Minor AI system fixes (#1292)

* Add test to check all LogicNames in prototypes
* Change CreateProcessor to AiLogicProcessor (I thought I'd already done this as I remember PJB telling me to do this but apparently I'm an idiot)
* Temporarily remove invalid AiControllers

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
This commit is contained in:
metalgearsloth
2020-07-08 02:56:38 +10:00
committed by GitHub
parent cddfa62980
commit 0ecaba1727
3 changed files with 72 additions and 14 deletions

View File

@@ -40,17 +40,15 @@ namespace Content.Server.GameObjects.EntitySystems.AI
foreach (var processor in processors)
{
var att = (AiLogicProcessorAttribute)Attribute.GetCustomAttribute(processor, typeof(AiLogicProcessorAttribute));
if (att != null)
{
_processorTypes.Add(att.SerializeName, processor);
}
// Tests should pick this up
DebugTools.AssertNotNull(att);
_processorTypes.Add(att.SerializeName, processor);
}
}
/// <inheritdoc />
public override void Update(float frameTime)
{
var entities = EntityManager.GetEntities(EntityQuery);
foreach (var entity in entities)
{
@@ -77,15 +75,14 @@ namespace Content.Server.GameObjects.EntitySystems.AI
if (controller.Processor != null) return;
controller.Processor = CreateProcessor(controller.LogicName);
controller.Processor.SelfEntity = controller.Owner;
controller.Processor.VisionRadius = controller.VisionRadius;
controller.Processor.Setup();
}
private UtilityAi CreateProcessor(string name)
private AiLogicProcessor CreateProcessor(string name)
{
if (_processorTypes.TryGetValue(name, out var type))
{
return (UtilityAi)_typeFactory.CreateInstance(type);
return (AiLogicProcessor)_typeFactory.CreateInstance(type);
}
// processor needs to inherit AiLogicProcessor, and needs an AiLogicProcessorAttribute to define the YAML name