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

View File

@@ -56,6 +56,11 @@ namespace Content.Server.AI.WorldState
}
}
public void GetState(Type type, out IAiState state)
{
state = _states[type];
}
/// <summary>
/// Get the AI state class
/// </summary>

View File

@@ -1,6 +1,9 @@
using System;
using System.Collections.Generic;
using Content.Server.Interfaces.GameTicking;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Timing;
using Robust.Shared.IoC;
namespace Content.Server.AI.WorldState
{
@@ -22,6 +25,11 @@ namespace Content.Server.AI.WorldState
void CheckCache();
}
public interface IStoredState
{
}
/// <summary>
/// The default class for state values. Also see CachedStateData and PlanningStateData
/// </summary>
@@ -44,7 +52,7 @@ namespace Content.Server.AI.WorldState
/// Useful for group blackboard sharing or to avoid repeating the same action (e.g. bark phrases).
/// </summary>
/// <typeparam name="T"></typeparam>
public abstract class StoredStateData<T> : IAiState
public abstract class StoredStateData<T> : IAiState, IStoredState
{
// Probably not the best class name but couldn't think of anything better
public abstract string Name { get; }
@@ -108,11 +116,11 @@ namespace Content.Server.AI.WorldState
protected IEntity Owner { get; private set; }
private bool _cached;
protected T Value;
private DateTime _lastCache = DateTime.Now;
private TimeSpan _lastCache = TimeSpan.Zero;
/// <summary>
/// How long something stays in the cache before new values are retrieved
/// </summary>
protected float CacheTime { get; set; } = 2.0f;
protected double CacheTime { get; set; } = 2.0f;
public void Setup(IEntity owner)
{
@@ -121,7 +129,9 @@ namespace Content.Server.AI.WorldState
public void CheckCache()
{
if (!_cached || (DateTime.Now - _lastCache).TotalSeconds >= CacheTime)
var curTime = IoCManager.Resolve<IGameTiming>().CurTime;
if (!_cached || (curTime - _lastCache).TotalSeconds >= CacheTime)
{
_cached = false;
return;
@@ -142,7 +152,7 @@ namespace Content.Server.AI.WorldState
{
Value = GetTrueValue();
_cached = true;
_lastCache = DateTime.Now;
_lastCache = IoCManager.Resolve<IGameTiming>().CurTime;
}
return Value;

View File

@@ -0,0 +1,13 @@
using Content.Shared.GameObjects.Components.Inventory;
namespace Content.Server.AI.WorldState.States.Clothing
{
public sealed class ClothingSlotConState : PlanningStateData<EquipmentSlotDefines.Slots>
{
public override string Name => "ClothingSlotCon";
public override void Reset()
{
Value = EquipmentSlotDefines.Slots.NONE;
}
}
}

View File

@@ -0,0 +1,13 @@
using Content.Shared.GameObjects.Components.Inventory;
namespace Content.Server.AI.WorldState.States.Clothing
{
public sealed class ClothingSlotFlagConState : PlanningStateData<EquipmentSlotDefines.SlotFlags>
{
public override string Name => "ClothingSlotFlagCon";
public override void Reset()
{
Value = EquipmentSlotDefines.SlotFlags.NONE;
}
}
}

View File

@@ -6,25 +6,19 @@ using Robust.Shared.Interfaces.GameObjects;
namespace Content.Server.AI.WorldState.States.Inventory
{
[UsedImplicitly]
public sealed class InventoryState : StateData<List<IEntity>>
public sealed class EnumerableInventoryState : StateData<IEnumerable<IEntity>>
{
public override string Name => "Inventory";
public override string Name => "EnumerableInventory";
public override List<IEntity> GetValue()
public override IEnumerable<IEntity> GetValue()
{
var inventory = new List<IEntity>();
if (Owner.TryGetComponent(out HandsComponent handsComponent))
{
foreach (var item in handsComponent.GetAllHeldItems())
{
inventory.Add(item.Owner);
yield return item.Owner;
}
}
// TODO: InventoryComponent (Pockets were throwing)
return inventory;
}
}
}

View File

@@ -0,0 +1,10 @@
namespace Content.Server.AI.WorldState.States.Utility
{
/// <summary>
/// Used by the utility AI to calc the adjusted scores
/// </summary>
public class ConsiderationState : StoredStateData<int>
{
public override string Name => "Consideration";
}
}

View File

@@ -0,0 +1,13 @@
using System;
namespace Content.Server.AI.WorldState.States.Utility
{
public sealed class StoredStateIsNullState : PlanningStateData<Type>
{
public override string Name => "StoredStateIsNull";
public override void Reset()
{
Value = null;
}
}
}