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>
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67
Content.IntegrationTests/Tests/AI/AiControllerTest.cs
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67
Content.IntegrationTests/Tests/AI/AiControllerTest.cs
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using NUnit.Framework;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Map;
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using Robust.Shared.Map;
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using Robust.Shared.Prototypes;
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using System;
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using System.Collections.Generic;
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using System.Threading.Tasks;
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using Content.Server.GameObjects.Components.Movement;
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using Content.Shared.VendingMachines;
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using Robust.Server.AI;
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using Robust.Shared.Log;
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using Robust.Server.Interfaces.Maps;
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using Robust.Server.Interfaces.Timing;
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using Robust.Shared.Interfaces.Reflection;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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namespace Content.IntegrationTests.Tests
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{
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[TestFixture]
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[TestOf(typeof(AiControllerTest))]
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public class AiControllerTest : ContentIntegrationTest
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{
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[Test]
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public async Task AiProcessorNamesValidTest()
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{
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var server = StartServerDummyTicker();
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server.Assert(() =>
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{
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var entityManager = IoCManager.Resolve<IEntityManager>();
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var prototypeManager = IoCManager.Resolve<IPrototypeManager>();
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var reflectionManager = IoCManager.Resolve<IReflectionManager>();
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var mapManager = IoCManager.Resolve<IMapManager>();
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mapManager.CreateMap(new MapId(1));
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var grid = mapManager.CreateGrid(new MapId(1));
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var processorNames = new List<string>();
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// Verify they all have the required attribute
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foreach (var processor in reflectionManager.GetAllChildren(typeof(AiLogicProcessor)))
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{
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var attrib = (AiLogicProcessorAttribute) Attribute.GetCustomAttribute(processor, typeof(AiLogicProcessorAttribute));
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Assert.That(attrib != null, $"No AiLogicProcessorAttribute found on {processor.Name}");
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processorNames.Add(attrib.SerializeName);
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}
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foreach (var entity in prototypeManager.EnumeratePrototypes<EntityPrototype>())
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{
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var comps = entity.Components;
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if (!comps.ContainsKey("AiController")) continue;
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var aiEntity = entityManager.SpawnEntity(entity.ID, new GridCoordinates(new Vector2(0, 0), grid.Index));
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var aiController = aiEntity.GetComponent<AiControllerComponent>();
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Assert.That(processorNames.Contains(aiController.LogicName), $"Could not find valid processor named {aiController.LogicName} on entity {entity.ID}");
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}
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});
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await server.WaitIdleAsync();
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}
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}
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}
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@@ -40,17 +40,15 @@ namespace Content.Server.GameObjects.EntitySystems.AI
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foreach (var processor in processors)
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{
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var att = (AiLogicProcessorAttribute)Attribute.GetCustomAttribute(processor, typeof(AiLogicProcessorAttribute));
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if (att != null)
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{
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_processorTypes.Add(att.SerializeName, processor);
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}
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// Tests should pick this up
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DebugTools.AssertNotNull(att);
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_processorTypes.Add(att.SerializeName, processor);
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}
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}
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/// <inheritdoc />
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public override void Update(float frameTime)
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{
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var entities = EntityManager.GetEntities(EntityQuery);
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foreach (var entity in entities)
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{
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@@ -77,15 +75,14 @@ namespace Content.Server.GameObjects.EntitySystems.AI
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if (controller.Processor != null) return;
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controller.Processor = CreateProcessor(controller.LogicName);
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controller.Processor.SelfEntity = controller.Owner;
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controller.Processor.VisionRadius = controller.VisionRadius;
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controller.Processor.Setup();
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}
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private UtilityAi CreateProcessor(string name)
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private AiLogicProcessor CreateProcessor(string name)
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{
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if (_processorTypes.TryGetValue(name, out var type))
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{
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return (UtilityAi)_typeFactory.CreateInstance(type);
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return (AiLogicProcessor)_typeFactory.CreateInstance(type);
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}
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// processor needs to inherit AiLogicProcessor, and needs an AiLogicProcessorAttribute to define the YAML name
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@@ -19,9 +19,6 @@
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drawdepth: WallMountedItems
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texture: Buildings/TurrTop.png
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directional: false
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- type: AiController
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logic: AimShootLife
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vision: 6.0
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- type: entity
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id: TurretTopLight
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@@ -34,9 +31,6 @@
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drawdepth: WallMountedItems
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texture: Buildings/TurrLamp.png
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directional: false
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- type: AiController
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logic: AimShootLife
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vision: 6.0
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- type: PointLight
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radius: 512
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mask: flashlight_mask
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