Re-organize all projects (#4166)

This commit is contained in:
DrSmugleaf
2021-06-09 22:19:39 +02:00
committed by GitHub
parent 9f50e4061b
commit ff1a2d97ea
1773 changed files with 5258 additions and 5508 deletions

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#nullable enable
using System;
using System.Collections.Generic;
using Content.Server.AI.Components;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Prototypes;
namespace Content.Server.AI.EntitySystems
{
/// <summary>
/// Outlines faction relationships with each other for AI.
/// </summary>
public sealed class AiFactionTagSystem : EntitySystem
{
/*
* Currently factions are implicitly friendly if they are not hostile.
* This may change where specified friendly factions are listed. (e.g. to get number of friendlies in area).
*/
private readonly Dictionary<Faction, Faction> _hostileFactions = new();
public override void Initialize()
{
base.Initialize();
var protoManager = IoCManager.Resolve<IPrototypeManager>();
foreach (var faction in protoManager.EnumeratePrototypes<AiFactionPrototype>())
{
if (Enum.TryParse(faction.ID, out Faction @enum))
{
var parsedFaction = Faction.None;
foreach (var hostile in faction.Hostile)
{
if (Enum.TryParse(hostile, out Faction parsedHostile))
{
parsedFaction |= parsedHostile;
}
else
{
Logger.Error($"Unable to parse hostile faction {hostile} for {faction.ID}");
}
}
_hostileFactions[@enum] = parsedFaction;
}
else
{
Logger.Error($"Unable to parse AI faction {faction.ID}");
}
}
}
public Faction GetHostileFactions(Faction faction) => _hostileFactions.TryGetValue(faction, out var hostiles) ? hostiles : Faction.None;
public Faction GetFactions(IEntity entity) =>
entity.TryGetComponent(out AiFactionTagComponent? factionTags)
? factionTags.Factions
: Faction.None;
public IEnumerable<IEntity> GetNearbyHostiles(IEntity entity, float range)
{
var ourFaction = GetFactions(entity);
var hostile = GetHostileFactions(ourFaction);
if (ourFaction == Faction.None || hostile == Faction.None)
{
yield break;
}
foreach (var component in ComponentManager.EntityQuery<AiFactionTagComponent>(true))
{
if ((component.Factions & hostile) == 0)
continue;
if (component.Owner.Transform.MapID != entity.Transform.MapID)
continue;
if (!component.Owner.Transform.MapPosition.InRange(entity.Transform.MapPosition, range))
continue;
yield return component.Owner;
}
}
public void MakeFriendly(Faction source, Faction target)
{
if (!_hostileFactions.TryGetValue(source, out var hostileFactions))
{
return;
}
hostileFactions &= ~target;
_hostileFactions[source] = hostileFactions;
}
public void MakeHostile(Faction source, Faction target)
{
if (!_hostileFactions.TryGetValue(source, out var hostileFactions))
{
_hostileFactions[source] = target;
return;
}
hostileFactions |= target;
_hostileFactions[source] = hostileFactions;
}
}
[Flags]
public enum Faction
{
None = 0,
NanoTrasen = 1 << 0,
SimpleHostile = 1 << 1,
SimpleNeutral = 1 << 2,
Syndicate = 1 << 3,
Xeno = 1 << 4,
}
}

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#nullable enable
using System;
using System.Collections.Generic;
using Content.Server.AI.Components;
using Content.Server.AI.Utility.AiLogic;
using Content.Shared;
using Content.Shared.MobState;
using JetBrains.Annotations;
using Robust.Shared.Configuration;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
namespace Content.Server.AI.EntitySystems
{
/// <summary>
/// Handles NPCs running every tick.
/// </summary>
[UsedImplicitly]
internal class AiSystem : EntitySystem
{
[Dependency] private readonly IConfigurationManager _configurationManager = default!;
/// <summary>
/// To avoid iterating over dead AI continuously they can wake and sleep themselves when necessary.
/// </summary>
private readonly HashSet<AiControllerComponent> _awakeAi = new();
// To avoid modifying awakeAi while iterating over it.
private readonly List<SleepAiMessage> _queuedSleepMessages = new();
private readonly List<MobStateChangedMessage> _queuedMobStateMessages = new();
public bool IsAwake(AiControllerComponent npc) => _awakeAi.Contains(npc);
/// <inheritdoc />
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<SleepAiMessage>(HandleAiSleep);
SubscribeLocalEvent<MobStateChangedMessage>(MobStateChanged);
}
public override void Shutdown()
{
base.Shutdown();
UnsubscribeLocalEvent<SleepAiMessage>();
UnsubscribeLocalEvent<MobStateChangedMessage>();
}
/// <inheritdoc />
public override void Update(float frameTime)
{
var cvarMaxUpdates = _configurationManager.GetCVar(CCVars.AIMaxUpdates);
if (cvarMaxUpdates <= 0)
return;
foreach (var message in _queuedMobStateMessages)
{
// TODO: Need to generecise this but that will be part of a larger cleanup later anyway.
if (message.Entity.Deleted ||
!message.Entity.TryGetComponent(out UtilityAi? controller))
{
continue;
}
controller.MobStateChanged(message);
}
_queuedMobStateMessages.Clear();
foreach (var message in _queuedSleepMessages)
{
switch (message.Sleep)
{
case true:
if (_awakeAi.Count == cvarMaxUpdates && _awakeAi.Contains(message.Component))
{
Logger.Warning($"Under AI limit again: {_awakeAi.Count - 1} / {cvarMaxUpdates}");
}
_awakeAi.Remove(message.Component);
break;
case false:
_awakeAi.Add(message.Component);
if (_awakeAi.Count > cvarMaxUpdates)
{
Logger.Warning($"AI limit exceeded: {_awakeAi.Count} / {cvarMaxUpdates}");
}
break;
}
}
_queuedSleepMessages.Clear();
var toRemove = new List<AiControllerComponent>();
var maxUpdates = Math.Min(_awakeAi.Count, cvarMaxUpdates);
var count = 0;
foreach (var npc in _awakeAi)
{
if (npc.Paused) continue;
if (npc.Deleted)
{
toRemove.Add(npc);
continue;
}
if (count >= maxUpdates)
{
break;
}
npc.Update(frameTime);
count++;
}
foreach (var processor in toRemove)
{
_awakeAi.Remove(processor);
}
}
private void HandleAiSleep(SleepAiMessage message)
{
_queuedSleepMessages.Add(message);
}
private void MobStateChanged(MobStateChangedMessage message)
{
if (!message.Entity.HasComponent<AiControllerComponent>())
{
return;
}
_queuedMobStateMessages.Add(message);
}
}
}

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using Content.Server.AI.LoadBalancer;
using Content.Shared.AI;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
namespace Content.Server.AI.EntitySystems
{
#if DEBUG
[UsedImplicitly]
public class ServerAiDebugSystem : EntitySystem
{
public override void Initialize()
{
base.Initialize();
AiActionRequestJob.FoundAction += NotifyActionJob;
}
public override void Shutdown()
{
base.Shutdown();
AiActionRequestJob.FoundAction -= NotifyActionJob;
}
private void NotifyActionJob(SharedAiDebug.UtilityAiDebugMessage message)
{
RaiseNetworkEvent(message);
}
}
#endif
}