Refactor AI considerations (#1278)

Considerations are now instantiated under a manager and re-used between entities where they pass in their blackboard to get a score back.
Also makes the API a bit nicer to use.
Also some random cleanup.

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
This commit is contained in:
metalgearsloth
2020-07-08 09:37:35 +10:00
committed by GitHub
parent c25c1e1094
commit 5aefae184c
64 changed files with 625 additions and 396 deletions

View File

@@ -21,12 +21,8 @@ namespace Content.Server.AI.Utility.ExpandableActions.Clothing.Gloves
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 context.GetState<InventoryState>().GetValue())
foreach (var entity in context.GetState<EnumerableInventoryState>().GetValue())
{
if (entity.TryGetComponent(out ClothingComponent clothing) &&
(clothing.SlotFlags & EquipmentSlotDefines.SlotFlags.GLOVES) != 0)

View File

@@ -22,7 +22,7 @@ namespace Content.Server.AI.Utility.ExpandableActions.Clothing.Head
{
var owner = context.GetState<SelfState>().GetValue();
foreach (var entity in context.GetState<InventoryState>().GetValue())
foreach (var entity in context.GetState<EnumerableInventoryState>().GetValue())
{
if (entity.TryGetComponent(out ClothingComponent clothing) &&
(clothing.SlotFlags & EquipmentSlotDefines.SlotFlags.HEAD) != 0)

View File

@@ -1,3 +1,4 @@
using System;
using System.Collections.Generic;
using Content.Server.AI.Utility.Actions;
using Content.Server.AI.Utility.Actions.Clothing.Head;
@@ -5,6 +6,7 @@ using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.AI.WorldState.States.Clothing;
using Content.Server.GameObjects;
using Content.Server.GameObjects.Components.Movement;
using Content.Shared.GameObjects.Components.Inventory;
namespace Content.Server.AI.Utility.ExpandableActions.Clothing.Head
@@ -16,6 +18,7 @@ namespace Content.Server.AI.Utility.ExpandableActions.Clothing.Head
public override IEnumerable<UtilityAction> GetActions(Blackboard context)
{
var owner = context.GetState<SelfState>().GetValue();
foreach (var entity in context.GetState<NearbyClothingState>().GetValue())
{
if (entity.TryGetComponent(out ClothingComponent clothing) &&

View File

@@ -1,3 +1,4 @@
using System;
using System.Collections.Generic;
using Content.Server.AI.Utility.Actions;
using Content.Server.AI.Utility.Actions.Clothing.OuterClothing;
@@ -5,6 +6,7 @@ using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.AI.WorldState.States.Inventory;
using Content.Server.GameObjects;
using Content.Server.GameObjects.Components.Movement;
using Content.Shared.GameObjects.Components.Inventory;
namespace Content.Server.AI.Utility.ExpandableActions.Clothing.OuterClothing
@@ -20,7 +22,7 @@ namespace Content.Server.AI.Utility.ExpandableActions.Clothing.OuterClothing
{
var owner = context.GetState<SelfState>().GetValue();
foreach (var entity in context.GetState<InventoryState>().GetValue())
foreach (var entity in context.GetState<EnumerableInventoryState>().GetValue())
{
if (entity.TryGetComponent(out ClothingComponent clothing) &&
(clothing.SlotFlags & EquipmentSlotDefines.SlotFlags.OUTERCLOTHING) != 0)

View File

@@ -1,3 +1,4 @@
using System;
using System.Collections.Generic;
using Content.Server.AI.Utility.Actions;
using Content.Server.AI.Utility.Actions.Clothing.Shoes;
@@ -5,6 +6,7 @@ using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.AI.WorldState.States.Inventory;
using Content.Server.GameObjects;
using Content.Server.GameObjects.Components.Movement;
using Content.Shared.GameObjects.Components.Inventory;
namespace Content.Server.AI.Utility.ExpandableActions.Clothing.Shoes
@@ -20,7 +22,7 @@ namespace Content.Server.AI.Utility.ExpandableActions.Clothing.Shoes
{
var owner = context.GetState<SelfState>().GetValue();
foreach (var entity in context.GetState<InventoryState>().GetValue())
foreach (var entity in context.GetState<EnumerableInventoryState>().GetValue())
{
if (entity.TryGetComponent(out ClothingComponent clothing) &&
(clothing.SlotFlags & EquipmentSlotDefines.SlotFlags.SHOES) != 0)

View File

@@ -4,6 +4,7 @@ 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;
using Content.Server.GameObjects.Components.Weapon.Melee;
namespace Content.Server.AI.Utility.ExpandableActions.Combat.Melee
{
@@ -15,8 +16,13 @@ namespace Content.Server.AI.Utility.ExpandableActions.Combat.Melee
{
var owner = context.GetState<SelfState>().GetValue();
foreach (var entity in context.GetState<InventoryState>().GetValue())
foreach (var entity in context.GetState<EnumerableInventoryState>().GetValue())
{
if (!entity.HasComponent<MeleeWeaponComponent>())
{
continue;
}
yield return new EquipMelee(owner, entity, Bonus);
}
}

View File

@@ -4,6 +4,7 @@ using Content.Server.AI.Utility.Actions.Nutrition.Drink;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.AI.WorldState.States.Inventory;
using Content.Server.GameObjects.Components.Nutrition;
namespace Content.Server.AI.Utility.ExpandableActions.Nutrition
{
@@ -15,8 +16,13 @@ namespace Content.Server.AI.Utility.ExpandableActions.Nutrition
{
var owner = context.GetState<SelfState>().GetValue();
foreach (var entity in context.GetState<InventoryState>().GetValue())
foreach (var entity in context.GetState<EnumerableInventoryState>().GetValue())
{
if (!entity.HasComponent<DrinkComponent>())
{
continue;
}
yield return new UseDrinkInInventory(owner, entity, Bonus);
}
}

View File

@@ -4,6 +4,7 @@ using Content.Server.AI.Utility.Actions.Nutrition.Food;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.AI.WorldState.States.Inventory;
using Content.Server.GameObjects.Components.Nutrition;
namespace Content.Server.AI.Utility.ExpandableActions.Nutrition
{
@@ -15,8 +16,13 @@ namespace Content.Server.AI.Utility.ExpandableActions.Nutrition
{
var owner = context.GetState<SelfState>().GetValue();
foreach (var entity in context.GetState<InventoryState>().GetValue())
foreach (var entity in context.GetState<EnumerableInventoryState>().GetValue())
{
if (!entity.HasComponent<FoodComponent>())
{
continue;
}
yield return new UseFoodInInventory(owner, entity, Bonus);
}
}