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:
metalgearsloth
2020-07-08 09:37:35 +10:00
committed by GitHub
parent c25c1e1094
commit 5aefae184c
64 changed files with 625 additions and 396 deletions

View File

@@ -1,14 +1,15 @@
using System;
using System.Collections.Generic;
using Content.Server.AI.Operators;
using Content.Server.AI.Operators.Inventory;
using Content.Server.AI.Utility.Considerations;
using Content.Server.AI.Utility.Considerations.Clothing;
using Content.Server.AI.Utility.Considerations.Inventory;
using Content.Server.AI.Utility.Curves;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Shared.GameObjects.Components.Inventory;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.IoC;
namespace Content.Server.AI.Utility.Actions.Clothing.Gloves
{
@@ -37,11 +38,17 @@ namespace Content.Server.AI.Utility.Actions.Clothing.Gloves
context.GetState<TargetEntityState>().SetValue(_entity);
}
protected override Consideration[] Considerations { get; } = {
new ClothingInSlotCon(EquipmentSlotDefines.Slots.GLOVES,
new InverseBoolCurve()),
new CanPutTargetInHandsCon(
new BoolCurve()),
protected override IReadOnlyCollection<Func<float>> GetConsiderations(Blackboard context)
{
var considerationsManager = IoCManager.Resolve<ConsiderationsManager>();
return new[]
{
considerationsManager.Get<ClothingInSlotCon>().Slot(EquipmentSlotDefines.Slots.GLOVES, context)
.InverseBoolCurve(context),
considerationsManager.Get<CanPutTargetInHandsCon>()
.BoolCurve(context),
};
}
}
}

View File

@@ -1,12 +1,14 @@
using System;
using System.Collections.Generic;
using Content.Server.AI.Operators.Sequences;
using Content.Server.AI.Utility.Considerations;
using Content.Server.AI.Utility.Considerations.Clothing;
using Content.Server.AI.Utility.Considerations.Inventory;
using Content.Server.AI.Utility.Curves;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Shared.GameObjects.Components.Inventory;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.IoC;
namespace Content.Server.AI.Utility.Actions.Clothing.Gloves
{
@@ -31,13 +33,19 @@ namespace Content.Server.AI.Utility.Actions.Clothing.Gloves
context.GetState<TargetEntityState>().SetValue(_entity);
}
protected override Consideration[] Considerations { get; } = {
new ClothingInSlotCon(EquipmentSlotDefines.Slots.GLOVES,
new InverseBoolCurve()),
new CanPutTargetInHandsCon(
new BoolCurve()),
new ClothingInInventoryCon(EquipmentSlotDefines.SlotFlags.GLOVES,
new InverseBoolCurve()),
protected override IReadOnlyCollection<Func<float>> GetConsiderations(Blackboard context)
{
var considerationsManager = IoCManager.Resolve<ConsiderationsManager>();
return new[]
{
considerationsManager.Get<ClothingInSlotCon>().Slot(EquipmentSlotDefines.Slots.GLOVES, context)
.InverseBoolCurve(context),
considerationsManager.Get<CanPutTargetInHandsCon>()
.BoolCurve(context),
considerationsManager.Get<ClothingInInventoryCon>().Slot(EquipmentSlotDefines.SlotFlags.GLOVES, context)
.InverseBoolCurve(context)
};
}
}
}

View File

@@ -1,14 +1,15 @@
using System;
using System.Collections.Generic;
using Content.Server.AI.Operators;
using Content.Server.AI.Operators.Inventory;
using Content.Server.AI.Utility.Considerations;
using Content.Server.AI.Utility.Considerations.Clothing;
using Content.Server.AI.Utility.Considerations.Inventory;
using Content.Server.AI.Utility.Curves;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Shared.GameObjects.Components.Inventory;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.IoC;
namespace Content.Server.AI.Utility.Actions.Clothing.Head
{
@@ -37,11 +38,18 @@ namespace Content.Server.AI.Utility.Actions.Clothing.Head
context.GetState<TargetEntityState>().SetValue(_entity);
}
protected override Consideration[] Considerations { get; } = {
new ClothingInSlotCon(EquipmentSlotDefines.Slots.HEAD,
new InverseBoolCurve()),
new CanPutTargetInHandsCon(
new BoolCurve()),
protected override IReadOnlyCollection<Func<float>> GetConsiderations(Blackboard context)
{
var considerationsManager = IoCManager.Resolve<ConsiderationsManager>();
return new[]
{
considerationsManager.Get<ClothingInSlotCon>().Slot(EquipmentSlotDefines.Slots.HEAD, context)
.InverseBoolCurve(context),
considerationsManager.Get<CanPutTargetInHandsCon>()
.BoolCurve(context),
};
}
}
}

View File

@@ -1,12 +1,14 @@
using System;
using System.Collections.Generic;
using Content.Server.AI.Operators.Sequences;
using Content.Server.AI.Utility.Considerations;
using Content.Server.AI.Utility.Considerations.Clothing;
using Content.Server.AI.Utility.Considerations.Inventory;
using Content.Server.AI.Utility.Curves;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Shared.GameObjects.Components.Inventory;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.IoC;
namespace Content.Server.AI.Utility.Actions.Clothing.Head
{
@@ -31,13 +33,19 @@ namespace Content.Server.AI.Utility.Actions.Clothing.Head
context.GetState<TargetEntityState>().SetValue(_entity);
}
protected override Consideration[] Considerations { get; } = {
new ClothingInSlotCon(EquipmentSlotDefines.Slots.HEAD,
new InverseBoolCurve()),
new CanPutTargetInHandsCon(
new BoolCurve()),
new ClothingInInventoryCon(EquipmentSlotDefines.SlotFlags.HEAD,
new InverseBoolCurve()),
protected override IReadOnlyCollection<Func<float>> GetConsiderations(Blackboard context)
{
var considerationsManager = IoCManager.Resolve<ConsiderationsManager>();
return new[]
{
considerationsManager.Get<ClothingInSlotCon>().Slot(EquipmentSlotDefines.Slots.HEAD, context)
.InverseBoolCurve(context),
considerationsManager.Get<CanPutTargetInHandsCon>()
.BoolCurve(context),
considerationsManager.Get<ClothingInInventoryCon>().Slot(EquipmentSlotDefines.SlotFlags.HEAD, context)
.InverseBoolCurve(context)
};
}
}
}

View File

@@ -1,14 +1,15 @@
using System;
using System.Collections.Generic;
using Content.Server.AI.Operators;
using Content.Server.AI.Operators.Inventory;
using Content.Server.AI.Utility.Considerations;
using Content.Server.AI.Utility.Considerations.Clothing;
using Content.Server.AI.Utility.Considerations.Inventory;
using Content.Server.AI.Utility.Curves;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Shared.GameObjects.Components.Inventory;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.IoC;
namespace Content.Server.AI.Utility.Actions.Clothing.OuterClothing
{
@@ -37,11 +38,17 @@ namespace Content.Server.AI.Utility.Actions.Clothing.OuterClothing
context.GetState<TargetEntityState>().SetValue(_entity);
}
protected override Consideration[] Considerations { get; } = {
new ClothingInSlotCon(EquipmentSlotDefines.Slots.OUTERCLOTHING,
new InverseBoolCurve()),
new CanPutTargetInHandsCon(
new BoolCurve()),
protected override IReadOnlyCollection<Func<float>> GetConsiderations(Blackboard context)
{
var considerationsManager = IoCManager.Resolve<ConsiderationsManager>();
return new[]
{
considerationsManager.Get<ClothingInSlotCon>().Slot(EquipmentSlotDefines.Slots.OUTERCLOTHING, context)
.InverseBoolCurve(context),
considerationsManager.Get<CanPutTargetInHandsCon>()
.BoolCurve(context),
};
}
}
}

View File

@@ -1,12 +1,14 @@
using System;
using System.Collections.Generic;
using Content.Server.AI.Operators.Sequences;
using Content.Server.AI.Utility.Considerations;
using Content.Server.AI.Utility.Considerations.Clothing;
using Content.Server.AI.Utility.Considerations.Inventory;
using Content.Server.AI.Utility.Curves;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Shared.GameObjects.Components.Inventory;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.IoC;
namespace Content.Server.AI.Utility.Actions.Clothing.OuterClothing
{
@@ -31,13 +33,19 @@ namespace Content.Server.AI.Utility.Actions.Clothing.OuterClothing
context.GetState<TargetEntityState>().SetValue(_entity);
}
protected override Consideration[] Considerations { get; } = {
new ClothingInSlotCon(EquipmentSlotDefines.Slots.OUTERCLOTHING,
new InverseBoolCurve()),
new CanPutTargetInHandsCon(
new BoolCurve()),
new ClothingInInventoryCon(EquipmentSlotDefines.SlotFlags.OUTERCLOTHING,
new InverseBoolCurve()),
protected override IReadOnlyCollection<Func<float>> GetConsiderations(Blackboard context)
{
var considerationsManager = IoCManager.Resolve<ConsiderationsManager>();
return new[]
{
considerationsManager.Get<ClothingInSlotCon>().Slot(EquipmentSlotDefines.Slots.OUTERCLOTHING, context)
.InverseBoolCurve(context),
considerationsManager.Get<CanPutTargetInHandsCon>()
.BoolCurve(context),
considerationsManager.Get<ClothingInInventoryCon>().Slot(EquipmentSlotDefines.SlotFlags.OUTERCLOTHING, context)
.InverseBoolCurve(context)
};
}
}
}

View File

@@ -1,14 +1,15 @@
using System;
using System.Collections.Generic;
using Content.Server.AI.Operators;
using Content.Server.AI.Operators.Inventory;
using Content.Server.AI.Utility.Considerations;
using Content.Server.AI.Utility.Considerations.Clothing;
using Content.Server.AI.Utility.Considerations.Inventory;
using Content.Server.AI.Utility.Curves;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Shared.GameObjects.Components.Inventory;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.IoC;
namespace Content.Server.AI.Utility.Actions.Clothing.Shoes
{
@@ -37,11 +38,17 @@ namespace Content.Server.AI.Utility.Actions.Clothing.Shoes
context.GetState<TargetEntityState>().SetValue(_entity);
}
protected override Consideration[] Considerations { get; } = {
new ClothingInSlotCon(EquipmentSlotDefines.Slots.SHOES,
new InverseBoolCurve()),
new CanPutTargetInHandsCon(
new BoolCurve()),
protected override IReadOnlyCollection<Func<float>> GetConsiderations(Blackboard context)
{
var considerationsManager = IoCManager.Resolve<ConsiderationsManager>();
return new[]
{
considerationsManager.Get<ClothingInSlotCon>().Slot(EquipmentSlotDefines.Slots.SHOES, context)
.InverseBoolCurve(context),
considerationsManager.Get<CanPutTargetInHandsCon>()
.BoolCurve(context),
};
}
}
}

View File

@@ -1,12 +1,14 @@
using System;
using System.Collections.Generic;
using Content.Server.AI.Operators.Sequences;
using Content.Server.AI.Utility.Considerations;
using Content.Server.AI.Utility.Considerations.Clothing;
using Content.Server.AI.Utility.Considerations.Inventory;
using Content.Server.AI.Utility.Curves;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Shared.GameObjects.Components.Inventory;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.IoC;
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);
}
protected override Consideration[] Considerations { get; } = {
new ClothingInSlotCon(EquipmentSlotDefines.Slots.SHOES,
new InverseBoolCurve()),
new CanPutTargetInHandsCon(
new BoolCurve()),
new ClothingInInventoryCon(EquipmentSlotDefines.SlotFlags.SHOES,
new InverseBoolCurve()),
protected override IReadOnlyCollection<Func<float>> GetConsiderations(Blackboard context)
{
var considerationsManager = IoCManager.Resolve<ConsiderationsManager>();
return new[]
{
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)
};
}
}
}

View File

@@ -1,14 +1,15 @@
using System;
using System.Collections.Generic;
using Content.Server.AI.Operators;
using Content.Server.AI.Operators.Inventory;
using Content.Server.AI.Utility.Considerations;
using Content.Server.AI.Utility.Considerations.Combat.Melee;
using Content.Server.AI.Utility.Considerations.Inventory;
using Content.Server.AI.Utility.Curves;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.AI.WorldState.States.Combat;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.IoC;
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);
}
protected override Consideration[] Considerations { get; } = {
new MeleeWeaponEquippedCon(
new InverseBoolCurve()),
new CanPutTargetInHandsCon(
new BoolCurve()),
new MeleeWeaponSpeedCon(
new QuadraticCurve(1.0f, 0.5f, 0.0f, 0.0f)),
new MeleeWeaponDamageCon(
new QuadraticCurve(1.0f, 0.25f, 0.0f, 0.0f)),
protected override IReadOnlyCollection<Func<float>> GetConsiderations(Blackboard context)
{
var considerationsManager = IoCManager.Resolve<ConsiderationsManager>();
return new[]
{
considerationsManager.Get<MeleeWeaponEquippedCon>()
.InverseBoolCurve(context),
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),
};
}
}
}

View File

@@ -1,3 +1,4 @@
using System;
using System.Collections.Generic;
using Content.Server.AI.Operators;
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.Melee;
using Content.Server.AI.Utility.Considerations.Movement;
using Content.Server.AI.Utility.Curves;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
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.GameObjects.Components.Weapon.Melee;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.IoC;
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)
{
var equipped = context.GetState<EquippedEntityState>().GetValue();
MoveToEntityOperator moveOperator;
var equipped = context.GetState<EquippedEntityState>().GetValue();
if (equipped != null && equipped.TryGetComponent(out MeleeWeaponComponent meleeWeaponComponent))
{
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
{
// TODO: Abort
moveOperator = new MoveToEntityOperator(Owner, _entity);
}
@@ -59,26 +59,27 @@ namespace Content.Server.AI.Utility.Actions.Combat.Melee
context.GetState<WeaponEntityState>().SetValue(equipped);
}
protected override Consideration[] Considerations { get; } = {
// Check if we have a weapon; easy-out
new MeleeWeaponEquippedCon(
new BoolCurve()),
// Don't attack a dead target
new TargetIsDeadCon(
new InverseBoolCurve()),
// Deprioritise a target in crit
new TargetIsCritCon(
new QuadraticCurve(-0.8f, 1.0f, 1.0f, 0.0f)),
// Somewhat prioritise distance
new DistanceCon(
new QuadraticCurve(-1.0f, 1.0f, 1.02f, 0.0f)),
// Prefer weaker targets
new TargetHealthCon(
new QuadraticCurve(1.0f, 0.4f, 0.0f, -0.02f)),
new MeleeWeaponSpeedCon(
new QuadraticCurve(1.0f, 0.5f, 0.0f, 0.0f)),
new MeleeWeaponDamageCon(
new QuadraticCurve(1.0f, 0.25f, 0.0f, 0.0f)),
protected override IReadOnlyCollection<Func<float>> GetConsiderations(Blackboard context)
{
var considerationsManager = IoCManager.Resolve<ConsiderationsManager>();
return new[]
{
considerationsManager.Get<MeleeWeaponEquippedCon>()
.BoolCurve(context),
considerationsManager.Get<TargetIsDeadCon>()
.InverseBoolCurve(context),
considerationsManager.Get<TargetIsCritCon>()
.QuadraticCurve(context, -0.8f, 1.0f, 1.0f, 0.0f),
considerationsManager.Get<DistanceCon>()
.QuadraticCurve(context, 1.0f, 1.0f, 0.02f, 0.0f),
considerationsManager.Get<TargetHealthCon>()
.QuadraticCurve(context, 1.0f, 0.4f, 0.0f, -0.02f),
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),
};
}
}
}

View File

@@ -1,14 +1,16 @@
using System;
using System.Collections.Generic;
using Content.Server.AI.Operators.Sequences;
using Content.Server.AI.Utility.Considerations;
using Content.Server.AI.Utility.Considerations.Combat.Melee;
using Content.Server.AI.Utility.Considerations.Containers;
using Content.Server.AI.Utility.Considerations.Hands;
using Content.Server.AI.Utility.Considerations.Movement;
using Content.Server.AI.Utility.Curves;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.AI.WorldState.States.Combat;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.IoC;
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);
}
protected override Consideration[] Considerations { get; } = {
new TargetAccessibleCon(
new BoolCurve()),
new FreeHandCon(
new BoolCurve()),
new HasMeleeWeaponCon(
new InverseBoolCurve()),
new DistanceCon(
new QuadraticCurve(-1.0f, 1.0f, 1.02f, 0.0f)),
new MeleeWeaponDamageCon(
new QuadraticCurve(1.0f, 0.25f, 0.0f, 0.0f)),
new MeleeWeaponSpeedCon(
new QuadraticCurve(-1.0f, 0.5f, 1.0f, 0.0f)),
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<HasMeleeWeaponCon>()
.InverseBoolCurve(context),
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),
};
}
}
}

View File

@@ -1,3 +1,4 @@
using System;
using System.Collections.Generic;
using Content.Server.AI.Operators;
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.Melee;
using Content.Server.AI.Utility.Considerations.Movement;
using Content.Server.AI.Utility.Curves;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.AI.WorldState.States.Combat;
using Content.Server.AI.WorldState.States.Movement;
using Content.Server.GameObjects.Components.Weapon.Melee;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.IoC;
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);
}
protected override Consideration[] Considerations { get; } = {
new CanUnarmedCombatCon(
new BoolCurve()),
// Don't attack a dead target
new TargetIsDeadCon(
new InverseBoolCurve()),
// Deprioritise a target in crit
new TargetIsCritCon(
new QuadraticCurve(-0.8f, 1.0f, 1.0f, 0.0f)),
// Somewhat prioritise distance
new DistanceCon(
new QuadraticCurve(-1.0f, 1.0f, 1.02f, 0.0f)),
// Prefer weaker targets
new TargetHealthCon(
new QuadraticCurve(1.0f, 0.4f, 0.0f, -0.02f)),
protected override IReadOnlyCollection<Func<float>> GetConsiderations(Blackboard context)
{
var considerationsManager = IoCManager.Resolve<ConsiderationsManager>();
return new[]
{
considerationsManager.Get<CanUnarmedCombatCon>()
.BoolCurve(context),
considerationsManager.Get<TargetIsDeadCon>()
.InverseBoolCurve(context),
considerationsManager.Get<TargetIsCritCon>()
.QuadraticCurve(context, -0.8f, 1.0f, 1.0f, 0.0f),
considerationsManager.Get<DistanceCon>()
.QuadraticCurve(context, -1.0f, 1.0f, 1.02f, 0.0f),
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
// Also need to unequip our weapon if we have one (xenos can't hold one so no issue for now)
};
}
}
}

View File

@@ -1,3 +1,4 @@
using System;
using System.Collections.Generic;
using Content.Server.AI.Operators;
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.Movement;
using Content.Server.AI.Utility.Considerations.State;
using Content.Server.AI.Utility.Curves;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States.Inventory;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.IoC;
namespace Content.Server.AI.Utility.Actions.Idle
{
@@ -21,13 +22,6 @@ namespace Content.Server.AI.Utility.Actions.Idle
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)
{
var lastStorage = context.GetState<LastOpenedStorageState>().GetValue();
@@ -38,5 +32,20 @@ namespace Content.Server.AI.Utility.Actions.Idle
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),
};
}
}
}

View File

@@ -1,10 +1,11 @@
using System;
using System.Collections.Generic;
using Content.Server.AI.Operators;
using Content.Server.AI.Operators.Generic;
using Content.Server.AI.Operators.Movement;
using Content.Server.AI.Utility.Considerations;
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 Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Map;
@@ -22,12 +23,9 @@ namespace Content.Server.AI.Utility.Actions.Idle
public sealed class WanderAndWait : UtilityAction
{
public override bool CanOverride => false;
public override float Bonus => IdleBonus;
public override float Bonus => 1.0f;
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 WanderAndWait(IEntity owner) : base(owner) {}
public override void SetupOperators(Blackboard context)
{
@@ -50,11 +48,17 @@ namespace Content.Server.AI.Utility.Actions.Idle
});
}
protected override Consideration[] Considerations { get; } = {
new CanMoveCon(
new BoolCurve())
// Last wander? If we also want to sit still
protected override IReadOnlyCollection<Func<float>> GetConsiderations(Blackboard context)
{
var considerationsManager = IoCManager.Resolve<ConsiderationsManager>();
return new[]
{
considerationsManager.Get<CanMoveCon>()
.BoolCurve(context),
};
}
private GridCoordinates FindRandomGrid()
{

View File

@@ -1,13 +1,15 @@
using System;
using System.Collections.Generic;
using Content.Server.AI.Operators.Sequences;
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.Movement;
using Content.Server.AI.Utility.Considerations.Nutrition.Drink;
using Content.Server.AI.Utility.Curves;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.IoC;
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;
}
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)
{
base.UpdateBlackboard(context);
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),
};
}
}
}

View File

@@ -1,13 +1,14 @@
using System;
using System.Collections.Generic;
using Content.Server.AI.Operators;
using Content.Server.AI.Operators.Inventory;
using Content.Server.AI.Utility.Considerations;
using Content.Server.AI.Utility.Considerations.Hands;
using Content.Server.AI.Utility.Considerations.Nutrition.Drink;
using Content.Server.AI.Utility.Curves;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.IoC;
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)
{
base.UpdateBlackboard(context);
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),
};
}
}
}

View File

@@ -1,13 +1,15 @@
using System;
using System.Collections.Generic;
using Content.Server.AI.Operators.Sequences;
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.Movement;
using Content.Server.AI.Utility.Considerations.Nutrition;
using Content.Server.AI.Utility.Curves;
using Content.Server.AI.Utility.Considerations.Nutrition.Food;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.IoC;
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;
}
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)
{
base.UpdateBlackboard(context);
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),
};
}
}
}

View File

@@ -1,13 +1,15 @@
using System;
using System.Collections.Generic;
using Content.Server.AI.Operators;
using Content.Server.AI.Operators.Inventory;
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.Nutrition;
using Content.Server.AI.Utility.Curves;
using Content.Server.AI.Utility.Considerations.Nutrition.Food;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.IoC;
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)
{
base.UpdateBlackboard(context);
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),
};
}
}
}

View File

@@ -1,10 +1,11 @@
using System;
using System.Collections.Generic;
using Content.Server.AI.Operators;
using Content.Server.AI.Operators.Movement;
using Content.Server.AI.Utility.Considerations;
using Content.Server.AI.Utility.Curves;
using Content.Server.AI.WorldState;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
namespace Content.Server.AI.Utility.Actions.Test
@@ -18,11 +19,6 @@ namespace Content.Server.AI.Utility.Actions.Test
public MoveRightAndLeftTen(IEntity owner) : base(owner) {}
protected override Consideration[] Considerations { get; } = {
new DummyCon(
new BoolCurve())
};
public override void SetupOperators(Blackboard context)
{
var currentPosition = Owner.Transform.GridPosition;
@@ -36,5 +32,16 @@ namespace Content.Server.AI.Utility.Actions.Test
originalPosOp
});
}
protected override IReadOnlyCollection<Func<float>> GetConsiderations(Blackboard context)
{
var considerationsManager = IoCManager.Resolve<ConsiderationsManager>();
return new[]
{
considerationsManager.Get<DummyCon>()
.BoolCurve(context),
};
}
}
}

View File

@@ -3,6 +3,7 @@ using System.Collections.Generic;
using Content.Server.AI.Operators;
using Content.Server.AI.Utility.Considerations;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States.Utility;
using Robust.Shared.Interfaces.GameObjects;
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.
/// Ideally you put anything that's easy to assess and can cause an early-out first just so the rest aren't evaluated.
/// </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>
/// 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)
{
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
// as some of the slides seemed contradictory
@@ -121,19 +125,14 @@ namespace Content.Server.AI.Utility.Actions
// 23:00 Building a better centaur
var finalScore = 1.0f;
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
foreach (var consideration in Considerations)
foreach (var consideration in considerations)
{
var score = consideration.GetScore(context);
var makeUpValue = (1.0f - score) * modificationFactor;
var adjustedScore = score + makeUpValue * score;
var response = consideration.ComputeResponseCurve(adjustedScore);
finalScore *= response;
DebugTools.Assert(!float.IsNaN(response));
var score = consideration.Invoke();
finalScore *= score;
DebugTools.Assert(!float.IsNaN(score));
// 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) {

View File

@@ -13,6 +13,7 @@ using Content.Server.GameObjects.EntitySystems.JobQueues;
using Robust.Server.AI;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Utility;
namespace Content.Server.AI.Utility.AiLogic
@@ -147,6 +148,14 @@ namespace Content.Server.AI.Utility.AiLogic
private void ReceivedAction()
{
switch (_actionRequest.Exception)
{
case null:
break;
default:
Logger.FatalS("ai", _actionRequest.Exception.ToString());
throw _actionRequest.Exception;
}
var action = _actionRequest.Result;
_actionRequest = null;
// Actions with lower scores should be implicitly dumped by GetAction

View File

@@ -1,4 +1,3 @@
using Content.Server.AI.Utility.Curves;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.GameObjects.EntitySystems;
@@ -9,9 +8,7 @@ namespace Content.Server.AI.Utility.Considerations.ActionBlocker
{
public sealed class CanMoveCon : Consideration
{
public CanMoveCon(IResponseCurve curve) : base(curve) {}
public override float GetScore(Blackboard context)
protected override float GetScore(Blackboard context)
{
var self = context.GetState<SelfState>().GetValue();
if (!ActionBlockerSystem.CanMove(self))

View File

@@ -1,5 +1,5 @@
using Content.Server.AI.Utility.Curves;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States.Clothing;
using Content.Server.AI.WorldState.States.Inventory;
using Content.Server.GameObjects;
using Content.Shared.GameObjects.Components.Inventory;
@@ -8,25 +8,27 @@ namespace Content.Server.AI.Utility.Considerations.Clothing
{
public sealed class ClothingInInventoryCon : Consideration
{
private readonly EquipmentSlotDefines.SlotFlags _slot;
public ClothingInInventoryCon(EquipmentSlotDefines.SlotFlags slotFlags, IResponseCurve curve) : base(curve)
public ClothingInInventoryCon Slot(EquipmentSlotDefines.SlotFlags slotFlags, Blackboard context)
{
_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))
{
continue;
}
if ((clothingComponent.SlotFlags & _slot) != 0)
if ((clothingComponent.SlotFlags & slotFlags) != 0)
{
return 1.0f;
}

View File

@@ -1,4 +1,3 @@
using Content.Server.AI.Utility.Curves;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States.Clothing;
using Content.Shared.GameObjects.Components.Inventory;
@@ -7,18 +6,18 @@ namespace Content.Server.AI.Utility.Considerations.Clothing
{
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();
return inventory.ContainsKey(_slot) ? 1.0f : 0.0f;
return inventory.ContainsKey(slot) ? 1.0f : 0.0f;
}
}
}

View File

@@ -1,4 +1,3 @@
using Content.Server.AI.Utility.Curves;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
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 CanUnarmedCombatCon(IResponseCurve curve) : base(curve) {}
public override float GetScore(Blackboard context)
protected override float GetScore(Blackboard context)
{
return context.GetState<SelfState>().GetValue().HasComponent<UnarmedCombatComponent>() ? 1.0f : 0.0f;
}

View File

@@ -1,4 +1,3 @@
using Content.Server.AI.Utility.Curves;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States.Inventory;
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 HasMeleeWeaponCon(IResponseCurve curve) : base(curve) {}
public override float GetScore(Blackboard context)
protected 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>())
{

View File

@@ -1,4 +1,3 @@
using Content.Server.AI.Utility.Curves;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States.Combat;
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 MeleeWeaponDamageCon(IResponseCurve curve) : base(curve) {}
public override float GetScore(Blackboard context)
protected override float GetScore(Blackboard context)
{
var target = context.GetState<WeaponEntityState>().GetValue();

View File

@@ -1,4 +1,3 @@
using Content.Server.AI.Utility.Curves;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States.Inventory;
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 MeleeWeaponEquippedCon(IResponseCurve curve) : base(curve) {}
public override float GetScore(Blackboard context)
protected override float GetScore(Blackboard context)
{
var equipped = context.GetState<EquippedEntityState>().GetValue();

View File

@@ -1,4 +1,3 @@
using Content.Server.AI.Utility.Curves;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States.Combat;
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 MeleeWeaponSpeedCon(IResponseCurve curve) : base(curve) {}
public override float GetScore(Blackboard context)
protected override float GetScore(Blackboard context)
{
var target = context.GetState<WeaponEntityState>().GetValue();

View File

@@ -1,4 +1,3 @@
using Content.Server.AI.Utility.Curves;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.GameObjects;
@@ -8,9 +7,7 @@ namespace Content.Server.AI.Utility.Considerations.Combat
{
public sealed class TargetHealthCon : Consideration
{
public TargetHealthCon(IResponseCurve curve) : base(curve) {}
public override float GetScore(Blackboard context)
protected override float GetScore(Blackboard context)
{
var target = context.GetState<TargetEntityState>().GetValue();

View File

@@ -1,16 +1,12 @@
using Content.Server.AI.Utility.Curves;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.GameObjects;
using Content.Shared.GameObjects;
namespace Content.Server.AI.Utility.Considerations.Combat
{
public sealed class TargetIsCritCon : Consideration
{
public TargetIsCritCon(IResponseCurve curve) : base(curve) {}
public override float GetScore(Blackboard context)
protected override float GetScore(Blackboard context)
{
var target = context.GetState<TargetEntityState>().GetValue();

View File

@@ -1,4 +1,3 @@
using Content.Server.AI.Utility.Curves;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.GameObjects;
@@ -7,9 +6,7 @@ namespace Content.Server.AI.Utility.Considerations.Combat
{
public sealed class TargetIsDeadCon : Consideration
{
public TargetIsDeadCon(IResponseCurve curve) : base(curve) {}
public override float GetScore(Blackboard context)
protected override float GetScore(Blackboard context)
{
var target = context.GetState<TargetEntityState>().GetValue();

View File

@@ -1,25 +1,67 @@
using System;
using Content.Server.AI.Utility.Curves;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States.Utility;
namespace Content.Server.AI.Utility.Considerations
{
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 float ComputeResponseCurve(float score)
public Func<float> BoolCurve(Blackboard context)
{
var clampedScore = Math.Clamp(score, 0.0f, 1.0f);
var curvedResponse = Math.Clamp(Curve.GetResponse(clampedScore), 0.0f, 1.0f);
return curvedResponse;
float Result()
{
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;
}
}
}

View File

@@ -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)];
}
}
}

View File

@@ -1,7 +1,5 @@
using Content.Server.AI.Utility.Curves;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.GameObjects;
using Content.Server.GameObjects.Components;
using Robust.Shared.Containers;
@@ -12,9 +10,7 @@ namespace Content.Server.AI.Utility.Considerations.Containers
/// </summary>
public sealed class TargetAccessibleCon : Consideration
{
public TargetAccessibleCon(IResponseCurve curve) : base(curve) {}
public override float GetScore(Blackboard context)
protected override float GetScore(Blackboard context)
{
var target = context.GetState<TargetEntityState>().GetValue();
if (target == null)

View File

@@ -1,12 +1,9 @@
using Content.Server.AI.Utility.Curves;
using Content.Server.AI.WorldState;
namespace Content.Server.AI.Utility.Considerations
{
public class DummyCon : Consideration
{
public DummyCon(IResponseCurve curve) : base(curve) {}
public override float GetScore(Blackboard context) => 1.0f;
protected override float GetScore(Blackboard context) => 1.0f;
}
}

View File

@@ -1,4 +1,3 @@
using Content.Server.AI.Utility.Curves;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.GameObjects;
@@ -7,9 +6,7 @@ namespace Content.Server.AI.Utility.Considerations.Hands
{
public class FreeHandCon : Consideration
{
public FreeHandCon(IResponseCurve curve) : base(curve) {}
public override float GetScore(Blackboard context)
protected override float GetScore(Blackboard context)
{
var owner = context.GetState<SelfState>().GetValue();

View File

@@ -1,4 +1,3 @@
using Content.Server.AI.Utility.Curves;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.GameObjects;
@@ -10,9 +9,7 @@ namespace Content.Server.AI.Utility.Considerations.Hands
/// </summary>
public sealed class TargetInOurHandsCon : Consideration
{
public TargetInOurHandsCon(IResponseCurve curve) : base(curve) {}
public override float GetScore(Blackboard context)
protected override float GetScore(Blackboard context)
{
var owner = context.GetState<SelfState>().GetValue();
var target = context.GetState<TargetEntityState>().GetValue();

View File

@@ -1,4 +1,3 @@
using Content.Server.AI.Utility.Curves;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.AI.WorldState.States.Hands;
@@ -9,9 +8,7 @@ namespace Content.Server.AI.Utility.Considerations.Inventory
{
public class CanPutTargetInHandsCon : Consideration
{
public CanPutTargetInHandsCon(IResponseCurve curve) : base(curve) {}
public override float GetScore(Blackboard context)
protected override float GetScore(Blackboard context)
{
// First check if target in inventory already
// If not then check if we have a free hand
@@ -22,9 +19,7 @@ namespace Content.Server.AI.Utility.Considerations.Inventory
return 0.0f;
}
var inventory = context.GetState<InventoryState>().GetValue();
foreach (var item in inventory)
foreach (var item in context.GetState<EnumerableInventoryState>().GetValue())
{
if (item == target)
{

View File

@@ -1,4 +1,3 @@
using Content.Server.AI.Utility.Curves;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.AI.WorldState.States.Inventory;
@@ -8,11 +7,8 @@ namespace Content.Server.AI.Utility.Considerations.Inventory
{
public class TargetInOurInventoryCon : Consideration
{
public TargetInOurInventoryCon(IResponseCurve curve) : base(curve) {}
public override float GetScore(Blackboard context)
protected override float GetScore(Blackboard context)
{
var inventory = context.GetState<InventoryState>().GetValue();
var target = context.GetState<TargetEntityState>().GetValue();
if (target == null || !target.HasComponent<ItemComponent>())
@@ -20,7 +16,7 @@ namespace Content.Server.AI.Utility.Considerations.Inventory
return 0.0f;
}
foreach (var item in inventory)
foreach (var item in context.GetState<EnumerableInventoryState>().GetValue())
{
if (item == target)
{

View File

@@ -1,4 +1,3 @@
using Content.Server.AI.Utility.Curves;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
@@ -6,9 +5,7 @@ namespace Content.Server.AI.Utility.Considerations.Movement
{
public sealed class DistanceCon : Consideration
{
public DistanceCon(IResponseCurve curve) : base(curve) {}
public override float GetScore(Blackboard context)
protected override float GetScore(Blackboard context)
{
var self = context.GetState<SelfState>().GetValue();
var target = context.GetState<TargetEntityState>().GetValue();

View File

@@ -1,4 +1,3 @@
using Content.Server.AI.Utility.Curves;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.GameObjects.Components.Chemistry;
@@ -7,9 +6,7 @@ namespace Content.Server.AI.Utility.Considerations.Nutrition.Drink
{
public sealed class DrinkValueCon : Consideration
{
public DrinkValueCon(IResponseCurve curve) : base(curve) {}
public override float GetScore(Blackboard context)
protected override float GetScore(Blackboard context)
{
var target = context.GetState<TargetEntityState>().GetValue();

View File

@@ -1,4 +1,3 @@
using Content.Server.AI.Utility.Curves;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.GameObjects.Components.Nutrition;
@@ -8,9 +7,7 @@ namespace Content.Server.AI.Utility.Considerations.Nutrition.Drink
{
public class ThirstCon : Consideration
{
public ThirstCon(IResponseCurve curve) : base(curve) {}
public override float GetScore(Blackboard context)
protected override float GetScore(Blackboard context)
{
var owner = context.GetState<SelfState>().GetValue();

View File

@@ -1,15 +1,12 @@
using Content.Server.AI.Utility.Curves;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
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 FoodValueCon(IResponseCurve curve) : base(curve) {}
public override float GetScore(Blackboard context)
protected override float GetScore(Blackboard context)
{
var target = context.GetState<TargetEntityState>().GetValue();

View File

@@ -1,17 +1,14 @@
using Content.Server.AI.Utility.Curves;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.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 HungerCon(IResponseCurve curve) : base(curve) {}
public override float GetScore(Blackboard context)
protected override float GetScore(Blackboard context)
{
var owner = context.GetState<SelfState>().GetValue();

View File

@@ -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;
}
}
}

View File

@@ -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;
}
}
}

View File

@@ -21,12 +21,8 @@ namespace Content.Server.AI.Utility.ExpandableActions.Clothing.Gloves
public override IEnumerable<UtilityAction> GetActions(Blackboard context)
{
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) &&
(clothing.SlotFlags & EquipmentSlotDefines.SlotFlags.GLOVES) != 0)

View File

@@ -22,7 +22,7 @@ namespace Content.Server.AI.Utility.ExpandableActions.Clothing.Head
{
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) &&
(clothing.SlotFlags & EquipmentSlotDefines.SlotFlags.HEAD) != 0)

View File

@@ -1,3 +1,4 @@
using System;
using System.Collections.Generic;
using Content.Server.AI.Utility.Actions;
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.Clothing;
using Content.Server.GameObjects;
using Content.Server.GameObjects.Components.Movement;
using Content.Shared.GameObjects.Components.Inventory;
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)
{
var owner = context.GetState<SelfState>().GetValue();
foreach (var entity in context.GetState<NearbyClothingState>().GetValue())
{
if (entity.TryGetComponent(out ClothingComponent clothing) &&

View File

@@ -1,3 +1,4 @@
using System;
using System.Collections.Generic;
using Content.Server.AI.Utility.Actions;
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.Inventory;
using Content.Server.GameObjects;
using Content.Server.GameObjects.Components.Movement;
using Content.Shared.GameObjects.Components.Inventory;
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();
foreach (var entity in context.GetState<InventoryState>().GetValue())
foreach (var entity in context.GetState<EnumerableInventoryState>().GetValue())
{
if (entity.TryGetComponent(out ClothingComponent clothing) &&
(clothing.SlotFlags & EquipmentSlotDefines.SlotFlags.OUTERCLOTHING) != 0)

View File

@@ -1,3 +1,4 @@
using System;
using System.Collections.Generic;
using Content.Server.AI.Utility.Actions;
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.Inventory;
using Content.Server.GameObjects;
using Content.Server.GameObjects.Components.Movement;
using Content.Shared.GameObjects.Components.Inventory;
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();
foreach (var entity in context.GetState<InventoryState>().GetValue())
foreach (var entity in context.GetState<EnumerableInventoryState>().GetValue())
{
if (entity.TryGetComponent(out ClothingComponent clothing) &&
(clothing.SlotFlags & EquipmentSlotDefines.SlotFlags.SHOES) != 0)

View File

@@ -4,6 +4,7 @@ using Content.Server.AI.Utility.Actions.Combat.Melee;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.AI.WorldState.States.Inventory;
using Content.Server.GameObjects.Components.Weapon.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();
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);
}
}

View File

@@ -4,6 +4,7 @@ using Content.Server.AI.Utility.Actions.Nutrition.Drink;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.AI.WorldState.States.Inventory;
using Content.Server.GameObjects.Components.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();
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);
}
}

View File

@@ -4,6 +4,7 @@ using Content.Server.AI.Utility.Actions.Nutrition.Food;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.AI.WorldState.States.Inventory;
using Content.Server.GameObjects.Components.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();
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);
}
}

View File

@@ -56,6 +56,11 @@ namespace Content.Server.AI.WorldState
}
}
public void GetState(Type type, out IAiState state)
{
state = _states[type];
}
/// <summary>
/// Get the AI state class
/// </summary>

View File

@@ -1,6 +1,9 @@
using System;
using System.Collections.Generic;
using Content.Server.Interfaces.GameTicking;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Timing;
using Robust.Shared.IoC;
namespace Content.Server.AI.WorldState
{
@@ -22,6 +25,11 @@ namespace Content.Server.AI.WorldState
void CheckCache();
}
public interface IStoredState
{
}
/// <summary>
/// The default class for state values. Also see CachedStateData and PlanningStateData
/// </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).
/// </summary>
/// <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
public abstract string Name { get; }
@@ -108,11 +116,11 @@ namespace Content.Server.AI.WorldState
protected IEntity Owner { get; private set; }
private bool _cached;
protected T Value;
private DateTime _lastCache = DateTime.Now;
private TimeSpan _lastCache = TimeSpan.Zero;
/// <summary>
/// How long something stays in the cache before new values are retrieved
/// </summary>
protected float CacheTime { get; set; } = 2.0f;
protected double CacheTime { get; set; } = 2.0f;
public void Setup(IEntity owner)
{
@@ -121,7 +129,9 @@ namespace Content.Server.AI.WorldState
public void CheckCache()
{
if (!_cached || (DateTime.Now - _lastCache).TotalSeconds >= CacheTime)
var curTime = IoCManager.Resolve<IGameTiming>().CurTime;
if (!_cached || (curTime - _lastCache).TotalSeconds >= CacheTime)
{
_cached = false;
return;
@@ -142,7 +152,7 @@ namespace Content.Server.AI.WorldState
{
Value = GetTrueValue();
_cached = true;
_lastCache = DateTime.Now;
_lastCache = IoCManager.Resolve<IGameTiming>().CurTime;
}
return Value;

View File

@@ -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;
}
}
}

View File

@@ -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;
}
}
}

View File

@@ -6,25 +6,19 @@ using Robust.Shared.Interfaces.GameObjects;
namespace Content.Server.AI.WorldState.States.Inventory
{
[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))
{
foreach (var item in handsComponent.GetAllHeldItems())
{
inventory.Add(item.Owner);
}
}
// TODO: InventoryComponent (Pockets were throwing)
return inventory;
yield return item.Owner;
}
}
}
}
}

View File

@@ -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";
}
}

View File

@@ -0,0 +1,13 @@
using System;
namespace Content.Server.AI.WorldState.States.Utility
{
public sealed class StoredStateIsNullState : PlanningStateData<Type>
{
public override string Name => "StoredStateIsNull";
public override void Reset()
{
Value = null;
}
}
}

View File

@@ -1,4 +1,5 @@
using Content.Server.GameObjects.Components.NodeContainer.NodeGroups;
using Content.Server.AI.Utility.Considerations;
using Content.Server.GameObjects.Components.NodeContainer.NodeGroups;
using Content.Server.GameObjects.Components.NodeContainer.Nodes;
using Content.Server.Interfaces;
using Content.Server.AI.WorldState;
@@ -72,6 +73,7 @@ namespace Content.Server
_gameTicker.Initialize();
IoCManager.Resolve<RecipeManager>().Initialize();
IoCManager.Resolve<BlackboardManager>().Initialize();
IoCManager.Resolve<ConsiderationsManager>().Initialize();
IoCManager.Resolve<IPDAUplinkManager>().Initialize();
}

View File

@@ -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.Chat;
using Content.Server.GameTicking;
@@ -37,6 +38,7 @@ namespace Content.Server
IoCManager.Register<INodeGroupManager, NodeGroupManager>();
IoCManager.Register<INodeFactory, NodeFactory>();
IoCManager.Register<BlackboardManager, BlackboardManager>();
IoCManager.Register<ConsiderationsManager, ConsiderationsManager>();
}
}
}