Merge branch 'master' into buckle-locker-fix-1262
This commit is contained in:
@@ -1,5 +1,6 @@
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using System.Collections.Generic;
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using Content.Shared.Chat;
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using Robust.Client.Console;
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using Robust.Client.Graphics.Drawing;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.Controls;
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@@ -26,6 +27,7 @@ namespace Content.Client.Chat
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public Button AllButton { get; }
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public Button LocalButton { get; }
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public Button OOCButton { get; }
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public Button AdminButton { get; }
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/// <summary>
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/// Default formatting string for the ClientChatConsole.
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@@ -59,6 +61,7 @@ namespace Content.Client.Chat
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outerVBox.AddChild(panelContainer);
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outerVBox.AddChild(hBox);
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var contentMargin = new MarginContainer
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{
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MarginLeftOverride = 4, MarginRightOverride = 4,
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@@ -95,6 +98,17 @@ namespace Content.Client.Chat
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ToggleMode = true,
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};
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var groupController = IoCManager.Resolve<IClientConGroupController>();
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if(groupController.CanCommand("asay"))
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{
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AdminButton = new Button
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{
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Text = _localize.GetString("Admin"),
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Name = "Admin",
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ToggleMode = true,
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};
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}
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AllButton.OnToggled += OnFilterToggled;
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LocalButton.OnToggled += OnFilterToggled;
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OOCButton.OnToggled += OnFilterToggled;
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@@ -102,6 +116,11 @@ namespace Content.Client.Chat
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hBox.AddChild(AllButton);
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hBox.AddChild(LocalButton);
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hBox.AddChild(OOCButton);
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if(AdminButton != null)
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{
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AdminButton.OnToggled += OnFilterToggled;
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hBox.AddChild(AdminButton);
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}
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AddChild(outerVBox);
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}
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@@ -48,6 +48,7 @@ namespace Content.Client.Chat
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private const char ConCmdSlash = '/';
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private const char OOCAlias = '[';
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private const char MeAlias = '@';
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private const char AdminChatAlias = ']';
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private readonly List<StoredChatMessage> filteredHistory = new List<StoredChatMessage>();
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@@ -55,6 +56,7 @@ namespace Content.Client.Chat
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private bool _allState;
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private bool _localState;
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private bool _oocState;
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private bool _adminState;
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// Flag Enums for holding filtered channels
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private ChatChannel _filteredChannels;
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@@ -65,6 +67,7 @@ namespace Content.Client.Chat
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[Dependency] private readonly IEntityManager _entityManager;
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[Dependency] private readonly IEyeManager _eyeManager;
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[Dependency] private readonly IUserInterfaceManager _userInterfaceManager;
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[Dependency] private readonly IClientConGroupController _groupController = default!;
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#pragma warning restore 649
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private ChatBox _currentChatBox;
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@@ -150,6 +153,8 @@ namespace Content.Client.Chat
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_currentChatBox.AllButton.Pressed = !_allState;
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_currentChatBox.LocalButton.Pressed = !_localState;
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_currentChatBox.OOCButton.Pressed = !_oocState;
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if(chatBox.AdminButton != null)
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_currentChatBox.AdminButton.Pressed = !_adminState;
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}
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public void RemoveSpeechBubble(EntityUid entityUid, SpeechBubble bubble)
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@@ -193,6 +198,9 @@ namespace Content.Client.Chat
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case ChatChannel.Dead:
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color = Color.MediumPurple;
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break;
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case ChatChannel.AdminChat:
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color = Color.Red;
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break;
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}
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_currentChatBox?.AddLine(messageText, message.Channel, color);
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@@ -220,6 +228,18 @@ namespace Content.Client.Chat
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_console.ProcessCommand($"ooc \"{CommandParsing.Escape(conInput)}\"");
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break;
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}
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case AdminChatAlias:
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{
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var conInput = text.Substring(1);
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if(_groupController.CanCommand("asay")){
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_console.ProcessCommand($"asay \"{CommandParsing.Escape(conInput)}\"");
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}
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else
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{
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_console.ProcessCommand($"ooc \"{CommandParsing.Escape(conInput)}\"");
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}
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break;
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}
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case MeAlias:
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{
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var conInput = text.Substring(1);
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@@ -266,10 +286,23 @@ namespace Content.Client.Chat
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_filteredChannels &= ~ChatChannel.OOC;
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break;
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}
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case "Admin":
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_adminState = !_adminState;
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if (_adminState)
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{
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_filteredChannels |= ChatChannel.AdminChat;
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break;
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}
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else
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{
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_filteredChannels &= ~ChatChannel.AdminChat;
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break;
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}
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case "ALL":
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chatBox.LocalButton.Pressed ^= true;
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chatBox.OOCButton.Pressed ^= true;
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chatBox.AdminButton.Pressed ^= true;
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_allState = !_allState;
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break;
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}
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@@ -1,3 +1,4 @@
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#nullable enable
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using System;
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using System.Collections.Generic;
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using System.Text;
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@@ -11,8 +12,6 @@ using Robust.Shared.ViewVariables;
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using SixLabors.ImageSharp;
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using SixLabors.ImageSharp.PixelFormats;
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#nullable enable
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namespace Content.Client
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{
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internal class ClickMapManager : IClickMapManager, IPostInjectInit
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@@ -1,3 +1,4 @@
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#nullable enable
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using System;
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using Robust.Client.Graphics.ClientEye;
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using Robust.Client.Interfaces.GameObjects.Components;
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@@ -8,8 +9,6 @@ using Robust.Shared.Maths;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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#nullable enable
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namespace Content.Client.GameObjects.Components
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{
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[RegisterComponent]
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@@ -1,24 +1,17 @@
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#nullable enable
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using System;
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using System.Collections.Concurrent;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Shared.GameObjects.Components.Instruments;
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using Content.Shared.Physics;
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using JetBrains.Annotations;
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using NFluidsynth;
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using Robust.Shared.GameObjects;
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using Robust.Client.Audio.Midi;
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using Robust.Client.Player;
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using Robust.Shared.Interfaces.Log;
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using Robust.Shared.Interfaces.Network;
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using Robust.Shared.Interfaces.Timing;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Players;
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using Robust.Shared.Serialization;
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using Robust.Shared.Timing;
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using Robust.Shared.ViewVariables;
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using Logger = Robust.Shared.Log.Logger;
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using MidiEvent = Robust.Shared.Audio.Midi.MidiEvent;
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using Timer = Robust.Shared.Timers.Timer;
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@@ -32,24 +25,23 @@ namespace Content.Client.GameObjects.Components.Instruments
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/// <summary>
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/// Called when a midi song stops playing.
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/// </summary>
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public event Action OnMidiPlaybackEnded;
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public event Action? OnMidiPlaybackEnded;
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#pragma warning disable 649
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[Dependency] private readonly IMidiManager _midiManager;
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[Dependency] private readonly IMidiManager _midiManager = default!;
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[Dependency] private readonly IGameTiming _gameTiming;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly IClientNetManager _netManager;
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[Dependency] private readonly IClientNetManager _netManager = default!;
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#pragma warning restore 649
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[CanBeNull]
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private IMidiRenderer _renderer;
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private IMidiRenderer? _renderer;
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private byte _instrumentProgram = 1;
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private byte _instrumentBank = 0;
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private byte _instrumentBank;
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private uint _sequenceDelay = 0;
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private uint _sequenceDelay;
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private uint _sequenceStartTick;
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@@ -209,7 +201,7 @@ namespace Content.Client.GameObjects.Components.Instruments
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serializer.DataField(ref _instrumentBank, "bank", (byte) 0);
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}
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public override void HandleNetworkMessage(ComponentMessage message, INetChannel channel, ICommonSession session = null)
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public override void HandleNetworkMessage(ComponentMessage message, INetChannel channel, ICommonSession? session = null)
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{
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base.HandleNetworkMessage(message, channel, session);
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@@ -240,7 +232,7 @@ namespace Content.Client.GameObjects.Components.Instruments
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.Min(x => x.Tick) - 1;
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}
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var sqrtLag = MathF.Sqrt(_netManager.ServerChannel.Ping / 1000f);
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var sqrtLag = MathF.Sqrt(_netManager.ServerChannel!.Ping / 1000f);
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var delay = (uint) (_renderer!.SequencerTimeScale * (.2 + sqrtLag));
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var delta = delay - _sequenceStartTick;
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@@ -265,12 +257,12 @@ namespace Content.Client.GameObjects.Components.Instruments
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}
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break;
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case InstrumentStartMidiMessage startMidiMessage:
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case InstrumentStartMidiMessage _:
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{
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SetupRenderer(true);
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break;
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}
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case InstrumentStopMidiMessage stopMidiMessage:
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case InstrumentStopMidiMessage _:
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{
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EndRenderer(true);
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break;
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@@ -278,7 +270,7 @@ namespace Content.Client.GameObjects.Components.Instruments
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}
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}
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public override void HandleComponentState(ComponentState curState, ComponentState nextState)
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public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
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{
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base.HandleComponentState(curState, nextState);
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if (!(curState is InstrumentState state)) return;
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@@ -370,7 +362,7 @@ namespace Content.Client.GameObjects.Components.Instruments
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private TimeSpan _lastMeasured = TimeSpan.MinValue;
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private int _sentWithinASec = 0;
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private int _sentWithinASec;
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private static readonly TimeSpan OneSecAgo = TimeSpan.FromSeconds(-1);
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@@ -28,7 +28,7 @@ namespace Content.Client.GameObjects.Components.Mobs
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/// <summary>
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/// An enum representing the current state being applied to the user
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/// </summary>
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private readonly List<OverlayContainer> _currentEffects = new List<OverlayContainer>();
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private List<OverlayContainer> _currentEffects = new List<OverlayContainer>();
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[ViewVariables(VVAccess.ReadOnly)]
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public List<OverlayContainer> ActiveOverlays
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@@ -49,7 +49,9 @@ namespace Content.Client.GameObjects.Components.Mobs
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switch (message)
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{
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case PlayerAttachedMsg _:
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SetEffects(ActiveOverlays);
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var overlays = new List<OverlayContainer>(_currentEffects);
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_currentEffects.Clear();
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SetEffects(overlays);
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break;
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case PlayerDetachedMsg _:
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ActiveOverlays = new List<OverlayContainer>();
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@@ -61,14 +63,20 @@ namespace Content.Client.GameObjects.Components.Mobs
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{
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base.HandleComponentState(curState, nextState);
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if(_playerManager?.LocalPlayer != null && _playerManager.LocalPlayer.ControlledEntity != Owner)
|
||||
return;
|
||||
|
||||
if (!(curState is OverlayEffectComponentState state) || ActiveOverlays.Equals(state.Overlays))
|
||||
if (!(curState is OverlayEffectComponentState state))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (_playerManager?.LocalPlayer != null && _playerManager.LocalPlayer.ControlledEntity != Owner)
|
||||
{
|
||||
_currentEffects = state.Overlays;
|
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return;
|
||||
}
|
||||
|
||||
if (ActiveOverlays.Equals(state.Overlays))
|
||||
return;
|
||||
|
||||
ActiveOverlays = state.Overlays;
|
||||
}
|
||||
|
||||
|
||||
@@ -1,5 +1,5 @@
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||||
using Content.Shared.GameObjects.Components.Mobs;
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using JetBrains.Annotations;
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||||
#nullable enable
|
||||
using Content.Shared.GameObjects.Components.Mobs;
|
||||
using Robust.Client.Graphics;
|
||||
using Robust.Client.UserInterface.Controls;
|
||||
|
||||
@@ -9,7 +9,7 @@ namespace Content.Client.GameObjects.Components.Mobs
|
||||
{
|
||||
public readonly StatusEffect Effect;
|
||||
|
||||
public StatusControl(StatusEffect effect, [CanBeNull] Texture texture)
|
||||
public StatusControl(StatusEffect effect, Texture? texture)
|
||||
{
|
||||
Effect = effect;
|
||||
|
||||
|
||||
@@ -1,9 +1,8 @@
|
||||
#nullable enable
|
||||
using Content.Shared.GameObjects.Components.Mobs;
|
||||
using Content.Shared.GameObjects.Components.Movement;
|
||||
using Robust.Shared.GameObjects;
|
||||
|
||||
#nullable enable
|
||||
|
||||
namespace Content.Client.GameObjects.Components.Mobs
|
||||
{
|
||||
[RegisterComponent]
|
||||
|
||||
@@ -1,14 +1,13 @@
|
||||
#nullable enable
|
||||
using Content.Shared.GameObjects.Components.Movement;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Map;
|
||||
|
||||
#nullable enable
|
||||
|
||||
namespace Content.Client.GameObjects.Components.Movement
|
||||
{
|
||||
[RegisterComponent]
|
||||
[ComponentReference(typeof(IMoverComponent))]
|
||||
public class PlayerInputMoverComponent : SharedPlayerInputMoverComponent, IMoverComponent
|
||||
public class PlayerInputMoverComponent : SharedPlayerInputMoverComponent
|
||||
{
|
||||
public override GridCoordinates LastPosition { get; set; }
|
||||
public override float StepSoundDistance { get; set; }
|
||||
|
||||
@@ -1,9 +1,8 @@
|
||||
#nullable enable
|
||||
using Content.Shared.GameObjects.Components.Movement;
|
||||
using Content.Shared.GameObjects.Components.Nutrition;
|
||||
using Robust.Shared.GameObjects;
|
||||
|
||||
#nullable enable
|
||||
|
||||
namespace Content.Client.GameObjects.Components.Nutrition
|
||||
{
|
||||
[RegisterComponent]
|
||||
|
||||
@@ -1,9 +1,8 @@
|
||||
#nullable enable
|
||||
using Content.Shared.GameObjects.Components.Movement;
|
||||
using Content.Shared.GameObjects.Components.Nutrition;
|
||||
using Robust.Shared.GameObjects;
|
||||
|
||||
#nullable enable
|
||||
|
||||
namespace Content.Client.GameObjects.Components.Nutrition
|
||||
{
|
||||
[RegisterComponent]
|
||||
|
||||
@@ -1,8 +1,7 @@
|
||||
#nullable enable
|
||||
using Content.Shared.GameObjects.Components.Projectiles;
|
||||
using Robust.Shared.GameObjects;
|
||||
|
||||
#nullable enable
|
||||
|
||||
namespace Content.Client.GameObjects.Components.Projectiles
|
||||
{
|
||||
[RegisterComponent]
|
||||
|
||||
@@ -16,7 +16,7 @@ using Timer = Robust.Shared.Timers.Timer;
|
||||
namespace Content.Client.GameObjects.Components.Weapons
|
||||
{
|
||||
[RegisterComponent]
|
||||
public sealed class ClientFlashableComponent : SharedFlashableComponent
|
||||
public sealed class FlashableComponent : SharedFlashableComponent
|
||||
{
|
||||
private CancellationTokenSource _cancelToken;
|
||||
private TimeSpan _startTime;
|
||||
@@ -31,7 +31,7 @@ namespace Content.Client.GameObjects.Components.Weapons
|
||||
}
|
||||
|
||||
var playerManager = IoCManager.Resolve<IPlayerManager>();
|
||||
if (playerManager.LocalPlayer.ControlledEntity != Owner)
|
||||
if (playerManager?.LocalPlayer != null && playerManager.LocalPlayer.ControlledEntity != Owner)
|
||||
{
|
||||
return;
|
||||
}
|
||||
@@ -1,4 +1,5 @@
|
||||
using Content.Shared.GameObjects.Components.Movement;
|
||||
#nullable enable
|
||||
using Content.Shared.GameObjects.Components.Movement;
|
||||
using Content.Shared.GameObjects.EntitySystems;
|
||||
using Content.Shared.Physics;
|
||||
using JetBrains.Annotations;
|
||||
@@ -7,8 +8,6 @@ using Robust.Client.Player;
|
||||
using Robust.Shared.GameObjects.Components;
|
||||
using Robust.Shared.IoC;
|
||||
|
||||
#nullable enable
|
||||
|
||||
namespace Content.Client.GameObjects.EntitySystems
|
||||
{
|
||||
[UsedImplicitly]
|
||||
|
||||
@@ -14,6 +14,7 @@ namespace Content.Client.Input
|
||||
var common = contexts.GetContext("common");
|
||||
common.AddFunction(ContentKeyFunctions.FocusChat);
|
||||
common.AddFunction(ContentKeyFunctions.FocusOOC);
|
||||
common.AddFunction(ContentKeyFunctions.FocusAdminChat);
|
||||
common.AddFunction(ContentKeyFunctions.ExamineEntity);
|
||||
common.AddFunction(ContentKeyFunctions.OpenTutorial);
|
||||
common.AddFunction(ContentKeyFunctions.TakeScreenshot);
|
||||
|
||||
@@ -4,6 +4,7 @@ using Content.Client.Chat;
|
||||
using Content.Client.Interfaces.Chat;
|
||||
using Content.Client.UserInterface;
|
||||
using Content.Shared.Input;
|
||||
using Robust.Client.Console;
|
||||
using Robust.Client.Interfaces.Input;
|
||||
using Robust.Client.Interfaces.State;
|
||||
using Robust.Client.Interfaces.UserInterface;
|
||||
@@ -25,6 +26,7 @@ namespace Content.Client.State
|
||||
[Dependency] private readonly IGameHud _gameHud;
|
||||
[Dependency] private readonly IInputManager _inputManager;
|
||||
[Dependency] private readonly IChatManager _chatManager;
|
||||
[Dependency] private readonly IClientConGroupController _groupController = default!;
|
||||
#pragma warning restore 649
|
||||
|
||||
[ViewVariables] private ChatBox _gameChat;
|
||||
@@ -34,6 +36,7 @@ namespace Content.Client.State
|
||||
base.Startup();
|
||||
|
||||
_gameChat = new ChatBox();
|
||||
|
||||
_userInterfaceManager.StateRoot.AddChild(_gameChat);
|
||||
LayoutContainer.SetAnchorAndMarginPreset(_gameChat, LayoutContainer.LayoutPreset.TopRight, margin: 10);
|
||||
LayoutContainer.SetAnchorAndMarginPreset(_gameChat, LayoutContainer.LayoutPreset.TopRight, margin: 10);
|
||||
@@ -50,6 +53,9 @@ namespace Content.Client.State
|
||||
|
||||
_inputManager.SetInputCommand(ContentKeyFunctions.FocusOOC,
|
||||
InputCmdHandler.FromDelegate(s => FocusOOC(_gameChat)));
|
||||
|
||||
_inputManager.SetInputCommand(ContentKeyFunctions.FocusAdminChat,
|
||||
InputCmdHandler.FromDelegate(s => FocusAdminChat(_gameChat)));
|
||||
}
|
||||
|
||||
public override void Shutdown()
|
||||
@@ -81,5 +87,17 @@ namespace Content.Client.State
|
||||
chat.Input.GrabKeyboardFocus();
|
||||
chat.Input.InsertAtCursor("[");
|
||||
}
|
||||
|
||||
internal static void FocusAdminChat(ChatBox chat)
|
||||
{
|
||||
if (chat == null || chat.UserInterfaceManager.KeyboardFocused != null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
chat.Input.IgnoreNext = true;
|
||||
chat.Input.GrabKeyboardFocus();
|
||||
chat.Input.InsertAtCursor("]");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,3 +1,4 @@
|
||||
#nullable enable
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
@@ -13,8 +14,6 @@ using Robust.Shared.Localization;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Utility;
|
||||
|
||||
#nullable enable
|
||||
|
||||
namespace Content.Client.UserInterface
|
||||
{
|
||||
public sealed class CreditsWindow : SS14Window
|
||||
|
||||
@@ -76,6 +76,7 @@ Open character window: [color=#a4885c]{8}[/color]
|
||||
Open crafting window: [color=#a4885c]{9}[/color]
|
||||
Focus chat: [color=#a4885c]{10}[/color]
|
||||
Focus OOC: [color=#a4885c]{26}[/color]
|
||||
Focus Admin Chat: [color=#a4885c]{27}[/color]
|
||||
Use hand/object in hand: [color=#a4885c]{22}[/color]
|
||||
Do wide attack: [color=#a4885c]{23}[/color]
|
||||
Use targeted entity: [color=#a4885c]{11}[/color]
|
||||
@@ -112,7 +113,8 @@ Toggle sandbox window: [color=#a4885c]{21}[/color]",
|
||||
Key(WideAttack),
|
||||
Key(SmartEquipBackpack),
|
||||
Key(SmartEquipBelt),
|
||||
Key(FocusOOC)));
|
||||
Key(FocusOOC),
|
||||
Key(FocusAdminChat)));
|
||||
|
||||
//Gameplay
|
||||
VBox.AddChild(new Label { FontOverride = headerFont, Text = "\nGameplay" });
|
||||
|
||||
@@ -1,3 +1,4 @@
|
||||
#nullable enable
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Threading.Tasks;
|
||||
@@ -15,8 +16,6 @@ using Robust.Shared.IoC;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Timing;
|
||||
|
||||
#nullable enable
|
||||
|
||||
namespace Content.IntegrationTests.Tests.Networking
|
||||
{
|
||||
// This test checks that the prediction & reconciling system is working correctly with a simple boolean flag.
|
||||
|
||||
@@ -1,14 +1,15 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Content.Server.AI.Operators;
|
||||
using Content.Server.AI.Operators.Inventory;
|
||||
using Content.Server.AI.Utility.Considerations;
|
||||
using Content.Server.AI.Utility.Considerations.Clothing;
|
||||
using Content.Server.AI.Utility.Considerations.Inventory;
|
||||
using Content.Server.AI.Utility.Curves;
|
||||
using Content.Server.AI.WorldState;
|
||||
using Content.Server.AI.WorldState.States;
|
||||
using Content.Shared.GameObjects.Components.Inventory;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
|
||||
namespace Content.Server.AI.Utility.Actions.Clothing.Gloves
|
||||
{
|
||||
@@ -36,12 +37,18 @@ namespace Content.Server.AI.Utility.Actions.Clothing.Gloves
|
||||
base.UpdateBlackboard(context);
|
||||
context.GetState<TargetEntityState>().SetValue(_entity);
|
||||
}
|
||||
|
||||
protected override IReadOnlyCollection<Func<float>> GetConsiderations(Blackboard context)
|
||||
{
|
||||
var considerationsManager = IoCManager.Resolve<ConsiderationsManager>();
|
||||
|
||||
protected override Consideration[] Considerations { get; } = {
|
||||
new ClothingInSlotCon(EquipmentSlotDefines.Slots.GLOVES,
|
||||
new InverseBoolCurve()),
|
||||
new CanPutTargetInHandsCon(
|
||||
new BoolCurve()),
|
||||
};
|
||||
return new[]
|
||||
{
|
||||
considerationsManager.Get<ClothingInSlotCon>().Slot(EquipmentSlotDefines.Slots.GLOVES, context)
|
||||
.InverseBoolCurve(context),
|
||||
considerationsManager.Get<CanPutTargetInHandsCon>()
|
||||
.BoolCurve(context),
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,12 +1,14 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Content.Server.AI.Operators.Sequences;
|
||||
using Content.Server.AI.Utility.Considerations;
|
||||
using Content.Server.AI.Utility.Considerations.Clothing;
|
||||
using Content.Server.AI.Utility.Considerations.Inventory;
|
||||
using Content.Server.AI.Utility.Curves;
|
||||
using Content.Server.AI.WorldState;
|
||||
using Content.Server.AI.WorldState.States;
|
||||
using Content.Shared.GameObjects.Components.Inventory;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
|
||||
namespace Content.Server.AI.Utility.Actions.Clothing.Gloves
|
||||
{
|
||||
@@ -30,14 +32,20 @@ namespace Content.Server.AI.Utility.Actions.Clothing.Gloves
|
||||
base.UpdateBlackboard(context);
|
||||
context.GetState<TargetEntityState>().SetValue(_entity);
|
||||
}
|
||||
|
||||
protected override IReadOnlyCollection<Func<float>> GetConsiderations(Blackboard context)
|
||||
{
|
||||
var considerationsManager = IoCManager.Resolve<ConsiderationsManager>();
|
||||
|
||||
protected override Consideration[] Considerations { get; } = {
|
||||
new ClothingInSlotCon(EquipmentSlotDefines.Slots.GLOVES,
|
||||
new InverseBoolCurve()),
|
||||
new CanPutTargetInHandsCon(
|
||||
new BoolCurve()),
|
||||
new ClothingInInventoryCon(EquipmentSlotDefines.SlotFlags.GLOVES,
|
||||
new InverseBoolCurve()),
|
||||
};
|
||||
return new[]
|
||||
{
|
||||
considerationsManager.Get<ClothingInSlotCon>().Slot(EquipmentSlotDefines.Slots.GLOVES, context)
|
||||
.InverseBoolCurve(context),
|
||||
considerationsManager.Get<CanPutTargetInHandsCon>()
|
||||
.BoolCurve(context),
|
||||
considerationsManager.Get<ClothingInInventoryCon>().Slot(EquipmentSlotDefines.SlotFlags.GLOVES, context)
|
||||
.InverseBoolCurve(context)
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,14 +1,15 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Content.Server.AI.Operators;
|
||||
using Content.Server.AI.Operators.Inventory;
|
||||
using Content.Server.AI.Utility.Considerations;
|
||||
using Content.Server.AI.Utility.Considerations.Clothing;
|
||||
using Content.Server.AI.Utility.Considerations.Inventory;
|
||||
using Content.Server.AI.Utility.Curves;
|
||||
using Content.Server.AI.WorldState;
|
||||
using Content.Server.AI.WorldState.States;
|
||||
using Content.Shared.GameObjects.Components.Inventory;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
|
||||
namespace Content.Server.AI.Utility.Actions.Clothing.Head
|
||||
{
|
||||
@@ -37,11 +38,18 @@ namespace Content.Server.AI.Utility.Actions.Clothing.Head
|
||||
context.GetState<TargetEntityState>().SetValue(_entity);
|
||||
}
|
||||
|
||||
protected override Consideration[] Considerations { get; } = {
|
||||
new ClothingInSlotCon(EquipmentSlotDefines.Slots.HEAD,
|
||||
new InverseBoolCurve()),
|
||||
new CanPutTargetInHandsCon(
|
||||
new BoolCurve()),
|
||||
};
|
||||
protected override IReadOnlyCollection<Func<float>> GetConsiderations(Blackboard context)
|
||||
{
|
||||
var considerationsManager = IoCManager.Resolve<ConsiderationsManager>();
|
||||
|
||||
return new[]
|
||||
{
|
||||
considerationsManager.Get<ClothingInSlotCon>().Slot(EquipmentSlotDefines.Slots.HEAD, context)
|
||||
.InverseBoolCurve(context),
|
||||
considerationsManager.Get<CanPutTargetInHandsCon>()
|
||||
.BoolCurve(context),
|
||||
};
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,12 +1,14 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Content.Server.AI.Operators.Sequences;
|
||||
using Content.Server.AI.Utility.Considerations;
|
||||
using Content.Server.AI.Utility.Considerations.Clothing;
|
||||
using Content.Server.AI.Utility.Considerations.Inventory;
|
||||
using Content.Server.AI.Utility.Curves;
|
||||
using Content.Server.AI.WorldState;
|
||||
using Content.Server.AI.WorldState.States;
|
||||
using Content.Shared.GameObjects.Components.Inventory;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
|
||||
namespace Content.Server.AI.Utility.Actions.Clothing.Head
|
||||
{
|
||||
@@ -31,13 +33,19 @@ namespace Content.Server.AI.Utility.Actions.Clothing.Head
|
||||
context.GetState<TargetEntityState>().SetValue(_entity);
|
||||
}
|
||||
|
||||
protected override Consideration[] Considerations { get; } = {
|
||||
new ClothingInSlotCon(EquipmentSlotDefines.Slots.HEAD,
|
||||
new InverseBoolCurve()),
|
||||
new CanPutTargetInHandsCon(
|
||||
new BoolCurve()),
|
||||
new ClothingInInventoryCon(EquipmentSlotDefines.SlotFlags.HEAD,
|
||||
new InverseBoolCurve()),
|
||||
};
|
||||
protected override IReadOnlyCollection<Func<float>> GetConsiderations(Blackboard context)
|
||||
{
|
||||
var considerationsManager = IoCManager.Resolve<ConsiderationsManager>();
|
||||
|
||||
return new[]
|
||||
{
|
||||
considerationsManager.Get<ClothingInSlotCon>().Slot(EquipmentSlotDefines.Slots.HEAD, context)
|
||||
.InverseBoolCurve(context),
|
||||
considerationsManager.Get<CanPutTargetInHandsCon>()
|
||||
.BoolCurve(context),
|
||||
considerationsManager.Get<ClothingInInventoryCon>().Slot(EquipmentSlotDefines.SlotFlags.HEAD, context)
|
||||
.InverseBoolCurve(context)
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,14 +1,15 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Content.Server.AI.Operators;
|
||||
using Content.Server.AI.Operators.Inventory;
|
||||
using Content.Server.AI.Utility.Considerations;
|
||||
using Content.Server.AI.Utility.Considerations.Clothing;
|
||||
using Content.Server.AI.Utility.Considerations.Inventory;
|
||||
using Content.Server.AI.Utility.Curves;
|
||||
using Content.Server.AI.WorldState;
|
||||
using Content.Server.AI.WorldState.States;
|
||||
using Content.Shared.GameObjects.Components.Inventory;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
|
||||
namespace Content.Server.AI.Utility.Actions.Clothing.OuterClothing
|
||||
{
|
||||
@@ -37,11 +38,17 @@ namespace Content.Server.AI.Utility.Actions.Clothing.OuterClothing
|
||||
context.GetState<TargetEntityState>().SetValue(_entity);
|
||||
}
|
||||
|
||||
protected override Consideration[] Considerations { get; } = {
|
||||
new ClothingInSlotCon(EquipmentSlotDefines.Slots.OUTERCLOTHING,
|
||||
new InverseBoolCurve()),
|
||||
new CanPutTargetInHandsCon(
|
||||
new BoolCurve()),
|
||||
};
|
||||
protected override IReadOnlyCollection<Func<float>> GetConsiderations(Blackboard context)
|
||||
{
|
||||
var considerationsManager = IoCManager.Resolve<ConsiderationsManager>();
|
||||
|
||||
return new[]
|
||||
{
|
||||
considerationsManager.Get<ClothingInSlotCon>().Slot(EquipmentSlotDefines.Slots.OUTERCLOTHING, context)
|
||||
.InverseBoolCurve(context),
|
||||
considerationsManager.Get<CanPutTargetInHandsCon>()
|
||||
.BoolCurve(context),
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,12 +1,14 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Content.Server.AI.Operators.Sequences;
|
||||
using Content.Server.AI.Utility.Considerations;
|
||||
using Content.Server.AI.Utility.Considerations.Clothing;
|
||||
using Content.Server.AI.Utility.Considerations.Inventory;
|
||||
using Content.Server.AI.Utility.Curves;
|
||||
using Content.Server.AI.WorldState;
|
||||
using Content.Server.AI.WorldState.States;
|
||||
using Content.Shared.GameObjects.Components.Inventory;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
|
||||
namespace Content.Server.AI.Utility.Actions.Clothing.OuterClothing
|
||||
{
|
||||
@@ -31,13 +33,19 @@ namespace Content.Server.AI.Utility.Actions.Clothing.OuterClothing
|
||||
context.GetState<TargetEntityState>().SetValue(_entity);
|
||||
}
|
||||
|
||||
protected override Consideration[] Considerations { get; } = {
|
||||
new ClothingInSlotCon(EquipmentSlotDefines.Slots.OUTERCLOTHING,
|
||||
new InverseBoolCurve()),
|
||||
new CanPutTargetInHandsCon(
|
||||
new BoolCurve()),
|
||||
new ClothingInInventoryCon(EquipmentSlotDefines.SlotFlags.OUTERCLOTHING,
|
||||
new InverseBoolCurve()),
|
||||
};
|
||||
protected override IReadOnlyCollection<Func<float>> GetConsiderations(Blackboard context)
|
||||
{
|
||||
var considerationsManager = IoCManager.Resolve<ConsiderationsManager>();
|
||||
|
||||
return new[]
|
||||
{
|
||||
considerationsManager.Get<ClothingInSlotCon>().Slot(EquipmentSlotDefines.Slots.OUTERCLOTHING, context)
|
||||
.InverseBoolCurve(context),
|
||||
considerationsManager.Get<CanPutTargetInHandsCon>()
|
||||
.BoolCurve(context),
|
||||
considerationsManager.Get<ClothingInInventoryCon>().Slot(EquipmentSlotDefines.SlotFlags.OUTERCLOTHING, context)
|
||||
.InverseBoolCurve(context)
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,14 +1,15 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Content.Server.AI.Operators;
|
||||
using Content.Server.AI.Operators.Inventory;
|
||||
using Content.Server.AI.Utility.Considerations;
|
||||
using Content.Server.AI.Utility.Considerations.Clothing;
|
||||
using Content.Server.AI.Utility.Considerations.Inventory;
|
||||
using Content.Server.AI.Utility.Curves;
|
||||
using Content.Server.AI.WorldState;
|
||||
using Content.Server.AI.WorldState.States;
|
||||
using Content.Shared.GameObjects.Components.Inventory;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
|
||||
namespace Content.Server.AI.Utility.Actions.Clothing.Shoes
|
||||
{
|
||||
@@ -37,11 +38,17 @@ namespace Content.Server.AI.Utility.Actions.Clothing.Shoes
|
||||
context.GetState<TargetEntityState>().SetValue(_entity);
|
||||
}
|
||||
|
||||
protected override Consideration[] Considerations { get; } = {
|
||||
new ClothingInSlotCon(EquipmentSlotDefines.Slots.SHOES,
|
||||
new InverseBoolCurve()),
|
||||
new CanPutTargetInHandsCon(
|
||||
new BoolCurve()),
|
||||
};
|
||||
protected override IReadOnlyCollection<Func<float>> GetConsiderations(Blackboard context)
|
||||
{
|
||||
var considerationsManager = IoCManager.Resolve<ConsiderationsManager>();
|
||||
|
||||
return new[]
|
||||
{
|
||||
considerationsManager.Get<ClothingInSlotCon>().Slot(EquipmentSlotDefines.Slots.SHOES, context)
|
||||
.InverseBoolCurve(context),
|
||||
considerationsManager.Get<CanPutTargetInHandsCon>()
|
||||
.BoolCurve(context),
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,12 +1,14 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Content.Server.AI.Operators.Sequences;
|
||||
using Content.Server.AI.Utility.Considerations;
|
||||
using Content.Server.AI.Utility.Considerations.Clothing;
|
||||
using Content.Server.AI.Utility.Considerations.Inventory;
|
||||
using Content.Server.AI.Utility.Curves;
|
||||
using Content.Server.AI.WorldState;
|
||||
using Content.Server.AI.WorldState.States;
|
||||
using Content.Shared.GameObjects.Components.Inventory;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
|
||||
namespace Content.Server.AI.Utility.Actions.Clothing.Shoes
|
||||
{
|
||||
@@ -31,13 +33,19 @@ namespace Content.Server.AI.Utility.Actions.Clothing.Shoes
|
||||
context.GetState<TargetEntityState>().SetValue(_entity);
|
||||
}
|
||||
|
||||
protected override Consideration[] Considerations { get; } = {
|
||||
new ClothingInSlotCon(EquipmentSlotDefines.Slots.SHOES,
|
||||
new InverseBoolCurve()),
|
||||
new CanPutTargetInHandsCon(
|
||||
new BoolCurve()),
|
||||
new ClothingInInventoryCon(EquipmentSlotDefines.SlotFlags.SHOES,
|
||||
new InverseBoolCurve()),
|
||||
};
|
||||
protected override IReadOnlyCollection<Func<float>> GetConsiderations(Blackboard context)
|
||||
{
|
||||
var considerationsManager = IoCManager.Resolve<ConsiderationsManager>();
|
||||
|
||||
return new[]
|
||||
{
|
||||
considerationsManager.Get<ClothingInSlotCon>().Slot(EquipmentSlotDefines.Slots.SHOES, context)
|
||||
.InverseBoolCurve(context),
|
||||
considerationsManager.Get<CanPutTargetInHandsCon>()
|
||||
.BoolCurve(context),
|
||||
considerationsManager.Get<ClothingInInventoryCon>().Slot(EquipmentSlotDefines.SlotFlags.SHOES, context)
|
||||
.InverseBoolCurve(context)
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,14 +1,15 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Content.Server.AI.Operators;
|
||||
using Content.Server.AI.Operators.Inventory;
|
||||
using Content.Server.AI.Utility.Considerations;
|
||||
using Content.Server.AI.Utility.Considerations.Combat.Melee;
|
||||
using Content.Server.AI.Utility.Considerations.Inventory;
|
||||
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 Robust.Shared.Interfaces.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
|
||||
namespace Content.Server.AI.Utility.Actions.Combat.Melee
|
||||
{
|
||||
@@ -37,15 +38,21 @@ namespace Content.Server.AI.Utility.Actions.Combat.Melee
|
||||
context.GetState<TargetEntityState>().SetValue(_entity);
|
||||
}
|
||||
|
||||
protected override Consideration[] Considerations { get; } = {
|
||||
new MeleeWeaponEquippedCon(
|
||||
new InverseBoolCurve()),
|
||||
new CanPutTargetInHandsCon(
|
||||
new BoolCurve()),
|
||||
new MeleeWeaponSpeedCon(
|
||||
new QuadraticCurve(1.0f, 0.5f, 0.0f, 0.0f)),
|
||||
new MeleeWeaponDamageCon(
|
||||
new QuadraticCurve(1.0f, 0.25f, 0.0f, 0.0f)),
|
||||
};
|
||||
protected override IReadOnlyCollection<Func<float>> GetConsiderations(Blackboard context)
|
||||
{
|
||||
var considerationsManager = IoCManager.Resolve<ConsiderationsManager>();
|
||||
|
||||
return new[]
|
||||
{
|
||||
considerationsManager.Get<MeleeWeaponEquippedCon>()
|
||||
.InverseBoolCurve(context),
|
||||
considerationsManager.Get<CanPutTargetInHandsCon>()
|
||||
.BoolCurve(context),
|
||||
considerationsManager.Get<MeleeWeaponSpeedCon>()
|
||||
.QuadraticCurve(context, 1.0f, 0.5f, 0.0f, 0.0f),
|
||||
considerationsManager.Get<MeleeWeaponDamageCon>()
|
||||
.QuadraticCurve(context, 1.0f, 0.25f, 0.0f, 0.0f),
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,3 +1,4 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Content.Server.AI.Operators;
|
||||
using Content.Server.AI.Operators.Combat;
|
||||
@@ -7,7 +8,6 @@ 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;
|
||||
@@ -15,6 +15,7 @@ using Content.Server.AI.WorldState.States.Inventory;
|
||||
using Content.Server.AI.WorldState.States.Movement;
|
||||
using Content.Server.GameObjects.Components.Weapon.Melee;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
|
||||
namespace Content.Server.AI.Utility.Actions.Combat.Melee
|
||||
{
|
||||
@@ -30,16 +31,15 @@ namespace Content.Server.AI.Utility.Actions.Combat.Melee
|
||||
|
||||
public override void SetupOperators(Blackboard context)
|
||||
{
|
||||
var equipped = context.GetState<EquippedEntityState>().GetValue();
|
||||
MoveToEntityOperator moveOperator;
|
||||
var equipped = context.GetState<EquippedEntityState>().GetValue();
|
||||
if (equipped != null && equipped.TryGetComponent(out MeleeWeaponComponent meleeWeaponComponent))
|
||||
{
|
||||
moveOperator = new MoveToEntityOperator(Owner, _entity, meleeWeaponComponent.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
|
||||
{
|
||||
// TODO: Abort
|
||||
moveOperator = new MoveToEntityOperator(Owner, _entity);
|
||||
}
|
||||
|
||||
@@ -58,27 +58,28 @@ namespace Content.Server.AI.Utility.Actions.Combat.Melee
|
||||
var equipped = context.GetState<EquippedEntityState>().GetValue();
|
||||
context.GetState<WeaponEntityState>().SetValue(equipped);
|
||||
}
|
||||
|
||||
protected override IReadOnlyCollection<Func<float>> GetConsiderations(Blackboard context)
|
||||
{
|
||||
var considerationsManager = IoCManager.Resolve<ConsiderationsManager>();
|
||||
|
||||
protected override Consideration[] Considerations { get; } = {
|
||||
// Check if we have a weapon; easy-out
|
||||
new MeleeWeaponEquippedCon(
|
||||
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)),
|
||||
new MeleeWeaponSpeedCon(
|
||||
new QuadraticCurve(1.0f, 0.5f, 0.0f, 0.0f)),
|
||||
new MeleeWeaponDamageCon(
|
||||
new QuadraticCurve(1.0f, 0.25f, 0.0f, 0.0f)),
|
||||
};
|
||||
return new[]
|
||||
{
|
||||
considerationsManager.Get<MeleeWeaponEquippedCon>()
|
||||
.BoolCurve(context),
|
||||
considerationsManager.Get<TargetIsDeadCon>()
|
||||
.InverseBoolCurve(context),
|
||||
considerationsManager.Get<TargetIsCritCon>()
|
||||
.QuadraticCurve(context, -0.8f, 1.0f, 1.0f, 0.0f),
|
||||
considerationsManager.Get<DistanceCon>()
|
||||
.QuadraticCurve(context, 1.0f, 1.0f, 0.02f, 0.0f),
|
||||
considerationsManager.Get<TargetHealthCon>()
|
||||
.QuadraticCurve(context, 1.0f, 0.4f, 0.0f, -0.02f),
|
||||
considerationsManager.Get<MeleeWeaponSpeedCon>()
|
||||
.QuadraticCurve(context, 1.0f, 0.5f, 0.0f, 0.0f),
|
||||
considerationsManager.Get<MeleeWeaponDamageCon>()
|
||||
.QuadraticCurve(context, 1.0f, 0.25f, 0.0f, 0.0f),
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,14 +1,16 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Content.Server.AI.Operators.Sequences;
|
||||
using Content.Server.AI.Utility.Considerations;
|
||||
using Content.Server.AI.Utility.Considerations.Combat.Melee;
|
||||
using Content.Server.AI.Utility.Considerations.Containers;
|
||||
using Content.Server.AI.Utility.Considerations.Hands;
|
||||
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 Robust.Shared.Interfaces.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
|
||||
namespace Content.Server.AI.Utility.Actions.Combat.Melee
|
||||
{
|
||||
@@ -33,20 +35,26 @@ namespace Content.Server.AI.Utility.Actions.Combat.Melee
|
||||
context.GetState<TargetEntityState>().SetValue(_entity);
|
||||
context.GetState<WeaponEntityState>().SetValue(_entity);
|
||||
}
|
||||
|
||||
protected override IReadOnlyCollection<Func<float>> GetConsiderations(Blackboard context)
|
||||
{
|
||||
var considerationsManager = IoCManager.Resolve<ConsiderationsManager>();
|
||||
|
||||
protected override Consideration[] Considerations { get; } = {
|
||||
new TargetAccessibleCon(
|
||||
new BoolCurve()),
|
||||
new FreeHandCon(
|
||||
new BoolCurve()),
|
||||
new HasMeleeWeaponCon(
|
||||
new InverseBoolCurve()),
|
||||
new DistanceCon(
|
||||
new QuadraticCurve(-1.0f, 1.0f, 1.02f, 0.0f)),
|
||||
new MeleeWeaponDamageCon(
|
||||
new QuadraticCurve(1.0f, 0.25f, 0.0f, 0.0f)),
|
||||
new MeleeWeaponSpeedCon(
|
||||
new QuadraticCurve(-1.0f, 0.5f, 1.0f, 0.0f)),
|
||||
};
|
||||
return new[]
|
||||
{
|
||||
considerationsManager.Get<TargetAccessibleCon>()
|
||||
.BoolCurve(context),
|
||||
considerationsManager.Get<FreeHandCon>()
|
||||
.BoolCurve(context),
|
||||
considerationsManager.Get<HasMeleeWeaponCon>()
|
||||
.InverseBoolCurve(context),
|
||||
considerationsManager.Get<DistanceCon>()
|
||||
.QuadraticCurve(context, 1.0f, 1.0f, 0.02f, 0.0f),
|
||||
considerationsManager.Get<MeleeWeaponDamageCon>()
|
||||
.QuadraticCurve(context, 1.0f, 0.25f, 0.0f, 0.0f),
|
||||
considerationsManager.Get<MeleeWeaponSpeedCon>()
|
||||
.QuadraticCurve(context, -1.0f, 0.5f, 1.0f, 0.0f),
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,3 +1,4 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Content.Server.AI.Operators;
|
||||
using Content.Server.AI.Operators.Combat.Melee;
|
||||
@@ -6,13 +7,13 @@ 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;
|
||||
using Robust.Shared.IoC;
|
||||
|
||||
namespace Content.Server.AI.Utility.Actions.Combat.Melee
|
||||
{
|
||||
@@ -56,23 +57,25 @@ namespace Content.Server.AI.Utility.Actions.Combat.Melee
|
||||
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)
|
||||
};
|
||||
protected override IReadOnlyCollection<Func<float>> GetConsiderations(Blackboard context)
|
||||
{
|
||||
var considerationsManager = IoCManager.Resolve<ConsiderationsManager>();
|
||||
|
||||
return new[]
|
||||
{
|
||||
considerationsManager.Get<CanUnarmedCombatCon>()
|
||||
.BoolCurve(context),
|
||||
considerationsManager.Get<TargetIsDeadCon>()
|
||||
.InverseBoolCurve(context),
|
||||
considerationsManager.Get<TargetIsCritCon>()
|
||||
.QuadraticCurve(context, -0.8f, 1.0f, 1.0f, 0.0f),
|
||||
considerationsManager.Get<DistanceCon>()
|
||||
.QuadraticCurve(context, -1.0f, 1.0f, 1.02f, 0.0f),
|
||||
considerationsManager.Get<TargetHealthCon>()
|
||||
.QuadraticCurve(context, 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)
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,3 +1,4 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Content.Server.AI.Operators;
|
||||
using Content.Server.AI.Operators.Inventory;
|
||||
@@ -5,10 +6,10 @@ using Content.Server.AI.Operators.Movement;
|
||||
using Content.Server.AI.Utility.Considerations;
|
||||
using Content.Server.AI.Utility.Considerations.Movement;
|
||||
using Content.Server.AI.Utility.Considerations.State;
|
||||
using Content.Server.AI.Utility.Curves;
|
||||
using Content.Server.AI.WorldState;
|
||||
using Content.Server.AI.WorldState.States.Inventory;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
|
||||
namespace Content.Server.AI.Utility.Actions.Idle
|
||||
{
|
||||
@@ -21,13 +22,6 @@ namespace Content.Server.AI.Utility.Actions.Idle
|
||||
|
||||
public CloseLastEntityStorage(IEntity owner) : base(owner) {}
|
||||
|
||||
protected override Consideration[] Considerations => new Consideration[]
|
||||
{
|
||||
new StoredStateIsNullCon<LastOpenedStorageState, IEntity>(
|
||||
new InverseBoolCurve()),
|
||||
new DistanceCon(
|
||||
new QuadraticCurve(-1.0f, 1.0f, 1.02f, 0.0f)),
|
||||
};
|
||||
public override void SetupOperators(Blackboard context)
|
||||
{
|
||||
var lastStorage = context.GetState<LastOpenedStorageState>().GetValue();
|
||||
@@ -37,6 +31,21 @@ namespace Content.Server.AI.Utility.Actions.Idle
|
||||
new MoveToEntityOperator(Owner, lastStorage),
|
||||
new CloseLastStorageOperator(Owner),
|
||||
});
|
||||
}
|
||||
|
||||
protected override IReadOnlyCollection<Func<float>> GetConsiderations(Blackboard context)
|
||||
{
|
||||
var considerationsManager = IoCManager.Resolve<ConsiderationsManager>();
|
||||
|
||||
return new[]
|
||||
{
|
||||
considerationsManager.Get<StoredStateEntityIsNullCon>().Set(typeof(LastOpenedStorageState), context)
|
||||
.InverseBoolCurve(context),
|
||||
considerationsManager.Get<DistanceCon>()
|
||||
.QuadraticCurve(context, 1.0f, 1.0f, 0.02f, 0.0f),
|
||||
|
||||
};
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -1,10 +1,11 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Content.Server.AI.Operators;
|
||||
using Content.Server.AI.Operators.Generic;
|
||||
using Content.Server.AI.Operators.Movement;
|
||||
using Content.Server.AI.Utility.Considerations;
|
||||
using Content.Server.AI.Utility.Considerations.ActionBlocker;
|
||||
using Content.Server.AI.Utility.Curves;
|
||||
using Content.Server.AI.Utility.Considerations.Containers;
|
||||
using Content.Server.AI.WorldState;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
using Robust.Shared.Interfaces.Map;
|
||||
@@ -22,12 +23,9 @@ namespace Content.Server.AI.Utility.Actions.Idle
|
||||
public sealed class WanderAndWait : UtilityAction
|
||||
{
|
||||
public override bool CanOverride => false;
|
||||
public override float Bonus => IdleBonus;
|
||||
public override float Bonus => 1.0f;
|
||||
|
||||
public WanderAndWait(IEntity owner) : base(owner)
|
||||
{
|
||||
// TODO: Need a Success method that gets called to update context (e.g. when we last did X)
|
||||
}
|
||||
public WanderAndWait(IEntity owner) : base(owner) {}
|
||||
|
||||
public override void SetupOperators(Blackboard context)
|
||||
{
|
||||
@@ -49,12 +47,18 @@ namespace Content.Server.AI.Utility.Actions.Idle
|
||||
new WaitOperator(waitTime),
|
||||
});
|
||||
}
|
||||
|
||||
protected override IReadOnlyCollection<Func<float>> GetConsiderations(Blackboard context)
|
||||
{
|
||||
var considerationsManager = IoCManager.Resolve<ConsiderationsManager>();
|
||||
|
||||
protected override Consideration[] Considerations { get; } = {
|
||||
new CanMoveCon(
|
||||
new BoolCurve())
|
||||
// Last wander? If we also want to sit still
|
||||
};
|
||||
return new[]
|
||||
{
|
||||
considerationsManager.Get<CanMoveCon>()
|
||||
.BoolCurve(context),
|
||||
|
||||
};
|
||||
}
|
||||
|
||||
private GridCoordinates FindRandomGrid()
|
||||
{
|
||||
|
||||
@@ -1,13 +1,15 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Content.Server.AI.Operators.Sequences;
|
||||
using Content.Server.AI.Utility.Considerations;
|
||||
using Content.Server.AI.Utility.Considerations.Containers;
|
||||
using Content.Server.AI.Utility.Considerations.Hands;
|
||||
using Content.Server.AI.Utility.Considerations.Movement;
|
||||
using Content.Server.AI.Utility.Considerations.Nutrition.Drink;
|
||||
using Content.Server.AI.Utility.Curves;
|
||||
using Content.Server.AI.WorldState;
|
||||
using Content.Server.AI.WorldState.States;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
|
||||
namespace Content.Server.AI.Utility.Actions.Nutrition.Drink
|
||||
{
|
||||
@@ -25,25 +27,31 @@ namespace Content.Server.AI.Utility.Actions.Nutrition.Drink
|
||||
{
|
||||
ActionOperators = new GoPickupEntitySequence(Owner, _entity).Sequence;
|
||||
}
|
||||
|
||||
protected override Consideration[] Considerations => new Consideration[]
|
||||
{
|
||||
new TargetAccessibleCon(
|
||||
new BoolCurve()),
|
||||
new FreeHandCon(
|
||||
new BoolCurve()),
|
||||
new ThirstCon(
|
||||
new LogisticCurve(1000f, 1.3f, -1.0f, 0.5f)),
|
||||
new DistanceCon(
|
||||
new QuadraticCurve(-1.0f, 1.0f, 1.02f, 0.0f)),
|
||||
new DrinkValueCon(
|
||||
new QuadraticCurve(1.0f, 0.4f, 0.0f, 0.0f)),
|
||||
};
|
||||
|
||||
|
||||
protected override void UpdateBlackboard(Blackboard context)
|
||||
{
|
||||
base.UpdateBlackboard(context);
|
||||
context.GetState<TargetEntityState>().SetValue(_entity);
|
||||
}
|
||||
|
||||
protected override IReadOnlyCollection<Func<float>> GetConsiderations(Blackboard context)
|
||||
{
|
||||
var considerationsManager = IoCManager.Resolve<ConsiderationsManager>();
|
||||
|
||||
return new[]
|
||||
{
|
||||
considerationsManager.Get<TargetAccessibleCon>()
|
||||
.BoolCurve(context),
|
||||
considerationsManager.Get<FreeHandCon>()
|
||||
.BoolCurve(context),
|
||||
considerationsManager.Get<ThirstCon>()
|
||||
.LogisticCurve(context, 1000f, 1.3f, -1.0f, 0.5f),
|
||||
considerationsManager.Get<DistanceCon>()
|
||||
.QuadraticCurve(context, 1.0f, 1.0f, 0.02f, 0.0f),
|
||||
considerationsManager.Get<DrinkValueCon>()
|
||||
.QuadraticCurve(context, 1.0f, 0.4f, 0.0f, 0.0f),
|
||||
};
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,13 +1,14 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Content.Server.AI.Operators;
|
||||
using Content.Server.AI.Operators.Inventory;
|
||||
using Content.Server.AI.Utility.Considerations;
|
||||
using Content.Server.AI.Utility.Considerations.Hands;
|
||||
using Content.Server.AI.Utility.Considerations.Nutrition.Drink;
|
||||
using Content.Server.AI.Utility.Curves;
|
||||
using Content.Server.AI.WorldState;
|
||||
using Content.Server.AI.WorldState.States;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
|
||||
namespace Content.Server.AI.Utility.Actions.Nutrition.Drink
|
||||
{
|
||||
@@ -29,21 +30,26 @@ namespace Content.Server.AI.Utility.Actions.Nutrition.Drink
|
||||
new UseItemInHandsOperator(Owner, _entity),
|
||||
});
|
||||
}
|
||||
|
||||
protected override Consideration[] Considerations => new Consideration[]
|
||||
{
|
||||
new TargetInOurHandsCon(
|
||||
new BoolCurve()),
|
||||
new ThirstCon(
|
||||
new LogisticCurve(1000f, 1.3f, -0.3f, 0.5f)),
|
||||
new DrinkValueCon(
|
||||
new QuadraticCurve(1.0f, 0.4f, 0.0f, 0.0f))
|
||||
};
|
||||
|
||||
|
||||
protected override void UpdateBlackboard(Blackboard context)
|
||||
{
|
||||
base.UpdateBlackboard(context);
|
||||
context.GetState<TargetEntityState>().SetValue(_entity);
|
||||
}
|
||||
|
||||
protected override IReadOnlyCollection<Func<float>> GetConsiderations(Blackboard context)
|
||||
{
|
||||
var considerationsManager = IoCManager.Resolve<ConsiderationsManager>();
|
||||
|
||||
return new[]
|
||||
{
|
||||
considerationsManager.Get<TargetInOurHandsCon>()
|
||||
.BoolCurve(context),
|
||||
considerationsManager.Get<ThirstCon>()
|
||||
.LogisticCurve(context, 1000f, 1.3f, -0.3f, 0.5f),
|
||||
considerationsManager.Get<DrinkValueCon>()
|
||||
.QuadraticCurve(context, 1.0f, 0.4f, 0.0f, 0.0f),
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,13 +1,15 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Content.Server.AI.Operators.Sequences;
|
||||
using Content.Server.AI.Utility.Considerations;
|
||||
using Content.Server.AI.Utility.Considerations.Containers;
|
||||
using Content.Server.AI.Utility.Considerations.Hands;
|
||||
using Content.Server.AI.Utility.Considerations.Movement;
|
||||
using Content.Server.AI.Utility.Considerations.Nutrition;
|
||||
using Content.Server.AI.Utility.Curves;
|
||||
using Content.Server.AI.Utility.Considerations.Nutrition.Food;
|
||||
using Content.Server.AI.WorldState;
|
||||
using Content.Server.AI.WorldState.States;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
|
||||
namespace Content.Server.AI.Utility.Actions.Nutrition.Food
|
||||
{
|
||||
@@ -26,24 +28,29 @@ namespace Content.Server.AI.Utility.Actions.Nutrition.Food
|
||||
ActionOperators = new GoPickupEntitySequence(Owner, _entity).Sequence;
|
||||
}
|
||||
|
||||
protected override Consideration[] Considerations => new Consideration[]
|
||||
{
|
||||
new TargetAccessibleCon(
|
||||
new BoolCurve()),
|
||||
new FreeHandCon(
|
||||
new BoolCurve()),
|
||||
new HungerCon(
|
||||
new LogisticCurve(1000f, 1.3f, -1.0f, 0.5f)),
|
||||
new DistanceCon(
|
||||
new QuadraticCurve(-1.0f, 1.0f, 1.02f, 0.0f)),
|
||||
new FoodValueCon(
|
||||
new QuadraticCurve(1.0f, 0.4f, 0.0f, 0.0f)),
|
||||
};
|
||||
|
||||
protected override void UpdateBlackboard(Blackboard context)
|
||||
{
|
||||
base.UpdateBlackboard(context);
|
||||
context.GetState<TargetEntityState>().SetValue(_entity);
|
||||
}
|
||||
|
||||
protected override IReadOnlyCollection<Func<float>> GetConsiderations(Blackboard context)
|
||||
{
|
||||
var considerationsManager = IoCManager.Resolve<ConsiderationsManager>();
|
||||
|
||||
return new[]
|
||||
{
|
||||
considerationsManager.Get<TargetAccessibleCon>()
|
||||
.BoolCurve(context),
|
||||
considerationsManager.Get<FreeHandCon>()
|
||||
.BoolCurve(context),
|
||||
considerationsManager.Get<HungerCon>()
|
||||
.LogisticCurve(context, 1000f, 1.3f, -1.0f, 0.5f),
|
||||
considerationsManager.Get<DistanceCon>()
|
||||
.QuadraticCurve(context, 1.0f, 1.0f, 0.02f, 0.0f),
|
||||
considerationsManager.Get<FoodValueCon>()
|
||||
.QuadraticCurve(context, 1.0f, 0.4f, 0.0f, 0.0f),
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,13 +1,15 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Content.Server.AI.Operators;
|
||||
using Content.Server.AI.Operators.Inventory;
|
||||
using Content.Server.AI.Utility.Considerations;
|
||||
using Content.Server.AI.Utility.Considerations.Containers;
|
||||
using Content.Server.AI.Utility.Considerations.Hands;
|
||||
using Content.Server.AI.Utility.Considerations.Nutrition;
|
||||
using Content.Server.AI.Utility.Curves;
|
||||
using Content.Server.AI.Utility.Considerations.Nutrition.Food;
|
||||
using Content.Server.AI.WorldState;
|
||||
using Content.Server.AI.WorldState.States;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
|
||||
namespace Content.Server.AI.Utility.Actions.Nutrition.Food
|
||||
{
|
||||
@@ -30,20 +32,26 @@ namespace Content.Server.AI.Utility.Actions.Nutrition.Food
|
||||
});
|
||||
}
|
||||
|
||||
protected override Consideration[] Considerations => new Consideration[]
|
||||
{
|
||||
new TargetInOurHandsCon(
|
||||
new BoolCurve()),
|
||||
new HungerCon(
|
||||
new LogisticCurve(1000f, 1.3f, -0.3f, 0.5f)),
|
||||
new FoodValueCon(
|
||||
new QuadraticCurve(1.0f, 0.4f, 0.0f, 0.0f))
|
||||
};
|
||||
|
||||
protected override void UpdateBlackboard(Blackboard context)
|
||||
{
|
||||
base.UpdateBlackboard(context);
|
||||
context.GetState<TargetEntityState>().SetValue(_entity);
|
||||
}
|
||||
|
||||
protected override IReadOnlyCollection<Func<float>> GetConsiderations(Blackboard context)
|
||||
{
|
||||
var considerationsManager = IoCManager.Resolve<ConsiderationsManager>();
|
||||
|
||||
return new[]
|
||||
{
|
||||
considerationsManager.Get<TargetInOurHandsCon>()
|
||||
.BoolCurve(context),
|
||||
considerationsManager.Get<HungerCon>()
|
||||
.LogisticCurve(context, 1000f, 1.3f, -0.3f, 0.5f),
|
||||
considerationsManager.Get<FoodValueCon>()
|
||||
.QuadraticCurve(context, 1.0f, 0.4f, 0.0f, 0.0f),
|
||||
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,10 +1,11 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Content.Server.AI.Operators;
|
||||
using Content.Server.AI.Operators.Movement;
|
||||
using Content.Server.AI.Utility.Considerations;
|
||||
using Content.Server.AI.Utility.Curves;
|
||||
using Content.Server.AI.WorldState;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Maths;
|
||||
|
||||
namespace Content.Server.AI.Utility.Actions.Test
|
||||
@@ -18,11 +19,6 @@ namespace Content.Server.AI.Utility.Actions.Test
|
||||
|
||||
public MoveRightAndLeftTen(IEntity owner) : base(owner) {}
|
||||
|
||||
protected override Consideration[] Considerations { get; } = {
|
||||
new DummyCon(
|
||||
new BoolCurve())
|
||||
};
|
||||
|
||||
public override void SetupOperators(Blackboard context)
|
||||
{
|
||||
var currentPosition = Owner.Transform.GridPosition;
|
||||
@@ -36,5 +32,16 @@ namespace Content.Server.AI.Utility.Actions.Test
|
||||
originalPosOp
|
||||
});
|
||||
}
|
||||
|
||||
protected override IReadOnlyCollection<Func<float>> GetConsiderations(Blackboard context)
|
||||
{
|
||||
var considerationsManager = IoCManager.Resolve<ConsiderationsManager>();
|
||||
|
||||
return new[]
|
||||
{
|
||||
considerationsManager.Get<DummyCon>()
|
||||
.BoolCurve(context),
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -3,6 +3,7 @@ using System.Collections.Generic;
|
||||
using Content.Server.AI.Operators;
|
||||
using Content.Server.AI.Utility.Considerations;
|
||||
using Content.Server.AI.WorldState;
|
||||
using Content.Server.AI.WorldState.States.Utility;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
using Robust.Shared.Utility;
|
||||
|
||||
@@ -42,7 +43,9 @@ namespace Content.Server.AI.Utility.Actions
|
||||
/// All the considerations are multiplied together to get the final score; a consideration of 0.0 means the action is not possible.
|
||||
/// Ideally you put anything that's easy to assess and can cause an early-out first just so the rest aren't evaluated.
|
||||
/// </summary>
|
||||
protected abstract Consideration[] Considerations { get; }
|
||||
/// Uses Func<float> as you don't want to eval the later considerations unless necessary, but we also need the total count
|
||||
/// so can't use IEnumerable
|
||||
protected abstract IReadOnlyCollection<Func<float>> GetConsiderations(Blackboard context);
|
||||
|
||||
/// <summary>
|
||||
/// To keep the operators simple we can chain them together here, e.g. move to can be chained with other operators.
|
||||
@@ -109,7 +112,8 @@ namespace Content.Server.AI.Utility.Actions
|
||||
public float GetScore(Blackboard context, float min)
|
||||
{
|
||||
UpdateBlackboard(context);
|
||||
DebugTools.Assert(Considerations.Length > 0);
|
||||
var considerations = GetConsiderations(context);
|
||||
DebugTools.Assert(considerations.Count > 0);
|
||||
// I used the IAUS video although I did have some confusion on how to structure it overall
|
||||
// as some of the slides seemed contradictory
|
||||
|
||||
@@ -121,19 +125,14 @@ namespace Content.Server.AI.Utility.Actions
|
||||
// 23:00 Building a better centaur
|
||||
var finalScore = 1.0f;
|
||||
var minThreshold = min / Bonus;
|
||||
var modificationFactor = 1.0f - 1.0f / Considerations.Length;
|
||||
context.GetState<ConsiderationState>().SetValue(considerations.Count);
|
||||
// See 10:09 for this and the adjustments
|
||||
|
||||
foreach (var consideration in Considerations)
|
||||
foreach (var consideration in considerations)
|
||||
{
|
||||
var score = consideration.GetScore(context);
|
||||
var makeUpValue = (1.0f - score) * modificationFactor;
|
||||
var adjustedScore = score + makeUpValue * score;
|
||||
var response = consideration.ComputeResponseCurve(adjustedScore);
|
||||
|
||||
finalScore *= response;
|
||||
|
||||
DebugTools.Assert(!float.IsNaN(response));
|
||||
var score = consideration.Invoke();
|
||||
finalScore *= score;
|
||||
DebugTools.Assert(!float.IsNaN(score));
|
||||
|
||||
// The score can only ever go down from each consideration so if we're below minimum no point continuing.
|
||||
if (0.0f >= finalScore || finalScore < minThreshold) {
|
||||
|
||||
@@ -13,6 +13,7 @@ using Content.Server.GameObjects.EntitySystems.JobQueues;
|
||||
using Robust.Server.AI;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Log;
|
||||
using Robust.Shared.Utility;
|
||||
|
||||
namespace Content.Server.AI.Utility.AiLogic
|
||||
@@ -147,6 +148,14 @@ namespace Content.Server.AI.Utility.AiLogic
|
||||
|
||||
private void ReceivedAction()
|
||||
{
|
||||
switch (_actionRequest.Exception)
|
||||
{
|
||||
case null:
|
||||
break;
|
||||
default:
|
||||
Logger.FatalS("ai", _actionRequest.Exception.ToString());
|
||||
throw _actionRequest.Exception;
|
||||
}
|
||||
var action = _actionRequest.Result;
|
||||
_actionRequest = null;
|
||||
// Actions with lower scores should be implicitly dumped by GetAction
|
||||
|
||||
@@ -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))
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
|
||||
@@ -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>())
|
||||
{
|
||||
|
||||
@@ -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();
|
||||
|
||||
|
||||
@@ -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();
|
||||
|
||||
|
||||
@@ -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();
|
||||
|
||||
|
||||
@@ -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();
|
||||
|
||||
|
||||
@@ -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();
|
||||
|
||||
|
||||
@@ -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();
|
||||
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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)];
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -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)
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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();
|
||||
|
||||
|
||||
@@ -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();
|
||||
|
||||
@@ -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)
|
||||
{
|
||||
|
||||
@@ -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)
|
||||
{
|
||||
|
||||
@@ -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();
|
||||
|
||||
@@ -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();
|
||||
|
||||
|
||||
@@ -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();
|
||||
|
||||
|
||||
@@ -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();
|
||||
|
||||
|
||||
@@ -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();
|
||||
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -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)
|
||||
|
||||
@@ -20,7 +20,7 @@ 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)
|
||||
|
||||
@@ -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) &&
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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>
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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";
|
||||
}
|
||||
}
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -4,6 +4,7 @@ using Content.Server.Interfaces.Chat;
|
||||
using Content.Server.Interfaces.GameObjects;
|
||||
using Content.Server.Players;
|
||||
using Content.Shared.GameObjects;
|
||||
using Robust.Server.Console;
|
||||
using Robust.Server.Interfaces.Console;
|
||||
using Robust.Server.Interfaces.Player;
|
||||
using Robust.Shared.Enums;
|
||||
@@ -80,6 +81,19 @@ namespace Content.Server.Chat
|
||||
}
|
||||
}
|
||||
|
||||
internal class AdminChatCommand : IClientCommand
|
||||
{
|
||||
public string Command => "asay";
|
||||
public string Description => "Send chat messages to the private admin chat channel.";
|
||||
public string Help => "asay <text>";
|
||||
|
||||
public void Execute(IConsoleShell shell, IPlayerSession player, string[] args)
|
||||
{
|
||||
var chat = IoCManager.Resolve<IChatManager>();
|
||||
chat.SendAdminChat(player, string.Join(" ", args));
|
||||
}
|
||||
}
|
||||
|
||||
internal class SuicideCommand : IClientCommand
|
||||
{
|
||||
public string Command => "suicide";
|
||||
|
||||
@@ -7,6 +7,7 @@ using Content.Server.Observer;
|
||||
using Content.Server.Players;
|
||||
using Content.Shared.Chat;
|
||||
using Content.Shared.GameObjects.EntitySystems;
|
||||
using Robust.Server.Console;
|
||||
using Robust.Server.Interfaces.Player;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
using Robust.Shared.Interfaces.Network;
|
||||
@@ -28,6 +29,7 @@ namespace Content.Server.Chat
|
||||
[Dependency] private readonly IPlayerManager _playerManager;
|
||||
[Dependency] private readonly ILocalizationManager _localizationManager;
|
||||
[Dependency] private readonly IMoMMILink _mommiLink;
|
||||
[Dependency] private readonly IConGroupController _conGroupController;
|
||||
#pragma warning restore 649
|
||||
|
||||
public void Initialize()
|
||||
@@ -112,6 +114,23 @@ namespace Content.Server.Chat
|
||||
_netManager.ServerSendToMany(msg, clients.ToList());
|
||||
}
|
||||
|
||||
public void SendAdminChat(IPlayerSession player, string message)
|
||||
{
|
||||
if(!_conGroupController.CanCommand(player, "asay"))
|
||||
{
|
||||
SendOOC(player, message);
|
||||
return;
|
||||
}
|
||||
var clients = _playerManager.GetPlayersBy(x => _conGroupController.CanCommand(x, "asay")).Select(p => p.ConnectedClient);;
|
||||
|
||||
var msg = _netManager.CreateNetMessage<MsgChatMessage>();
|
||||
|
||||
msg.Channel = ChatChannel.AdminChat;
|
||||
msg.Message = message;
|
||||
msg.MessageWrap = $"{_localizationManager.GetString("ADMIN")}: {player.SessionId}: {{0}}";
|
||||
_netManager.ServerSendToMany(msg, clients.ToList());
|
||||
}
|
||||
|
||||
public void SendHookOOC(string sender, string message)
|
||||
{
|
||||
var msg = _netManager.CreateNetMessage<MsgChatMessage>();
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
using Content.Server.GameObjects.Components.NodeContainer.NodeGroups;
|
||||
using Content.Server.AI.Utility.Considerations;
|
||||
using Content.Server.GameObjects.Components.NodeContainer.NodeGroups;
|
||||
using Content.Server.GameObjects.Components.NodeContainer.Nodes;
|
||||
using Content.Server.Interfaces;
|
||||
using Content.Server.AI.WorldState;
|
||||
@@ -72,6 +73,7 @@ namespace Content.Server
|
||||
_gameTicker.Initialize();
|
||||
IoCManager.Resolve<RecipeManager>().Initialize();
|
||||
IoCManager.Resolve<BlackboardManager>().Initialize();
|
||||
IoCManager.Resolve<ConsiderationsManager>().Initialize();
|
||||
IoCManager.Resolve<IPDAUplinkManager>().Initialize();
|
||||
}
|
||||
|
||||
|
||||
@@ -1,11 +1,10 @@
|
||||
#nullable enable
|
||||
using System.Collections.Generic;
|
||||
using Content.Server.Interfaces;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Serialization;
|
||||
using Robust.Shared.ViewVariables;
|
||||
|
||||
#nullable enable
|
||||
|
||||
namespace Content.Server.GameObjects.Components.Access
|
||||
{
|
||||
/// <summary>
|
||||
|
||||
@@ -1,3 +1,4 @@
|
||||
#nullable enable
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
@@ -11,8 +12,6 @@ using Robust.Shared.Interfaces.GameObjects;
|
||||
using Robust.Shared.Serialization;
|
||||
using Robust.Shared.ViewVariables;
|
||||
|
||||
#nullable enable
|
||||
|
||||
namespace Content.Server.GameObjects.Components.Access
|
||||
{
|
||||
/// <summary>
|
||||
@@ -69,7 +68,6 @@ namespace Content.Server.GameObjects.Components.Access
|
||||
return _accessLists.Count == 0 || _accessLists.Any(a => a.IsSubsetOf(accessTags));
|
||||
}
|
||||
|
||||
[CanBeNull]
|
||||
public static ICollection<string> FindAccessTags(IEntity entity)
|
||||
{
|
||||
if (entity.TryGetComponent(out IAccess accessComponent))
|
||||
|
||||
@@ -1,3 +1,4 @@
|
||||
#nullable enable
|
||||
using Content.Shared.Jobs;
|
||||
using Robust.Server.Interfaces.GameObjects;
|
||||
using Robust.Shared.GameObjects;
|
||||
@@ -5,8 +6,6 @@ using Robust.Shared.IoC;
|
||||
using Robust.Shared.Prototypes;
|
||||
using Robust.Shared.Serialization;
|
||||
|
||||
#nullable enable
|
||||
|
||||
namespace Content.Server.GameObjects.Components.Access
|
||||
{
|
||||
[RegisterComponent]
|
||||
|
||||
@@ -1,10 +1,10 @@
|
||||
using Content.Server.Cargo;
|
||||
#nullable enable
|
||||
using Content.Server.Cargo;
|
||||
using Content.Server.GameObjects.Components.Power.ApcNetComponents;
|
||||
using Content.Server.GameObjects.EntitySystems;
|
||||
using Content.Server.Interfaces.GameObjects.Components.Interaction;
|
||||
using Content.Shared.GameObjects.Components.Cargo;
|
||||
using Content.Shared.Prototypes.Cargo;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Server.GameObjects.Components.UserInterface;
|
||||
using Robust.Server.Interfaces.GameObjects;
|
||||
using Robust.Shared.GameObjects;
|
||||
@@ -20,39 +20,43 @@ namespace Content.Server.GameObjects.Components.Cargo
|
||||
public class CargoConsoleComponent : SharedCargoConsoleComponent, IActivate
|
||||
{
|
||||
#pragma warning disable 649
|
||||
[Dependency] private readonly ICargoOrderDataManager _cargoOrderDataManager;
|
||||
[Dependency] private readonly ICargoOrderDataManager _cargoOrderDataManager = default!;
|
||||
#pragma warning restore 649
|
||||
|
||||
[ViewVariables]
|
||||
public int Points = 1000;
|
||||
|
||||
private BoundUserInterface _userInterface;
|
||||
private BoundUserInterface _userInterface = default!;
|
||||
|
||||
[ViewVariables]
|
||||
public GalacticMarketComponent Market { get; private set; }
|
||||
[ViewVariables]
|
||||
public CargoOrderDatabaseComponent Orders { get; private set; }
|
||||
|
||||
private CargoBankAccount _bankAccount;
|
||||
public GalacticMarketComponent Market { get; private set; } = default!;
|
||||
|
||||
[ViewVariables]
|
||||
[CanBeNull]
|
||||
public CargoBankAccount BankAccount
|
||||
public CargoOrderDatabaseComponent Orders { get; private set; } = default!;
|
||||
|
||||
private CargoBankAccount? _bankAccount;
|
||||
|
||||
[ViewVariables]
|
||||
public CargoBankAccount? BankAccount
|
||||
{
|
||||
get => _bankAccount;
|
||||
private set
|
||||
{
|
||||
if (_bankAccount == value)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (_bankAccount != null)
|
||||
{
|
||||
_bankAccount.OnBalanceChange -= UpdateUIState;
|
||||
}
|
||||
|
||||
_bankAccount = value;
|
||||
|
||||
if (value != null)
|
||||
{
|
||||
_bankAccount.OnBalanceChange += UpdateUIState;
|
||||
value.OnBalanceChange += UpdateUIState;
|
||||
}
|
||||
|
||||
UpdateUIState();
|
||||
@@ -61,9 +65,9 @@ namespace Content.Server.GameObjects.Components.Cargo
|
||||
|
||||
private bool _requestOnly = false;
|
||||
|
||||
private PowerReceiverComponent _powerReceiver;
|
||||
private PowerReceiverComponent _powerReceiver = default!;
|
||||
private bool Powered => _powerReceiver.Powered;
|
||||
private CargoConsoleSystem _cargoConsoleSystem;
|
||||
private CargoConsoleSystem _cargoConsoleSystem = default!;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
@@ -98,8 +102,11 @@ namespace Content.Server.GameObjects.Components.Cargo
|
||||
{
|
||||
case CargoConsoleAddOrderMessage msg:
|
||||
{
|
||||
if (msg.Amount <= 0)
|
||||
if (msg.Amount <= 0 || _bankAccount == null)
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
||||
_cargoOrderDataManager.AddOrder(Orders.Database.Id, msg.Requester, msg.Reason, msg.ProductId, msg.Amount, _bankAccount.Id);
|
||||
break;
|
||||
}
|
||||
@@ -111,8 +118,12 @@ namespace Content.Server.GameObjects.Components.Cargo
|
||||
case CargoConsoleApproveOrderMessage msg:
|
||||
{
|
||||
if (_requestOnly ||
|
||||
!Orders.Database.TryGetOrder(msg.OrderNumber, out var order))
|
||||
!Orders.Database.TryGetOrder(msg.OrderNumber, out var order) ||
|
||||
_bankAccount == null)
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
||||
_prototypeManager.TryIndex(order.ProductId, out CargoProductPrototype product);
|
||||
if (product == null)
|
||||
break;
|
||||
|
||||
@@ -224,6 +224,7 @@ namespace Content.Server.GameObjects.Components.Chemistry
|
||||
if (!ActionBlockerSystem.CanInteract(user) ||
|
||||
!user.TryGetComponent<HandsComponent>(out var hands) ||
|
||||
hands.GetActiveHand == null ||
|
||||
hands.GetActiveHand.Owner == component.Owner ||
|
||||
!hands.GetActiveHand.Owner.TryGetComponent<SolutionComponent>(out var solution))
|
||||
{
|
||||
data.Visibility = VerbVisibility.Invisible;
|
||||
@@ -323,6 +324,7 @@ namespace Content.Server.GameObjects.Components.Chemistry
|
||||
if (!ActionBlockerSystem.CanInteract(user) ||
|
||||
!user.TryGetComponent<HandsComponent>(out var hands) ||
|
||||
hands.GetActiveHand == null ||
|
||||
hands.GetActiveHand.Owner == component.Owner ||
|
||||
!hands.GetActiveHand.Owner.TryGetComponent<SolutionComponent>(out var solution))
|
||||
{
|
||||
data.Visibility = VerbVisibility.Invisible;
|
||||
|
||||
@@ -21,7 +21,7 @@ namespace Content.Server.GameObjects.Components.Explosion
|
||||
public override string Name => "FlashExplosive";
|
||||
|
||||
private float _range;
|
||||
private double _duration;
|
||||
private float _duration;
|
||||
private string _sound;
|
||||
private bool _deleteOnFlash;
|
||||
|
||||
@@ -30,7 +30,7 @@ namespace Content.Server.GameObjects.Components.Explosion
|
||||
base.ExposeData(serializer);
|
||||
|
||||
serializer.DataField(ref _range, "range", 7.0f);
|
||||
serializer.DataField(ref _duration, "duration", 8.0);
|
||||
serializer.DataField(ref _duration, "duration", 8.0f);
|
||||
serializer.DataField(ref _sound, "sound", "/Audio/Effects/flash_bang.ogg");
|
||||
serializer.DataField(ref _deleteOnFlash, "deleteOnFlash", true);
|
||||
}
|
||||
@@ -41,7 +41,7 @@ namespace Content.Server.GameObjects.Components.Explosion
|
||||
ContainerHelpers.TryGetContainer(Owner, out var container);
|
||||
if (container == null || !container.Owner.HasComponent<EntityStorageComponent>())
|
||||
{
|
||||
ServerFlashableComponent.FlashAreaHelper(Owner, _range, _duration);
|
||||
FlashableComponent.FlashAreaHelper(Owner, _range, _duration);
|
||||
}
|
||||
|
||||
if (_sound != null)
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
using System;
|
||||
#nullable enable
|
||||
using System;
|
||||
using System.Runtime.Remoting;
|
||||
using Content.Server.GameObjects.Components.Chemistry;
|
||||
using Content.Server.GameObjects.Components.Items.Storage;
|
||||
@@ -25,11 +26,11 @@ namespace Content.Server.GameObjects.Components.Interactable
|
||||
[RegisterComponent]
|
||||
[ComponentReference(typeof(ToolComponent))]
|
||||
[ComponentReference(typeof(IToolComponent))]
|
||||
public class WelderComponent : ToolComponent, IExamine, IUse, ISuicideAct
|
||||
public class WelderComponent : ToolComponent, IExamine, IUse, ISuicideAct, ISolutionChange
|
||||
{
|
||||
#pragma warning disable 649
|
||||
[Dependency] private IEntitySystemManager _entitySystemManager;
|
||||
[Dependency] private IServerNotifyManager _notifyManager;
|
||||
[Dependency] private readonly IEntitySystemManager _entitySystemManager = default!;
|
||||
[Dependency] private readonly IServerNotifyManager _notifyManager = default!;
|
||||
#pragma warning restore 649
|
||||
|
||||
public override string Name => "Welder";
|
||||
@@ -45,10 +46,11 @@ namespace Content.Server.GameObjects.Components.Interactable
|
||||
/// </summary>
|
||||
public const float FuelLossRate = 0.5f;
|
||||
|
||||
private bool _welderLit = false;
|
||||
private WelderSystem _welderSystem;
|
||||
private SpriteComponent _spriteComponent;
|
||||
private SolutionComponent _solutionComponent;
|
||||
private bool _welderLit;
|
||||
private WelderSystem _welderSystem = default!;
|
||||
private SpriteComponent? _spriteComponent;
|
||||
private SolutionComponent? _solutionComponent;
|
||||
private PointLightComponent? _pointLightComponent;
|
||||
|
||||
[ViewVariables]
|
||||
public float Fuel => _solutionComponent?.Solution.GetReagentQuantity("chem.WeldingFuel").Float() ?? 0f;
|
||||
@@ -80,6 +82,7 @@ namespace Content.Server.GameObjects.Components.Interactable
|
||||
|
||||
Owner.TryGetComponent(out _solutionComponent);
|
||||
Owner.TryGetComponent(out _spriteComponent);
|
||||
Owner.TryGetComponent(out _pointLightComponent);
|
||||
}
|
||||
|
||||
public override ComponentState GetComponentState()
|
||||
@@ -99,7 +102,7 @@ namespace Content.Server.GameObjects.Components.Interactable
|
||||
return base.UseTool(user, target, toolQualityNeeded) && TryWeld(fuelConsumed, user);
|
||||
}
|
||||
|
||||
private bool TryWeld(float value, IEntity user = null, bool silent = false)
|
||||
private bool TryWeld(float value, IEntity? user = null, bool silent = false)
|
||||
{
|
||||
if (!WelderLit)
|
||||
{
|
||||
@@ -132,7 +135,7 @@ namespace Content.Server.GameObjects.Components.Interactable
|
||||
/// <summary>
|
||||
/// Deactivates welding tool if active, activates welding tool if possible
|
||||
/// </summary>
|
||||
private bool ToggleWelderStatus(IEntity user = null)
|
||||
private bool ToggleWelderStatus(IEntity? user = null)
|
||||
{
|
||||
var item = Owner.GetComponent<ItemComponent>();
|
||||
|
||||
@@ -141,7 +144,10 @@ namespace Content.Server.GameObjects.Components.Interactable
|
||||
WelderLit = false;
|
||||
// Layer 1 is the flame.
|
||||
item.EquippedPrefix = "off";
|
||||
_spriteComponent.LayerSetVisible(1, false);
|
||||
_spriteComponent?.LayerSetVisible(1, false);
|
||||
|
||||
if (_pointLightComponent != null) _pointLightComponent.Enabled = false;
|
||||
|
||||
PlaySoundCollection("WelderOff", -5);
|
||||
_welderSystem.Unsubscribe(this);
|
||||
return true;
|
||||
@@ -155,7 +161,10 @@ namespace Content.Server.GameObjects.Components.Interactable
|
||||
|
||||
WelderLit = true;
|
||||
item.EquippedPrefix = "on";
|
||||
_spriteComponent.LayerSetVisible(1, true);
|
||||
_spriteComponent?.LayerSetVisible(1, true);
|
||||
|
||||
if (_pointLightComponent != null) _pointLightComponent.Enabled = true;
|
||||
|
||||
PlaySoundCollection("WelderOn", -5);
|
||||
_welderSystem.Subscribe(this);
|
||||
return true;
|
||||
@@ -189,12 +198,11 @@ namespace Content.Server.GameObjects.Components.Interactable
|
||||
if (!HasQuality(ToolQuality.Welding) || !WelderLit)
|
||||
return;
|
||||
|
||||
_solutionComponent.TryRemoveReagent("chem.WeldingFuel", ReagentUnit.New(FuelLossRate * frameTime));
|
||||
_solutionComponent?.TryRemoveReagent("chem.WeldingFuel", ReagentUnit.New(FuelLossRate * frameTime));
|
||||
|
||||
if (Fuel == 0)
|
||||
ToggleWelderStatus();
|
||||
|
||||
Dirty();
|
||||
}
|
||||
|
||||
public SuicideKind Suicide(IEntity victim, IChatManager chat)
|
||||
@@ -208,5 +216,10 @@ namespace Content.Server.GameObjects.Components.Interactable
|
||||
chat.EntityMe(victim, Loc.GetString("bashes {0:themselves} with the {1}!", victim, Owner.Name));
|
||||
return SuicideKind.Brute;
|
||||
}
|
||||
|
||||
public void SolutionChanged(SolutionChangeEventArgs eventArgs)
|
||||
{
|
||||
Dirty();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,11 +1,7 @@
|
||||
using Content.Shared.GameObjects.Components.Movement;
|
||||
#nullable enable
|
||||
using Content.Shared.GameObjects.Components.Movement;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.GameObjects.Components;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.ViewVariables;
|
||||
|
||||
#nullable enable
|
||||
|
||||
namespace Content.Server.GameObjects.Components.Movement
|
||||
{
|
||||
|
||||
@@ -1,3 +1,4 @@
|
||||
#nullable enable
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
@@ -23,8 +24,6 @@ using Robust.Shared.Localization;
|
||||
using Robust.Shared.Serialization;
|
||||
using Robust.Shared.ViewVariables;
|
||||
|
||||
#nullable enable
|
||||
|
||||
namespace Content.Server.GameObjects.Components.PDA
|
||||
{
|
||||
[RegisterComponent]
|
||||
|
||||
@@ -17,16 +17,16 @@ namespace Content.Server.GameObjects.Components.Projectiles
|
||||
{
|
||||
public override string Name => "FlashProjectile";
|
||||
|
||||
private double _range;
|
||||
private double _duration;
|
||||
private float _range;
|
||||
private float _duration;
|
||||
|
||||
private bool _flashed;
|
||||
|
||||
public override void ExposeData(ObjectSerializer serializer)
|
||||
{
|
||||
base.ExposeData(serializer);
|
||||
serializer.DataField(ref _range, "range", 1.0);
|
||||
serializer.DataField(ref _duration, "duration", 8.0);
|
||||
serializer.DataField(ref _range, "range", 1.0f);
|
||||
serializer.DataField(ref _duration, "duration", 8.0f);
|
||||
}
|
||||
|
||||
public override void Initialize()
|
||||
@@ -45,7 +45,7 @@ namespace Content.Server.GameObjects.Components.Projectiles
|
||||
{
|
||||
return;
|
||||
}
|
||||
ServerFlashableComponent.FlashAreaHelper(Owner, _range, _duration);
|
||||
FlashableComponent.FlashAreaHelper(Owner, _range, _duration);
|
||||
_flashed = true;
|
||||
}
|
||||
|
||||
|
||||
@@ -0,0 +1,53 @@
|
||||
using System;
|
||||
using System.Linq;
|
||||
using Content.Server.Utility;
|
||||
using Content.Shared.GameObjects.Components.Weapons;
|
||||
using Content.Shared.GameObjects.EntitySystems;
|
||||
using Content.Shared.Physics;
|
||||
using Robust.Server.GameObjects.EntitySystems;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
using Robust.Shared.Interfaces.Physics;
|
||||
using Robust.Shared.Interfaces.Timing;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Maths;
|
||||
|
||||
namespace Content.Server.GameObjects.Components.Weapon
|
||||
{
|
||||
[RegisterComponent]
|
||||
public sealed class FlashableComponent : SharedFlashableComponent
|
||||
{
|
||||
private double _duration;
|
||||
private TimeSpan _lastFlash;
|
||||
|
||||
public void Flash(double duration)
|
||||
{
|
||||
var timing = IoCManager.Resolve<IGameTiming>();
|
||||
_lastFlash = timing.CurTime;
|
||||
_duration = duration;
|
||||
Dirty();
|
||||
}
|
||||
|
||||
public override ComponentState GetComponentState()
|
||||
{
|
||||
return new FlashComponentState(_duration, _lastFlash);
|
||||
}
|
||||
|
||||
public static void FlashAreaHelper(IEntity source, float range, float duration, string sound = null)
|
||||
{
|
||||
foreach (var entity in IoCManager.Resolve<IEntityManager>().GetEntitiesInRange(source.Transform.GridPosition, range))
|
||||
{
|
||||
if (!InteractionChecks.InRangeUnobstructed(source, entity.Transform.MapPosition, range, ignoredEnt:entity))
|
||||
continue;
|
||||
|
||||
if(entity.TryGetComponent(out FlashableComponent flashable))
|
||||
flashable.Flash(duration);
|
||||
}
|
||||
|
||||
if (!string.IsNullOrEmpty(sound))
|
||||
{
|
||||
IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<AudioSystem>().PlayAtCoords(sound, source.Transform.GridPosition);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -53,7 +53,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Melee
|
||||
[ViewVariables(VVAccess.ReadWrite)]
|
||||
private float _slowdownTime = 5f;
|
||||
|
||||
[ViewVariables(VVAccess.ReadWrite)] public float EnergyPerUse { get; set; } = 1000;
|
||||
[ViewVariables(VVAccess.ReadWrite)] public float EnergyPerUse { get; set; } = 50;
|
||||
|
||||
[ViewVariables]
|
||||
public bool Activated => _activated;
|
||||
@@ -89,13 +89,12 @@ namespace Content.Server.GameObjects.Components.Weapon.Melee
|
||||
|
||||
protected override bool OnHitEntities(IReadOnlyList<IEntity> entities, AttackEventArgs eventArgs)
|
||||
{
|
||||
var cell = Cell;
|
||||
if (!Activated || entities.Count == 0 || cell == null)
|
||||
return false;
|
||||
if (!cell.TryUseCharge(EnergyPerUse))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
if (!Activated || entities.Count == 0 || Cell == null)
|
||||
return true;
|
||||
|
||||
if (!Cell.TryUseCharge(EnergyPerUse))
|
||||
return true;
|
||||
|
||||
EntitySystem.Get<AudioSystem>().PlayAtCoords("/Audio/Weapons/egloves.ogg", Owner.Transform.GridPosition, AudioHelpers.WithVariation(0.25f));
|
||||
|
||||
foreach (var entity in entities)
|
||||
@@ -113,11 +112,11 @@ namespace Content.Server.GameObjects.Components.Weapon.Melee
|
||||
else
|
||||
stunnable.Slowdown(_slowdownTime);
|
||||
}
|
||||
if(cell.CurrentCharge < EnergyPerUse)
|
||||
{
|
||||
EntitySystem.Get<AudioSystem>().PlayAtCoords(AudioHelpers.GetRandomFileFromSoundCollection("sparks"), Owner.Transform.GridPosition, AudioHelpers.WithVariation(0.25f));
|
||||
TurnOff();
|
||||
}
|
||||
|
||||
if (!(Cell.CurrentCharge < EnergyPerUse)) return true;
|
||||
|
||||
EntitySystem.Get<AudioSystem>().PlayAtCoords(AudioHelpers.GetRandomFileFromSoundCollection("sparks"), Owner.Transform.GridPosition, AudioHelpers.WithVariation(0.25f));
|
||||
TurnOff();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -1,78 +0,0 @@
|
||||
using System;
|
||||
using System.Linq;
|
||||
using Content.Shared.GameObjects.Components.Weapons;
|
||||
using Content.Shared.Physics;
|
||||
using Robust.Server.GameObjects.EntitySystems;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
using Robust.Shared.Interfaces.Physics;
|
||||
using Robust.Shared.Interfaces.Timing;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Maths;
|
||||
|
||||
namespace Content.Server.GameObjects.Components.Weapon
|
||||
{
|
||||
[RegisterComponent]
|
||||
public sealed class ServerFlashableComponent : SharedFlashableComponent
|
||||
{
|
||||
private double _duration;
|
||||
private TimeSpan _lastFlash;
|
||||
|
||||
public void Flash(double duration)
|
||||
{
|
||||
var timing = IoCManager.Resolve<IGameTiming>();
|
||||
_lastFlash = timing.CurTime;
|
||||
_duration = duration;
|
||||
Dirty();
|
||||
}
|
||||
|
||||
public override ComponentState GetComponentState()
|
||||
{
|
||||
return new FlashComponentState(_duration, _lastFlash);
|
||||
}
|
||||
|
||||
public static void FlashAreaHelper(IEntity source, double range, double duration, string sound = null)
|
||||
{
|
||||
var physicsManager = IoCManager.Resolve<IPhysicsManager>();
|
||||
var entityManager = IoCManager.Resolve<IEntityManager>();
|
||||
|
||||
foreach (var entity in entityManager.GetEntities(new TypeEntityQuery(typeof(ServerFlashableComponent))))
|
||||
{
|
||||
if (source.Transform.MapID != entity.Transform.MapID ||
|
||||
entity == source)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
var direction = entity.Transform.WorldPosition - source.Transform.WorldPosition;
|
||||
|
||||
if (direction.Length > range)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// Direction will be zero if they're hit with the source only I think
|
||||
if (direction == Vector2.Zero)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
var ray = new CollisionRay(source.Transform.WorldPosition, direction.Normalized, (int) CollisionGroup.Opaque);
|
||||
var rayCastResults = physicsManager.IntersectRay(source.Transform.MapID, ray, direction.Length, source, false).ToList();
|
||||
if (rayCastResults.Count == 0 ||
|
||||
rayCastResults[0].HitEntity != entity)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
var flashable = entity.GetComponent<ServerFlashableComponent>();
|
||||
flashable.Flash(duration);
|
||||
}
|
||||
|
||||
if (sound != null)
|
||||
{
|
||||
IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<AudioSystem>().PlayAtCoords(sound, source.Transform.GridPosition);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,4 +1,5 @@
|
||||
using System;
|
||||
#nullable enable
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Content.Server.GameObjects.Components.Interactable;
|
||||
@@ -32,12 +33,12 @@ namespace Content.Server.GameObjects.Components
|
||||
public class WiresComponent : SharedWiresComponent, IInteractUsing, IExamine, IMapInit
|
||||
{
|
||||
#pragma warning disable 649
|
||||
[Dependency] private readonly IRobustRandom _random;
|
||||
[Dependency] private readonly IServerNotifyManager _notifyManager;
|
||||
[Dependency] private readonly IRobustRandom _random = default!;
|
||||
[Dependency] private readonly IServerNotifyManager _notifyManager = default!;
|
||||
#pragma warning restore 649
|
||||
private AudioSystem _audioSystem;
|
||||
private AppearanceComponent _appearance;
|
||||
private BoundUserInterface _userInterface;
|
||||
private AudioSystem _audioSystem = default!;
|
||||
private AppearanceComponent _appearance = default!;
|
||||
private BoundUserInterface _userInterface = default!;
|
||||
|
||||
private bool _isPanelOpen;
|
||||
|
||||
@@ -93,7 +94,7 @@ namespace Content.Server.GameObjects.Components
|
||||
}
|
||||
|
||||
[ViewVariables(VVAccess.ReadWrite)]
|
||||
public string SerialNumber
|
||||
public string? SerialNumber
|
||||
{
|
||||
get => _serialNumber;
|
||||
set
|
||||
@@ -127,16 +128,16 @@ namespace Content.Server.GameObjects.Components
|
||||
private readonly List<WireLetter> _availableLetters =
|
||||
new List<WireLetter>((WireLetter[]) Enum.GetValues(typeof(WireLetter)));
|
||||
|
||||
private string _boardName;
|
||||
private string _boardName = default!;
|
||||
|
||||
private string _serialNumber;
|
||||
private string? _serialNumber;
|
||||
|
||||
// Used to generate wire appearance randomization client side.
|
||||
// We honestly don't care what it is or such but do care that it doesn't change between UI re-opens.
|
||||
[ViewVariables]
|
||||
private int _wireSeed;
|
||||
[ViewVariables]
|
||||
private string _layoutId;
|
||||
private string? _layoutId;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
@@ -186,7 +187,7 @@ namespace Content.Server.GameObjects.Components
|
||||
base.Startup();
|
||||
|
||||
|
||||
WireLayout layout = null;
|
||||
WireLayout? layout = null;
|
||||
var hackingSystem = EntitySystem.Get<WireHackingSystem>();
|
||||
if (_layoutId != null)
|
||||
{
|
||||
@@ -299,9 +300,9 @@ namespace Content.Server.GameObjects.Components
|
||||
{
|
||||
[NotNull] private readonly WiresComponent _wires;
|
||||
[NotNull] private readonly IWires _owner;
|
||||
[CanBeNull] private readonly WireLayout _layout;
|
||||
private readonly WireLayout? _layout;
|
||||
|
||||
public WiresBuilder(WiresComponent wires, IWires owner, WireLayout layout)
|
||||
public WiresBuilder(WiresComponent wires, IWires owner, WireLayout? layout)
|
||||
{
|
||||
_wires = wires;
|
||||
_owner = owner;
|
||||
@@ -365,12 +366,12 @@ namespace Content.Server.GameObjects.Components
|
||||
{
|
||||
case WiresActionMessage msg:
|
||||
var wire = WiresList.Find(x => x.Id == msg.Id);
|
||||
if (wire == null)
|
||||
var player = serverMsg.Session.AttachedEntity;
|
||||
if (wire == null || player == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var player = serverMsg.Session.AttachedEntity;
|
||||
if (!player.TryGetComponent(out IHandsComponent handsComponent))
|
||||
{
|
||||
_notifyManager.PopupMessage(Owner.Transform.GridPosition, player,
|
||||
@@ -386,7 +387,7 @@ namespace Content.Server.GameObjects.Components
|
||||
}
|
||||
|
||||
var activeHandEntity = handsComponent.GetActiveHand?.Owner;
|
||||
ToolComponent tool = null;
|
||||
ToolComponent? tool = null;
|
||||
activeHandEntity?.TryGetComponent(out tool);
|
||||
|
||||
switch (msg.Action)
|
||||
|
||||
@@ -0,0 +1,70 @@
|
||||
using System.Collections.Generic;
|
||||
using Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders;
|
||||
using Content.Server.GameObjects.EntitySystems.Pathfinding;
|
||||
using Robust.Shared.GameObjects.Systems;
|
||||
using Robust.Shared.Map;
|
||||
|
||||
namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
|
||||
{
|
||||
/// <summary>
|
||||
/// The simplest pathfinder
|
||||
/// </summary>
|
||||
public sealed class BFSPathfinder
|
||||
{
|
||||
/// <summary>
|
||||
/// Gets all of the tiles in range that can we access
|
||||
/// </summary>
|
||||
/// If you want Dikstra then add distances.
|
||||
/// Doesn't use the JobQueue as it will generally be encapsulated by other jobs
|
||||
/// <param name="pathfindingArgs"></param>
|
||||
/// <param name="range"></param>
|
||||
/// <param name="fromStart">Whether we traverse from the starting tile or the end tile</param>
|
||||
/// <returns></returns>
|
||||
public static IEnumerable<PathfindingNode> GetNodesInRange(PathfindingArgs pathfindingArgs, bool fromStart = true)
|
||||
{
|
||||
var pathfindingSystem = EntitySystem.Get<PathfindingSystem>();
|
||||
// Don't need a priority queue given not looking for shortest path
|
||||
var openTiles = new Queue<PathfindingNode>();
|
||||
var closedTiles = new HashSet<TileRef>();
|
||||
PathfindingNode startNode;
|
||||
|
||||
if (fromStart)
|
||||
{
|
||||
startNode = pathfindingSystem.GetNode(pathfindingArgs.Start);
|
||||
}
|
||||
else
|
||||
{
|
||||
startNode = pathfindingSystem.GetNode(pathfindingArgs.End);
|
||||
}
|
||||
|
||||
PathfindingNode currentNode;
|
||||
openTiles.Enqueue(startNode);
|
||||
|
||||
while (openTiles.Count > 0)
|
||||
{
|
||||
currentNode = openTiles.Dequeue();
|
||||
|
||||
foreach (var neighbor in currentNode.GetNeighbors())
|
||||
{
|
||||
// No distances stored so can just check closed tiles here
|
||||
if (closedTiles.Contains(neighbor.TileRef)) continue;
|
||||
closedTiles.Add(currentNode.TileRef);
|
||||
|
||||
// So currently tileCost gets the octile distance between the 2 so we'll also use that for our range check
|
||||
var tileCost = PathfindingHelpers.GetTileCost(pathfindingArgs, startNode, neighbor);
|
||||
var direction = PathfindingHelpers.RelativeDirection(neighbor, currentNode);
|
||||
|
||||
if (tileCost == null ||
|
||||
tileCost > pathfindingArgs.Proximity ||
|
||||
!PathfindingHelpers.DirectionTraversable(pathfindingArgs.CollisionMask, pathfindingArgs.Access, currentNode, direction))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
openTiles.Enqueue(neighbor);
|
||||
yield return neighbor;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -29,9 +29,8 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
|
||||
_indices = indices;
|
||||
}
|
||||
|
||||
public void Initialize()
|
||||
public void Initialize(IMapGrid grid)
|
||||
{
|
||||
var grid = IoCManager.Resolve<IMapManager>().GetGrid(GridId);
|
||||
for (var x = 0; x < ChunkSize; x++)
|
||||
{
|
||||
for (var y = 0; y < ChunkSize; y++)
|
||||
@@ -157,12 +156,6 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
|
||||
return _nodes[chunkX, chunkY];
|
||||
}
|
||||
|
||||
public void UpdateNode(TileRef tile)
|
||||
{
|
||||
var node = GetNode(tile);
|
||||
node.UpdateTile(tile);
|
||||
}
|
||||
|
||||
private void CreateNode(TileRef tile, PathfindingChunk parent = null)
|
||||
{
|
||||
if (parent == null)
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user