* Add xenos for stress test

Pretty hacky and not how I'd do it long-term

* Remove claws

* Add in unarmed combat behaviors

* Cleanuppppp

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
This commit is contained in:
metalgearsloth
2020-06-25 01:43:58 +10:00
committed by GitHub
parent 02b8487d6c
commit d12a6bd9cf
24 changed files with 471 additions and 27 deletions

View File

@@ -5,7 +5,7 @@ using Content.Server.GameObjects.EntitySystems;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.IoC;
namespace Content.Server.AI.Operators.Combat
namespace Content.Server.AI.Operators.Combat.Melee
{
public class SwingMeleeWeaponOperator : AiOperator
{
@@ -41,6 +41,15 @@ namespace Content.Server.AI.Operators.Combat
return true;
}
public override void Shutdown(Outcome outcome)
{
base.Shutdown(outcome);
if (_owner.TryGetComponent(out CombatModeComponent combatModeComponent))
{
combatModeComponent.IsInCombatMode = false;
}
}
public override Outcome Execute(float frameTime)
{
@@ -70,5 +79,4 @@ namespace Content.Server.AI.Operators.Combat
return Outcome.Continuing;
}
}
}

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@@ -0,0 +1,88 @@
using Content.Server.GameObjects;
using Content.Server.GameObjects.Components.Mobs;
using Content.Server.GameObjects.Components.Weapon.Melee;
using Content.Server.GameObjects.EntitySystems;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.IoC;
namespace Content.Server.AI.Operators.Combat.Melee
{
public sealed class UnarmedCombatOperator : AiOperator
{
private float _burstTime;
private float _elapsedTime;
private readonly IEntity _owner;
private readonly IEntity _target;
private UnarmedCombatComponent _unarmedCombat;
public UnarmedCombatOperator(IEntity owner, IEntity target, float burstTime = 1.0f)
{
_owner = owner;
_target = target;
_burstTime = burstTime;
}
public override bool TryStartup()
{
if (!base.TryStartup())
{
return true;
}
if (!_owner.TryGetComponent(out CombatModeComponent combatModeComponent))
{
return false;
}
if (!combatModeComponent.IsInCombatMode)
{
combatModeComponent.IsInCombatMode = true;
}
if (_owner.TryGetComponent(out UnarmedCombatComponent unarmedCombatComponent))
{
_unarmedCombat = unarmedCombatComponent;
}
else
{
return false;
}
return true;
}
public override void Shutdown(Outcome outcome)
{
base.Shutdown(outcome);
if (_owner.TryGetComponent(out CombatModeComponent combatModeComponent))
{
combatModeComponent.IsInCombatMode = false;
}
}
public override Outcome Execute(float frameTime)
{
if (_burstTime <= _elapsedTime)
{
return Outcome.Success;
}
if (_unarmedCombat.Deleted)
{
return Outcome.Failed;
}
if ((_target.Transform.GridPosition.Position - _owner.Transform.GridPosition.Position).Length >
_unarmedCombat.Range)
{
return Outcome.Failed;
}
var interactionSystem = IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<InteractionSystem>();
interactionSystem.UseItemInHand(_owner, _target.Transform.GridPosition, _target.Uid);
_elapsedTime += frameTime;
return Outcome.Continuing;
}
}
}

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@@ -1,6 +1,7 @@
using System.Collections.Generic;
using Content.Server.AI.Operators;
using Content.Server.AI.Operators.Combat;
using Content.Server.AI.Operators.Combat.Melee;
using Content.Server.AI.Operators.Movement;
using Content.Server.AI.Utility.Considerations;
using Content.Server.AI.Utility.Considerations.Combat;
@@ -17,11 +18,11 @@ using Robust.Shared.Interfaces.GameObjects;
namespace Content.Server.AI.Utility.Actions.Combat.Melee
{
public sealed class MeleeAttackEntity : UtilityAction
public sealed class MeleeWeaponAttackEntity : UtilityAction
{
private IEntity _entity;
public MeleeAttackEntity(IEntity owner, IEntity entity, float weight) : base(owner)
public MeleeWeaponAttackEntity(IEntity owner, IEntity entity, float weight) : base(owner)
{
_entity = entity;
Bonus = weight;

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@@ -0,0 +1,78 @@
using System.Collections.Generic;
using Content.Server.AI.Operators;
using Content.Server.AI.Operators.Combat.Melee;
using Content.Server.AI.Operators.Movement;
using Content.Server.AI.Utility.Considerations;
using Content.Server.AI.Utility.Considerations.Combat;
using Content.Server.AI.Utility.Considerations.Combat.Melee;
using Content.Server.AI.Utility.Considerations.Movement;
using Content.Server.AI.Utility.Curves;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.AI.WorldState.States.Combat;
using Content.Server.AI.WorldState.States.Movement;
using Content.Server.GameObjects.Components.Weapon.Melee;
using Robust.Shared.Interfaces.GameObjects;
namespace Content.Server.AI.Utility.Actions.Combat.Melee
{
public sealed class UnarmedAttackEntity : UtilityAction
{
private IEntity _entity;
public UnarmedAttackEntity(IEntity owner, IEntity entity, float weight) : base(owner)
{
_entity = entity;
Bonus = weight;
}
public override void SetupOperators(Blackboard context)
{
MoveToEntityOperator moveOperator;
if (Owner.TryGetComponent(out UnarmedCombatComponent unarmedCombatComponent))
{
moveOperator = new MoveToEntityOperator(Owner, _entity, unarmedCombatComponent.Range - 0.01f);
}
// I think it's possible for this to happen given planning is time-sliced?
// TODO: At this point we should abort
else
{
moveOperator = new MoveToEntityOperator(Owner, _entity);
}
ActionOperators = new Queue<AiOperator>(new AiOperator[]
{
moveOperator,
new UnarmedCombatOperator(Owner, _entity),
});
}
protected override void UpdateBlackboard(Blackboard context)
{
base.UpdateBlackboard(context);
context.GetState<TargetEntityState>().SetValue(_entity);
context.GetState<MoveTargetState>().SetValue(_entity);
// Can just set ourselves as entity given unarmed just inherits from meleeweapon
context.GetState<WeaponEntityState>().SetValue(Owner);
}
protected override Consideration[] Considerations { get; } = {
new CanUnarmedCombatCon(
new BoolCurve()),
// Don't attack a dead target
new TargetIsDeadCon(
new InverseBoolCurve()),
// Deprioritise a target in crit
new TargetIsCritCon(
new QuadraticCurve(-0.8f, 1.0f, 1.0f, 0.0f)),
// Somewhat prioritise distance
new DistanceCon(
new QuadraticCurve(-1.0f, 1.0f, 1.02f, 0.0f)),
// Prefer weaker targets
new TargetHealthCon(
new QuadraticCurve(1.0f, 0.4f, 0.0f, -0.02f)),
// TODO: Consider our Speed and Damage to compare this to using a weapon
// Also need to unequip our weapon if we have one (xenos can't hold one so no issue for now)
};
}
}

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@@ -0,0 +1,18 @@
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();
}
}
}

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@@ -0,0 +1,19 @@
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();
}
}
}

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@@ -0,0 +1,17 @@
using Content.Server.AI.Utility.Actions;
using Content.Server.AI.Utility.ExpandableActions.Combat.Melee;
using Robust.Shared.Interfaces.GameObjects;
namespace Content.Server.AI.Utility.BehaviorSets
{
public sealed class UnarmedAttackPlayersBehaviorSet : BehaviorSet
{
public UnarmedAttackPlayersBehaviorSet(IEntity owner) : base(owner)
{
Actions = new IAiUtility[]
{
new UnarmedAttackNearbyPlayerExp(),
};
}
}
}

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@@ -0,0 +1,17 @@
using Content.Server.AI.Utility.Curves;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.GameObjects.Components.Weapon.Melee;
namespace Content.Server.AI.Utility.Considerations.Combat.Melee
{
public sealed class CanUnarmedCombatCon : Consideration
{
public CanUnarmedCombatCon(IResponseCurve curve) : base(curve) {}
public override float GetScore(Blackboard context)
{
return context.GetState<SelfState>().GetValue().HasComponent<UnarmedCombatComponent>() ? 1.0f : 0.0f;
}
}
}

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@@ -28,7 +28,7 @@ namespace Content.Server.AI.Utility.ExpandableActions.Combat.Melee
{
if (entity.HasComponent<BasicActorComponent>() && entity != owner)
{
yield return new MeleeAttackEntity(owner, entity, Bonus);
yield return new MeleeWeaponAttackEntity(owner, entity, Bonus);
}
}
}

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@@ -16,7 +16,7 @@ namespace Content.Server.AI.Utility.ExpandableActions.Combat.Melee
var owner = context.GetState<SelfState>().GetValue();
foreach (var entity in context.GetState<NearbySpeciesState>().GetValue())
{
yield return new MeleeAttackEntity(owner, entity, Bonus);
yield return new MeleeWeaponAttackEntity(owner, entity, Bonus);
}
}
}

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@@ -0,0 +1,36 @@
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 UnarmedAttackNearbyPlayerExp : 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 UnarmedAttackEntity(owner, entity, Bonus);
}
}
}
}
}