Merge branch 'master' into buckle-locker-fix-1262

This commit is contained in:
DrSmugleaf
2020-07-08 15:35:20 +02:00
121 changed files with 1116 additions and 772 deletions

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@@ -1,4 +1,3 @@
using Content.Server.AI.Utility.Curves;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.GameObjects.EntitySystems;
@@ -9,9 +8,7 @@ namespace Content.Server.AI.Utility.Considerations.ActionBlocker
{
public sealed class CanMoveCon : Consideration
{
public CanMoveCon(IResponseCurve curve) : base(curve) {}
public override float GetScore(Blackboard context)
protected override float GetScore(Blackboard context)
{
var self = context.GetState<SelfState>().GetValue();
if (!ActionBlockerSystem.CanMove(self))

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@@ -1,5 +1,5 @@
using Content.Server.AI.Utility.Curves;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States.Clothing;
using Content.Server.AI.WorldState.States.Inventory;
using Content.Server.GameObjects;
using Content.Shared.GameObjects.Components.Inventory;
@@ -8,25 +8,27 @@ namespace Content.Server.AI.Utility.Considerations.Clothing
{
public sealed class ClothingInInventoryCon : Consideration
{
private readonly EquipmentSlotDefines.SlotFlags _slot;
public ClothingInInventoryCon(EquipmentSlotDefines.SlotFlags slotFlags, IResponseCurve curve) : base(curve)
public ClothingInInventoryCon Slot(EquipmentSlotDefines.SlotFlags slotFlags, Blackboard context)
{
_slot = slotFlags;
// Ideally we'd just use a variable but then if we were iterating through multiple AI at once it'd be
// Stuffed so we need to store it on the AI's context.
context.GetState<ClothingSlotFlagConState>().SetValue(slotFlags);
return this;
}
public override float GetScore(Blackboard context)
protected override float GetScore(Blackboard context)
{
var inventory = context.GetState<InventoryState>().GetValue();
var slots = context.GetState<ClothingSlotConState>().GetValue();
var slotFlags = EquipmentSlotDefines.SlotMasks[slots];
foreach (var entity in inventory)
foreach (var entity in context.GetState<EnumerableInventoryState>().GetValue())
{
if (!entity.TryGetComponent(out ClothingComponent clothingComponent))
{
continue;
}
if ((clothingComponent.SlotFlags & _slot) != 0)
if ((clothingComponent.SlotFlags & slotFlags) != 0)
{
return 1.0f;
}

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@@ -1,4 +1,3 @@
using Content.Server.AI.Utility.Curves;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States.Clothing;
using Content.Shared.GameObjects.Components.Inventory;
@@ -7,18 +6,18 @@ namespace Content.Server.AI.Utility.Considerations.Clothing
{
public class ClothingInSlotCon : Consideration
{
private EquipmentSlotDefines.Slots _slot;
public ClothingInSlotCon(EquipmentSlotDefines.Slots slot, IResponseCurve curve) : base(curve)
public ClothingInSlotCon Slot(EquipmentSlotDefines.Slots slot, Blackboard context)
{
_slot = slot;
context.GetState<ClothingSlotConState>().SetValue(slot);
return this;
}
public override float GetScore(Blackboard context)
protected override float GetScore(Blackboard context)
{
var slot = context.GetState<ClothingSlotConState>().GetValue();
var inventory = context.GetState<EquippedClothingState>().GetValue();
return inventory.ContainsKey(_slot) ? 1.0f : 0.0f;
return inventory.ContainsKey(slot) ? 1.0f : 0.0f;
}
}
}

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@@ -1,4 +1,3 @@
using Content.Server.AI.Utility.Curves;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.GameObjects.Components.Weapon.Melee;
@@ -7,9 +6,7 @@ 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)
protected override float GetScore(Blackboard context)
{
return context.GetState<SelfState>().GetValue().HasComponent<UnarmedCombatComponent>() ? 1.0f : 0.0f;
}

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@@ -1,4 +1,3 @@
using Content.Server.AI.Utility.Curves;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States.Inventory;
using Content.Server.GameObjects.Components.Weapon.Melee;
@@ -7,11 +6,9 @@ namespace Content.Server.AI.Utility.Considerations.Combat.Melee
{
public sealed class HasMeleeWeaponCon : Consideration
{
public HasMeleeWeaponCon(IResponseCurve curve) : base(curve) {}
public override float GetScore(Blackboard context)
protected override float GetScore(Blackboard context)
{
foreach (var item in context.GetState<InventoryState>().GetValue())
foreach (var item in context.GetState<EnumerableInventoryState>().GetValue())
{
if (item.HasComponent<MeleeWeaponComponent>())
{

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@@ -1,4 +1,3 @@
using Content.Server.AI.Utility.Curves;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States.Combat;
using Content.Server.GameObjects.Components.Weapon.Melee;
@@ -7,9 +6,7 @@ namespace Content.Server.AI.Utility.Considerations.Combat.Melee
{
public sealed class MeleeWeaponDamageCon : Consideration
{
public MeleeWeaponDamageCon(IResponseCurve curve) : base(curve) {}
public override float GetScore(Blackboard context)
protected override float GetScore(Blackboard context)
{
var target = context.GetState<WeaponEntityState>().GetValue();

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@@ -1,4 +1,3 @@
using Content.Server.AI.Utility.Curves;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States.Inventory;
using Content.Server.GameObjects.Components.Weapon.Melee;
@@ -7,9 +6,7 @@ namespace Content.Server.AI.Utility.Considerations.Combat.Melee
{
public sealed class MeleeWeaponEquippedCon : Consideration
{
public MeleeWeaponEquippedCon(IResponseCurve curve) : base(curve) {}
public override float GetScore(Blackboard context)
protected override float GetScore(Blackboard context)
{
var equipped = context.GetState<EquippedEntityState>().GetValue();

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@@ -1,4 +1,3 @@
using Content.Server.AI.Utility.Curves;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States.Combat;
using Content.Server.GameObjects.Components.Weapon.Melee;
@@ -7,9 +6,7 @@ namespace Content.Server.AI.Utility.Considerations.Combat.Melee
{
public sealed class MeleeWeaponSpeedCon : Consideration
{
public MeleeWeaponSpeedCon(IResponseCurve curve) : base(curve) {}
public override float GetScore(Blackboard context)
protected override float GetScore(Blackboard context)
{
var target = context.GetState<WeaponEntityState>().GetValue();

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@@ -1,4 +1,3 @@
using Content.Server.AI.Utility.Curves;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.GameObjects;
@@ -8,9 +7,7 @@ namespace Content.Server.AI.Utility.Considerations.Combat
{
public sealed class TargetHealthCon : Consideration
{
public TargetHealthCon(IResponseCurve curve) : base(curve) {}
public override float GetScore(Blackboard context)
protected override float GetScore(Blackboard context)
{
var target = context.GetState<TargetEntityState>().GetValue();

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@@ -1,16 +1,12 @@
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)
protected override float GetScore(Blackboard context)
{
var target = context.GetState<TargetEntityState>().GetValue();

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@@ -1,4 +1,3 @@
using Content.Server.AI.Utility.Curves;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.GameObjects;
@@ -7,9 +6,7 @@ namespace Content.Server.AI.Utility.Considerations.Combat
{
public sealed class TargetIsDeadCon : Consideration
{
public TargetIsDeadCon(IResponseCurve curve) : base(curve) {}
public override float GetScore(Blackboard context)
protected override float GetScore(Blackboard context)
{
var target = context.GetState<TargetEntityState>().GetValue();

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@@ -1,25 +1,67 @@
using System;
using Content.Server.AI.Utility.Curves;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States.Utility;
namespace Content.Server.AI.Utility.Considerations
{
public abstract class Consideration
{
protected IResponseCurve Curve { get; }
protected abstract float GetScore(Blackboard context);
public Consideration(IResponseCurve curve)
private float GetAdjustedScore(Blackboard context)
{
Curve = curve;
var score = GetScore(context);
var considerationsCount = context.GetState<ConsiderationState>().GetValue();
var modificationFactor = 1.0f - 1.0f / considerationsCount;
var makeUpValue = (1.0f - score) * modificationFactor;
var adjustedScore = score + makeUpValue * score;
return Math.Clamp(adjustedScore, 0.0f, 1.0f);
}
public abstract float GetScore(Blackboard context);
public float ComputeResponseCurve(float score)
public Func<float> BoolCurve(Blackboard context)
{
var clampedScore = Math.Clamp(score, 0.0f, 1.0f);
var curvedResponse = Math.Clamp(Curve.GetResponse(clampedScore), 0.0f, 1.0f);
return curvedResponse;
float Result()
{
var adjustedScore = GetAdjustedScore(context);
// ReSharper disable once CompareOfFloatsByEqualityOperator
return adjustedScore == 1.0f ? 1.0f : 0.0f;
}
return Result;
}
public Func<float> InverseBoolCurve(Blackboard context)
{
float Result()
{
var adjustedScore = GetAdjustedScore(context);
// ReSharper disable once CompareOfFloatsByEqualityOperator
return adjustedScore == 1.0f ? 0.0f : 1.0f;
}
return Result;
}
public Func<float> LogisticCurve(Blackboard context, float slope, float exponent, float yOffset, float xOffset)
{
float Result()
{
var adjustedScore = GetAdjustedScore(context);
return Math.Clamp(exponent * (1 / (1 + (float) Math.Pow(Math.Log(1000) * slope, -1 * adjustedScore + xOffset))) + yOffset, 0.0f, 1.0f);
}
return Result;
}
public Func<float> QuadraticCurve(Blackboard context, float slope, float exponent, float yOffset, float xOffset)
{
float Result()
{
var adjustedScore = GetAdjustedScore(context);
return Math.Clamp(slope * (float) Math.Pow(adjustedScore - xOffset, exponent) + yOffset, 0.0f, 1.0f);
}
return Result;
}
}
}

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@@ -0,0 +1,29 @@
using System;
using System.Collections.Generic;
using Robust.Shared.Interfaces.Reflection;
using Robust.Shared.IoC;
namespace Content.Server.AI.Utility.Considerations
{
public class ConsiderationsManager
{
private Dictionary<Type, Consideration> _considerations = new Dictionary<Type, Consideration>();
public void Initialize()
{
var reflectionManager = IoCManager.Resolve<IReflectionManager>();
var typeFactory = IoCManager.Resolve<IDynamicTypeFactory>();
foreach (var conType in reflectionManager.GetAllChildren(typeof(Consideration)))
{
var con = (Consideration) typeFactory.CreateInstance(conType);
_considerations.Add(conType, con);
}
}
public T Get<T>() where T : Consideration
{
return (T) _considerations[typeof(T)];
}
}
}

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@@ -1,7 +1,5 @@
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 Content.Server.GameObjects.Components.Items.Storage;
using Robust.Shared.Containers;
@@ -13,9 +11,7 @@ namespace Content.Server.AI.Utility.Considerations.Containers
/// </summary>
public sealed class TargetAccessibleCon : Consideration
{
public TargetAccessibleCon(IResponseCurve curve) : base(curve) {}
public override float GetScore(Blackboard context)
protected override float GetScore(Blackboard context)
{
var target = context.GetState<TargetEntityState>().GetValue();
if (target == null)

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@@ -1,12 +1,9 @@
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;
protected override float GetScore(Blackboard context) => 1.0f;
}
}

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@@ -1,4 +1,3 @@
using Content.Server.AI.Utility.Curves;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.GameObjects;
@@ -7,9 +6,7 @@ namespace Content.Server.AI.Utility.Considerations.Hands
{
public class FreeHandCon : Consideration
{
public FreeHandCon(IResponseCurve curve) : base(curve) {}
public override float GetScore(Blackboard context)
protected override float GetScore(Blackboard context)
{
var owner = context.GetState<SelfState>().GetValue();

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@@ -1,4 +1,3 @@
using Content.Server.AI.Utility.Curves;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.GameObjects;
@@ -11,9 +10,7 @@ namespace Content.Server.AI.Utility.Considerations.Hands
/// </summary>
public sealed class TargetInOurHandsCon : Consideration
{
public TargetInOurHandsCon(IResponseCurve curve) : base(curve) {}
public override float GetScore(Blackboard context)
protected override float GetScore(Blackboard context)
{
var owner = context.GetState<SelfState>().GetValue();
var target = context.GetState<TargetEntityState>().GetValue();

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@@ -1,4 +1,3 @@
using Content.Server.AI.Utility.Curves;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.AI.WorldState.States.Hands;
@@ -9,9 +8,7 @@ namespace Content.Server.AI.Utility.Considerations.Inventory
{
public class CanPutTargetInHandsCon : Consideration
{
public CanPutTargetInHandsCon(IResponseCurve curve) : base(curve) {}
public override float GetScore(Blackboard context)
protected override float GetScore(Blackboard context)
{
// First check if target in inventory already
// If not then check if we have a free hand
@@ -22,9 +19,7 @@ namespace Content.Server.AI.Utility.Considerations.Inventory
return 0.0f;
}
var inventory = context.GetState<InventoryState>().GetValue();
foreach (var item in inventory)
foreach (var item in context.GetState<EnumerableInventoryState>().GetValue())
{
if (item == target)
{

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@@ -1,4 +1,3 @@
using Content.Server.AI.Utility.Curves;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.AI.WorldState.States.Inventory;
@@ -8,11 +7,8 @@ namespace Content.Server.AI.Utility.Considerations.Inventory
{
public class TargetInOurInventoryCon : Consideration
{
public TargetInOurInventoryCon(IResponseCurve curve) : base(curve) {}
public override float GetScore(Blackboard context)
protected override float GetScore(Blackboard context)
{
var inventory = context.GetState<InventoryState>().GetValue();
var target = context.GetState<TargetEntityState>().GetValue();
if (target == null || !target.HasComponent<ItemComponent>())
@@ -20,7 +16,7 @@ namespace Content.Server.AI.Utility.Considerations.Inventory
return 0.0f;
}
foreach (var item in inventory)
foreach (var item in context.GetState<EnumerableInventoryState>().GetValue())
{
if (item == target)
{

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@@ -1,4 +1,3 @@
using Content.Server.AI.Utility.Curves;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
@@ -6,9 +5,7 @@ namespace Content.Server.AI.Utility.Considerations.Movement
{
public sealed class DistanceCon : Consideration
{
public DistanceCon(IResponseCurve curve) : base(curve) {}
public override float GetScore(Blackboard context)
protected override float GetScore(Blackboard context)
{
var self = context.GetState<SelfState>().GetValue();
var target = context.GetState<TargetEntityState>().GetValue();

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@@ -1,4 +1,3 @@
using Content.Server.AI.Utility.Curves;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.GameObjects.Components.Chemistry;
@@ -7,9 +6,7 @@ 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)
protected override float GetScore(Blackboard context)
{
var target = context.GetState<TargetEntityState>().GetValue();

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@@ -1,4 +1,3 @@
using Content.Server.AI.Utility.Curves;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.GameObjects.Components.Nutrition;
@@ -8,9 +7,7 @@ namespace Content.Server.AI.Utility.Considerations.Nutrition.Drink
{
public class ThirstCon : Consideration
{
public ThirstCon(IResponseCurve curve) : base(curve) {}
public override float GetScore(Blackboard context)
protected override float GetScore(Blackboard context)
{
var owner = context.GetState<SelfState>().GetValue();

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@@ -1,15 +1,12 @@
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
namespace Content.Server.AI.Utility.Considerations.Nutrition.Food
{
public sealed class FoodValueCon : Consideration
{
public FoodValueCon(IResponseCurve curve) : base(curve) {}
public override float GetScore(Blackboard context)
protected override float GetScore(Blackboard context)
{
var target = context.GetState<TargetEntityState>().GetValue();

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@@ -1,17 +1,14 @@
using Content.Server.AI.Utility.Curves;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.GameObjects.Components.Nutrition;
using Content.Shared.GameObjects.Components.Nutrition;
namespace Content.Server.AI.Utility.Considerations.Nutrition
namespace Content.Server.AI.Utility.Considerations.Nutrition.Food
{
public sealed class HungerCon : Consideration
{
public HungerCon(IResponseCurve curve) : base(curve) {}
public override float GetScore(Blackboard context)
protected override float GetScore(Blackboard context)
{
var owner = context.GetState<SelfState>().GetValue();

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@@ -0,0 +1,26 @@
using System;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States.Utility;
namespace Content.Server.AI.Utility.Considerations.State
{
/// <summary>
/// Simple NullCheck on a StoredState
/// </summary>
public sealed class StoredStateEntityIsNullCon : Consideration
{
public StoredStateEntityIsNullCon Set(Type type, Blackboard context)
{
// Ideally we'd just use a variable but then if we were iterating through multiple AI at once it'd be
// Stuffed so we need to store it on the AI's context.
context.GetState<StoredStateIsNullState>().SetValue(type);
return this;
}
protected override float GetScore(Blackboard context)
{
var stateData = context.GetState<StoredStateIsNullState>().GetValue();
return stateData == null ? 1.0f : 0.0f;
}
}
}

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@@ -1,24 +0,0 @@
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;
}
}
}