Data-driven NPC behaviors (#3271)

* Data-driven NPC behaviors

* Nuked AiLogicProcessor
* BehaviorSets are now all stored in yaml (might try making actions also yaml someday)
* Added a test to validate all BehaviorSets
* Might also try pooling actions in the future to reduce allocs but that'll be way down the line (cough physics).

* Forgot to re-add sorting nothing suss

* Remove last references

* Proper vector2i serialization for tile atmos (#3266)

* update map files

* update submodule

Co-authored-by: cyclowns <cyclowns@protonmail.ch>

* Remove weird "S" jumpsuit from existence (#3267)

* Change character names to use datasets prototypes (#3259)

* Remove old name lists in .txts

* Fix tests

* LATEST MASTER TECHNOLOGY

* Converts AdminMenu to partially use XAML (#3231)

* Cleans up Hydroponics content. (#3025)

* Adds to IgnoredComponents.cs

* Jackboots

* Half Done

* Moved to diff PR

* Everything functional

* Fixed Sprays

* Nice

* Fixed

* Update submodule

* Fix tests

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>

* Stacked sprite visualizer (#3096)

* Add Stack Visualizer

* Add cigarette pack resources

Adds transparent layers for visualizing cigarettes

* Add Bag Open/Close Visualizer

So storage opened in inventory can have different icons when opened
or closed.

* Create a component that only enumerates single item

Used for creating stuff like matchbox, or cigarettes. As a bonus.
It will only update stack visualizer for that particullar item.

* Refactoring stuff

* Fix other usage of stack in Resources

* Add docs

* Apply suggestions from code review

Apply metalgearsloth suggestions

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Applied suggestions from metalgearsloth

* Changed SingleItemStorageComponent to StorageCounterComponent

Difference. New component doesn't spawn items, merely counts them.

* Refactored StackVisualizer

* Fix breakage with master

* Update Resources/Prototypes/Entities/Objects/Consumable/fancy.yml

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Update with MGS suggestions

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* ApcNet updating fix (#3078)

* GridPowerComponent

* ApcNet Powered update bugfix

* PowerTest fix

* Add GridPower to Saltern

* test fix

* Update canceling cleanup

* code cleanup

* nullable & code cleanup for test

* undo power test nullable

* Replaces GridPowerSystem with ApcNetSystem

* build fix

* Update Content.Server/GameObjects/EntitySystems/ApcNetSystem.cs

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Change all XAML to use spacestation14.io namespace (#3277)

* fix pizzaboxes (#3291)

Co-authored-by: cyclowns <cyclowns@protonmail.ch>

* Spikes fix reopened (#3203)

* DoAfter, dead and stun check, DragDropOn

* Not ignored anymore

* Copied comment deleted

* Herbert's an ass

* Woops

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>

* Make component states dependant on the player getting them (#3280)

* Make component states dependant on the player getting them

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>

* Updated submodule to v0.3.7.

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
Co-authored-by: Acruid <shatter66@gmail.com>

* Hoe fix (#3296)

* Initial (#3297)

* Sort reagent dispenser entries (#3272)

* Sort reagent dispenser entries

Saves manually doing it.

* zumzum's suggestion

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>

* Made firelocks damageable & destructible (#3303)

* Move job priority enum parity test ot unit tests (#3300)

* Spill hand contents when dropping them in a fall (#3304)

* Spill hand contents when dropping them due to falling down

* Better approach

* cleanup

* grammar

* stupid

* PauseManager moved to Shared (#3288)

* Namespace changes for moving IPauseManager to shared.

* Namespace changes for moving ITimerManager from Timers to Timing.

* Rebase Fixes.

* Update engine submodule to v0.3.8

* Improves kick, teleport and ban menus (#3312)

* Fix the admin panel not showing the account name (#3322)

* Fix name serialization for secret stashes (#3301)

* Fix name serialization for secret stashes

* Fix old usages of secret part name

* Separate ghost warp message into two (#3310)

* Separate ghost warp message into two

* Remove redundant arguments

* Address reviews

* Move properties up

* Add health overlay and a command to toggle it (#3278)

* Add health overlay bar and a command to toggle it

* Remove empty line

* Content PR for YAML hot reloading (#3319)

* Content PR for YAML hot reloading

* Add CanAdminReloadPrototypes (host permission)

* IndexedPrototype fixes

* Update RobustToolbox

* Update RobustToolbox

* Add an unconspicuous, meaningless and in no way motivated by any external force XML doc to buckle component

* Update RobustToolbox

* Update submodule to v0.3.12.

* Removed unused using statements that prevented compiling.
Removed references to IIndexedPrototype that does not exist anymore in the engine.

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
Co-authored-by: mirrorcult <notzombiedude@gmail.com>
Co-authored-by: cyclowns <cyclowns@protonmail.ch>
Co-authored-by: Visne <39844191+Visne@users.noreply.github.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
Co-authored-by: Leo <lzimann@users.noreply.github.com>
Co-authored-by: Swept <sweptwastaken@protonmail.com>
Co-authored-by: Ygg01 <y.laughing.man.y@gmail.com>
Co-authored-by: collinlunn <60152240+collinlunn@users.noreply.github.com>
Co-authored-by: komunre <49118681+komunre@users.noreply.github.com>
Co-authored-by: Acruid <shatter66@gmail.com>
Co-authored-by: Peptide90 <78795277+Peptide90@users.noreply.github.com>
Co-authored-by: Clyybber <darkmine956@gmail.com>
This commit is contained in:
metalgearsloth
2021-02-20 17:37:17 +11:00
committed by GitHub
parent 6f72f8f553
commit 4437fc7a1b
74 changed files with 548 additions and 707 deletions

View File

@@ -17,27 +17,10 @@ namespace Content.Server.GameObjects.Components.Movement
[RegisterComponent, ComponentReference(typeof(IMoverComponent))]
public class AiControllerComponent : Component, IMoverComponent
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IGameTicker _gameTicker = default!;
private string? _logicName;
private float _visionRadius;
public override string Name => "AiController";
[ViewVariables(VVAccess.ReadWrite)]
public string? LogicName
{
get => _logicName;
set
{
_logicName = value;
Processor = null!;
}
}
public UtilityAi? Processor { get; set; }
[ViewVariables(VVAccess.ReadWrite)]
public string? StartingGearPrototype { get; set; }
@@ -55,8 +38,6 @@ namespace Content.Server.GameObjects.Components.Movement
// This component requires a physics component.
Owner.EnsureComponent<PhysicsComponent>();
EntitySystem.Get<AiSystem>().ProcessorInitialize(this);
}
protected override void Startup()
@@ -65,10 +46,12 @@ namespace Content.Server.GameObjects.Components.Movement
if (StartingGearPrototype != null)
{
var startingGear = _prototypeManager.Index<StartingGearPrototype>(StartingGearPrototype);
_gameTicker.EquipStartingGear(Owner, startingGear, null);
}
var gameTicker = IoCManager.Resolve<IGameTicker>();
var protoManager = IoCManager.Resolve<IPrototypeManager>();
var startingGear = protoManager.Index<StartingGearPrototype>(StartingGearPrototype);
gameTicker.EquipStartingGear(Owner, startingGear, null);
}
}
/// <inheritdoc />
@@ -76,7 +59,6 @@ namespace Content.Server.GameObjects.Components.Movement
{
base.ExposeData(serializer);
serializer.DataField(ref _logicName, "logic", null);
serializer.DataReadWriteFunction(
"startingGear",
null,
@@ -85,12 +67,6 @@ namespace Content.Server.GameObjects.Components.Movement
serializer.DataField(ref _visionRadius, "vision", 8.0f);
}
protected override void Shutdown()
{
base.Shutdown();
Processor?.Shutdown();
}
/// <summary>
/// Movement speed (m/s) that the entity walks, after modifiers
/// </summary>
@@ -155,5 +131,7 @@ namespace Content.Server.GameObjects.Components.Movement
public void SetVelocityDirection(Direction direction, ushort subTick, bool enabled) { }
public void SetSprinting(ushort subTick, bool walking) { }
public virtual void Update(float frameTime) {}
}
}