Refactor AI considerations (#1278)
Considerations are now instantiated under a manager and re-used between entities where they pass in their blackboard to get a score back. Also makes the API a bit nicer to use. Also some random cleanup. Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
This commit is contained in:
@@ -1,14 +1,15 @@
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using Content.Server.AI.Operators;
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using Content.Server.AI.Operators;
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using Content.Server.AI.Operators.Inventory;
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using Content.Server.AI.Operators.Inventory;
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using Content.Server.AI.Utility.Considerations;
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using Content.Server.AI.Utility.Considerations;
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using Content.Server.AI.Utility.Considerations.Clothing;
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using Content.Server.AI.Utility.Considerations.Clothing;
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using Content.Server.AI.Utility.Considerations.Inventory;
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using Content.Server.AI.Utility.Considerations.Inventory;
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using Content.Server.AI.Utility.Curves;
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using Content.Server.AI.WorldState;
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using Content.Server.AI.WorldState;
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using Content.Server.AI.WorldState.States;
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using Content.Server.AI.WorldState.States;
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using Content.Shared.GameObjects.Components.Inventory;
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using Content.Shared.GameObjects.Components.Inventory;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.IoC;
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namespace Content.Server.AI.Utility.Actions.Clothing.Gloves
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namespace Content.Server.AI.Utility.Actions.Clothing.Gloves
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{
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{
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@@ -37,11 +38,17 @@ namespace Content.Server.AI.Utility.Actions.Clothing.Gloves
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context.GetState<TargetEntityState>().SetValue(_entity);
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context.GetState<TargetEntityState>().SetValue(_entity);
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}
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}
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protected override Consideration[] Considerations { get; } = {
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protected override IReadOnlyCollection<Func<float>> GetConsiderations(Blackboard context)
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new ClothingInSlotCon(EquipmentSlotDefines.Slots.GLOVES,
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{
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new InverseBoolCurve()),
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var considerationsManager = IoCManager.Resolve<ConsiderationsManager>();
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new CanPutTargetInHandsCon(
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new BoolCurve()),
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return new[]
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{
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considerationsManager.Get<ClothingInSlotCon>().Slot(EquipmentSlotDefines.Slots.GLOVES, context)
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.InverseBoolCurve(context),
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considerationsManager.Get<CanPutTargetInHandsCon>()
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.BoolCurve(context),
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};
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};
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}
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}
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}
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}
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}
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@@ -1,12 +1,14 @@
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using System;
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using System.Collections.Generic;
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using Content.Server.AI.Operators.Sequences;
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using Content.Server.AI.Operators.Sequences;
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using Content.Server.AI.Utility.Considerations;
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using Content.Server.AI.Utility.Considerations;
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using Content.Server.AI.Utility.Considerations.Clothing;
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using Content.Server.AI.Utility.Considerations.Clothing;
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using Content.Server.AI.Utility.Considerations.Inventory;
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using Content.Server.AI.Utility.Considerations.Inventory;
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using Content.Server.AI.Utility.Curves;
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using Content.Server.AI.WorldState;
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using Content.Server.AI.WorldState;
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using Content.Server.AI.WorldState.States;
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using Content.Server.AI.WorldState.States;
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using Content.Shared.GameObjects.Components.Inventory;
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using Content.Shared.GameObjects.Components.Inventory;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.IoC;
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namespace Content.Server.AI.Utility.Actions.Clothing.Gloves
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namespace Content.Server.AI.Utility.Actions.Clothing.Gloves
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{
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{
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@@ -31,13 +33,19 @@ namespace Content.Server.AI.Utility.Actions.Clothing.Gloves
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context.GetState<TargetEntityState>().SetValue(_entity);
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context.GetState<TargetEntityState>().SetValue(_entity);
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}
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}
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protected override Consideration[] Considerations { get; } = {
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protected override IReadOnlyCollection<Func<float>> GetConsiderations(Blackboard context)
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new ClothingInSlotCon(EquipmentSlotDefines.Slots.GLOVES,
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{
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new InverseBoolCurve()),
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var considerationsManager = IoCManager.Resolve<ConsiderationsManager>();
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new CanPutTargetInHandsCon(
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new BoolCurve()),
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return new[]
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new ClothingInInventoryCon(EquipmentSlotDefines.SlotFlags.GLOVES,
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{
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new InverseBoolCurve()),
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considerationsManager.Get<ClothingInSlotCon>().Slot(EquipmentSlotDefines.Slots.GLOVES, context)
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.InverseBoolCurve(context),
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considerationsManager.Get<CanPutTargetInHandsCon>()
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.BoolCurve(context),
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considerationsManager.Get<ClothingInInventoryCon>().Slot(EquipmentSlotDefines.SlotFlags.GLOVES, context)
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.InverseBoolCurve(context)
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};
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};
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}
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}
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}
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}
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}
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@@ -1,14 +1,15 @@
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using Content.Server.AI.Operators;
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using Content.Server.AI.Operators;
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using Content.Server.AI.Operators.Inventory;
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using Content.Server.AI.Operators.Inventory;
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using Content.Server.AI.Utility.Considerations;
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using Content.Server.AI.Utility.Considerations;
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using Content.Server.AI.Utility.Considerations.Clothing;
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using Content.Server.AI.Utility.Considerations.Clothing;
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using Content.Server.AI.Utility.Considerations.Inventory;
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using Content.Server.AI.Utility.Considerations.Inventory;
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using Content.Server.AI.Utility.Curves;
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using Content.Server.AI.WorldState;
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using Content.Server.AI.WorldState;
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using Content.Server.AI.WorldState.States;
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using Content.Server.AI.WorldState.States;
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using Content.Shared.GameObjects.Components.Inventory;
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using Content.Shared.GameObjects.Components.Inventory;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.IoC;
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namespace Content.Server.AI.Utility.Actions.Clothing.Head
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namespace Content.Server.AI.Utility.Actions.Clothing.Head
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{
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{
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@@ -37,11 +38,18 @@ namespace Content.Server.AI.Utility.Actions.Clothing.Head
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context.GetState<TargetEntityState>().SetValue(_entity);
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context.GetState<TargetEntityState>().SetValue(_entity);
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}
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}
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protected override Consideration[] Considerations { get; } = {
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protected override IReadOnlyCollection<Func<float>> GetConsiderations(Blackboard context)
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new ClothingInSlotCon(EquipmentSlotDefines.Slots.HEAD,
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{
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new InverseBoolCurve()),
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var considerationsManager = IoCManager.Resolve<ConsiderationsManager>();
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new CanPutTargetInHandsCon(
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new BoolCurve()),
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return new[]
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{
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considerationsManager.Get<ClothingInSlotCon>().Slot(EquipmentSlotDefines.Slots.HEAD, context)
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.InverseBoolCurve(context),
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considerationsManager.Get<CanPutTargetInHandsCon>()
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.BoolCurve(context),
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};
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};
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}
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}
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}
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}
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}
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@@ -1,12 +1,14 @@
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using System;
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using System.Collections.Generic;
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using Content.Server.AI.Operators.Sequences;
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using Content.Server.AI.Operators.Sequences;
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using Content.Server.AI.Utility.Considerations;
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using Content.Server.AI.Utility.Considerations;
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using Content.Server.AI.Utility.Considerations.Clothing;
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using Content.Server.AI.Utility.Considerations.Clothing;
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using Content.Server.AI.Utility.Considerations.Inventory;
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using Content.Server.AI.Utility.Considerations.Inventory;
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using Content.Server.AI.Utility.Curves;
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using Content.Server.AI.WorldState;
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using Content.Server.AI.WorldState;
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using Content.Server.AI.WorldState.States;
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using Content.Server.AI.WorldState.States;
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using Content.Shared.GameObjects.Components.Inventory;
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using Content.Shared.GameObjects.Components.Inventory;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.IoC;
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namespace Content.Server.AI.Utility.Actions.Clothing.Head
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namespace Content.Server.AI.Utility.Actions.Clothing.Head
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{
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{
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@@ -31,13 +33,19 @@ namespace Content.Server.AI.Utility.Actions.Clothing.Head
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context.GetState<TargetEntityState>().SetValue(_entity);
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context.GetState<TargetEntityState>().SetValue(_entity);
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}
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}
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protected override Consideration[] Considerations { get; } = {
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protected override IReadOnlyCollection<Func<float>> GetConsiderations(Blackboard context)
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new ClothingInSlotCon(EquipmentSlotDefines.Slots.HEAD,
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{
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new InverseBoolCurve()),
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var considerationsManager = IoCManager.Resolve<ConsiderationsManager>();
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new CanPutTargetInHandsCon(
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new BoolCurve()),
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return new[]
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new ClothingInInventoryCon(EquipmentSlotDefines.SlotFlags.HEAD,
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{
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new InverseBoolCurve()),
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considerationsManager.Get<ClothingInSlotCon>().Slot(EquipmentSlotDefines.Slots.HEAD, context)
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.InverseBoolCurve(context),
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considerationsManager.Get<CanPutTargetInHandsCon>()
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.BoolCurve(context),
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considerationsManager.Get<ClothingInInventoryCon>().Slot(EquipmentSlotDefines.SlotFlags.HEAD, context)
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.InverseBoolCurve(context)
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};
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};
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}
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}
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}
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}
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}
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@@ -1,14 +1,15 @@
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using Content.Server.AI.Operators;
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using Content.Server.AI.Operators;
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using Content.Server.AI.Operators.Inventory;
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using Content.Server.AI.Operators.Inventory;
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using Content.Server.AI.Utility.Considerations;
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using Content.Server.AI.Utility.Considerations;
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using Content.Server.AI.Utility.Considerations.Clothing;
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using Content.Server.AI.Utility.Considerations.Clothing;
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using Content.Server.AI.Utility.Considerations.Inventory;
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using Content.Server.AI.Utility.Considerations.Inventory;
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using Content.Server.AI.Utility.Curves;
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using Content.Server.AI.WorldState;
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using Content.Server.AI.WorldState;
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using Content.Server.AI.WorldState.States;
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using Content.Server.AI.WorldState.States;
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using Content.Shared.GameObjects.Components.Inventory;
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using Content.Shared.GameObjects.Components.Inventory;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.IoC;
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namespace Content.Server.AI.Utility.Actions.Clothing.OuterClothing
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namespace Content.Server.AI.Utility.Actions.Clothing.OuterClothing
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{
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{
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@@ -37,11 +38,17 @@ namespace Content.Server.AI.Utility.Actions.Clothing.OuterClothing
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context.GetState<TargetEntityState>().SetValue(_entity);
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context.GetState<TargetEntityState>().SetValue(_entity);
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}
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}
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protected override Consideration[] Considerations { get; } = {
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protected override IReadOnlyCollection<Func<float>> GetConsiderations(Blackboard context)
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new ClothingInSlotCon(EquipmentSlotDefines.Slots.OUTERCLOTHING,
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{
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new InverseBoolCurve()),
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var considerationsManager = IoCManager.Resolve<ConsiderationsManager>();
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new CanPutTargetInHandsCon(
|
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new BoolCurve()),
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return new[]
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{
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considerationsManager.Get<ClothingInSlotCon>().Slot(EquipmentSlotDefines.Slots.OUTERCLOTHING, context)
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|
.InverseBoolCurve(context),
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considerationsManager.Get<CanPutTargetInHandsCon>()
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.BoolCurve(context),
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};
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};
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}
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}
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}
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}
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}
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@@ -1,12 +1,14 @@
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using System;
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using System.Collections.Generic;
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using Content.Server.AI.Operators.Sequences;
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using Content.Server.AI.Operators.Sequences;
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using Content.Server.AI.Utility.Considerations;
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using Content.Server.AI.Utility.Considerations;
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using Content.Server.AI.Utility.Considerations.Clothing;
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using Content.Server.AI.Utility.Considerations.Clothing;
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using Content.Server.AI.Utility.Considerations.Inventory;
|
using Content.Server.AI.Utility.Considerations.Inventory;
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using Content.Server.AI.Utility.Curves;
|
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using Content.Server.AI.WorldState;
|
using Content.Server.AI.WorldState;
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using Content.Server.AI.WorldState.States;
|
using Content.Server.AI.WorldState.States;
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using Content.Shared.GameObjects.Components.Inventory;
|
using Content.Shared.GameObjects.Components.Inventory;
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using Robust.Shared.Interfaces.GameObjects;
|
using Robust.Shared.Interfaces.GameObjects;
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|
using Robust.Shared.IoC;
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|
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namespace Content.Server.AI.Utility.Actions.Clothing.OuterClothing
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namespace Content.Server.AI.Utility.Actions.Clothing.OuterClothing
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{
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{
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@@ -31,13 +33,19 @@ namespace Content.Server.AI.Utility.Actions.Clothing.OuterClothing
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context.GetState<TargetEntityState>().SetValue(_entity);
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context.GetState<TargetEntityState>().SetValue(_entity);
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}
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}
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|
|
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protected override Consideration[] Considerations { get; } = {
|
protected override IReadOnlyCollection<Func<float>> GetConsiderations(Blackboard context)
|
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new ClothingInSlotCon(EquipmentSlotDefines.Slots.OUTERCLOTHING,
|
{
|
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new InverseBoolCurve()),
|
var considerationsManager = IoCManager.Resolve<ConsiderationsManager>();
|
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new CanPutTargetInHandsCon(
|
|
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new BoolCurve()),
|
return new[]
|
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new ClothingInInventoryCon(EquipmentSlotDefines.SlotFlags.OUTERCLOTHING,
|
{
|
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new InverseBoolCurve()),
|
considerationsManager.Get<ClothingInSlotCon>().Slot(EquipmentSlotDefines.Slots.OUTERCLOTHING, context)
|
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|
.InverseBoolCurve(context),
|
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|
considerationsManager.Get<CanPutTargetInHandsCon>()
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|
.BoolCurve(context),
|
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|
considerationsManager.Get<ClothingInInventoryCon>().Slot(EquipmentSlotDefines.SlotFlags.OUTERCLOTHING, context)
|
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|
.InverseBoolCurve(context)
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};
|
};
|
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}
|
}
|
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}
|
}
|
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|
}
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|
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@@ -1,14 +1,15 @@
|
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|
using System;
|
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using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using Content.Server.AI.Operators;
|
using Content.Server.AI.Operators;
|
||||||
using Content.Server.AI.Operators.Inventory;
|
using Content.Server.AI.Operators.Inventory;
|
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using Content.Server.AI.Utility.Considerations;
|
using Content.Server.AI.Utility.Considerations;
|
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using Content.Server.AI.Utility.Considerations.Clothing;
|
using Content.Server.AI.Utility.Considerations.Clothing;
|
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using Content.Server.AI.Utility.Considerations.Inventory;
|
using Content.Server.AI.Utility.Considerations.Inventory;
|
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using Content.Server.AI.Utility.Curves;
|
|
||||||
using Content.Server.AI.WorldState;
|
using Content.Server.AI.WorldState;
|
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using Content.Server.AI.WorldState.States;
|
using Content.Server.AI.WorldState.States;
|
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using Content.Shared.GameObjects.Components.Inventory;
|
using Content.Shared.GameObjects.Components.Inventory;
|
||||||
using Robust.Shared.Interfaces.GameObjects;
|
using Robust.Shared.Interfaces.GameObjects;
|
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|
using Robust.Shared.IoC;
|
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|
|
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namespace Content.Server.AI.Utility.Actions.Clothing.Shoes
|
namespace Content.Server.AI.Utility.Actions.Clothing.Shoes
|
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{
|
{
|
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@@ -37,11 +38,17 @@ namespace Content.Server.AI.Utility.Actions.Clothing.Shoes
|
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context.GetState<TargetEntityState>().SetValue(_entity);
|
context.GetState<TargetEntityState>().SetValue(_entity);
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override Consideration[] Considerations { get; } = {
|
protected override IReadOnlyCollection<Func<float>> GetConsiderations(Blackboard context)
|
||||||
new ClothingInSlotCon(EquipmentSlotDefines.Slots.SHOES,
|
{
|
||||||
new InverseBoolCurve()),
|
var considerationsManager = IoCManager.Resolve<ConsiderationsManager>();
|
||||||
new CanPutTargetInHandsCon(
|
|
||||||
new BoolCurve()),
|
return new[]
|
||||||
|
{
|
||||||
|
considerationsManager.Get<ClothingInSlotCon>().Slot(EquipmentSlotDefines.Slots.SHOES, context)
|
||||||
|
.InverseBoolCurve(context),
|
||||||
|
considerationsManager.Get<CanPutTargetInHandsCon>()
|
||||||
|
.BoolCurve(context),
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}
|
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|
|||||||
@@ -1,12 +1,14 @@
|
|||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
using Content.Server.AI.Operators.Sequences;
|
using Content.Server.AI.Operators.Sequences;
|
||||||
using Content.Server.AI.Utility.Considerations;
|
using Content.Server.AI.Utility.Considerations;
|
||||||
using Content.Server.AI.Utility.Considerations.Clothing;
|
using Content.Server.AI.Utility.Considerations.Clothing;
|
||||||
using Content.Server.AI.Utility.Considerations.Inventory;
|
using Content.Server.AI.Utility.Considerations.Inventory;
|
||||||
using Content.Server.AI.Utility.Curves;
|
|
||||||
using Content.Server.AI.WorldState;
|
using Content.Server.AI.WorldState;
|
||||||
using Content.Server.AI.WorldState.States;
|
using Content.Server.AI.WorldState.States;
|
||||||
using Content.Shared.GameObjects.Components.Inventory;
|
using Content.Shared.GameObjects.Components.Inventory;
|
||||||
using Robust.Shared.Interfaces.GameObjects;
|
using Robust.Shared.Interfaces.GameObjects;
|
||||||
|
using Robust.Shared.IoC;
|
||||||
|
|
||||||
namespace Content.Server.AI.Utility.Actions.Clothing.Shoes
|
namespace Content.Server.AI.Utility.Actions.Clothing.Shoes
|
||||||
{
|
{
|
||||||
@@ -31,13 +33,19 @@ namespace Content.Server.AI.Utility.Actions.Clothing.Shoes
|
|||||||
context.GetState<TargetEntityState>().SetValue(_entity);
|
context.GetState<TargetEntityState>().SetValue(_entity);
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override Consideration[] Considerations { get; } = {
|
protected override IReadOnlyCollection<Func<float>> GetConsiderations(Blackboard context)
|
||||||
new ClothingInSlotCon(EquipmentSlotDefines.Slots.SHOES,
|
{
|
||||||
new InverseBoolCurve()),
|
var considerationsManager = IoCManager.Resolve<ConsiderationsManager>();
|
||||||
new CanPutTargetInHandsCon(
|
|
||||||
new BoolCurve()),
|
return new[]
|
||||||
new ClothingInInventoryCon(EquipmentSlotDefines.SlotFlags.SHOES,
|
{
|
||||||
new InverseBoolCurve()),
|
considerationsManager.Get<ClothingInSlotCon>().Slot(EquipmentSlotDefines.Slots.SHOES, context)
|
||||||
|
.InverseBoolCurve(context),
|
||||||
|
considerationsManager.Get<CanPutTargetInHandsCon>()
|
||||||
|
.BoolCurve(context),
|
||||||
|
considerationsManager.Get<ClothingInInventoryCon>().Slot(EquipmentSlotDefines.SlotFlags.SHOES, context)
|
||||||
|
.InverseBoolCurve(context)
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|||||||
@@ -1,14 +1,15 @@
|
|||||||
|
using System;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using Content.Server.AI.Operators;
|
using Content.Server.AI.Operators;
|
||||||
using Content.Server.AI.Operators.Inventory;
|
using Content.Server.AI.Operators.Inventory;
|
||||||
using Content.Server.AI.Utility.Considerations;
|
using Content.Server.AI.Utility.Considerations;
|
||||||
using Content.Server.AI.Utility.Considerations.Combat.Melee;
|
using Content.Server.AI.Utility.Considerations.Combat.Melee;
|
||||||
using Content.Server.AI.Utility.Considerations.Inventory;
|
using Content.Server.AI.Utility.Considerations.Inventory;
|
||||||
using Content.Server.AI.Utility.Curves;
|
|
||||||
using Content.Server.AI.WorldState;
|
using Content.Server.AI.WorldState;
|
||||||
using Content.Server.AI.WorldState.States;
|
using Content.Server.AI.WorldState.States;
|
||||||
using Content.Server.AI.WorldState.States.Combat;
|
using Content.Server.AI.WorldState.States.Combat;
|
||||||
using Robust.Shared.Interfaces.GameObjects;
|
using Robust.Shared.Interfaces.GameObjects;
|
||||||
|
using Robust.Shared.IoC;
|
||||||
|
|
||||||
namespace Content.Server.AI.Utility.Actions.Combat.Melee
|
namespace Content.Server.AI.Utility.Actions.Combat.Melee
|
||||||
{
|
{
|
||||||
@@ -37,15 +38,21 @@ namespace Content.Server.AI.Utility.Actions.Combat.Melee
|
|||||||
context.GetState<TargetEntityState>().SetValue(_entity);
|
context.GetState<TargetEntityState>().SetValue(_entity);
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override Consideration[] Considerations { get; } = {
|
protected override IReadOnlyCollection<Func<float>> GetConsiderations(Blackboard context)
|
||||||
new MeleeWeaponEquippedCon(
|
{
|
||||||
new InverseBoolCurve()),
|
var considerationsManager = IoCManager.Resolve<ConsiderationsManager>();
|
||||||
new CanPutTargetInHandsCon(
|
|
||||||
new BoolCurve()),
|
return new[]
|
||||||
new MeleeWeaponSpeedCon(
|
{
|
||||||
new QuadraticCurve(1.0f, 0.5f, 0.0f, 0.0f)),
|
considerationsManager.Get<MeleeWeaponEquippedCon>()
|
||||||
new MeleeWeaponDamageCon(
|
.InverseBoolCurve(context),
|
||||||
new QuadraticCurve(1.0f, 0.25f, 0.0f, 0.0f)),
|
considerationsManager.Get<CanPutTargetInHandsCon>()
|
||||||
|
.BoolCurve(context),
|
||||||
|
considerationsManager.Get<MeleeWeaponSpeedCon>()
|
||||||
|
.QuadraticCurve(context, 1.0f, 0.5f, 0.0f, 0.0f),
|
||||||
|
considerationsManager.Get<MeleeWeaponDamageCon>()
|
||||||
|
.QuadraticCurve(context, 1.0f, 0.25f, 0.0f, 0.0f),
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|||||||
@@ -1,3 +1,4 @@
|
|||||||
|
using System;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using Content.Server.AI.Operators;
|
using Content.Server.AI.Operators;
|
||||||
using Content.Server.AI.Operators.Combat;
|
using Content.Server.AI.Operators.Combat;
|
||||||
@@ -7,7 +8,6 @@ using Content.Server.AI.Utility.Considerations;
|
|||||||
using Content.Server.AI.Utility.Considerations.Combat;
|
using Content.Server.AI.Utility.Considerations.Combat;
|
||||||
using Content.Server.AI.Utility.Considerations.Combat.Melee;
|
using Content.Server.AI.Utility.Considerations.Combat.Melee;
|
||||||
using Content.Server.AI.Utility.Considerations.Movement;
|
using Content.Server.AI.Utility.Considerations.Movement;
|
||||||
using Content.Server.AI.Utility.Curves;
|
|
||||||
using Content.Server.AI.WorldState;
|
using Content.Server.AI.WorldState;
|
||||||
using Content.Server.AI.WorldState.States;
|
using Content.Server.AI.WorldState.States;
|
||||||
using Content.Server.AI.WorldState.States.Combat;
|
using Content.Server.AI.WorldState.States.Combat;
|
||||||
@@ -15,6 +15,7 @@ using Content.Server.AI.WorldState.States.Inventory;
|
|||||||
using Content.Server.AI.WorldState.States.Movement;
|
using Content.Server.AI.WorldState.States.Movement;
|
||||||
using Content.Server.GameObjects.Components.Weapon.Melee;
|
using Content.Server.GameObjects.Components.Weapon.Melee;
|
||||||
using Robust.Shared.Interfaces.GameObjects;
|
using Robust.Shared.Interfaces.GameObjects;
|
||||||
|
using Robust.Shared.IoC;
|
||||||
|
|
||||||
namespace Content.Server.AI.Utility.Actions.Combat.Melee
|
namespace Content.Server.AI.Utility.Actions.Combat.Melee
|
||||||
{
|
{
|
||||||
@@ -30,16 +31,15 @@ namespace Content.Server.AI.Utility.Actions.Combat.Melee
|
|||||||
|
|
||||||
public override void SetupOperators(Blackboard context)
|
public override void SetupOperators(Blackboard context)
|
||||||
{
|
{
|
||||||
var equipped = context.GetState<EquippedEntityState>().GetValue();
|
|
||||||
MoveToEntityOperator moveOperator;
|
MoveToEntityOperator moveOperator;
|
||||||
|
var equipped = context.GetState<EquippedEntityState>().GetValue();
|
||||||
if (equipped != null && equipped.TryGetComponent(out MeleeWeaponComponent meleeWeaponComponent))
|
if (equipped != null && equipped.TryGetComponent(out MeleeWeaponComponent meleeWeaponComponent))
|
||||||
{
|
{
|
||||||
moveOperator = new MoveToEntityOperator(Owner, _entity, meleeWeaponComponent.Range - 0.01f);
|
moveOperator = new MoveToEntityOperator(Owner, _entity, meleeWeaponComponent.Range - 0.01f);
|
||||||
}
|
}
|
||||||
// I think it's possible for this to happen given planning is time-sliced?
|
|
||||||
// TODO: At this point we should abort
|
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
// TODO: Abort
|
||||||
moveOperator = new MoveToEntityOperator(Owner, _entity);
|
moveOperator = new MoveToEntityOperator(Owner, _entity);
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -59,26 +59,27 @@ namespace Content.Server.AI.Utility.Actions.Combat.Melee
|
|||||||
context.GetState<WeaponEntityState>().SetValue(equipped);
|
context.GetState<WeaponEntityState>().SetValue(equipped);
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override Consideration[] Considerations { get; } = {
|
protected override IReadOnlyCollection<Func<float>> GetConsiderations(Blackboard context)
|
||||||
// Check if we have a weapon; easy-out
|
{
|
||||||
new MeleeWeaponEquippedCon(
|
var considerationsManager = IoCManager.Resolve<ConsiderationsManager>();
|
||||||
new BoolCurve()),
|
|
||||||
// Don't attack a dead target
|
return new[]
|
||||||
new TargetIsDeadCon(
|
{
|
||||||
new InverseBoolCurve()),
|
considerationsManager.Get<MeleeWeaponEquippedCon>()
|
||||||
// Deprioritise a target in crit
|
.BoolCurve(context),
|
||||||
new TargetIsCritCon(
|
considerationsManager.Get<TargetIsDeadCon>()
|
||||||
new QuadraticCurve(-0.8f, 1.0f, 1.0f, 0.0f)),
|
.InverseBoolCurve(context),
|
||||||
// Somewhat prioritise distance
|
considerationsManager.Get<TargetIsCritCon>()
|
||||||
new DistanceCon(
|
.QuadraticCurve(context, -0.8f, 1.0f, 1.0f, 0.0f),
|
||||||
new QuadraticCurve(-1.0f, 1.0f, 1.02f, 0.0f)),
|
considerationsManager.Get<DistanceCon>()
|
||||||
// Prefer weaker targets
|
.QuadraticCurve(context, 1.0f, 1.0f, 0.02f, 0.0f),
|
||||||
new TargetHealthCon(
|
considerationsManager.Get<TargetHealthCon>()
|
||||||
new QuadraticCurve(1.0f, 0.4f, 0.0f, -0.02f)),
|
.QuadraticCurve(context, 1.0f, 0.4f, 0.0f, -0.02f),
|
||||||
new MeleeWeaponSpeedCon(
|
considerationsManager.Get<MeleeWeaponSpeedCon>()
|
||||||
new QuadraticCurve(1.0f, 0.5f, 0.0f, 0.0f)),
|
.QuadraticCurve(context, 1.0f, 0.5f, 0.0f, 0.0f),
|
||||||
new MeleeWeaponDamageCon(
|
considerationsManager.Get<MeleeWeaponDamageCon>()
|
||||||
new QuadraticCurve(1.0f, 0.25f, 0.0f, 0.0f)),
|
.QuadraticCurve(context, 1.0f, 0.25f, 0.0f, 0.0f),
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|||||||
@@ -1,14 +1,16 @@
|
|||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
using Content.Server.AI.Operators.Sequences;
|
using Content.Server.AI.Operators.Sequences;
|
||||||
using Content.Server.AI.Utility.Considerations;
|
using Content.Server.AI.Utility.Considerations;
|
||||||
using Content.Server.AI.Utility.Considerations.Combat.Melee;
|
using Content.Server.AI.Utility.Considerations.Combat.Melee;
|
||||||
using Content.Server.AI.Utility.Considerations.Containers;
|
using Content.Server.AI.Utility.Considerations.Containers;
|
||||||
using Content.Server.AI.Utility.Considerations.Hands;
|
using Content.Server.AI.Utility.Considerations.Hands;
|
||||||
using Content.Server.AI.Utility.Considerations.Movement;
|
using Content.Server.AI.Utility.Considerations.Movement;
|
||||||
using Content.Server.AI.Utility.Curves;
|
|
||||||
using Content.Server.AI.WorldState;
|
using Content.Server.AI.WorldState;
|
||||||
using Content.Server.AI.WorldState.States;
|
using Content.Server.AI.WorldState.States;
|
||||||
using Content.Server.AI.WorldState.States.Combat;
|
using Content.Server.AI.WorldState.States.Combat;
|
||||||
using Robust.Shared.Interfaces.GameObjects;
|
using Robust.Shared.Interfaces.GameObjects;
|
||||||
|
using Robust.Shared.IoC;
|
||||||
|
|
||||||
namespace Content.Server.AI.Utility.Actions.Combat.Melee
|
namespace Content.Server.AI.Utility.Actions.Combat.Melee
|
||||||
{
|
{
|
||||||
@@ -34,19 +36,25 @@ namespace Content.Server.AI.Utility.Actions.Combat.Melee
|
|||||||
context.GetState<WeaponEntityState>().SetValue(_entity);
|
context.GetState<WeaponEntityState>().SetValue(_entity);
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override Consideration[] Considerations { get; } = {
|
protected override IReadOnlyCollection<Func<float>> GetConsiderations(Blackboard context)
|
||||||
new TargetAccessibleCon(
|
{
|
||||||
new BoolCurve()),
|
var considerationsManager = IoCManager.Resolve<ConsiderationsManager>();
|
||||||
new FreeHandCon(
|
|
||||||
new BoolCurve()),
|
return new[]
|
||||||
new HasMeleeWeaponCon(
|
{
|
||||||
new InverseBoolCurve()),
|
considerationsManager.Get<TargetAccessibleCon>()
|
||||||
new DistanceCon(
|
.BoolCurve(context),
|
||||||
new QuadraticCurve(-1.0f, 1.0f, 1.02f, 0.0f)),
|
considerationsManager.Get<FreeHandCon>()
|
||||||
new MeleeWeaponDamageCon(
|
.BoolCurve(context),
|
||||||
new QuadraticCurve(1.0f, 0.25f, 0.0f, 0.0f)),
|
considerationsManager.Get<HasMeleeWeaponCon>()
|
||||||
new MeleeWeaponSpeedCon(
|
.InverseBoolCurve(context),
|
||||||
new QuadraticCurve(-1.0f, 0.5f, 1.0f, 0.0f)),
|
considerationsManager.Get<DistanceCon>()
|
||||||
|
.QuadraticCurve(context, 1.0f, 1.0f, 0.02f, 0.0f),
|
||||||
|
considerationsManager.Get<MeleeWeaponDamageCon>()
|
||||||
|
.QuadraticCurve(context, 1.0f, 0.25f, 0.0f, 0.0f),
|
||||||
|
considerationsManager.Get<MeleeWeaponSpeedCon>()
|
||||||
|
.QuadraticCurve(context, -1.0f, 0.5f, 1.0f, 0.0f),
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|||||||
@@ -1,3 +1,4 @@
|
|||||||
|
using System;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using Content.Server.AI.Operators;
|
using Content.Server.AI.Operators;
|
||||||
using Content.Server.AI.Operators.Combat.Melee;
|
using Content.Server.AI.Operators.Combat.Melee;
|
||||||
@@ -6,13 +7,13 @@ using Content.Server.AI.Utility.Considerations;
|
|||||||
using Content.Server.AI.Utility.Considerations.Combat;
|
using Content.Server.AI.Utility.Considerations.Combat;
|
||||||
using Content.Server.AI.Utility.Considerations.Combat.Melee;
|
using Content.Server.AI.Utility.Considerations.Combat.Melee;
|
||||||
using Content.Server.AI.Utility.Considerations.Movement;
|
using Content.Server.AI.Utility.Considerations.Movement;
|
||||||
using Content.Server.AI.Utility.Curves;
|
|
||||||
using Content.Server.AI.WorldState;
|
using Content.Server.AI.WorldState;
|
||||||
using Content.Server.AI.WorldState.States;
|
using Content.Server.AI.WorldState.States;
|
||||||
using Content.Server.AI.WorldState.States.Combat;
|
using Content.Server.AI.WorldState.States.Combat;
|
||||||
using Content.Server.AI.WorldState.States.Movement;
|
using Content.Server.AI.WorldState.States.Movement;
|
||||||
using Content.Server.GameObjects.Components.Weapon.Melee;
|
using Content.Server.GameObjects.Components.Weapon.Melee;
|
||||||
using Robust.Shared.Interfaces.GameObjects;
|
using Robust.Shared.Interfaces.GameObjects;
|
||||||
|
using Robust.Shared.IoC;
|
||||||
|
|
||||||
namespace Content.Server.AI.Utility.Actions.Combat.Melee
|
namespace Content.Server.AI.Utility.Actions.Combat.Melee
|
||||||
{
|
{
|
||||||
@@ -56,23 +57,25 @@ namespace Content.Server.AI.Utility.Actions.Combat.Melee
|
|||||||
context.GetState<WeaponEntityState>().SetValue(Owner);
|
context.GetState<WeaponEntityState>().SetValue(Owner);
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override Consideration[] Considerations { get; } = {
|
protected override IReadOnlyCollection<Func<float>> GetConsiderations(Blackboard context)
|
||||||
new CanUnarmedCombatCon(
|
{
|
||||||
new BoolCurve()),
|
var considerationsManager = IoCManager.Resolve<ConsiderationsManager>();
|
||||||
// Don't attack a dead target
|
|
||||||
new TargetIsDeadCon(
|
return new[]
|
||||||
new InverseBoolCurve()),
|
{
|
||||||
// Deprioritise a target in crit
|
considerationsManager.Get<CanUnarmedCombatCon>()
|
||||||
new TargetIsCritCon(
|
.BoolCurve(context),
|
||||||
new QuadraticCurve(-0.8f, 1.0f, 1.0f, 0.0f)),
|
considerationsManager.Get<TargetIsDeadCon>()
|
||||||
// Somewhat prioritise distance
|
.InverseBoolCurve(context),
|
||||||
new DistanceCon(
|
considerationsManager.Get<TargetIsCritCon>()
|
||||||
new QuadraticCurve(-1.0f, 1.0f, 1.02f, 0.0f)),
|
.QuadraticCurve(context, -0.8f, 1.0f, 1.0f, 0.0f),
|
||||||
// Prefer weaker targets
|
considerationsManager.Get<DistanceCon>()
|
||||||
new TargetHealthCon(
|
.QuadraticCurve(context, -1.0f, 1.0f, 1.02f, 0.0f),
|
||||||
new QuadraticCurve(1.0f, 0.4f, 0.0f, -0.02f)),
|
considerationsManager.Get<TargetHealthCon>()
|
||||||
|
.QuadraticCurve(context, 1.0f, 0.4f, 0.0f, -0.02f),
|
||||||
// TODO: Consider our Speed and Damage to compare this to using a weapon
|
// TODO: Consider our Speed and Damage to compare this to using a weapon
|
||||||
// Also need to unequip our weapon if we have one (xenos can't hold one so no issue for now)
|
// Also need to unequip our weapon if we have one (xenos can't hold one so no issue for now)
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}
|
||||||
@@ -1,3 +1,4 @@
|
|||||||
|
using System;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using Content.Server.AI.Operators;
|
using Content.Server.AI.Operators;
|
||||||
using Content.Server.AI.Operators.Inventory;
|
using Content.Server.AI.Operators.Inventory;
|
||||||
@@ -5,10 +6,10 @@ using Content.Server.AI.Operators.Movement;
|
|||||||
using Content.Server.AI.Utility.Considerations;
|
using Content.Server.AI.Utility.Considerations;
|
||||||
using Content.Server.AI.Utility.Considerations.Movement;
|
using Content.Server.AI.Utility.Considerations.Movement;
|
||||||
using Content.Server.AI.Utility.Considerations.State;
|
using Content.Server.AI.Utility.Considerations.State;
|
||||||
using Content.Server.AI.Utility.Curves;
|
|
||||||
using Content.Server.AI.WorldState;
|
using Content.Server.AI.WorldState;
|
||||||
using Content.Server.AI.WorldState.States.Inventory;
|
using Content.Server.AI.WorldState.States.Inventory;
|
||||||
using Robust.Shared.Interfaces.GameObjects;
|
using Robust.Shared.Interfaces.GameObjects;
|
||||||
|
using Robust.Shared.IoC;
|
||||||
|
|
||||||
namespace Content.Server.AI.Utility.Actions.Idle
|
namespace Content.Server.AI.Utility.Actions.Idle
|
||||||
{
|
{
|
||||||
@@ -21,13 +22,6 @@ namespace Content.Server.AI.Utility.Actions.Idle
|
|||||||
|
|
||||||
public CloseLastEntityStorage(IEntity owner) : base(owner) {}
|
public CloseLastEntityStorage(IEntity owner) : base(owner) {}
|
||||||
|
|
||||||
protected override Consideration[] Considerations => new Consideration[]
|
|
||||||
{
|
|
||||||
new StoredStateIsNullCon<LastOpenedStorageState, IEntity>(
|
|
||||||
new InverseBoolCurve()),
|
|
||||||
new DistanceCon(
|
|
||||||
new QuadraticCurve(-1.0f, 1.0f, 1.02f, 0.0f)),
|
|
||||||
};
|
|
||||||
public override void SetupOperators(Blackboard context)
|
public override void SetupOperators(Blackboard context)
|
||||||
{
|
{
|
||||||
var lastStorage = context.GetState<LastOpenedStorageState>().GetValue();
|
var lastStorage = context.GetState<LastOpenedStorageState>().GetValue();
|
||||||
@@ -38,5 +32,20 @@ namespace Content.Server.AI.Utility.Actions.Idle
|
|||||||
new CloseLastStorageOperator(Owner),
|
new CloseLastStorageOperator(Owner),
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
|
protected override IReadOnlyCollection<Func<float>> GetConsiderations(Blackboard context)
|
||||||
|
{
|
||||||
|
var considerationsManager = IoCManager.Resolve<ConsiderationsManager>();
|
||||||
|
|
||||||
|
return new[]
|
||||||
|
{
|
||||||
|
considerationsManager.Get<StoredStateEntityIsNullCon>().Set(typeof(LastOpenedStorageState), context)
|
||||||
|
.InverseBoolCurve(context),
|
||||||
|
considerationsManager.Get<DistanceCon>()
|
||||||
|
.QuadraticCurve(context, 1.0f, 1.0f, 0.02f, 0.0f),
|
||||||
|
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -1,10 +1,11 @@
|
|||||||
|
using System;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using Content.Server.AI.Operators;
|
using Content.Server.AI.Operators;
|
||||||
using Content.Server.AI.Operators.Generic;
|
using Content.Server.AI.Operators.Generic;
|
||||||
using Content.Server.AI.Operators.Movement;
|
using Content.Server.AI.Operators.Movement;
|
||||||
using Content.Server.AI.Utility.Considerations;
|
using Content.Server.AI.Utility.Considerations;
|
||||||
using Content.Server.AI.Utility.Considerations.ActionBlocker;
|
using Content.Server.AI.Utility.Considerations.ActionBlocker;
|
||||||
using Content.Server.AI.Utility.Curves;
|
using Content.Server.AI.Utility.Considerations.Containers;
|
||||||
using Content.Server.AI.WorldState;
|
using Content.Server.AI.WorldState;
|
||||||
using Robust.Shared.Interfaces.GameObjects;
|
using Robust.Shared.Interfaces.GameObjects;
|
||||||
using Robust.Shared.Interfaces.Map;
|
using Robust.Shared.Interfaces.Map;
|
||||||
@@ -22,12 +23,9 @@ namespace Content.Server.AI.Utility.Actions.Idle
|
|||||||
public sealed class WanderAndWait : UtilityAction
|
public sealed class WanderAndWait : UtilityAction
|
||||||
{
|
{
|
||||||
public override bool CanOverride => false;
|
public override bool CanOverride => false;
|
||||||
public override float Bonus => IdleBonus;
|
public override float Bonus => 1.0f;
|
||||||
|
|
||||||
public WanderAndWait(IEntity owner) : base(owner)
|
public WanderAndWait(IEntity owner) : base(owner) {}
|
||||||
{
|
|
||||||
// TODO: Need a Success method that gets called to update context (e.g. when we last did X)
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void SetupOperators(Blackboard context)
|
public override void SetupOperators(Blackboard context)
|
||||||
{
|
{
|
||||||
@@ -50,11 +48,17 @@ namespace Content.Server.AI.Utility.Actions.Idle
|
|||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override Consideration[] Considerations { get; } = {
|
protected override IReadOnlyCollection<Func<float>> GetConsiderations(Blackboard context)
|
||||||
new CanMoveCon(
|
{
|
||||||
new BoolCurve())
|
var considerationsManager = IoCManager.Resolve<ConsiderationsManager>();
|
||||||
// Last wander? If we also want to sit still
|
|
||||||
|
return new[]
|
||||||
|
{
|
||||||
|
considerationsManager.Get<CanMoveCon>()
|
||||||
|
.BoolCurve(context),
|
||||||
|
|
||||||
};
|
};
|
||||||
|
}
|
||||||
|
|
||||||
private GridCoordinates FindRandomGrid()
|
private GridCoordinates FindRandomGrid()
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -1,13 +1,15 @@
|
|||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
using Content.Server.AI.Operators.Sequences;
|
using Content.Server.AI.Operators.Sequences;
|
||||||
using Content.Server.AI.Utility.Considerations;
|
using Content.Server.AI.Utility.Considerations;
|
||||||
using Content.Server.AI.Utility.Considerations.Containers;
|
using Content.Server.AI.Utility.Considerations.Containers;
|
||||||
using Content.Server.AI.Utility.Considerations.Hands;
|
using Content.Server.AI.Utility.Considerations.Hands;
|
||||||
using Content.Server.AI.Utility.Considerations.Movement;
|
using Content.Server.AI.Utility.Considerations.Movement;
|
||||||
using Content.Server.AI.Utility.Considerations.Nutrition.Drink;
|
using Content.Server.AI.Utility.Considerations.Nutrition.Drink;
|
||||||
using Content.Server.AI.Utility.Curves;
|
|
||||||
using Content.Server.AI.WorldState;
|
using Content.Server.AI.WorldState;
|
||||||
using Content.Server.AI.WorldState.States;
|
using Content.Server.AI.WorldState.States;
|
||||||
using Robust.Shared.Interfaces.GameObjects;
|
using Robust.Shared.Interfaces.GameObjects;
|
||||||
|
using Robust.Shared.IoC;
|
||||||
|
|
||||||
namespace Content.Server.AI.Utility.Actions.Nutrition.Drink
|
namespace Content.Server.AI.Utility.Actions.Nutrition.Drink
|
||||||
{
|
{
|
||||||
@@ -26,24 +28,30 @@ namespace Content.Server.AI.Utility.Actions.Nutrition.Drink
|
|||||||
ActionOperators = new GoPickupEntitySequence(Owner, _entity).Sequence;
|
ActionOperators = new GoPickupEntitySequence(Owner, _entity).Sequence;
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override Consideration[] Considerations => new Consideration[]
|
|
||||||
{
|
|
||||||
new TargetAccessibleCon(
|
|
||||||
new BoolCurve()),
|
|
||||||
new FreeHandCon(
|
|
||||||
new BoolCurve()),
|
|
||||||
new ThirstCon(
|
|
||||||
new LogisticCurve(1000f, 1.3f, -1.0f, 0.5f)),
|
|
||||||
new DistanceCon(
|
|
||||||
new QuadraticCurve(-1.0f, 1.0f, 1.02f, 0.0f)),
|
|
||||||
new DrinkValueCon(
|
|
||||||
new QuadraticCurve(1.0f, 0.4f, 0.0f, 0.0f)),
|
|
||||||
};
|
|
||||||
|
|
||||||
protected override void UpdateBlackboard(Blackboard context)
|
protected override void UpdateBlackboard(Blackboard context)
|
||||||
{
|
{
|
||||||
base.UpdateBlackboard(context);
|
base.UpdateBlackboard(context);
|
||||||
context.GetState<TargetEntityState>().SetValue(_entity);
|
context.GetState<TargetEntityState>().SetValue(_entity);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
protected override IReadOnlyCollection<Func<float>> GetConsiderations(Blackboard context)
|
||||||
|
{
|
||||||
|
var considerationsManager = IoCManager.Resolve<ConsiderationsManager>();
|
||||||
|
|
||||||
|
return new[]
|
||||||
|
{
|
||||||
|
considerationsManager.Get<TargetAccessibleCon>()
|
||||||
|
.BoolCurve(context),
|
||||||
|
considerationsManager.Get<FreeHandCon>()
|
||||||
|
.BoolCurve(context),
|
||||||
|
considerationsManager.Get<ThirstCon>()
|
||||||
|
.LogisticCurve(context, 1000f, 1.3f, -1.0f, 0.5f),
|
||||||
|
considerationsManager.Get<DistanceCon>()
|
||||||
|
.QuadraticCurve(context, 1.0f, 1.0f, 0.02f, 0.0f),
|
||||||
|
considerationsManager.Get<DrinkValueCon>()
|
||||||
|
.QuadraticCurve(context, 1.0f, 0.4f, 0.0f, 0.0f),
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,13 +1,14 @@
|
|||||||
|
using System;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using Content.Server.AI.Operators;
|
using Content.Server.AI.Operators;
|
||||||
using Content.Server.AI.Operators.Inventory;
|
using Content.Server.AI.Operators.Inventory;
|
||||||
using Content.Server.AI.Utility.Considerations;
|
using Content.Server.AI.Utility.Considerations;
|
||||||
using Content.Server.AI.Utility.Considerations.Hands;
|
using Content.Server.AI.Utility.Considerations.Hands;
|
||||||
using Content.Server.AI.Utility.Considerations.Nutrition.Drink;
|
using Content.Server.AI.Utility.Considerations.Nutrition.Drink;
|
||||||
using Content.Server.AI.Utility.Curves;
|
|
||||||
using Content.Server.AI.WorldState;
|
using Content.Server.AI.WorldState;
|
||||||
using Content.Server.AI.WorldState.States;
|
using Content.Server.AI.WorldState.States;
|
||||||
using Robust.Shared.Interfaces.GameObjects;
|
using Robust.Shared.Interfaces.GameObjects;
|
||||||
|
using Robust.Shared.IoC;
|
||||||
|
|
||||||
namespace Content.Server.AI.Utility.Actions.Nutrition.Drink
|
namespace Content.Server.AI.Utility.Actions.Nutrition.Drink
|
||||||
{
|
{
|
||||||
@@ -30,20 +31,25 @@ namespace Content.Server.AI.Utility.Actions.Nutrition.Drink
|
|||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override Consideration[] Considerations => new Consideration[]
|
|
||||||
{
|
|
||||||
new TargetInOurHandsCon(
|
|
||||||
new BoolCurve()),
|
|
||||||
new ThirstCon(
|
|
||||||
new LogisticCurve(1000f, 1.3f, -0.3f, 0.5f)),
|
|
||||||
new DrinkValueCon(
|
|
||||||
new QuadraticCurve(1.0f, 0.4f, 0.0f, 0.0f))
|
|
||||||
};
|
|
||||||
|
|
||||||
protected override void UpdateBlackboard(Blackboard context)
|
protected override void UpdateBlackboard(Blackboard context)
|
||||||
{
|
{
|
||||||
base.UpdateBlackboard(context);
|
base.UpdateBlackboard(context);
|
||||||
context.GetState<TargetEntityState>().SetValue(_entity);
|
context.GetState<TargetEntityState>().SetValue(_entity);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
protected override IReadOnlyCollection<Func<float>> GetConsiderations(Blackboard context)
|
||||||
|
{
|
||||||
|
var considerationsManager = IoCManager.Resolve<ConsiderationsManager>();
|
||||||
|
|
||||||
|
return new[]
|
||||||
|
{
|
||||||
|
considerationsManager.Get<TargetInOurHandsCon>()
|
||||||
|
.BoolCurve(context),
|
||||||
|
considerationsManager.Get<ThirstCon>()
|
||||||
|
.LogisticCurve(context, 1000f, 1.3f, -0.3f, 0.5f),
|
||||||
|
considerationsManager.Get<DrinkValueCon>()
|
||||||
|
.QuadraticCurve(context, 1.0f, 0.4f, 0.0f, 0.0f),
|
||||||
|
};
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,13 +1,15 @@
|
|||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
using Content.Server.AI.Operators.Sequences;
|
using Content.Server.AI.Operators.Sequences;
|
||||||
using Content.Server.AI.Utility.Considerations;
|
using Content.Server.AI.Utility.Considerations;
|
||||||
using Content.Server.AI.Utility.Considerations.Containers;
|
using Content.Server.AI.Utility.Considerations.Containers;
|
||||||
using Content.Server.AI.Utility.Considerations.Hands;
|
using Content.Server.AI.Utility.Considerations.Hands;
|
||||||
using Content.Server.AI.Utility.Considerations.Movement;
|
using Content.Server.AI.Utility.Considerations.Movement;
|
||||||
using Content.Server.AI.Utility.Considerations.Nutrition;
|
using Content.Server.AI.Utility.Considerations.Nutrition.Food;
|
||||||
using Content.Server.AI.Utility.Curves;
|
|
||||||
using Content.Server.AI.WorldState;
|
using Content.Server.AI.WorldState;
|
||||||
using Content.Server.AI.WorldState.States;
|
using Content.Server.AI.WorldState.States;
|
||||||
using Robust.Shared.Interfaces.GameObjects;
|
using Robust.Shared.Interfaces.GameObjects;
|
||||||
|
using Robust.Shared.IoC;
|
||||||
|
|
||||||
namespace Content.Server.AI.Utility.Actions.Nutrition.Food
|
namespace Content.Server.AI.Utility.Actions.Nutrition.Food
|
||||||
{
|
{
|
||||||
@@ -26,24 +28,29 @@ namespace Content.Server.AI.Utility.Actions.Nutrition.Food
|
|||||||
ActionOperators = new GoPickupEntitySequence(Owner, _entity).Sequence;
|
ActionOperators = new GoPickupEntitySequence(Owner, _entity).Sequence;
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override Consideration[] Considerations => new Consideration[]
|
|
||||||
{
|
|
||||||
new TargetAccessibleCon(
|
|
||||||
new BoolCurve()),
|
|
||||||
new FreeHandCon(
|
|
||||||
new BoolCurve()),
|
|
||||||
new HungerCon(
|
|
||||||
new LogisticCurve(1000f, 1.3f, -1.0f, 0.5f)),
|
|
||||||
new DistanceCon(
|
|
||||||
new QuadraticCurve(-1.0f, 1.0f, 1.02f, 0.0f)),
|
|
||||||
new FoodValueCon(
|
|
||||||
new QuadraticCurve(1.0f, 0.4f, 0.0f, 0.0f)),
|
|
||||||
};
|
|
||||||
|
|
||||||
protected override void UpdateBlackboard(Blackboard context)
|
protected override void UpdateBlackboard(Blackboard context)
|
||||||
{
|
{
|
||||||
base.UpdateBlackboard(context);
|
base.UpdateBlackboard(context);
|
||||||
context.GetState<TargetEntityState>().SetValue(_entity);
|
context.GetState<TargetEntityState>().SetValue(_entity);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
protected override IReadOnlyCollection<Func<float>> GetConsiderations(Blackboard context)
|
||||||
|
{
|
||||||
|
var considerationsManager = IoCManager.Resolve<ConsiderationsManager>();
|
||||||
|
|
||||||
|
return new[]
|
||||||
|
{
|
||||||
|
considerationsManager.Get<TargetAccessibleCon>()
|
||||||
|
.BoolCurve(context),
|
||||||
|
considerationsManager.Get<FreeHandCon>()
|
||||||
|
.BoolCurve(context),
|
||||||
|
considerationsManager.Get<HungerCon>()
|
||||||
|
.LogisticCurve(context, 1000f, 1.3f, -1.0f, 0.5f),
|
||||||
|
considerationsManager.Get<DistanceCon>()
|
||||||
|
.QuadraticCurve(context, 1.0f, 1.0f, 0.02f, 0.0f),
|
||||||
|
considerationsManager.Get<FoodValueCon>()
|
||||||
|
.QuadraticCurve(context, 1.0f, 0.4f, 0.0f, 0.0f),
|
||||||
|
};
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,13 +1,15 @@
|
|||||||
|
using System;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using Content.Server.AI.Operators;
|
using Content.Server.AI.Operators;
|
||||||
using Content.Server.AI.Operators.Inventory;
|
using Content.Server.AI.Operators.Inventory;
|
||||||
using Content.Server.AI.Utility.Considerations;
|
using Content.Server.AI.Utility.Considerations;
|
||||||
|
using Content.Server.AI.Utility.Considerations.Containers;
|
||||||
using Content.Server.AI.Utility.Considerations.Hands;
|
using Content.Server.AI.Utility.Considerations.Hands;
|
||||||
using Content.Server.AI.Utility.Considerations.Nutrition;
|
using Content.Server.AI.Utility.Considerations.Nutrition.Food;
|
||||||
using Content.Server.AI.Utility.Curves;
|
|
||||||
using Content.Server.AI.WorldState;
|
using Content.Server.AI.WorldState;
|
||||||
using Content.Server.AI.WorldState.States;
|
using Content.Server.AI.WorldState.States;
|
||||||
using Robust.Shared.Interfaces.GameObjects;
|
using Robust.Shared.Interfaces.GameObjects;
|
||||||
|
using Robust.Shared.IoC;
|
||||||
|
|
||||||
namespace Content.Server.AI.Utility.Actions.Nutrition.Food
|
namespace Content.Server.AI.Utility.Actions.Nutrition.Food
|
||||||
{
|
{
|
||||||
@@ -30,20 +32,26 @@ namespace Content.Server.AI.Utility.Actions.Nutrition.Food
|
|||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override Consideration[] Considerations => new Consideration[]
|
|
||||||
{
|
|
||||||
new TargetInOurHandsCon(
|
|
||||||
new BoolCurve()),
|
|
||||||
new HungerCon(
|
|
||||||
new LogisticCurve(1000f, 1.3f, -0.3f, 0.5f)),
|
|
||||||
new FoodValueCon(
|
|
||||||
new QuadraticCurve(1.0f, 0.4f, 0.0f, 0.0f))
|
|
||||||
};
|
|
||||||
|
|
||||||
protected override void UpdateBlackboard(Blackboard context)
|
protected override void UpdateBlackboard(Blackboard context)
|
||||||
{
|
{
|
||||||
base.UpdateBlackboard(context);
|
base.UpdateBlackboard(context);
|
||||||
context.GetState<TargetEntityState>().SetValue(_entity);
|
context.GetState<TargetEntityState>().SetValue(_entity);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
protected override IReadOnlyCollection<Func<float>> GetConsiderations(Blackboard context)
|
||||||
|
{
|
||||||
|
var considerationsManager = IoCManager.Resolve<ConsiderationsManager>();
|
||||||
|
|
||||||
|
return new[]
|
||||||
|
{
|
||||||
|
considerationsManager.Get<TargetInOurHandsCon>()
|
||||||
|
.BoolCurve(context),
|
||||||
|
considerationsManager.Get<HungerCon>()
|
||||||
|
.LogisticCurve(context, 1000f, 1.3f, -0.3f, 0.5f),
|
||||||
|
considerationsManager.Get<FoodValueCon>()
|
||||||
|
.QuadraticCurve(context, 1.0f, 0.4f, 0.0f, 0.0f),
|
||||||
|
|
||||||
|
};
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,10 +1,11 @@
|
|||||||
|
using System;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using Content.Server.AI.Operators;
|
using Content.Server.AI.Operators;
|
||||||
using Content.Server.AI.Operators.Movement;
|
using Content.Server.AI.Operators.Movement;
|
||||||
using Content.Server.AI.Utility.Considerations;
|
using Content.Server.AI.Utility.Considerations;
|
||||||
using Content.Server.AI.Utility.Curves;
|
|
||||||
using Content.Server.AI.WorldState;
|
using Content.Server.AI.WorldState;
|
||||||
using Robust.Shared.Interfaces.GameObjects;
|
using Robust.Shared.Interfaces.GameObjects;
|
||||||
|
using Robust.Shared.IoC;
|
||||||
using Robust.Shared.Maths;
|
using Robust.Shared.Maths;
|
||||||
|
|
||||||
namespace Content.Server.AI.Utility.Actions.Test
|
namespace Content.Server.AI.Utility.Actions.Test
|
||||||
@@ -18,11 +19,6 @@ namespace Content.Server.AI.Utility.Actions.Test
|
|||||||
|
|
||||||
public MoveRightAndLeftTen(IEntity owner) : base(owner) {}
|
public MoveRightAndLeftTen(IEntity owner) : base(owner) {}
|
||||||
|
|
||||||
protected override Consideration[] Considerations { get; } = {
|
|
||||||
new DummyCon(
|
|
||||||
new BoolCurve())
|
|
||||||
};
|
|
||||||
|
|
||||||
public override void SetupOperators(Blackboard context)
|
public override void SetupOperators(Blackboard context)
|
||||||
{
|
{
|
||||||
var currentPosition = Owner.Transform.GridPosition;
|
var currentPosition = Owner.Transform.GridPosition;
|
||||||
@@ -36,5 +32,16 @@ namespace Content.Server.AI.Utility.Actions.Test
|
|||||||
originalPosOp
|
originalPosOp
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
|
protected override IReadOnlyCollection<Func<float>> GetConsiderations(Blackboard context)
|
||||||
|
{
|
||||||
|
var considerationsManager = IoCManager.Resolve<ConsiderationsManager>();
|
||||||
|
|
||||||
|
return new[]
|
||||||
|
{
|
||||||
|
considerationsManager.Get<DummyCon>()
|
||||||
|
.BoolCurve(context),
|
||||||
|
};
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -3,6 +3,7 @@ using System.Collections.Generic;
|
|||||||
using Content.Server.AI.Operators;
|
using Content.Server.AI.Operators;
|
||||||
using Content.Server.AI.Utility.Considerations;
|
using Content.Server.AI.Utility.Considerations;
|
||||||
using Content.Server.AI.WorldState;
|
using Content.Server.AI.WorldState;
|
||||||
|
using Content.Server.AI.WorldState.States.Utility;
|
||||||
using Robust.Shared.Interfaces.GameObjects;
|
using Robust.Shared.Interfaces.GameObjects;
|
||||||
using Robust.Shared.Utility;
|
using Robust.Shared.Utility;
|
||||||
|
|
||||||
@@ -42,7 +43,9 @@ namespace Content.Server.AI.Utility.Actions
|
|||||||
/// All the considerations are multiplied together to get the final score; a consideration of 0.0 means the action is not possible.
|
/// All the considerations are multiplied together to get the final score; a consideration of 0.0 means the action is not possible.
|
||||||
/// Ideally you put anything that's easy to assess and can cause an early-out first just so the rest aren't evaluated.
|
/// Ideally you put anything that's easy to assess and can cause an early-out first just so the rest aren't evaluated.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
protected abstract Consideration[] Considerations { get; }
|
/// Uses Func<float> as you don't want to eval the later considerations unless necessary, but we also need the total count
|
||||||
|
/// so can't use IEnumerable
|
||||||
|
protected abstract IReadOnlyCollection<Func<float>> GetConsiderations(Blackboard context);
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// To keep the operators simple we can chain them together here, e.g. move to can be chained with other operators.
|
/// To keep the operators simple we can chain them together here, e.g. move to can be chained with other operators.
|
||||||
@@ -109,7 +112,8 @@ namespace Content.Server.AI.Utility.Actions
|
|||||||
public float GetScore(Blackboard context, float min)
|
public float GetScore(Blackboard context, float min)
|
||||||
{
|
{
|
||||||
UpdateBlackboard(context);
|
UpdateBlackboard(context);
|
||||||
DebugTools.Assert(Considerations.Length > 0);
|
var considerations = GetConsiderations(context);
|
||||||
|
DebugTools.Assert(considerations.Count > 0);
|
||||||
// I used the IAUS video although I did have some confusion on how to structure it overall
|
// I used the IAUS video although I did have some confusion on how to structure it overall
|
||||||
// as some of the slides seemed contradictory
|
// as some of the slides seemed contradictory
|
||||||
|
|
||||||
@@ -121,19 +125,14 @@ namespace Content.Server.AI.Utility.Actions
|
|||||||
// 23:00 Building a better centaur
|
// 23:00 Building a better centaur
|
||||||
var finalScore = 1.0f;
|
var finalScore = 1.0f;
|
||||||
var minThreshold = min / Bonus;
|
var minThreshold = min / Bonus;
|
||||||
var modificationFactor = 1.0f - 1.0f / Considerations.Length;
|
context.GetState<ConsiderationState>().SetValue(considerations.Count);
|
||||||
// See 10:09 for this and the adjustments
|
// See 10:09 for this and the adjustments
|
||||||
|
|
||||||
foreach (var consideration in Considerations)
|
foreach (var consideration in considerations)
|
||||||
{
|
{
|
||||||
var score = consideration.GetScore(context);
|
var score = consideration.Invoke();
|
||||||
var makeUpValue = (1.0f - score) * modificationFactor;
|
finalScore *= score;
|
||||||
var adjustedScore = score + makeUpValue * score;
|
DebugTools.Assert(!float.IsNaN(score));
|
||||||
var response = consideration.ComputeResponseCurve(adjustedScore);
|
|
||||||
|
|
||||||
finalScore *= response;
|
|
||||||
|
|
||||||
DebugTools.Assert(!float.IsNaN(response));
|
|
||||||
|
|
||||||
// The score can only ever go down from each consideration so if we're below minimum no point continuing.
|
// The score can only ever go down from each consideration so if we're below minimum no point continuing.
|
||||||
if (0.0f >= finalScore || finalScore < minThreshold) {
|
if (0.0f >= finalScore || finalScore < minThreshold) {
|
||||||
|
|||||||
@@ -13,6 +13,7 @@ using Content.Server.GameObjects.EntitySystems.JobQueues;
|
|||||||
using Robust.Server.AI;
|
using Robust.Server.AI;
|
||||||
using Robust.Shared.Interfaces.GameObjects;
|
using Robust.Shared.Interfaces.GameObjects;
|
||||||
using Robust.Shared.IoC;
|
using Robust.Shared.IoC;
|
||||||
|
using Robust.Shared.Log;
|
||||||
using Robust.Shared.Utility;
|
using Robust.Shared.Utility;
|
||||||
|
|
||||||
namespace Content.Server.AI.Utility.AiLogic
|
namespace Content.Server.AI.Utility.AiLogic
|
||||||
@@ -147,6 +148,14 @@ namespace Content.Server.AI.Utility.AiLogic
|
|||||||
|
|
||||||
private void ReceivedAction()
|
private void ReceivedAction()
|
||||||
{
|
{
|
||||||
|
switch (_actionRequest.Exception)
|
||||||
|
{
|
||||||
|
case null:
|
||||||
|
break;
|
||||||
|
default:
|
||||||
|
Logger.FatalS("ai", _actionRequest.Exception.ToString());
|
||||||
|
throw _actionRequest.Exception;
|
||||||
|
}
|
||||||
var action = _actionRequest.Result;
|
var action = _actionRequest.Result;
|
||||||
_actionRequest = null;
|
_actionRequest = null;
|
||||||
// Actions with lower scores should be implicitly dumped by GetAction
|
// Actions with lower scores should be implicitly dumped by GetAction
|
||||||
|
|||||||
@@ -1,4 +1,3 @@
|
|||||||
using Content.Server.AI.Utility.Curves;
|
|
||||||
using Content.Server.AI.WorldState;
|
using Content.Server.AI.WorldState;
|
||||||
using Content.Server.AI.WorldState.States;
|
using Content.Server.AI.WorldState.States;
|
||||||
using Content.Server.GameObjects.EntitySystems;
|
using Content.Server.GameObjects.EntitySystems;
|
||||||
@@ -9,9 +8,7 @@ namespace Content.Server.AI.Utility.Considerations.ActionBlocker
|
|||||||
{
|
{
|
||||||
public sealed class CanMoveCon : Consideration
|
public sealed class CanMoveCon : Consideration
|
||||||
{
|
{
|
||||||
public CanMoveCon(IResponseCurve curve) : base(curve) {}
|
protected override float GetScore(Blackboard context)
|
||||||
|
|
||||||
public override float GetScore(Blackboard context)
|
|
||||||
{
|
{
|
||||||
var self = context.GetState<SelfState>().GetValue();
|
var self = context.GetState<SelfState>().GetValue();
|
||||||
if (!ActionBlockerSystem.CanMove(self))
|
if (!ActionBlockerSystem.CanMove(self))
|
||||||
|
|||||||
@@ -1,5 +1,5 @@
|
|||||||
using Content.Server.AI.Utility.Curves;
|
|
||||||
using Content.Server.AI.WorldState;
|
using Content.Server.AI.WorldState;
|
||||||
|
using Content.Server.AI.WorldState.States.Clothing;
|
||||||
using Content.Server.AI.WorldState.States.Inventory;
|
using Content.Server.AI.WorldState.States.Inventory;
|
||||||
using Content.Server.GameObjects;
|
using Content.Server.GameObjects;
|
||||||
using Content.Shared.GameObjects.Components.Inventory;
|
using Content.Shared.GameObjects.Components.Inventory;
|
||||||
@@ -8,25 +8,27 @@ namespace Content.Server.AI.Utility.Considerations.Clothing
|
|||||||
{
|
{
|
||||||
public sealed class ClothingInInventoryCon : Consideration
|
public sealed class ClothingInInventoryCon : Consideration
|
||||||
{
|
{
|
||||||
private readonly EquipmentSlotDefines.SlotFlags _slot;
|
public ClothingInInventoryCon Slot(EquipmentSlotDefines.SlotFlags slotFlags, Blackboard context)
|
||||||
|
|
||||||
public ClothingInInventoryCon(EquipmentSlotDefines.SlotFlags slotFlags, IResponseCurve curve) : base(curve)
|
|
||||||
{
|
{
|
||||||
_slot = slotFlags;
|
// Ideally we'd just use a variable but then if we were iterating through multiple AI at once it'd be
|
||||||
|
// Stuffed so we need to store it on the AI's context.
|
||||||
|
context.GetState<ClothingSlotFlagConState>().SetValue(slotFlags);
|
||||||
|
return this;
|
||||||
}
|
}
|
||||||
|
|
||||||
public override float GetScore(Blackboard context)
|
protected override float GetScore(Blackboard context)
|
||||||
{
|
{
|
||||||
var inventory = context.GetState<InventoryState>().GetValue();
|
var slots = context.GetState<ClothingSlotConState>().GetValue();
|
||||||
|
var slotFlags = EquipmentSlotDefines.SlotMasks[slots];
|
||||||
|
|
||||||
foreach (var entity in inventory)
|
foreach (var entity in context.GetState<EnumerableInventoryState>().GetValue())
|
||||||
{
|
{
|
||||||
if (!entity.TryGetComponent(out ClothingComponent clothingComponent))
|
if (!entity.TryGetComponent(out ClothingComponent clothingComponent))
|
||||||
{
|
{
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
|
|
||||||
if ((clothingComponent.SlotFlags & _slot) != 0)
|
if ((clothingComponent.SlotFlags & slotFlags) != 0)
|
||||||
{
|
{
|
||||||
return 1.0f;
|
return 1.0f;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,4 +1,3 @@
|
|||||||
using Content.Server.AI.Utility.Curves;
|
|
||||||
using Content.Server.AI.WorldState;
|
using Content.Server.AI.WorldState;
|
||||||
using Content.Server.AI.WorldState.States.Clothing;
|
using Content.Server.AI.WorldState.States.Clothing;
|
||||||
using Content.Shared.GameObjects.Components.Inventory;
|
using Content.Shared.GameObjects.Components.Inventory;
|
||||||
@@ -7,18 +6,18 @@ namespace Content.Server.AI.Utility.Considerations.Clothing
|
|||||||
{
|
{
|
||||||
public class ClothingInSlotCon : Consideration
|
public class ClothingInSlotCon : Consideration
|
||||||
{
|
{
|
||||||
private EquipmentSlotDefines.Slots _slot;
|
|
||||||
|
|
||||||
public ClothingInSlotCon(EquipmentSlotDefines.Slots slot, IResponseCurve curve) : base(curve)
|
public ClothingInSlotCon Slot(EquipmentSlotDefines.Slots slot, Blackboard context)
|
||||||
{
|
{
|
||||||
_slot = slot;
|
context.GetState<ClothingSlotConState>().SetValue(slot);
|
||||||
|
return this;
|
||||||
}
|
}
|
||||||
|
|
||||||
public override float GetScore(Blackboard context)
|
protected override float GetScore(Blackboard context)
|
||||||
{
|
{
|
||||||
|
var slot = context.GetState<ClothingSlotConState>().GetValue();
|
||||||
var inventory = context.GetState<EquippedClothingState>().GetValue();
|
var inventory = context.GetState<EquippedClothingState>().GetValue();
|
||||||
|
return inventory.ContainsKey(slot) ? 1.0f : 0.0f;
|
||||||
return inventory.ContainsKey(_slot) ? 1.0f : 0.0f;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,4 +1,3 @@
|
|||||||
using Content.Server.AI.Utility.Curves;
|
|
||||||
using Content.Server.AI.WorldState;
|
using Content.Server.AI.WorldState;
|
||||||
using Content.Server.AI.WorldState.States;
|
using Content.Server.AI.WorldState.States;
|
||||||
using Content.Server.GameObjects.Components.Weapon.Melee;
|
using Content.Server.GameObjects.Components.Weapon.Melee;
|
||||||
@@ -7,9 +6,7 @@ namespace Content.Server.AI.Utility.Considerations.Combat.Melee
|
|||||||
{
|
{
|
||||||
public sealed class CanUnarmedCombatCon : Consideration
|
public sealed class CanUnarmedCombatCon : Consideration
|
||||||
{
|
{
|
||||||
public CanUnarmedCombatCon(IResponseCurve curve) : base(curve) {}
|
protected override float GetScore(Blackboard context)
|
||||||
|
|
||||||
public override float GetScore(Blackboard context)
|
|
||||||
{
|
{
|
||||||
return context.GetState<SelfState>().GetValue().HasComponent<UnarmedCombatComponent>() ? 1.0f : 0.0f;
|
return context.GetState<SelfState>().GetValue().HasComponent<UnarmedCombatComponent>() ? 1.0f : 0.0f;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,4 +1,3 @@
|
|||||||
using Content.Server.AI.Utility.Curves;
|
|
||||||
using Content.Server.AI.WorldState;
|
using Content.Server.AI.WorldState;
|
||||||
using Content.Server.AI.WorldState.States.Inventory;
|
using Content.Server.AI.WorldState.States.Inventory;
|
||||||
using Content.Server.GameObjects.Components.Weapon.Melee;
|
using Content.Server.GameObjects.Components.Weapon.Melee;
|
||||||
@@ -7,11 +6,9 @@ namespace Content.Server.AI.Utility.Considerations.Combat.Melee
|
|||||||
{
|
{
|
||||||
public sealed class HasMeleeWeaponCon : Consideration
|
public sealed class HasMeleeWeaponCon : Consideration
|
||||||
{
|
{
|
||||||
public HasMeleeWeaponCon(IResponseCurve curve) : base(curve) {}
|
protected override float GetScore(Blackboard context)
|
||||||
|
|
||||||
public override float GetScore(Blackboard context)
|
|
||||||
{
|
{
|
||||||
foreach (var item in context.GetState<InventoryState>().GetValue())
|
foreach (var item in context.GetState<EnumerableInventoryState>().GetValue())
|
||||||
{
|
{
|
||||||
if (item.HasComponent<MeleeWeaponComponent>())
|
if (item.HasComponent<MeleeWeaponComponent>())
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -1,4 +1,3 @@
|
|||||||
using Content.Server.AI.Utility.Curves;
|
|
||||||
using Content.Server.AI.WorldState;
|
using Content.Server.AI.WorldState;
|
||||||
using Content.Server.AI.WorldState.States.Combat;
|
using Content.Server.AI.WorldState.States.Combat;
|
||||||
using Content.Server.GameObjects.Components.Weapon.Melee;
|
using Content.Server.GameObjects.Components.Weapon.Melee;
|
||||||
@@ -7,9 +6,7 @@ namespace Content.Server.AI.Utility.Considerations.Combat.Melee
|
|||||||
{
|
{
|
||||||
public sealed class MeleeWeaponDamageCon : Consideration
|
public sealed class MeleeWeaponDamageCon : Consideration
|
||||||
{
|
{
|
||||||
public MeleeWeaponDamageCon(IResponseCurve curve) : base(curve) {}
|
protected override float GetScore(Blackboard context)
|
||||||
|
|
||||||
public override float GetScore(Blackboard context)
|
|
||||||
{
|
{
|
||||||
var target = context.GetState<WeaponEntityState>().GetValue();
|
var target = context.GetState<WeaponEntityState>().GetValue();
|
||||||
|
|
||||||
|
|||||||
@@ -1,4 +1,3 @@
|
|||||||
using Content.Server.AI.Utility.Curves;
|
|
||||||
using Content.Server.AI.WorldState;
|
using Content.Server.AI.WorldState;
|
||||||
using Content.Server.AI.WorldState.States.Inventory;
|
using Content.Server.AI.WorldState.States.Inventory;
|
||||||
using Content.Server.GameObjects.Components.Weapon.Melee;
|
using Content.Server.GameObjects.Components.Weapon.Melee;
|
||||||
@@ -7,9 +6,7 @@ namespace Content.Server.AI.Utility.Considerations.Combat.Melee
|
|||||||
{
|
{
|
||||||
public sealed class MeleeWeaponEquippedCon : Consideration
|
public sealed class MeleeWeaponEquippedCon : Consideration
|
||||||
{
|
{
|
||||||
public MeleeWeaponEquippedCon(IResponseCurve curve) : base(curve) {}
|
protected override float GetScore(Blackboard context)
|
||||||
|
|
||||||
public override float GetScore(Blackboard context)
|
|
||||||
{
|
{
|
||||||
var equipped = context.GetState<EquippedEntityState>().GetValue();
|
var equipped = context.GetState<EquippedEntityState>().GetValue();
|
||||||
|
|
||||||
|
|||||||
@@ -1,4 +1,3 @@
|
|||||||
using Content.Server.AI.Utility.Curves;
|
|
||||||
using Content.Server.AI.WorldState;
|
using Content.Server.AI.WorldState;
|
||||||
using Content.Server.AI.WorldState.States.Combat;
|
using Content.Server.AI.WorldState.States.Combat;
|
||||||
using Content.Server.GameObjects.Components.Weapon.Melee;
|
using Content.Server.GameObjects.Components.Weapon.Melee;
|
||||||
@@ -7,9 +6,7 @@ namespace Content.Server.AI.Utility.Considerations.Combat.Melee
|
|||||||
{
|
{
|
||||||
public sealed class MeleeWeaponSpeedCon : Consideration
|
public sealed class MeleeWeaponSpeedCon : Consideration
|
||||||
{
|
{
|
||||||
public MeleeWeaponSpeedCon(IResponseCurve curve) : base(curve) {}
|
protected override float GetScore(Blackboard context)
|
||||||
|
|
||||||
public override float GetScore(Blackboard context)
|
|
||||||
{
|
{
|
||||||
var target = context.GetState<WeaponEntityState>().GetValue();
|
var target = context.GetState<WeaponEntityState>().GetValue();
|
||||||
|
|
||||||
|
|||||||
@@ -1,4 +1,3 @@
|
|||||||
using Content.Server.AI.Utility.Curves;
|
|
||||||
using Content.Server.AI.WorldState;
|
using Content.Server.AI.WorldState;
|
||||||
using Content.Server.AI.WorldState.States;
|
using Content.Server.AI.WorldState.States;
|
||||||
using Content.Server.GameObjects;
|
using Content.Server.GameObjects;
|
||||||
@@ -8,9 +7,7 @@ namespace Content.Server.AI.Utility.Considerations.Combat
|
|||||||
{
|
{
|
||||||
public sealed class TargetHealthCon : Consideration
|
public sealed class TargetHealthCon : Consideration
|
||||||
{
|
{
|
||||||
public TargetHealthCon(IResponseCurve curve) : base(curve) {}
|
protected override float GetScore(Blackboard context)
|
||||||
|
|
||||||
public override float GetScore(Blackboard context)
|
|
||||||
{
|
{
|
||||||
var target = context.GetState<TargetEntityState>().GetValue();
|
var target = context.GetState<TargetEntityState>().GetValue();
|
||||||
|
|
||||||
|
|||||||
@@ -1,16 +1,12 @@
|
|||||||
using Content.Server.AI.Utility.Curves;
|
|
||||||
using Content.Server.AI.WorldState;
|
using Content.Server.AI.WorldState;
|
||||||
using Content.Server.AI.WorldState.States;
|
using Content.Server.AI.WorldState.States;
|
||||||
using Content.Server.GameObjects;
|
using Content.Server.GameObjects;
|
||||||
using Content.Shared.GameObjects;
|
|
||||||
|
|
||||||
namespace Content.Server.AI.Utility.Considerations.Combat
|
namespace Content.Server.AI.Utility.Considerations.Combat
|
||||||
{
|
{
|
||||||
public sealed class TargetIsCritCon : Consideration
|
public sealed class TargetIsCritCon : Consideration
|
||||||
{
|
{
|
||||||
public TargetIsCritCon(IResponseCurve curve) : base(curve) {}
|
protected override float GetScore(Blackboard context)
|
||||||
|
|
||||||
public override float GetScore(Blackboard context)
|
|
||||||
{
|
{
|
||||||
var target = context.GetState<TargetEntityState>().GetValue();
|
var target = context.GetState<TargetEntityState>().GetValue();
|
||||||
|
|
||||||
|
|||||||
@@ -1,4 +1,3 @@
|
|||||||
using Content.Server.AI.Utility.Curves;
|
|
||||||
using Content.Server.AI.WorldState;
|
using Content.Server.AI.WorldState;
|
||||||
using Content.Server.AI.WorldState.States;
|
using Content.Server.AI.WorldState.States;
|
||||||
using Content.Server.GameObjects;
|
using Content.Server.GameObjects;
|
||||||
@@ -7,9 +6,7 @@ namespace Content.Server.AI.Utility.Considerations.Combat
|
|||||||
{
|
{
|
||||||
public sealed class TargetIsDeadCon : Consideration
|
public sealed class TargetIsDeadCon : Consideration
|
||||||
{
|
{
|
||||||
public TargetIsDeadCon(IResponseCurve curve) : base(curve) {}
|
protected override float GetScore(Blackboard context)
|
||||||
|
|
||||||
public override float GetScore(Blackboard context)
|
|
||||||
{
|
{
|
||||||
var target = context.GetState<TargetEntityState>().GetValue();
|
var target = context.GetState<TargetEntityState>().GetValue();
|
||||||
|
|
||||||
|
|||||||
@@ -1,25 +1,67 @@
|
|||||||
using System;
|
using System;
|
||||||
using Content.Server.AI.Utility.Curves;
|
|
||||||
using Content.Server.AI.WorldState;
|
using Content.Server.AI.WorldState;
|
||||||
|
using Content.Server.AI.WorldState.States.Utility;
|
||||||
|
|
||||||
namespace Content.Server.AI.Utility.Considerations
|
namespace Content.Server.AI.Utility.Considerations
|
||||||
{
|
{
|
||||||
public abstract class Consideration
|
public abstract class Consideration
|
||||||
{
|
{
|
||||||
protected IResponseCurve Curve { get; }
|
protected abstract float GetScore(Blackboard context);
|
||||||
|
|
||||||
public Consideration(IResponseCurve curve)
|
private float GetAdjustedScore(Blackboard context)
|
||||||
{
|
{
|
||||||
Curve = curve;
|
var score = GetScore(context);
|
||||||
|
var considerationsCount = context.GetState<ConsiderationState>().GetValue();
|
||||||
|
var modificationFactor = 1.0f - 1.0f / considerationsCount;
|
||||||
|
var makeUpValue = (1.0f - score) * modificationFactor;
|
||||||
|
var adjustedScore = score + makeUpValue * score;
|
||||||
|
return Math.Clamp(adjustedScore, 0.0f, 1.0f);
|
||||||
}
|
}
|
||||||
|
|
||||||
public abstract float GetScore(Blackboard context);
|
public Func<float> BoolCurve(Blackboard context)
|
||||||
|
|
||||||
public float ComputeResponseCurve(float score)
|
|
||||||
{
|
{
|
||||||
var clampedScore = Math.Clamp(score, 0.0f, 1.0f);
|
float Result()
|
||||||
var curvedResponse = Math.Clamp(Curve.GetResponse(clampedScore), 0.0f, 1.0f);
|
{
|
||||||
return curvedResponse;
|
var adjustedScore = GetAdjustedScore(context);
|
||||||
|
// ReSharper disable once CompareOfFloatsByEqualityOperator
|
||||||
|
return adjustedScore == 1.0f ? 1.0f : 0.0f;
|
||||||
|
}
|
||||||
|
|
||||||
|
return Result;
|
||||||
|
}
|
||||||
|
|
||||||
|
public Func<float> InverseBoolCurve(Blackboard context)
|
||||||
|
{
|
||||||
|
float Result()
|
||||||
|
{
|
||||||
|
var adjustedScore = GetAdjustedScore(context);
|
||||||
|
// ReSharper disable once CompareOfFloatsByEqualityOperator
|
||||||
|
return adjustedScore == 1.0f ? 0.0f : 1.0f;
|
||||||
|
}
|
||||||
|
|
||||||
|
return Result;
|
||||||
|
}
|
||||||
|
|
||||||
|
public Func<float> LogisticCurve(Blackboard context, float slope, float exponent, float yOffset, float xOffset)
|
||||||
|
{
|
||||||
|
float Result()
|
||||||
|
{
|
||||||
|
var adjustedScore = GetAdjustedScore(context);
|
||||||
|
return Math.Clamp(exponent * (1 / (1 + (float) Math.Pow(Math.Log(1000) * slope, -1 * adjustedScore + xOffset))) + yOffset, 0.0f, 1.0f);
|
||||||
|
}
|
||||||
|
|
||||||
|
return Result;
|
||||||
|
}
|
||||||
|
|
||||||
|
public Func<float> QuadraticCurve(Blackboard context, float slope, float exponent, float yOffset, float xOffset)
|
||||||
|
{
|
||||||
|
float Result()
|
||||||
|
{
|
||||||
|
var adjustedScore = GetAdjustedScore(context);
|
||||||
|
return Math.Clamp(slope * (float) Math.Pow(adjustedScore - xOffset, exponent) + yOffset, 0.0f, 1.0f);
|
||||||
|
}
|
||||||
|
|
||||||
|
return Result;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -0,0 +1,29 @@
|
|||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using Robust.Shared.Interfaces.Reflection;
|
||||||
|
using Robust.Shared.IoC;
|
||||||
|
|
||||||
|
namespace Content.Server.AI.Utility.Considerations
|
||||||
|
{
|
||||||
|
public class ConsiderationsManager
|
||||||
|
{
|
||||||
|
private Dictionary<Type, Consideration> _considerations = new Dictionary<Type, Consideration>();
|
||||||
|
|
||||||
|
public void Initialize()
|
||||||
|
{
|
||||||
|
var reflectionManager = IoCManager.Resolve<IReflectionManager>();
|
||||||
|
var typeFactory = IoCManager.Resolve<IDynamicTypeFactory>();
|
||||||
|
|
||||||
|
foreach (var conType in reflectionManager.GetAllChildren(typeof(Consideration)))
|
||||||
|
{
|
||||||
|
var con = (Consideration) typeFactory.CreateInstance(conType);
|
||||||
|
_considerations.Add(conType, con);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public T Get<T>() where T : Consideration
|
||||||
|
{
|
||||||
|
return (T) _considerations[typeof(T)];
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -1,7 +1,5 @@
|
|||||||
using Content.Server.AI.Utility.Curves;
|
|
||||||
using Content.Server.AI.WorldState;
|
using Content.Server.AI.WorldState;
|
||||||
using Content.Server.AI.WorldState.States;
|
using Content.Server.AI.WorldState.States;
|
||||||
using Content.Server.GameObjects;
|
|
||||||
using Content.Server.GameObjects.Components;
|
using Content.Server.GameObjects.Components;
|
||||||
using Robust.Shared.Containers;
|
using Robust.Shared.Containers;
|
||||||
|
|
||||||
@@ -12,9 +10,7 @@ namespace Content.Server.AI.Utility.Considerations.Containers
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
public sealed class TargetAccessibleCon : Consideration
|
public sealed class TargetAccessibleCon : Consideration
|
||||||
{
|
{
|
||||||
public TargetAccessibleCon(IResponseCurve curve) : base(curve) {}
|
protected override float GetScore(Blackboard context)
|
||||||
|
|
||||||
public override float GetScore(Blackboard context)
|
|
||||||
{
|
{
|
||||||
var target = context.GetState<TargetEntityState>().GetValue();
|
var target = context.GetState<TargetEntityState>().GetValue();
|
||||||
if (target == null)
|
if (target == null)
|
||||||
|
|||||||
@@ -1,12 +1,9 @@
|
|||||||
using Content.Server.AI.Utility.Curves;
|
|
||||||
using Content.Server.AI.WorldState;
|
using Content.Server.AI.WorldState;
|
||||||
|
|
||||||
namespace Content.Server.AI.Utility.Considerations
|
namespace Content.Server.AI.Utility.Considerations
|
||||||
{
|
{
|
||||||
public class DummyCon : Consideration
|
public class DummyCon : Consideration
|
||||||
{
|
{
|
||||||
public DummyCon(IResponseCurve curve) : base(curve) {}
|
protected override float GetScore(Blackboard context) => 1.0f;
|
||||||
|
|
||||||
public override float GetScore(Blackboard context) => 1.0f;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,4 +1,3 @@
|
|||||||
using Content.Server.AI.Utility.Curves;
|
|
||||||
using Content.Server.AI.WorldState;
|
using Content.Server.AI.WorldState;
|
||||||
using Content.Server.AI.WorldState.States;
|
using Content.Server.AI.WorldState.States;
|
||||||
using Content.Server.GameObjects;
|
using Content.Server.GameObjects;
|
||||||
@@ -7,9 +6,7 @@ namespace Content.Server.AI.Utility.Considerations.Hands
|
|||||||
{
|
{
|
||||||
public class FreeHandCon : Consideration
|
public class FreeHandCon : Consideration
|
||||||
{
|
{
|
||||||
public FreeHandCon(IResponseCurve curve) : base(curve) {}
|
protected override float GetScore(Blackboard context)
|
||||||
|
|
||||||
public override float GetScore(Blackboard context)
|
|
||||||
{
|
{
|
||||||
var owner = context.GetState<SelfState>().GetValue();
|
var owner = context.GetState<SelfState>().GetValue();
|
||||||
|
|
||||||
|
|||||||
@@ -1,4 +1,3 @@
|
|||||||
using Content.Server.AI.Utility.Curves;
|
|
||||||
using Content.Server.AI.WorldState;
|
using Content.Server.AI.WorldState;
|
||||||
using Content.Server.AI.WorldState.States;
|
using Content.Server.AI.WorldState.States;
|
||||||
using Content.Server.GameObjects;
|
using Content.Server.GameObjects;
|
||||||
@@ -10,9 +9,7 @@ namespace Content.Server.AI.Utility.Considerations.Hands
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
public sealed class TargetInOurHandsCon : Consideration
|
public sealed class TargetInOurHandsCon : Consideration
|
||||||
{
|
{
|
||||||
public TargetInOurHandsCon(IResponseCurve curve) : base(curve) {}
|
protected override float GetScore(Blackboard context)
|
||||||
|
|
||||||
public override float GetScore(Blackboard context)
|
|
||||||
{
|
{
|
||||||
var owner = context.GetState<SelfState>().GetValue();
|
var owner = context.GetState<SelfState>().GetValue();
|
||||||
var target = context.GetState<TargetEntityState>().GetValue();
|
var target = context.GetState<TargetEntityState>().GetValue();
|
||||||
|
|||||||
@@ -1,4 +1,3 @@
|
|||||||
using Content.Server.AI.Utility.Curves;
|
|
||||||
using Content.Server.AI.WorldState;
|
using Content.Server.AI.WorldState;
|
||||||
using Content.Server.AI.WorldState.States;
|
using Content.Server.AI.WorldState.States;
|
||||||
using Content.Server.AI.WorldState.States.Hands;
|
using Content.Server.AI.WorldState.States.Hands;
|
||||||
@@ -9,9 +8,7 @@ namespace Content.Server.AI.Utility.Considerations.Inventory
|
|||||||
{
|
{
|
||||||
public class CanPutTargetInHandsCon : Consideration
|
public class CanPutTargetInHandsCon : Consideration
|
||||||
{
|
{
|
||||||
public CanPutTargetInHandsCon(IResponseCurve curve) : base(curve) {}
|
protected override float GetScore(Blackboard context)
|
||||||
|
|
||||||
public override float GetScore(Blackboard context)
|
|
||||||
{
|
{
|
||||||
// First check if target in inventory already
|
// First check if target in inventory already
|
||||||
// If not then check if we have a free hand
|
// If not then check if we have a free hand
|
||||||
@@ -22,9 +19,7 @@ namespace Content.Server.AI.Utility.Considerations.Inventory
|
|||||||
return 0.0f;
|
return 0.0f;
|
||||||
}
|
}
|
||||||
|
|
||||||
var inventory = context.GetState<InventoryState>().GetValue();
|
foreach (var item in context.GetState<EnumerableInventoryState>().GetValue())
|
||||||
|
|
||||||
foreach (var item in inventory)
|
|
||||||
{
|
{
|
||||||
if (item == target)
|
if (item == target)
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -1,4 +1,3 @@
|
|||||||
using Content.Server.AI.Utility.Curves;
|
|
||||||
using Content.Server.AI.WorldState;
|
using Content.Server.AI.WorldState;
|
||||||
using Content.Server.AI.WorldState.States;
|
using Content.Server.AI.WorldState.States;
|
||||||
using Content.Server.AI.WorldState.States.Inventory;
|
using Content.Server.AI.WorldState.States.Inventory;
|
||||||
@@ -8,11 +7,8 @@ namespace Content.Server.AI.Utility.Considerations.Inventory
|
|||||||
{
|
{
|
||||||
public class TargetInOurInventoryCon : Consideration
|
public class TargetInOurInventoryCon : Consideration
|
||||||
{
|
{
|
||||||
public TargetInOurInventoryCon(IResponseCurve curve) : base(curve) {}
|
protected override float GetScore(Blackboard context)
|
||||||
|
|
||||||
public override float GetScore(Blackboard context)
|
|
||||||
{
|
{
|
||||||
var inventory = context.GetState<InventoryState>().GetValue();
|
|
||||||
var target = context.GetState<TargetEntityState>().GetValue();
|
var target = context.GetState<TargetEntityState>().GetValue();
|
||||||
|
|
||||||
if (target == null || !target.HasComponent<ItemComponent>())
|
if (target == null || !target.HasComponent<ItemComponent>())
|
||||||
@@ -20,7 +16,7 @@ namespace Content.Server.AI.Utility.Considerations.Inventory
|
|||||||
return 0.0f;
|
return 0.0f;
|
||||||
}
|
}
|
||||||
|
|
||||||
foreach (var item in inventory)
|
foreach (var item in context.GetState<EnumerableInventoryState>().GetValue())
|
||||||
{
|
{
|
||||||
if (item == target)
|
if (item == target)
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -1,4 +1,3 @@
|
|||||||
using Content.Server.AI.Utility.Curves;
|
|
||||||
using Content.Server.AI.WorldState;
|
using Content.Server.AI.WorldState;
|
||||||
using Content.Server.AI.WorldState.States;
|
using Content.Server.AI.WorldState.States;
|
||||||
|
|
||||||
@@ -6,9 +5,7 @@ namespace Content.Server.AI.Utility.Considerations.Movement
|
|||||||
{
|
{
|
||||||
public sealed class DistanceCon : Consideration
|
public sealed class DistanceCon : Consideration
|
||||||
{
|
{
|
||||||
public DistanceCon(IResponseCurve curve) : base(curve) {}
|
protected override float GetScore(Blackboard context)
|
||||||
|
|
||||||
public override float GetScore(Blackboard context)
|
|
||||||
{
|
{
|
||||||
var self = context.GetState<SelfState>().GetValue();
|
var self = context.GetState<SelfState>().GetValue();
|
||||||
var target = context.GetState<TargetEntityState>().GetValue();
|
var target = context.GetState<TargetEntityState>().GetValue();
|
||||||
|
|||||||
@@ -1,4 +1,3 @@
|
|||||||
using Content.Server.AI.Utility.Curves;
|
|
||||||
using Content.Server.AI.WorldState;
|
using Content.Server.AI.WorldState;
|
||||||
using Content.Server.AI.WorldState.States;
|
using Content.Server.AI.WorldState.States;
|
||||||
using Content.Server.GameObjects.Components.Chemistry;
|
using Content.Server.GameObjects.Components.Chemistry;
|
||||||
@@ -7,9 +6,7 @@ namespace Content.Server.AI.Utility.Considerations.Nutrition.Drink
|
|||||||
{
|
{
|
||||||
public sealed class DrinkValueCon : Consideration
|
public sealed class DrinkValueCon : Consideration
|
||||||
{
|
{
|
||||||
public DrinkValueCon(IResponseCurve curve) : base(curve) {}
|
protected override float GetScore(Blackboard context)
|
||||||
|
|
||||||
public override float GetScore(Blackboard context)
|
|
||||||
{
|
{
|
||||||
var target = context.GetState<TargetEntityState>().GetValue();
|
var target = context.GetState<TargetEntityState>().GetValue();
|
||||||
|
|
||||||
|
|||||||
@@ -1,4 +1,3 @@
|
|||||||
using Content.Server.AI.Utility.Curves;
|
|
||||||
using Content.Server.AI.WorldState;
|
using Content.Server.AI.WorldState;
|
||||||
using Content.Server.AI.WorldState.States;
|
using Content.Server.AI.WorldState.States;
|
||||||
using Content.Server.GameObjects.Components.Nutrition;
|
using Content.Server.GameObjects.Components.Nutrition;
|
||||||
@@ -8,9 +7,7 @@ namespace Content.Server.AI.Utility.Considerations.Nutrition.Drink
|
|||||||
{
|
{
|
||||||
public class ThirstCon : Consideration
|
public class ThirstCon : Consideration
|
||||||
{
|
{
|
||||||
public ThirstCon(IResponseCurve curve) : base(curve) {}
|
protected override float GetScore(Blackboard context)
|
||||||
|
|
||||||
public override float GetScore(Blackboard context)
|
|
||||||
{
|
{
|
||||||
var owner = context.GetState<SelfState>().GetValue();
|
var owner = context.GetState<SelfState>().GetValue();
|
||||||
|
|
||||||
|
|||||||
@@ -1,15 +1,12 @@
|
|||||||
using Content.Server.AI.Utility.Curves;
|
|
||||||
using Content.Server.AI.WorldState;
|
using Content.Server.AI.WorldState;
|
||||||
using Content.Server.AI.WorldState.States;
|
using Content.Server.AI.WorldState.States;
|
||||||
using Content.Server.GameObjects.Components.Chemistry;
|
using Content.Server.GameObjects.Components.Chemistry;
|
||||||
|
|
||||||
namespace Content.Server.AI.Utility.Considerations.Nutrition
|
namespace Content.Server.AI.Utility.Considerations.Nutrition.Food
|
||||||
{
|
{
|
||||||
public sealed class FoodValueCon : Consideration
|
public sealed class FoodValueCon : Consideration
|
||||||
{
|
{
|
||||||
public FoodValueCon(IResponseCurve curve) : base(curve) {}
|
protected override float GetScore(Blackboard context)
|
||||||
|
|
||||||
public override float GetScore(Blackboard context)
|
|
||||||
{
|
{
|
||||||
var target = context.GetState<TargetEntityState>().GetValue();
|
var target = context.GetState<TargetEntityState>().GetValue();
|
||||||
|
|
||||||
|
|||||||
@@ -1,17 +1,14 @@
|
|||||||
using Content.Server.AI.Utility.Curves;
|
|
||||||
using Content.Server.AI.WorldState;
|
using Content.Server.AI.WorldState;
|
||||||
using Content.Server.AI.WorldState.States;
|
using Content.Server.AI.WorldState.States;
|
||||||
using Content.Server.GameObjects.Components.Nutrition;
|
using Content.Server.GameObjects.Components.Nutrition;
|
||||||
using Content.Shared.GameObjects.Components.Nutrition;
|
using Content.Shared.GameObjects.Components.Nutrition;
|
||||||
|
|
||||||
namespace Content.Server.AI.Utility.Considerations.Nutrition
|
namespace Content.Server.AI.Utility.Considerations.Nutrition.Food
|
||||||
{
|
{
|
||||||
|
|
||||||
public sealed class HungerCon : Consideration
|
public sealed class HungerCon : Consideration
|
||||||
{
|
{
|
||||||
public HungerCon(IResponseCurve curve) : base(curve) {}
|
protected override float GetScore(Blackboard context)
|
||||||
|
|
||||||
public override float GetScore(Blackboard context)
|
|
||||||
{
|
{
|
||||||
var owner = context.GetState<SelfState>().GetValue();
|
var owner = context.GetState<SelfState>().GetValue();
|
||||||
|
|
||||||
|
|||||||
@@ -0,0 +1,26 @@
|
|||||||
|
using System;
|
||||||
|
using Content.Server.AI.WorldState;
|
||||||
|
using Content.Server.AI.WorldState.States.Utility;
|
||||||
|
|
||||||
|
namespace Content.Server.AI.Utility.Considerations.State
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// Simple NullCheck on a StoredState
|
||||||
|
/// </summary>
|
||||||
|
public sealed class StoredStateEntityIsNullCon : Consideration
|
||||||
|
{
|
||||||
|
public StoredStateEntityIsNullCon Set(Type type, Blackboard context)
|
||||||
|
{
|
||||||
|
// Ideally we'd just use a variable but then if we were iterating through multiple AI at once it'd be
|
||||||
|
// Stuffed so we need to store it on the AI's context.
|
||||||
|
context.GetState<StoredStateIsNullState>().SetValue(type);
|
||||||
|
return this;
|
||||||
|
}
|
||||||
|
|
||||||
|
protected override float GetScore(Blackboard context)
|
||||||
|
{
|
||||||
|
var stateData = context.GetState<StoredStateIsNullState>().GetValue();
|
||||||
|
return stateData == null ? 1.0f : 0.0f;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -1,24 +0,0 @@
|
|||||||
using Content.Server.AI.Utility.Curves;
|
|
||||||
using Content.Server.AI.WorldState;
|
|
||||||
|
|
||||||
namespace Content.Server.AI.Utility.Considerations.State
|
|
||||||
{
|
|
||||||
/// <summary>
|
|
||||||
/// Simple NullCheck on a StoredState
|
|
||||||
/// </summary>
|
|
||||||
public sealed class StoredStateIsNullCon<T, U> : Consideration where T : StoredStateData<U>
|
|
||||||
{
|
|
||||||
public StoredStateIsNullCon(IResponseCurve curve) : base(curve) {}
|
|
||||||
|
|
||||||
public override float GetScore(Blackboard context)
|
|
||||||
{
|
|
||||||
var state = context.GetState<T>();
|
|
||||||
if (state.GetValue() == null)
|
|
||||||
{
|
|
||||||
return 1.0f;
|
|
||||||
}
|
|
||||||
|
|
||||||
return 0.0f;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -21,12 +21,8 @@ namespace Content.Server.AI.Utility.ExpandableActions.Clothing.Gloves
|
|||||||
public override IEnumerable<UtilityAction> GetActions(Blackboard context)
|
public override IEnumerable<UtilityAction> GetActions(Blackboard context)
|
||||||
{
|
{
|
||||||
var owner = context.GetState<SelfState>().GetValue();
|
var owner = context.GetState<SelfState>().GetValue();
|
||||||
if (!owner.TryGetComponent(out AiControllerComponent controller))
|
|
||||||
{
|
|
||||||
throw new InvalidOperationException();
|
|
||||||
}
|
|
||||||
|
|
||||||
foreach (var entity in context.GetState<InventoryState>().GetValue())
|
foreach (var entity in context.GetState<EnumerableInventoryState>().GetValue())
|
||||||
{
|
{
|
||||||
if (entity.TryGetComponent(out ClothingComponent clothing) &&
|
if (entity.TryGetComponent(out ClothingComponent clothing) &&
|
||||||
(clothing.SlotFlags & EquipmentSlotDefines.SlotFlags.GLOVES) != 0)
|
(clothing.SlotFlags & EquipmentSlotDefines.SlotFlags.GLOVES) != 0)
|
||||||
|
|||||||
@@ -22,7 +22,7 @@ namespace Content.Server.AI.Utility.ExpandableActions.Clothing.Head
|
|||||||
{
|
{
|
||||||
var owner = context.GetState<SelfState>().GetValue();
|
var owner = context.GetState<SelfState>().GetValue();
|
||||||
|
|
||||||
foreach (var entity in context.GetState<InventoryState>().GetValue())
|
foreach (var entity in context.GetState<EnumerableInventoryState>().GetValue())
|
||||||
{
|
{
|
||||||
if (entity.TryGetComponent(out ClothingComponent clothing) &&
|
if (entity.TryGetComponent(out ClothingComponent clothing) &&
|
||||||
(clothing.SlotFlags & EquipmentSlotDefines.SlotFlags.HEAD) != 0)
|
(clothing.SlotFlags & EquipmentSlotDefines.SlotFlags.HEAD) != 0)
|
||||||
|
|||||||
@@ -1,3 +1,4 @@
|
|||||||
|
using System;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using Content.Server.AI.Utility.Actions;
|
using Content.Server.AI.Utility.Actions;
|
||||||
using Content.Server.AI.Utility.Actions.Clothing.Head;
|
using Content.Server.AI.Utility.Actions.Clothing.Head;
|
||||||
@@ -5,6 +6,7 @@ using Content.Server.AI.WorldState;
|
|||||||
using Content.Server.AI.WorldState.States;
|
using Content.Server.AI.WorldState.States;
|
||||||
using Content.Server.AI.WorldState.States.Clothing;
|
using Content.Server.AI.WorldState.States.Clothing;
|
||||||
using Content.Server.GameObjects;
|
using Content.Server.GameObjects;
|
||||||
|
using Content.Server.GameObjects.Components.Movement;
|
||||||
using Content.Shared.GameObjects.Components.Inventory;
|
using Content.Shared.GameObjects.Components.Inventory;
|
||||||
|
|
||||||
namespace Content.Server.AI.Utility.ExpandableActions.Clothing.Head
|
namespace Content.Server.AI.Utility.ExpandableActions.Clothing.Head
|
||||||
@@ -16,6 +18,7 @@ namespace Content.Server.AI.Utility.ExpandableActions.Clothing.Head
|
|||||||
public override IEnumerable<UtilityAction> GetActions(Blackboard context)
|
public override IEnumerable<UtilityAction> GetActions(Blackboard context)
|
||||||
{
|
{
|
||||||
var owner = context.GetState<SelfState>().GetValue();
|
var owner = context.GetState<SelfState>().GetValue();
|
||||||
|
|
||||||
foreach (var entity in context.GetState<NearbyClothingState>().GetValue())
|
foreach (var entity in context.GetState<NearbyClothingState>().GetValue())
|
||||||
{
|
{
|
||||||
if (entity.TryGetComponent(out ClothingComponent clothing) &&
|
if (entity.TryGetComponent(out ClothingComponent clothing) &&
|
||||||
|
|||||||
@@ -1,3 +1,4 @@
|
|||||||
|
using System;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using Content.Server.AI.Utility.Actions;
|
using Content.Server.AI.Utility.Actions;
|
||||||
using Content.Server.AI.Utility.Actions.Clothing.OuterClothing;
|
using Content.Server.AI.Utility.Actions.Clothing.OuterClothing;
|
||||||
@@ -5,6 +6,7 @@ using Content.Server.AI.WorldState;
|
|||||||
using Content.Server.AI.WorldState.States;
|
using Content.Server.AI.WorldState.States;
|
||||||
using Content.Server.AI.WorldState.States.Inventory;
|
using Content.Server.AI.WorldState.States.Inventory;
|
||||||
using Content.Server.GameObjects;
|
using Content.Server.GameObjects;
|
||||||
|
using Content.Server.GameObjects.Components.Movement;
|
||||||
using Content.Shared.GameObjects.Components.Inventory;
|
using Content.Shared.GameObjects.Components.Inventory;
|
||||||
|
|
||||||
namespace Content.Server.AI.Utility.ExpandableActions.Clothing.OuterClothing
|
namespace Content.Server.AI.Utility.ExpandableActions.Clothing.OuterClothing
|
||||||
@@ -20,7 +22,7 @@ namespace Content.Server.AI.Utility.ExpandableActions.Clothing.OuterClothing
|
|||||||
{
|
{
|
||||||
var owner = context.GetState<SelfState>().GetValue();
|
var owner = context.GetState<SelfState>().GetValue();
|
||||||
|
|
||||||
foreach (var entity in context.GetState<InventoryState>().GetValue())
|
foreach (var entity in context.GetState<EnumerableInventoryState>().GetValue())
|
||||||
{
|
{
|
||||||
if (entity.TryGetComponent(out ClothingComponent clothing) &&
|
if (entity.TryGetComponent(out ClothingComponent clothing) &&
|
||||||
(clothing.SlotFlags & EquipmentSlotDefines.SlotFlags.OUTERCLOTHING) != 0)
|
(clothing.SlotFlags & EquipmentSlotDefines.SlotFlags.OUTERCLOTHING) != 0)
|
||||||
|
|||||||
@@ -1,3 +1,4 @@
|
|||||||
|
using System;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using Content.Server.AI.Utility.Actions;
|
using Content.Server.AI.Utility.Actions;
|
||||||
using Content.Server.AI.Utility.Actions.Clothing.Shoes;
|
using Content.Server.AI.Utility.Actions.Clothing.Shoes;
|
||||||
@@ -5,6 +6,7 @@ using Content.Server.AI.WorldState;
|
|||||||
using Content.Server.AI.WorldState.States;
|
using Content.Server.AI.WorldState.States;
|
||||||
using Content.Server.AI.WorldState.States.Inventory;
|
using Content.Server.AI.WorldState.States.Inventory;
|
||||||
using Content.Server.GameObjects;
|
using Content.Server.GameObjects;
|
||||||
|
using Content.Server.GameObjects.Components.Movement;
|
||||||
using Content.Shared.GameObjects.Components.Inventory;
|
using Content.Shared.GameObjects.Components.Inventory;
|
||||||
|
|
||||||
namespace Content.Server.AI.Utility.ExpandableActions.Clothing.Shoes
|
namespace Content.Server.AI.Utility.ExpandableActions.Clothing.Shoes
|
||||||
@@ -20,7 +22,7 @@ namespace Content.Server.AI.Utility.ExpandableActions.Clothing.Shoes
|
|||||||
{
|
{
|
||||||
var owner = context.GetState<SelfState>().GetValue();
|
var owner = context.GetState<SelfState>().GetValue();
|
||||||
|
|
||||||
foreach (var entity in context.GetState<InventoryState>().GetValue())
|
foreach (var entity in context.GetState<EnumerableInventoryState>().GetValue())
|
||||||
{
|
{
|
||||||
if (entity.TryGetComponent(out ClothingComponent clothing) &&
|
if (entity.TryGetComponent(out ClothingComponent clothing) &&
|
||||||
(clothing.SlotFlags & EquipmentSlotDefines.SlotFlags.SHOES) != 0)
|
(clothing.SlotFlags & EquipmentSlotDefines.SlotFlags.SHOES) != 0)
|
||||||
|
|||||||
@@ -4,6 +4,7 @@ using Content.Server.AI.Utility.Actions.Combat.Melee;
|
|||||||
using Content.Server.AI.WorldState;
|
using Content.Server.AI.WorldState;
|
||||||
using Content.Server.AI.WorldState.States;
|
using Content.Server.AI.WorldState.States;
|
||||||
using Content.Server.AI.WorldState.States.Inventory;
|
using Content.Server.AI.WorldState.States.Inventory;
|
||||||
|
using Content.Server.GameObjects.Components.Weapon.Melee;
|
||||||
|
|
||||||
namespace Content.Server.AI.Utility.ExpandableActions.Combat.Melee
|
namespace Content.Server.AI.Utility.ExpandableActions.Combat.Melee
|
||||||
{
|
{
|
||||||
@@ -15,8 +16,13 @@ namespace Content.Server.AI.Utility.ExpandableActions.Combat.Melee
|
|||||||
{
|
{
|
||||||
var owner = context.GetState<SelfState>().GetValue();
|
var owner = context.GetState<SelfState>().GetValue();
|
||||||
|
|
||||||
foreach (var entity in context.GetState<InventoryState>().GetValue())
|
foreach (var entity in context.GetState<EnumerableInventoryState>().GetValue())
|
||||||
{
|
{
|
||||||
|
if (!entity.HasComponent<MeleeWeaponComponent>())
|
||||||
|
{
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
yield return new EquipMelee(owner, entity, Bonus);
|
yield return new EquipMelee(owner, entity, Bonus);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -4,6 +4,7 @@ using Content.Server.AI.Utility.Actions.Nutrition.Drink;
|
|||||||
using Content.Server.AI.WorldState;
|
using Content.Server.AI.WorldState;
|
||||||
using Content.Server.AI.WorldState.States;
|
using Content.Server.AI.WorldState.States;
|
||||||
using Content.Server.AI.WorldState.States.Inventory;
|
using Content.Server.AI.WorldState.States.Inventory;
|
||||||
|
using Content.Server.GameObjects.Components.Nutrition;
|
||||||
|
|
||||||
namespace Content.Server.AI.Utility.ExpandableActions.Nutrition
|
namespace Content.Server.AI.Utility.ExpandableActions.Nutrition
|
||||||
{
|
{
|
||||||
@@ -15,8 +16,13 @@ namespace Content.Server.AI.Utility.ExpandableActions.Nutrition
|
|||||||
{
|
{
|
||||||
var owner = context.GetState<SelfState>().GetValue();
|
var owner = context.GetState<SelfState>().GetValue();
|
||||||
|
|
||||||
foreach (var entity in context.GetState<InventoryState>().GetValue())
|
foreach (var entity in context.GetState<EnumerableInventoryState>().GetValue())
|
||||||
{
|
{
|
||||||
|
if (!entity.HasComponent<DrinkComponent>())
|
||||||
|
{
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
yield return new UseDrinkInInventory(owner, entity, Bonus);
|
yield return new UseDrinkInInventory(owner, entity, Bonus);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -4,6 +4,7 @@ using Content.Server.AI.Utility.Actions.Nutrition.Food;
|
|||||||
using Content.Server.AI.WorldState;
|
using Content.Server.AI.WorldState;
|
||||||
using Content.Server.AI.WorldState.States;
|
using Content.Server.AI.WorldState.States;
|
||||||
using Content.Server.AI.WorldState.States.Inventory;
|
using Content.Server.AI.WorldState.States.Inventory;
|
||||||
|
using Content.Server.GameObjects.Components.Nutrition;
|
||||||
|
|
||||||
namespace Content.Server.AI.Utility.ExpandableActions.Nutrition
|
namespace Content.Server.AI.Utility.ExpandableActions.Nutrition
|
||||||
{
|
{
|
||||||
@@ -15,8 +16,13 @@ namespace Content.Server.AI.Utility.ExpandableActions.Nutrition
|
|||||||
{
|
{
|
||||||
var owner = context.GetState<SelfState>().GetValue();
|
var owner = context.GetState<SelfState>().GetValue();
|
||||||
|
|
||||||
foreach (var entity in context.GetState<InventoryState>().GetValue())
|
foreach (var entity in context.GetState<EnumerableInventoryState>().GetValue())
|
||||||
{
|
{
|
||||||
|
if (!entity.HasComponent<FoodComponent>())
|
||||||
|
{
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
yield return new UseFoodInInventory(owner, entity, Bonus);
|
yield return new UseFoodInInventory(owner, entity, Bonus);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -56,6 +56,11 @@ namespace Content.Server.AI.WorldState
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void GetState(Type type, out IAiState state)
|
||||||
|
{
|
||||||
|
state = _states[type];
|
||||||
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Get the AI state class
|
/// Get the AI state class
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
|||||||
@@ -1,6 +1,9 @@
|
|||||||
using System;
|
using System;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
|
using Content.Server.Interfaces.GameTicking;
|
||||||
using Robust.Shared.Interfaces.GameObjects;
|
using Robust.Shared.Interfaces.GameObjects;
|
||||||
|
using Robust.Shared.Interfaces.Timing;
|
||||||
|
using Robust.Shared.IoC;
|
||||||
|
|
||||||
namespace Content.Server.AI.WorldState
|
namespace Content.Server.AI.WorldState
|
||||||
{
|
{
|
||||||
@@ -22,6 +25,11 @@ namespace Content.Server.AI.WorldState
|
|||||||
void CheckCache();
|
void CheckCache();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public interface IStoredState
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// The default class for state values. Also see CachedStateData and PlanningStateData
|
/// The default class for state values. Also see CachedStateData and PlanningStateData
|
||||||
/// </summary>
|
/// </summary>
|
||||||
@@ -44,7 +52,7 @@ namespace Content.Server.AI.WorldState
|
|||||||
/// Useful for group blackboard sharing or to avoid repeating the same action (e.g. bark phrases).
|
/// Useful for group blackboard sharing or to avoid repeating the same action (e.g. bark phrases).
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <typeparam name="T"></typeparam>
|
/// <typeparam name="T"></typeparam>
|
||||||
public abstract class StoredStateData<T> : IAiState
|
public abstract class StoredStateData<T> : IAiState, IStoredState
|
||||||
{
|
{
|
||||||
// Probably not the best class name but couldn't think of anything better
|
// Probably not the best class name but couldn't think of anything better
|
||||||
public abstract string Name { get; }
|
public abstract string Name { get; }
|
||||||
@@ -108,11 +116,11 @@ namespace Content.Server.AI.WorldState
|
|||||||
protected IEntity Owner { get; private set; }
|
protected IEntity Owner { get; private set; }
|
||||||
private bool _cached;
|
private bool _cached;
|
||||||
protected T Value;
|
protected T Value;
|
||||||
private DateTime _lastCache = DateTime.Now;
|
private TimeSpan _lastCache = TimeSpan.Zero;
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// How long something stays in the cache before new values are retrieved
|
/// How long something stays in the cache before new values are retrieved
|
||||||
/// </summary>
|
/// </summary>
|
||||||
protected float CacheTime { get; set; } = 2.0f;
|
protected double CacheTime { get; set; } = 2.0f;
|
||||||
|
|
||||||
public void Setup(IEntity owner)
|
public void Setup(IEntity owner)
|
||||||
{
|
{
|
||||||
@@ -121,7 +129,9 @@ namespace Content.Server.AI.WorldState
|
|||||||
|
|
||||||
public void CheckCache()
|
public void CheckCache()
|
||||||
{
|
{
|
||||||
if (!_cached || (DateTime.Now - _lastCache).TotalSeconds >= CacheTime)
|
var curTime = IoCManager.Resolve<IGameTiming>().CurTime;
|
||||||
|
|
||||||
|
if (!_cached || (curTime - _lastCache).TotalSeconds >= CacheTime)
|
||||||
{
|
{
|
||||||
_cached = false;
|
_cached = false;
|
||||||
return;
|
return;
|
||||||
@@ -142,7 +152,7 @@ namespace Content.Server.AI.WorldState
|
|||||||
{
|
{
|
||||||
Value = GetTrueValue();
|
Value = GetTrueValue();
|
||||||
_cached = true;
|
_cached = true;
|
||||||
_lastCache = DateTime.Now;
|
_lastCache = IoCManager.Resolve<IGameTiming>().CurTime;
|
||||||
}
|
}
|
||||||
|
|
||||||
return Value;
|
return Value;
|
||||||
|
|||||||
@@ -0,0 +1,13 @@
|
|||||||
|
using Content.Shared.GameObjects.Components.Inventory;
|
||||||
|
|
||||||
|
namespace Content.Server.AI.WorldState.States.Clothing
|
||||||
|
{
|
||||||
|
public sealed class ClothingSlotConState : PlanningStateData<EquipmentSlotDefines.Slots>
|
||||||
|
{
|
||||||
|
public override string Name => "ClothingSlotCon";
|
||||||
|
public override void Reset()
|
||||||
|
{
|
||||||
|
Value = EquipmentSlotDefines.Slots.NONE;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,13 @@
|
|||||||
|
using Content.Shared.GameObjects.Components.Inventory;
|
||||||
|
|
||||||
|
namespace Content.Server.AI.WorldState.States.Clothing
|
||||||
|
{
|
||||||
|
public sealed class ClothingSlotFlagConState : PlanningStateData<EquipmentSlotDefines.SlotFlags>
|
||||||
|
{
|
||||||
|
public override string Name => "ClothingSlotFlagCon";
|
||||||
|
public override void Reset()
|
||||||
|
{
|
||||||
|
Value = EquipmentSlotDefines.SlotFlags.NONE;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -6,25 +6,19 @@ using Robust.Shared.Interfaces.GameObjects;
|
|||||||
namespace Content.Server.AI.WorldState.States.Inventory
|
namespace Content.Server.AI.WorldState.States.Inventory
|
||||||
{
|
{
|
||||||
[UsedImplicitly]
|
[UsedImplicitly]
|
||||||
public sealed class InventoryState : StateData<List<IEntity>>
|
public sealed class EnumerableInventoryState : StateData<IEnumerable<IEntity>>
|
||||||
{
|
{
|
||||||
public override string Name => "Inventory";
|
public override string Name => "EnumerableInventory";
|
||||||
|
|
||||||
public override List<IEntity> GetValue()
|
public override IEnumerable<IEntity> GetValue()
|
||||||
{
|
{
|
||||||
var inventory = new List<IEntity>();
|
|
||||||
|
|
||||||
if (Owner.TryGetComponent(out HandsComponent handsComponent))
|
if (Owner.TryGetComponent(out HandsComponent handsComponent))
|
||||||
{
|
{
|
||||||
foreach (var item in handsComponent.GetAllHeldItems())
|
foreach (var item in handsComponent.GetAllHeldItems())
|
||||||
{
|
{
|
||||||
inventory.Add(item.Owner);
|
yield return item.Owner;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// TODO: InventoryComponent (Pockets were throwing)
|
|
||||||
|
|
||||||
return inventory;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -0,0 +1,10 @@
|
|||||||
|
namespace Content.Server.AI.WorldState.States.Utility
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// Used by the utility AI to calc the adjusted scores
|
||||||
|
/// </summary>
|
||||||
|
public class ConsiderationState : StoredStateData<int>
|
||||||
|
{
|
||||||
|
public override string Name => "Consideration";
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,13 @@
|
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|
using System;
|
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|
|
||||||
|
namespace Content.Server.AI.WorldState.States.Utility
|
||||||
|
{
|
||||||
|
public sealed class StoredStateIsNullState : PlanningStateData<Type>
|
||||||
|
{
|
||||||
|
public override string Name => "StoredStateIsNull";
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||||||
|
public override void Reset()
|
||||||
|
{
|
||||||
|
Value = null;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -1,4 +1,5 @@
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using Content.Server.GameObjects.Components.NodeContainer.NodeGroups;
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using Content.Server.AI.Utility.Considerations;
|
||||||
|
using Content.Server.GameObjects.Components.NodeContainer.NodeGroups;
|
||||||
using Content.Server.GameObjects.Components.NodeContainer.Nodes;
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using Content.Server.GameObjects.Components.NodeContainer.Nodes;
|
||||||
using Content.Server.Interfaces;
|
using Content.Server.Interfaces;
|
||||||
using Content.Server.AI.WorldState;
|
using Content.Server.AI.WorldState;
|
||||||
@@ -72,6 +73,7 @@ namespace Content.Server
|
|||||||
_gameTicker.Initialize();
|
_gameTicker.Initialize();
|
||||||
IoCManager.Resolve<RecipeManager>().Initialize();
|
IoCManager.Resolve<RecipeManager>().Initialize();
|
||||||
IoCManager.Resolve<BlackboardManager>().Initialize();
|
IoCManager.Resolve<BlackboardManager>().Initialize();
|
||||||
|
IoCManager.Resolve<ConsiderationsManager>().Initialize();
|
||||||
IoCManager.Resolve<IPDAUplinkManager>().Initialize();
|
IoCManager.Resolve<IPDAUplinkManager>().Initialize();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -1,4 +1,5 @@
|
|||||||
using Content.Server.AI.WorldState;
|
using Content.Server.AI.Utility.Considerations;
|
||||||
|
using Content.Server.AI.WorldState;
|
||||||
using Content.Server.Cargo;
|
using Content.Server.Cargo;
|
||||||
using Content.Server.Chat;
|
using Content.Server.Chat;
|
||||||
using Content.Server.GameTicking;
|
using Content.Server.GameTicking;
|
||||||
@@ -37,6 +38,7 @@ namespace Content.Server
|
|||||||
IoCManager.Register<INodeGroupManager, NodeGroupManager>();
|
IoCManager.Register<INodeGroupManager, NodeGroupManager>();
|
||||||
IoCManager.Register<INodeFactory, NodeFactory>();
|
IoCManager.Register<INodeFactory, NodeFactory>();
|
||||||
IoCManager.Register<BlackboardManager, BlackboardManager>();
|
IoCManager.Register<BlackboardManager, BlackboardManager>();
|
||||||
|
IoCManager.Register<ConsiderationsManager, ConsiderationsManager>();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user