !target.HasComponent<ItemComponent>())
|
||||
{
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
var inventory = context.GetState<InventoryState>().GetValue();
|
||||
|
||||
foreach (var item in inventory)
|
||||
{
|
||||
if (item == target)
|
||||
{
|
||||
return 1.0f;
|
||||
}
|
||||
}
|
||||
|
||||
return context.GetState<AnyFreeHandState>().GetValue() ? 1.0f : 0.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,34 @@
|
||||
using Content.Server.AI.Utility.Curves;
|
||||
using Content.Server.AI.WorldState;
|
||||
using Content.Server.AI.WorldState.States;
|
||||
using Content.Server.AI.WorldState.States.Inventory;
|
||||
using Content.Server.GameObjects;
|
||||
|
||||
namespace Content.Server.AI.Utility.Considerations.Inventory
|
||||
{
|
||||
public class TargetInOurInventoryCon : Consideration
|
||||
{
|
||||
public TargetInOurInventoryCon(IResponseCurve curve) : base(curve) {}
|
||||
|
||||
public override float GetScore(Blackboard context)
|
||||
{
|
||||
var inventory = context.GetState<InventoryState>().GetValue();
|
||||
var target = context.GetState<TargetEntityState>().GetValue();
|
||||
|
||||
if (target == null || !target.HasComponent<ItemComponent>())
|
||||
{
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
foreach (var item in inventory)
|
||||
{
|
||||
if (item == target)
|
||||
{
|
||||
return 1.0f;
|
||||
}
|
||||
}
|
||||
|
||||
return 0.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,25 @@
|
||||
using Content.Server.AI.Utility.Curves;
|
||||
using Content.Server.AI.WorldState;
|
||||
using Content.Server.AI.WorldState.States;
|
||||
|
||||
namespace Content.Server.AI.Utility.Considerations.Movement
|
||||
{
|
||||
public sealed class DistanceCon : Consideration
|
||||
{
|
||||
public DistanceCon(IResponseCurve curve) : base(curve) {}
|
||||
|
||||
public override float GetScore(Blackboard context)
|
||||
{
|
||||
var self = context.GetState<SelfState>().GetValue();
|
||||
var target = context.GetState<TargetEntityState>().GetValue();
|
||||
if (target == null || target.Transform.GridID != self.Transform.GridID)
|
||||
{
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
// TODO: Remove 1 -
|
||||
// Kind of just pulled a max distance out of nowhere. Add 0.01 just in case it's reaally far and we have no choice so it'll still be considered at least.
|
||||
return 1 - ((target.Transform.GridPosition.Position - self.Transform.GridPosition.Position).Length / 100 + 0.01f);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,32 @@
|
||||
using Content.Server.AI.Utility.Curves;
|
||||
using Content.Server.AI.WorldState;
|
||||
using Content.Server.AI.WorldState.States;
|
||||
using Content.Server.GameObjects.Components.Chemistry;
|
||||
|
||||
namespace Content.Server.AI.Utility.Considerations.Nutrition.Drink
|
||||
{
|
||||
public sealed class DrinkValueCon : Consideration
|
||||
{
|
||||
public DrinkValueCon(IResponseCurve curve) : base(curve) {}
|
||||
|
||||
public override float GetScore(Blackboard context)
|
||||
{
|
||||
var target = context.GetState<TargetEntityState>().GetValue();
|
||||
|
||||
if (!target.TryGetComponent(out SolutionComponent drink))
|
||||
{
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
var nutritionValue = 0;
|
||||
|
||||
foreach (var reagent in drink.ReagentList)
|
||||
{
|
||||
// TODO
|
||||
nutritionValue += (reagent.Quantity * 30).Int();
|
||||
}
|
||||
|
||||
return nutritionValue / 1000.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,24 @@
|
||||
using Content.Server.AI.Utility.Curves;
|
||||
using Content.Server.AI.WorldState;
|
||||
using Content.Server.AI.WorldState.States;
|
||||
using Content.Server.GameObjects.Components.Nutrition;
|
||||
|
||||
namespace Content.Server.AI.Utility.Considerations.Nutrition.Drink
|
||||
{
|
||||
public class ThirstCon : Consideration
|
||||
{
|
||||
public ThirstCon(IResponseCurve curve) : base(curve) {}
|
||||
|
||||
public override float GetScore(Blackboard context)
|
||||
{
|
||||
var owner = context.GetState<SelfState>().GetValue();
|
||||
|
||||
if (!owner.TryGetComponent(out ThirstComponent thirst))
|
||||
{
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
return 1 - (thirst.CurrentThirst / thirst.ThirstThresholds[ThirstThreshold.OverHydrated]);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,32 @@
|
||||
using Content.Server.AI.Utility.Curves;
|
||||
using Content.Server.AI.WorldState;
|
||||
using Content.Server.AI.WorldState.States;
|
||||
using Content.Server.GameObjects.Components.Chemistry;
|
||||
|
||||
namespace Content.Server.AI.Utility.Considerations.Nutrition
|
||||
{
|
||||
public sealed class FoodValueCon : Consideration
|
||||
{
|
||||
public FoodValueCon(IResponseCurve curve) : base(curve) {}
|
||||
|
||||
public override float GetScore(Blackboard context)
|
||||
{
|
||||
var target = context.GetState<TargetEntityState>().GetValue();
|
||||
|
||||
if (!target.TryGetComponent(out SolutionComponent food))
|
||||
{
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
var nutritionValue = 0;
|
||||
|
||||
foreach (var reagent in food.ReagentList)
|
||||
{
|
||||
// TODO
|
||||
nutritionValue += (reagent.Quantity * 30).Int();
|
||||
}
|
||||
|
||||
return nutritionValue / 1000.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,25 @@
|
||||
using Content.Server.AI.Utility.Curves;
|
||||
using Content.Server.AI.WorldState;
|
||||
using Content.Server.AI.WorldState.States;
|
||||
using Content.Server.GameObjects.Components.Nutrition;
|
||||
|
||||
namespace Content.Server.AI.Utility.Considerations.Nutrition
|
||||
{
|
||||
|
||||
public sealed class HungerCon : Consideration
|
||||
{
|
||||
public HungerCon(IResponseCurve curve) : base(curve) {}
|
||||
|
||||
public override float GetScore(Blackboard context)
|
||||
{
|
||||
var owner = context.GetState<SelfState>().GetValue();
|
||||
|
||||
if (!owner.TryGetComponent(out HungerComponent hunger))
|
||||
{
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
return 1 - (hunger.CurrentHunger / hunger.HungerThresholds[HungerThreshold.Overfed]);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,24 @@
|
||||
using Content.Server.AI.Utility.Curves;
|
||||
using Content.Server.AI.WorldState;
|
||||
|
||||
namespace Content.Server.AI.Utility.Considerations.State
|
||||
{
|
||||
/// <summary>
|
||||
/// Simple NullCheck on a StoredState
|
||||
/// </summary>
|
||||
public sealed class StoredStateIsNullCon<T, U> : Consideration where T : StoredStateData<U>
|
||||
{
|
||||
public StoredStateIsNullCon(IResponseCurve curve) : base(curve) {}
|
||||
|
||||
public override float GetScore(Blackboard context)
|
||||
{
|
||||
var state = context.GetState<T>();
|
||||
if (state.GetValue() == null)
|
||||
{
|
||||
return 1.0f;
|
||||
}
|
||||
|
||||
return 0.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user