Add xenos (#1204)
* 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>
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@@ -1,6 +1,7 @@
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using System.Collections.Generic;
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using Content.Server.AI.Operators;
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using Content.Server.AI.Operators.Combat;
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using Content.Server.AI.Operators.Combat.Melee;
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using Content.Server.AI.Operators.Movement;
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using Content.Server.AI.Utility.Considerations;
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using Content.Server.AI.Utility.Considerations.Combat;
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@@ -17,11 +18,11 @@ using Robust.Shared.Interfaces.GameObjects;
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namespace Content.Server.AI.Utility.Actions.Combat.Melee
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{
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public sealed class MeleeAttackEntity : UtilityAction
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public sealed class MeleeWeaponAttackEntity : UtilityAction
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{
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private IEntity _entity;
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public MeleeAttackEntity(IEntity owner, IEntity entity, float weight) : base(owner)
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public MeleeWeaponAttackEntity(IEntity owner, IEntity entity, float weight) : base(owner)
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{
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_entity = entity;
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Bonus = weight;
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@@ -0,0 +1,78 @@
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using System.Collections.Generic;
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using Content.Server.AI.Operators;
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using Content.Server.AI.Operators.Combat.Melee;
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using Content.Server.AI.Operators.Movement;
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using Content.Server.AI.Utility.Considerations;
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using Content.Server.AI.Utility.Considerations.Combat;
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using Content.Server.AI.Utility.Considerations.Combat.Melee;
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using Content.Server.AI.Utility.Considerations.Movement;
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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.AI.WorldState.States.Combat;
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using Content.Server.AI.WorldState.States.Movement;
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using Content.Server.GameObjects.Components.Weapon.Melee;
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using Robust.Shared.Interfaces.GameObjects;
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namespace Content.Server.AI.Utility.Actions.Combat.Melee
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{
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public sealed class UnarmedAttackEntity : UtilityAction
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{
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private IEntity _entity;
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public UnarmedAttackEntity(IEntity owner, IEntity entity, float weight) : base(owner)
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{
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_entity = entity;
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Bonus = weight;
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}
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public override void SetupOperators(Blackboard context)
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{
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MoveToEntityOperator moveOperator;
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if (Owner.TryGetComponent(out UnarmedCombatComponent unarmedCombatComponent))
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{
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moveOperator = new MoveToEntityOperator(Owner, _entity, unarmedCombatComponent.Range - 0.01f);
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}
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// I think it's possible for this to happen given planning is time-sliced?
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// TODO: At this point we should abort
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else
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{
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moveOperator = new MoveToEntityOperator(Owner, _entity);
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}
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ActionOperators = new Queue<AiOperator>(new AiOperator[]
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{
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moveOperator,
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new UnarmedCombatOperator(Owner, _entity),
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});
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}
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protected override void UpdateBlackboard(Blackboard context)
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{
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base.UpdateBlackboard(context);
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context.GetState<TargetEntityState>().SetValue(_entity);
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context.GetState<MoveTargetState>().SetValue(_entity);
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// Can just set ourselves as entity given unarmed just inherits from meleeweapon
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context.GetState<WeaponEntityState>().SetValue(Owner);
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}
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protected override Consideration[] Considerations { get; } = {
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new CanUnarmedCombatCon(
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new BoolCurve()),
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// Don't attack a dead target
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new TargetIsDeadCon(
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new InverseBoolCurve()),
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// Deprioritise a target in crit
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new TargetIsCritCon(
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new QuadraticCurve(-0.8f, 1.0f, 1.0f, 0.0f)),
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// Somewhat prioritise distance
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new DistanceCon(
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new QuadraticCurve(-1.0f, 1.0f, 1.02f, 0.0f)),
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// Prefer weaker targets
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new TargetHealthCon(
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new QuadraticCurve(1.0f, 0.4f, 0.0f, -0.02f)),
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// TODO: Consider our Speed and Damage to compare this to using a weapon
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// Also need to unequip our weapon if we have one (xenos can't hold one so no issue for now)
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};
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}
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}
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