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:
metalgearsloth
2020-06-18 22:52:44 +10:00
committed by GitHub
parent 9b8cedf6c6
commit 5391d3c72a
211 changed files with 10335 additions and 527 deletions

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using System.Collections.Generic;
using Content.Server.AI.Utility.Actions;
using Content.Server.AI.Utility.Actions.Combat.Melee;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.AI.WorldState.States.Inventory;
namespace Content.Server.AI.Utility.ExpandableActions.Combat.Melee
{
public sealed class EquipMeleeExp : ExpandableUtilityAction
{
public override float Bonus => UtilityAction.CombatPrepBonus;
public override IEnumerable<UtilityAction> GetActions(Blackboard context)
{
var owner = context.GetState<SelfState>().GetValue();
foreach (var entity in context.GetState<InventoryState>().GetValue())
{
yield return new EquipMelee(owner, entity, Bonus);
}
}
}
}

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using System;
using System.Collections.Generic;
using Content.Server.AI.Utility.Actions;
using Content.Server.AI.Utility.Actions.Combat.Melee;
using Content.Server.AI.Utils;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.GameObjects;
using Content.Server.GameObjects.Components.Movement;
using Robust.Server.GameObjects;
namespace Content.Server.AI.Utility.ExpandableActions.Combat.Melee
{
public sealed class MeleeAttackNearbyPlayerExp : ExpandableUtilityAction
{
public override float Bonus => UtilityAction.CombatBonus;
public override IEnumerable<UtilityAction> GetActions(Blackboard context)
{
var owner = context.GetState<SelfState>().GetValue();
if (!owner.TryGetComponent(out AiControllerComponent controller))
{
throw new InvalidOperationException();
}
foreach (var entity in Visibility.GetEntitiesInRange(owner.Transform.GridPosition, typeof(SpeciesComponent),
controller.VisionRadius))
{
if (entity.HasComponent<BasicActorComponent>() && entity != owner)
{
yield return new MeleeAttackEntity(owner, entity, Bonus);
}
}
}
}
}

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using System.Collections.Generic;
using Content.Server.AI.Utility.Actions;
using Content.Server.AI.Utility.Actions.Combat.Melee;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.AI.WorldState.States.Mobs;
namespace Content.Server.AI.Utility.ExpandableActions.Combat.Melee
{
public sealed class MeleeAttackNearbySpeciesExp : ExpandableUtilityAction
{
public override float Bonus => UtilityAction.CombatBonus;
public override IEnumerable<UtilityAction> GetActions(Blackboard context)
{
var owner = context.GetState<SelfState>().GetValue();
foreach (var entity in context.GetState<NearbySpeciesState>().GetValue())
{
yield return new MeleeAttackEntity(owner, entity, Bonus);
}
}
}
}

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using System.Collections.Generic;
using Content.Server.AI.Utility.Actions;
using Content.Server.AI.Utility.Actions.Combat.Melee;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.AI.WorldState.States.Combat.Nearby;
namespace Content.Server.AI.Utility.ExpandableActions.Combat.Melee
{
public sealed class PickUpMeleeWeaponExp : ExpandableUtilityAction
{
public override float Bonus => UtilityAction.CombatPrepBonus;
public override IEnumerable<UtilityAction> GetActions(Blackboard context)
{
var owner = context.GetState<SelfState>().GetValue();
foreach (var entity in context.GetState<NearbyMeleeWeapons>().GetValue())
{
yield return new PickUpMeleeWeapon(owner, entity, Bonus);
}
}
}
}

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using System.Collections.Generic;
using Content.Server.AI.Utility.Actions;
using Content.Server.AI.Utility.Actions.Combat.Ranged.Ballistic;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.AI.WorldState.States.Inventory;
using Content.Server.GameObjects.Components.Weapon.Ranged.Projectile;
namespace Content.Server.AI.Utility.ExpandableActions.Combat.Ranged.Ballistic
{
public sealed class DropEmptyBallisticExp : ExpandableUtilityAction
{
public override float Bonus => UtilityAction.CombatPrepBonus;
public override IEnumerable<UtilityAction> GetActions(Blackboard context)
{
var owner = context.GetState<SelfState>().GetValue();
foreach (var entity in context.GetState<InventoryState>().GetValue())
{
if (entity.HasComponent<BallisticMagazineWeaponComponent>())
{
yield return new DropEmptyBallistic(owner, entity, Bonus);
}
}
}
}
}

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using System.Collections.Generic;
using Content.Server.AI.Utility.Actions;
using Content.Server.AI.Utility.Actions.Combat.Ranged.Ballistic;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.AI.WorldState.States.Inventory;
namespace Content.Server.AI.Utility.ExpandableActions.Combat.Ranged.Ballistic
{
public sealed class EquipBallisticExp : ExpandableUtilityAction
{
public override float Bonus => UtilityAction.CombatPrepBonus;
public override IEnumerable<UtilityAction> GetActions(Blackboard context)
{
var owner = context.GetState<SelfState>().GetValue();
foreach (var entity in context.GetState<InventoryState>().GetValue())
{
yield return new EquipBallistic(owner, entity, Bonus);
}
}
}
}

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using System;
using System.Collections.Generic;
using Content.Server.AI.Utility.Actions;
using Content.Server.AI.Utility.Actions.Combat.Ranged.Ballistic;
using Content.Server.AI.Utils;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.GameObjects.Components.Movement;
using Content.Server.GameObjects.Components.Weapon.Ranged.Projectile;
namespace Content.Server.AI.Utility.ExpandableActions.Combat.Ranged.Ballistic
{
public sealed class PickUpAmmoExp : ExpandableUtilityAction
{
public override float Bonus => UtilityAction.CombatPrepBonus;
public override IEnumerable<UtilityAction> GetActions(Blackboard context)
{
var owner = context.GetState<SelfState>().GetValue();
if (!owner.TryGetComponent(out AiControllerComponent controller))
{
throw new InvalidOperationException();
}
foreach (var entity in Visibility.GetEntitiesInRange(owner.Transform.GridPosition, typeof(BallisticMagazineComponent),
controller.VisionRadius))
{
yield return new PickUpAmmo(owner, entity, Bonus);
}
}
}
}

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using System;
using System.Collections.Generic;
using Content.Server.AI.Utility.Actions;
using Content.Server.AI.Utility.Actions.Combat.Ranged.Hitscan;
using Content.Server.AI.Utils;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.GameObjects.Components.Movement;
using Content.Server.GameObjects.Components.Power.Chargers;
namespace Content.Server.AI.Utility.ExpandableActions.Combat.Ranged.Hitscan
{
public sealed class ChargeEquippedHitscanExp : ExpandableUtilityAction
{
public override float Bonus => UtilityAction.CombatPrepBonus;
public override IEnumerable<UtilityAction> GetActions(Blackboard context)
{
var owner = context.GetState<SelfState>().GetValue();
if (!owner.TryGetComponent(out AiControllerComponent controller))
{
throw new InvalidOperationException();
}
foreach (var entity in Visibility.GetEntitiesInRange(owner.Transform.GridPosition, typeof(WeaponCapacitorChargerComponent),
controller.VisionRadius))
{
yield return new PutHitscanInCharger(owner, entity, Bonus);
}
}
}
}

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using System.Collections.Generic;
using Content.Server.AI.Utility.Actions;
using Content.Server.AI.Utility.Actions.Combat.Ranged.Hitscan;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.AI.WorldState.States.Inventory;
using Content.Server.GameObjects.Components.Weapon.Ranged.Hitscan;
namespace Content.Server.AI.Utility.ExpandableActions.Combat.Ranged.Hitscan
{
public class DropEmptyHitscanExp : ExpandableUtilityAction
{
public override float Bonus => UtilityAction.CombatPrepBonus;
public override IEnumerable<UtilityAction> GetActions(Blackboard context)
{
var owner = context.GetState<SelfState>().GetValue();
foreach (var entity in context.GetState<InventoryState>().GetValue())
{
if (entity.HasComponent<HitscanWeaponComponent>())
{
yield return new DropEmptyHitscan(owner, entity, Bonus);
}
}
}
}
}

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using System.Collections.Generic;
using Content.Server.AI.Utility.Actions;
using Content.Server.AI.Utility.Actions.Combat.Ranged.Hitscan;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.AI.WorldState.States.Inventory;
namespace Content.Server.AI.Utility.ExpandableActions.Combat.Ranged.Hitscan
{
public sealed class EquipHitscanExp : ExpandableUtilityAction
{
public override float Bonus => UtilityAction.CombatPrepBonus;
public override IEnumerable<UtilityAction> GetActions(Blackboard context)
{
var owner = context.GetState<SelfState>().GetValue();
foreach (var entity in context.GetState<InventoryState>().GetValue())
{
yield return new EquipHitscan(owner, entity, Bonus);
}
}
}
}

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using System;
using System.Collections.Generic;
using Content.Server.AI.Utility.Actions;
using Content.Server.AI.Utility.Actions.Combat.Ranged.Hitscan;
using Content.Server.AI.Utils;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.GameObjects.Components.Movement;
using Content.Server.GameObjects.Components.Power.Chargers;
namespace Content.Server.AI.Utility.ExpandableActions.Combat.Ranged.Hitscan
{
public sealed class PickUpHitscanFromChargersExp : ExpandableUtilityAction
{
public override float Bonus => UtilityAction.CombatPrepBonus;
public override IEnumerable<UtilityAction> GetActions(Blackboard context)
{
var owner = context.GetState<SelfState>().GetValue();
if (!owner.TryGetComponent(out AiControllerComponent controller))
{
throw new InvalidOperationException();
}
foreach (var entity in Visibility.GetEntitiesInRange(owner.Transform.GridPosition, typeof(WeaponCapacitorChargerComponent),
controller.VisionRadius))
{
var contained = entity.GetComponent<WeaponCapacitorChargerComponent>().HeldItem;
if (contained != null)
{
yield return new PickUpHitscanFromCharger(owner, entity, contained, Bonus);
}
}
}
}
}

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using System.Collections.Generic;
using Content.Server.AI.Utility.Actions;
using Content.Server.AI.Utility.Actions.Combat.Ranged.Ballistic;
using Content.Server.AI.Utility.Actions.Combat.Ranged.Hitscan;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.AI.WorldState.States.Combat.Nearby;
using Content.Server.GameObjects.Components.Weapon.Ranged.Hitscan;
using Content.Server.GameObjects.Components.Weapon.Ranged.Projectile;
namespace Content.Server.AI.Utility.ExpandableActions.Combat.Ranged
{
public sealed class PickUpRangedExp : ExpandableUtilityAction
{
public override float Bonus => UtilityAction.CombatPrepBonus;
public override IEnumerable<UtilityAction> GetActions(Blackboard context)
{
var owner = context.GetState<SelfState>().GetValue();
foreach (var entity in context.GetState<NearbyRangedWeapons>().GetValue())
{
if (entity.HasComponent<HitscanWeaponComponent>())
{
yield return new PickUpHitscanWeapon(owner, entity, Bonus);
}
if (entity.HasComponent<BallisticMagazineWeaponComponent>())
{
yield return new PickUpBallisticMagWeapon(owner, entity, Bonus);
}
}
}
}
}

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using System.Collections.Generic;
using Content.Server.AI.Utility.Actions;
using Content.Server.AI.Utility.Actions.Combat.Ranged.Ballistic;
using Content.Server.AI.Utility.Actions.Combat.Ranged.Hitscan;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.AI.WorldState.States.Mobs;
namespace Content.Server.AI.Utility.ExpandableActions.Combat.Ranged
{
public sealed class RangedAttackNearbySpeciesExp : ExpandableUtilityAction
{
public override float Bonus => UtilityAction.CombatBonus;
public override IEnumerable<UtilityAction> GetActions(Blackboard context)
{
var owner = context.GetState<SelfState>().GetValue();
foreach (var entity in context.GetState<NearbySpeciesState>().GetValue())
{
yield return new HitscanAttackEntity(owner, entity, Bonus);
yield return new BallisticAttackEntity(owner, entity, Bonus);
}
}
}
}