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