NPC utility queries (#15843)
This commit is contained in:
@@ -88,6 +88,8 @@ namespace Content.Client.Entry
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_componentFactory.RegisterClass<SharedAMEControllerComponent>();
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// Do not add to the above, they are legacy
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_prototypeManager.RegisterIgnore("utilityQuery");
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_prototypeManager.RegisterIgnore("utilityCurvePreset");
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_prototypeManager.RegisterIgnore("accent");
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_prototypeManager.RegisterIgnore("material");
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_prototypeManager.RegisterIgnore("reaction"); //Chemical reactions only needed by server. Reactions checks are server-side.
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@@ -35,7 +35,7 @@ public sealed class HTNOverlay : Overlay
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continue;
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var screenPos = args.ViewportControl.WorldToScreen(worldPos);
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handle.DrawString(_font, screenPos + new Vector2(0, 10f), comp.DebugText);
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handle.DrawString(_font, screenPos + new Vector2(0, 10f), comp.DebugText, Color.White);
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}
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}
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}
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@@ -20,6 +20,13 @@ public sealed class HTNComponent : NPCComponent
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[ViewVariables]
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public HTNPlan? Plan;
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// TODO: Need dictionary timeoffsetserializer.
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/// <summary>
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/// Last time we tried a particular <see cref="UtilityService"/>.
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/// </summary>
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[DataField("serviceCooldowns")]
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public Dictionary<string, TimeSpan> ServiceCooldowns = new();
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/// <summary>
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/// How long to wait after having planned to try planning again.
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/// </summary>
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@@ -42,6 +49,4 @@ public sealed class HTNComponent : NPCComponent
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/// Is this NPC currently planning?
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/// </summary>
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[ViewVariables] public bool Planning => PlanningJob != null;
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}
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@@ -13,17 +13,22 @@ using JetBrains.Annotations;
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using Robust.Server.Player;
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using Robust.Shared.Players;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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namespace Content.Server.NPC.HTN;
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public sealed class HTNSystem : EntitySystem
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{
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[Dependency] private readonly IAdminManager _admin = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly NPCSystem _npc = default!;
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[Dependency] private readonly NPCUtilitySystem _utility = default!;
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private ISawmill _sawmill = default!;
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private readonly JobQueue _planQueue = new();
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private readonly JobQueue _planQueue = new(0.004);
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private readonly HashSet<ICommonSession> _subscribers = new();
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@@ -37,12 +42,22 @@ public sealed class HTNSystem : EntitySystem
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base.Initialize();
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_sawmill = Logger.GetSawmill("npc.htn");
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SubscribeLocalEvent<HTNComponent, ComponentShutdown>(OnHTNShutdown);
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SubscribeLocalEvent<HTNComponent, EntityUnpausedEvent>(OnHTNUnpaused);
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SubscribeNetworkEvent<RequestHTNMessage>(OnHTNMessage);
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_prototypeManager.PrototypesReloaded += OnPrototypeLoad;
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OnLoad();
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}
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private void OnHTNUnpaused(EntityUid uid, HTNComponent component, ref EntityUnpausedEvent args)
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{
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foreach (var (service, cooldown) in component.ServiceCooldowns)
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{
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var newCooldown = cooldown + args.PausedTime;
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component.ServiceCooldowns[service] = newCooldown;
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}
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}
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private void OnHTNMessage(RequestHTNMessage msg, EntitySessionEventArgs args)
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{
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if (!_admin.HasAdminFlag((IPlayerSession) args.SenderSession, AdminFlags.Debug))
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@@ -251,7 +266,7 @@ public sealed class HTNSystem : EntitySystem
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// If it's the selected BTR then highlight.
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for (var i = 0; i < btr.Count; i++)
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{
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text.Append('-');
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text.Append("--");
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}
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text.Append(' ');
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@@ -272,7 +287,7 @@ public sealed class HTNSystem : EntitySystem
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{
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var branch = branches[i];
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btr.Add(i);
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text.AppendLine($" branch {string.Join(" ", btr)}:");
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text.AppendLine($" branch {string.Join(", ", btr)}:");
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foreach (var sub in branch)
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{
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@@ -313,7 +328,25 @@ public sealed class HTNSystem : EntitySystem
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{
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// Run the existing operator
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var currentOperator = component.Plan.CurrentOperator;
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var currentTask = component.Plan.CurrentTask;
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var blackboard = component.Blackboard;
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foreach (var service in currentTask.Services)
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{
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// Service still on cooldown.
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if (component.ServiceCooldowns.TryGetValue(service.ID, out var lastService) &&
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_timing.CurTime < lastService)
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{
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continue;
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}
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var serviceResult = _utility.GetEntities(blackboard, service.Prototype);
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blackboard.SetValue(service.Key, serviceResult.GetHighest());
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var cooldown = TimeSpan.FromSeconds(_random.NextFloat(service.MinCooldown, service.MaxCooldown));
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component.ServiceCooldowns[service.ID] = _timing.CurTime + cooldown;
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}
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status = currentOperator.Update(blackboard, frameTime);
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switch (status)
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@@ -322,6 +355,7 @@ public sealed class HTNSystem : EntitySystem
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break;
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case HTNOperatorStatus.Failed:
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currentOperator.Shutdown(blackboard, status);
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component.ServiceCooldowns.Clear();
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component.Plan = null;
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break;
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// Operator completed so go to the next one.
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@@ -332,6 +366,7 @@ public sealed class HTNSystem : EntitySystem
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// Plan finished!
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if (component.Plan.Tasks.Count <= component.Plan.Index)
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{
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component.ServiceCooldowns.Clear();
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component.Plan = null;
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break;
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}
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@@ -1,4 +1,5 @@
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using Content.Server.NPC.HTN.Preconditions;
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using Content.Server.NPC.Queries;
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using Robust.Shared.Prototypes;
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namespace Content.Server.NPC.HTN.PrimitiveTasks;
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@@ -19,4 +20,9 @@ public sealed class HTNPrimitiveTask : HTNTask
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[DataField("preconditions")] public List<HTNPrecondition> Preconditions = new();
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[DataField("operator", required:true)] public HTNOperator Operator = default!;
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/// <summary>
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/// Services actively tick and can potentially update keys, such as combat target.
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/// </summary>
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[DataField("services")] public List<UtilityService> Services = new();
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}
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@@ -0,0 +1,57 @@
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using System.Linq;
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using System.Threading;
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using System.Threading.Tasks;
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using Content.Shared.DoAfter;
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using Content.Shared.Interaction;
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namespace Content.Server.NPC.HTN.PrimitiveTasks.Operators;
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public sealed class AltInteractOperator : HTNOperator
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{
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[Dependency] private readonly IEntityManager _entManager = default!;
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[DataField("targetKey")]
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public string Key = "CombatTarget";
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/// <summary>
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/// If this alt-interaction started a do_after where does the key get stored.
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/// </summary>
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[DataField("idleKey")]
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public string IdleKey = "IdleTime";
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public override async Task<(bool Valid, Dictionary<string, object>? Effects)> Plan(NPCBlackboard blackboard, CancellationToken cancelToken)
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{
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return new(true, new Dictionary<string, object>()
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{
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{ IdleKey, 1f }
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});
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}
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public override HTNOperatorStatus Update(NPCBlackboard blackboard, float frameTime)
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{
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var owner = blackboard.GetValue<EntityUid>(NPCBlackboard.Owner);
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var target = blackboard.GetValue<EntityUid>(Key);
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var intSystem = _entManager.System<SharedInteractionSystem>();
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var count = 0;
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if (_entManager.TryGetComponent<DoAfterComponent>(owner, out var doAfter))
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{
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count = doAfter.DoAfters.Count;
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}
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var result = intSystem.AltInteract(owner, target);
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// Interaction started a doafter so set the idle time to it.
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if (result && doAfter != null && count != doAfter.DoAfters.Count)
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{
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var wait = doAfter.DoAfters.First().Value.Args.Delay;
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blackboard.SetValue(IdleKey, (float) wait.TotalSeconds + 0.5f);
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}
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else
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{
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blackboard.SetValue(IdleKey, 1f);
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}
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return result ? HTNOperatorStatus.Finished : HTNOperatorStatus.Failed;
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}
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}
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@@ -45,7 +45,6 @@ public sealed class MeleeOperator : HTNOperator
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}
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if (_entManager.TryGetComponent<MobStateComponent>(target, out var mobState) &&
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mobState.CurrentState != null &&
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mobState.CurrentState > TargetState)
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{
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return (false, null);
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@@ -65,13 +64,15 @@ public sealed class MeleeOperator : HTNOperator
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{
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base.Update(blackboard, frameTime);
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var owner = blackboard.GetValue<EntityUid>(NPCBlackboard.Owner);
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var status = HTNOperatorStatus.Continuing;
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HTNOperatorStatus status;
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if (_entManager.TryGetComponent<NPCMeleeCombatComponent>(owner, out var combat))
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if (_entManager.TryGetComponent<NPCMeleeCombatComponent>(owner, out var combat) &&
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blackboard.TryGetValue<EntityUid>(TargetKey, out var target, _entManager))
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{
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combat.Target = target;
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// Success
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if (_entManager.TryGetComponent<MobStateComponent>(combat.Target, out var mobState) &&
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mobState.CurrentState != null &&
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if (_entManager.TryGetComponent<MobStateComponent>(target, out var mobState) &&
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mobState.CurrentState > TargetState)
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{
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status = HTNOperatorStatus.Finished;
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@@ -90,6 +91,10 @@ public sealed class MeleeOperator : HTNOperator
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}
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}
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}
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else
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{
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status = HTNOperatorStatus.Failed;
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}
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if (status != HTNOperatorStatus.Continuing)
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{
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@@ -1,25 +0,0 @@
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using JetBrains.Annotations;
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namespace Content.Server.NPC.HTN.PrimitiveTasks.Operators.Melee;
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/// <summary>
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/// Selects a target for melee.
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/// </summary>
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[MeansImplicitUse]
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public sealed class PickMeleeTargetOperator : NPCCombatOperator
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{
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protected override float GetRating(NPCBlackboard blackboard, EntityUid uid, EntityUid existingTarget, float distance, bool canMove, EntityQuery<TransformComponent> xformQuery)
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{
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var rating = 0f;
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if (existingTarget == uid)
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{
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rating += 2f;
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}
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if (distance > 0f)
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rating += 50f / distance;
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return rating;
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}
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}
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@@ -1,170 +0,0 @@
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using System.Threading;
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using System.Threading.Tasks;
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using Content.Server.Interaction;
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using Content.Server.NPC.Components;
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using Content.Server.NPC.Pathfinding;
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using Content.Server.NPC.Systems;
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using Content.Shared.Examine;
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using Content.Shared.Interaction;
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using Content.Shared.Mobs;
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using Content.Shared.Mobs.Components;
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using Robust.Shared.Map;
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//using Robust.Shared.Prototypes;
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namespace Content.Server.NPC.HTN.PrimitiveTasks.Operators;
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public abstract class NPCCombatOperator : HTNOperator
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{
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[Dependency] protected readonly IEntityManager EntManager = default!;
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private FactionSystem _factions = default!;
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private FactionExceptionSystem _factionException = default!;
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protected InteractionSystem Interaction = default!;
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private PathfindingSystem _pathfinding = default!;
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[DataField("key")] public string Key = "CombatTarget";
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/// <summary>
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/// The EntityCoordinates of the specified target.
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/// </summary>
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[DataField("keyCoordinates")]
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public string KeyCoordinates = "CombatTargetCoordinates";
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/// <summary>
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/// Regardless of pathfinding or LOS these are the max we'll check
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/// </summary>
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private const int MaxConsideredTargets = 10;
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protected virtual bool IsRanged => false;
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public override void Initialize(IEntitySystemManager sysManager)
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{
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base.Initialize(sysManager);
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sysManager.GetEntitySystem<ExamineSystemShared>();
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_factions = sysManager.GetEntitySystem<FactionSystem>();
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_factionException = sysManager.GetEntitySystem<FactionExceptionSystem>();
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Interaction = sysManager.GetEntitySystem<InteractionSystem>();
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_pathfinding = sysManager.GetEntitySystem<PathfindingSystem>();
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}
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public override async Task<(bool Valid, Dictionary<string, object>? Effects)> Plan(NPCBlackboard blackboard,
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CancellationToken cancelToken)
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{
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var targets = await GetTargets(blackboard);
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if (targets.Count == 0)
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{
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return (false, null);
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}
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// TODO: Need some level of rng in ratings (outside of continuing to attack the same target)
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var selectedTarget = targets[0].Entity;
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var effects = new Dictionary<string, object>()
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{
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{Key, selectedTarget},
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{KeyCoordinates, new EntityCoordinates(selectedTarget, Vector2.Zero)}
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};
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return (true, effects);
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}
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private async Task<List<(EntityUid Entity, float Rating, float Distance)>> GetTargets(NPCBlackboard blackboard)
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{
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var owner = blackboard.GetValue<EntityUid>(NPCBlackboard.Owner);
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var ownerCoordinates = blackboard.GetValueOrDefault<EntityCoordinates>(NPCBlackboard.OwnerCoordinates, EntManager);
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var radius = blackboard.GetValueOrDefault<float>(NPCBlackboard.VisionRadius, EntManager);
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var targets = new List<(EntityUid Entity, float Rating, float Distance)>();
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blackboard.TryGetValue<EntityUid>(Key, out var existingTarget, EntManager);
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var xformQuery = EntManager.GetEntityQuery<TransformComponent>();
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var mobQuery = EntManager.GetEntityQuery<MobStateComponent>();
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var canMove = blackboard.GetValueOrDefault<bool>(NPCBlackboard.CanMove, EntManager);
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var count = 0;
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var paths = new List<Task>();
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// TODO: Really this should be a part of perception so we don't have to constantly re-plan targets.
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// Special-case existing target.
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if (EntManager.EntityExists(existingTarget))
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{
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paths.Add(UpdateTarget(owner, existingTarget, existingTarget, ownerCoordinates, blackboard, radius, canMove, xformQuery, targets));
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}
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EntManager.TryGetComponent<FactionExceptionComponent>(owner, out var factionException);
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// TODO: Need a perception system instead
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// TODO: This will be expensive so will be good to optimise and cut corners.
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foreach (var target in _factions
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.GetNearbyHostiles(owner, radius))
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{
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if (mobQuery.TryGetComponent(target, out var mobState) &&
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mobState.CurrentState > MobState.Alive ||
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target == existingTarget ||
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target == owner ||
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(factionException != null && _factionException.IsIgnored(factionException, target)))
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{
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continue;
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}
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count++;
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if (count >= MaxConsideredTargets)
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break;
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paths.Add(UpdateTarget(owner, target, existingTarget, ownerCoordinates, blackboard, radius, canMove, xformQuery, targets));
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}
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await Task.WhenAll(paths);
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targets.Sort((x, y) => y.Rating.CompareTo(x.Rating));
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return targets;
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}
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private async Task UpdateTarget(
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EntityUid owner,
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EntityUid target,
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EntityUid existingTarget,
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EntityCoordinates ownerCoordinates,
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NPCBlackboard blackboard,
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float radius,
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bool canMove,
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EntityQuery<TransformComponent> xformQuery,
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List<(EntityUid Entity, float Rating, float Distance)> targets)
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{
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if (!xformQuery.TryGetComponent(target, out var targetXform))
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return;
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var inLos = false;
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// If it's not an existing target then check LOS.
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if (target != existingTarget)
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{
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inLos = ExamineSystemShared.InRangeUnOccluded(owner, target, radius, null);
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if (!inLos)
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return;
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}
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// Turret or the likes, check LOS only.
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if (IsRanged && !canMove)
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{
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inLos = inLos || ExamineSystemShared.InRangeUnOccluded(owner, target, radius, null);
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if (!inLos || !targetXform.Coordinates.TryDistance(EntManager, ownerCoordinates, out var distance))
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return;
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targets.Add((target, GetRating(blackboard, target, existingTarget, distance, canMove, xformQuery), distance));
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return;
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}
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var nDistance = await _pathfinding.GetPathDistance(owner, targetXform.Coordinates,
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SharedInteractionSystem.InteractionRange, default, _pathfinding.GetFlags(blackboard));
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if (nDistance == null)
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return;
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targets.Add((target, GetRating(blackboard, target, existingTarget, nDistance.Value, canMove, xformQuery), nDistance.Value));
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}
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protected abstract float GetRating(NPCBlackboard blackboard, EntityUid uid, EntityUid existingTarget, float distance, bool canMove,
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EntityQuery<TransformComponent> xformQuery);
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}
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@@ -1,27 +0,0 @@
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using JetBrains.Annotations;
|
||||
|
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namespace Content.Server.NPC.HTN.PrimitiveTasks.Operators.Ranged;
|
||||
|
||||
/// <summary>
|
||||
/// Selects a target for ranged combat.
|
||||
/// </summary>
|
||||
[UsedImplicitly]
|
||||
public sealed class PickRangedTargetOperator : NPCCombatOperator
|
||||
{
|
||||
protected override bool IsRanged => true;
|
||||
|
||||
protected override float GetRating(NPCBlackboard blackboard, EntityUid uid, EntityUid existingTarget, float distance, bool canMove, EntityQuery<TransformComponent> xformQuery)
|
||||
{
|
||||
// Yeah look I just came up with values that seemed okay but they will need a lot of tweaking.
|
||||
// Having a debug overlay just to project these would be very useful when finetuning in future.
|
||||
var rating = 0f;
|
||||
|
||||
if (existingTarget == uid)
|
||||
{
|
||||
rating += 2f;
|
||||
}
|
||||
|
||||
rating += 1f / distance * 4f;
|
||||
return rating;
|
||||
}
|
||||
}
|
||||
@@ -35,7 +35,6 @@ public sealed class RangedOperator : HTNOperator
|
||||
}
|
||||
|
||||
if (_entManager.TryGetComponent<MobStateComponent>(target, out var mobState) &&
|
||||
mobState.CurrentState != null &&
|
||||
mobState.CurrentState > TargetState)
|
||||
{
|
||||
return (false, null);
|
||||
@@ -72,13 +71,15 @@ public sealed class RangedOperator : HTNOperator
|
||||
{
|
||||
base.Update(blackboard, frameTime);
|
||||
var owner = blackboard.GetValue<EntityUid>(NPCBlackboard.Owner);
|
||||
var status = HTNOperatorStatus.Continuing;
|
||||
HTNOperatorStatus status;
|
||||
|
||||
if (_entManager.TryGetComponent<NPCRangedCombatComponent>(owner, out var combat))
|
||||
if (_entManager.TryGetComponent<NPCRangedCombatComponent>(owner, out var combat) &&
|
||||
blackboard.TryGetValue<EntityUid>(TargetKey, out var target, _entManager))
|
||||
{
|
||||
combat.Target = target;
|
||||
|
||||
// Success
|
||||
if (_entManager.TryGetComponent<MobStateComponent>(combat.Target, out var mobState) &&
|
||||
mobState.CurrentState != null &&
|
||||
mobState.CurrentState > TargetState)
|
||||
{
|
||||
status = HTNOperatorStatus.Finished;
|
||||
@@ -100,6 +101,10 @@ public sealed class RangedOperator : HTNOperator
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
status = HTNOperatorStatus.Failed;
|
||||
}
|
||||
|
||||
if (status != HTNOperatorStatus.Continuing)
|
||||
{
|
||||
|
||||
@@ -0,0 +1,47 @@
|
||||
using System.Threading;
|
||||
using System.Threading.Tasks;
|
||||
using Content.Server.NPC.Queries;
|
||||
using Content.Server.NPC.Systems;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
|
||||
|
||||
namespace Content.Server.NPC.HTN.PrimitiveTasks.Operators;
|
||||
|
||||
/// <summary>
|
||||
/// Utilises a <see cref="UtilityQueryPrototype"/> to determine the best target and sets it to the Key.
|
||||
/// </summary>
|
||||
public sealed class UtilityOperator : HTNOperator
|
||||
{
|
||||
[Dependency] private readonly IEntityManager _entManager = default!;
|
||||
|
||||
[DataField("key")] public string Key = "CombatTarget";
|
||||
|
||||
/// <summary>
|
||||
/// The EntityCoordinates of the specified target.
|
||||
/// </summary>
|
||||
[DataField("keyCoordinates")]
|
||||
public string KeyCoordinates = "CombatTargetCoordinates";
|
||||
|
||||
[DataField("proto", required: true, customTypeSerializer:typeof(PrototypeIdSerializer<UtilityQueryPrototype>))]
|
||||
public string Prototype = string.Empty;
|
||||
|
||||
public override async Task<(bool Valid, Dictionary<string, object>? Effects)> Plan(NPCBlackboard blackboard,
|
||||
CancellationToken cancelToken)
|
||||
{
|
||||
var result = _entManager.System<NPCUtilitySystem>().GetEntities(blackboard, Prototype);
|
||||
var target = result.GetHighest();
|
||||
|
||||
if (!target.IsValid())
|
||||
{
|
||||
return (false, new Dictionary<string, object>());
|
||||
}
|
||||
|
||||
var effects = new Dictionary<string, object>()
|
||||
{
|
||||
{Key, target},
|
||||
{KeyCoordinates, new EntityCoordinates(target, Vector2.Zero)}
|
||||
};
|
||||
|
||||
return (true, effects);
|
||||
}
|
||||
}
|
||||
@@ -27,9 +27,9 @@ public sealed class NPCBlackboard : IEnumerable<KeyValuePair<string, object>>
|
||||
{"MeleeRange", 1f},
|
||||
{"MinimumIdleTime", 2f},
|
||||
{"MovementRange", 1.5f},
|
||||
{"RangedRange", 7f},
|
||||
{"RangedRange", 10f},
|
||||
{"RotateSpeed", MathF.PI},
|
||||
{"VisionRadius", 7f},
|
||||
{"VisionRadius", 10f},
|
||||
};
|
||||
|
||||
/// <summary>
|
||||
@@ -228,6 +228,7 @@ public sealed class NPCBlackboard : IEnumerable<KeyValuePair<string, object>>
|
||||
|
||||
public const string RotateSpeed = "RotateSpeed";
|
||||
public const string VisionRadius = "VisionRadius";
|
||||
public const string UtilityTarget = "Target";
|
||||
|
||||
public IEnumerator<KeyValuePair<string, object>> GetEnumerator()
|
||||
{
|
||||
|
||||
@@ -0,0 +1,6 @@
|
||||
namespace Content.Server.NPC.Queries.Considerations;
|
||||
|
||||
public sealed class FoodValueCon : UtilityConsideration
|
||||
{
|
||||
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
namespace Content.Server.NPC.Queries.Considerations;
|
||||
|
||||
/// <summary>
|
||||
/// Returns 1f if the target is freely accessible (e.g. not in locked storage).
|
||||
/// </summary>
|
||||
public sealed class TargetAccessibleCon : UtilityConsideration
|
||||
{
|
||||
|
||||
}
|
||||
@@ -0,0 +1,6 @@
|
||||
namespace Content.Server.NPC.Queries.Considerations;
|
||||
|
||||
public sealed class TargetDistanceCon : UtilityConsideration
|
||||
{
|
||||
|
||||
}
|
||||
@@ -0,0 +1,6 @@
|
||||
namespace Content.Server.NPC.Queries.Considerations;
|
||||
|
||||
public sealed class TargetHealthCon : UtilityConsideration
|
||||
{
|
||||
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
namespace Content.Server.NPC.Queries.Considerations;
|
||||
|
||||
/// <summary>
|
||||
/// Returns whether the target is in line-of-sight.
|
||||
/// </summary>
|
||||
public sealed class TargetInLOSCon : UtilityConsideration
|
||||
{
|
||||
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
namespace Content.Server.NPC.Queries.Considerations;
|
||||
|
||||
/// <summary>
|
||||
/// Placeholder considerations -> returns 1f if they're in LOS or the current target.
|
||||
/// </summary>
|
||||
public sealed class TargetInLOSOrCurrentCon : UtilityConsideration
|
||||
{
|
||||
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
namespace Content.Server.NPC.Queries.Considerations;
|
||||
|
||||
/// <summary>
|
||||
/// Returns 1f if the target is alive or 0f if not.
|
||||
/// </summary>
|
||||
public sealed class TargetIsAliveCon : UtilityConsideration
|
||||
{
|
||||
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
namespace Content.Server.NPC.Queries.Considerations;
|
||||
|
||||
/// <summary>
|
||||
/// Returns 1f if the target is crit or 0f if not.
|
||||
/// </summary>
|
||||
public sealed class TargetIsCritCon : UtilityConsideration
|
||||
{
|
||||
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
namespace Content.Server.NPC.Queries.Considerations;
|
||||
|
||||
/// <summary>
|
||||
/// Returns 1f if the target is dead or 0f if not.
|
||||
/// </summary>
|
||||
public sealed class TargetIsDeadCon : UtilityConsideration
|
||||
{
|
||||
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
using Content.Server.NPC.Queries.Curves;
|
||||
using JetBrains.Annotations;
|
||||
|
||||
namespace Content.Server.NPC.Queries.Considerations;
|
||||
|
||||
[ImplicitDataDefinitionForInheritors, MeansImplicitUse]
|
||||
public abstract class UtilityConsideration
|
||||
{
|
||||
[DataField("curve", required: true)]
|
||||
public IUtilityCurve Curve = default!;
|
||||
}
|
||||
5
Content.Server/NPC/Queries/Curves/BoolCurve.cs
Normal file
5
Content.Server/NPC/Queries/Curves/BoolCurve.cs
Normal file
@@ -0,0 +1,5 @@
|
||||
namespace Content.Server.NPC.Queries.Curves;
|
||||
|
||||
public sealed class BoolCurve : IUtilityCurve
|
||||
{
|
||||
}
|
||||
7
Content.Server/NPC/Queries/Curves/IUtilityCurve.cs
Normal file
7
Content.Server/NPC/Queries/Curves/IUtilityCurve.cs
Normal file
@@ -0,0 +1,7 @@
|
||||
namespace Content.Server.NPC.Queries.Curves;
|
||||
|
||||
[ImplicitDataDefinitionForInheritors]
|
||||
public interface IUtilityCurve
|
||||
{
|
||||
|
||||
}
|
||||
6
Content.Server/NPC/Queries/Curves/InverseBoolCurve.cs
Normal file
6
Content.Server/NPC/Queries/Curves/InverseBoolCurve.cs
Normal file
@@ -0,0 +1,6 @@
|
||||
namespace Content.Server.NPC.Queries.Curves;
|
||||
|
||||
public sealed class InverseBoolCurve : IUtilityCurve
|
||||
{
|
||||
|
||||
}
|
||||
8
Content.Server/NPC/Queries/Curves/PresetCurve.cs
Normal file
8
Content.Server/NPC/Queries/Curves/PresetCurve.cs
Normal file
@@ -0,0 +1,8 @@
|
||||
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
|
||||
|
||||
namespace Content.Server.NPC.Queries.Curves;
|
||||
|
||||
public sealed class PresetCurve : IUtilityCurve
|
||||
{
|
||||
[DataField("preset", required: true, customTypeSerializer:typeof(PrototypeIdSerializer<UtilityCurvePresetPrototype>))] public readonly string Preset = default!;
|
||||
}
|
||||
12
Content.Server/NPC/Queries/Curves/QuadraticCurve.cs
Normal file
12
Content.Server/NPC/Queries/Curves/QuadraticCurve.cs
Normal file
@@ -0,0 +1,12 @@
|
||||
namespace Content.Server.NPC.Queries.Curves;
|
||||
|
||||
public sealed class QuadraticCurve : IUtilityCurve
|
||||
{
|
||||
[DataField("slope")] public readonly float Slope;
|
||||
|
||||
[DataField("exponent")] public readonly float Exponent;
|
||||
|
||||
[DataField("yOffset")] public readonly float YOffset;
|
||||
|
||||
[DataField("xOffset")] public readonly float XOffset;
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
using Robust.Shared.Prototypes;
|
||||
|
||||
namespace Content.Server.NPC.Queries.Curves;
|
||||
|
||||
[Prototype("utilityCurvePreset")]
|
||||
public sealed class UtilityCurvePresetPrototype : IPrototype
|
||||
{
|
||||
[IdDataField] public string ID { get; } = string.Empty;
|
||||
|
||||
[DataField("curve", required: true)] public IUtilityCurve Curve = default!;
|
||||
}
|
||||
6
Content.Server/NPC/Queries/Queries/ClothingSlotFilter.cs
Normal file
6
Content.Server/NPC/Queries/Queries/ClothingSlotFilter.cs
Normal file
@@ -0,0 +1,6 @@
|
||||
namespace Content.Server.NPC.Queries.Queries;
|
||||
|
||||
public sealed class ClothingSlotFilter : UtilityQueryFilter
|
||||
{
|
||||
|
||||
}
|
||||
12
Content.Server/NPC/Queries/Queries/ComponentQuery.cs
Normal file
12
Content.Server/NPC/Queries/Queries/ComponentQuery.cs
Normal file
@@ -0,0 +1,12 @@
|
||||
using Robust.Shared.Prototypes;
|
||||
|
||||
namespace Content.Server.NPC.Queries.Queries;
|
||||
|
||||
/// <summary>
|
||||
/// Returns nearby components that match the specified components.
|
||||
/// </summary>
|
||||
public sealed class ComponentQuery : UtilityQuery
|
||||
{
|
||||
[DataField("components", required: true)]
|
||||
public EntityPrototype.ComponentRegistry Components = default!;
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
using Robust.Shared.Prototypes;
|
||||
|
||||
namespace Content.Server.NPC.Queries.Queries;
|
||||
|
||||
public sealed class NearbyComponentsQuery : UtilityQuery
|
||||
{
|
||||
[DataField("components")]
|
||||
public EntityPrototype.ComponentRegistry Component = default!;
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
namespace Content.Server.NPC.Queries.Queries;
|
||||
|
||||
/// <summary>
|
||||
/// Returns nearby entities considered hostile from <see cref="FactionSystem"/>
|
||||
/// </summary>
|
||||
public sealed class NearbyHostilesQuery : UtilityQuery
|
||||
{
|
||||
|
||||
}
|
||||
6
Content.Server/NPC/Queries/Queries/PuddlesQuery.cs
Normal file
6
Content.Server/NPC/Queries/Queries/PuddlesQuery.cs
Normal file
@@ -0,0 +1,6 @@
|
||||
namespace Content.Server.NPC.Queries.Queries;
|
||||
|
||||
public sealed class PuddlesQuery : UtilityQuery
|
||||
{
|
||||
|
||||
}
|
||||
10
Content.Server/NPC/Queries/Queries/UtilityQuery.cs
Normal file
10
Content.Server/NPC/Queries/Queries/UtilityQuery.cs
Normal file
@@ -0,0 +1,10 @@
|
||||
namespace Content.Server.NPC.Queries.Queries;
|
||||
|
||||
/// <summary>
|
||||
/// Adds entities to a query.
|
||||
/// </summary>
|
||||
[ImplicitDataDefinitionForInheritors]
|
||||
public abstract class UtilityQuery
|
||||
{
|
||||
|
||||
}
|
||||
9
Content.Server/NPC/Queries/Queries/UtilityQueryFilter.cs
Normal file
9
Content.Server/NPC/Queries/Queries/UtilityQueryFilter.cs
Normal file
@@ -0,0 +1,9 @@
|
||||
namespace Content.Server.NPC.Queries.Queries;
|
||||
|
||||
/// <summary>
|
||||
/// Removes entities from a query.
|
||||
/// </summary>
|
||||
public abstract class UtilityQueryFilter : UtilityQuery
|
||||
{
|
||||
|
||||
}
|
||||
29
Content.Server/NPC/Queries/UtilityQueryPrototype.cs
Normal file
29
Content.Server/NPC/Queries/UtilityQueryPrototype.cs
Normal file
@@ -0,0 +1,29 @@
|
||||
using Content.Server.NPC.Queries.Considerations;
|
||||
using Content.Server.NPC.Queries.Queries;
|
||||
using Robust.Shared.Prototypes;
|
||||
|
||||
namespace Content.Server.NPC.Queries;
|
||||
|
||||
/// <summary>
|
||||
/// Stores data for generic queries.
|
||||
/// Each query is run in turn to get the final available results.
|
||||
/// These results are then run through the considerations.
|
||||
/// </summary>
|
||||
[Prototype("utilityQuery")]
|
||||
public sealed class UtilityQueryPrototype : IPrototype
|
||||
{
|
||||
[IdDataField]
|
||||
public string ID { get; } = default!;
|
||||
|
||||
[ViewVariables(VVAccess.ReadWrite), DataField("query")]
|
||||
public List<UtilityQuery> Query = new();
|
||||
|
||||
[ViewVariables(VVAccess.ReadWrite), DataField("considerations")]
|
||||
public List<UtilityConsideration> Considerations = new();
|
||||
|
||||
/// <summary>
|
||||
/// How many entities we are allowed to consider. This is applied after all queries have run.
|
||||
/// </summary>
|
||||
[DataField("limit")]
|
||||
public int Limit = 128;
|
||||
}
|
||||
34
Content.Server/NPC/Queries/UtilityService.cs
Normal file
34
Content.Server/NPC/Queries/UtilityService.cs
Normal file
@@ -0,0 +1,34 @@
|
||||
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
|
||||
|
||||
namespace Content.Server.NPC.Queries;
|
||||
|
||||
/// <summary>
|
||||
/// Utility queries that run regularly to update an NPC without re-doing their thinking logic.
|
||||
/// </summary>
|
||||
[DataDefinition]
|
||||
public sealed class UtilityService
|
||||
{
|
||||
/// <summary>
|
||||
/// Identifier to use for this service. This is used to track its cooldown.
|
||||
/// </summary>
|
||||
[DataField("id", required: true)]
|
||||
public string ID = string.Empty;
|
||||
|
||||
/// <summary>
|
||||
/// Prototype of the utility query.
|
||||
/// </summary>
|
||||
[DataField("proto", required: true, customTypeSerializer:typeof(PrototypeIdSerializer<UtilityQueryPrototype>))]
|
||||
public string Prototype = string.Empty;
|
||||
|
||||
[DataField("minCooldown")]
|
||||
public float MinCooldown = 0.25f;
|
||||
|
||||
[DataField("maxCooldown")]
|
||||
public float MaxCooldown = 0.60f;
|
||||
|
||||
/// <summary>
|
||||
/// Key to update with the utility query.
|
||||
/// </summary>
|
||||
[DataField("key", required: true)]
|
||||
public string Key = string.Empty;
|
||||
}
|
||||
@@ -143,6 +143,9 @@ public sealed partial class NPCCombatSystem
|
||||
return;
|
||||
}
|
||||
|
||||
// TODO: When I get parallel operators move this as NPC combat shouldn't be handling this.
|
||||
_steering.Register(uid, new EntityCoordinates(component.Target, Vector2.Zero), steering);
|
||||
|
||||
if (distance > weapon.Range)
|
||||
{
|
||||
component.Status = CombatStatus.TargetOutOfRange;
|
||||
|
||||
@@ -455,7 +455,7 @@ public sealed partial class NPCSteeringSystem
|
||||
EntityQuery<PhysicsComponent> bodyQuery,
|
||||
EntityQuery<TransformComponent> xformQuery)
|
||||
{
|
||||
var detectionRadius = agentRadius + 0.1f;
|
||||
var detectionRadius = MathF.Max(0.35f, agentRadius + 0.1f);
|
||||
var ourVelocity = body.LinearVelocity;
|
||||
var factionQuery = GetEntityQuery<FactionComponent>();
|
||||
factionQuery.TryGetComponent(uid, out var ourFaction);
|
||||
|
||||
@@ -168,6 +168,9 @@ public sealed partial class NPCSteeringSystem : SharedNPCSteeringSystem
|
||||
{
|
||||
if (Resolve(uid, ref component, false))
|
||||
{
|
||||
if (component.Coordinates.Equals(coordinates))
|
||||
return component;
|
||||
|
||||
component.PathfindToken?.Cancel();
|
||||
component.PathfindToken = null;
|
||||
component.CurrentPath.Clear();
|
||||
|
||||
299
Content.Server/NPC/Systems/NPCUtilitySystem.cs
Normal file
299
Content.Server/NPC/Systems/NPCUtilitySystem.cs
Normal file
@@ -0,0 +1,299 @@
|
||||
using System.Linq;
|
||||
using Content.Server.Examine;
|
||||
using Content.Server.NPC.Queries;
|
||||
using Content.Server.NPC.Queries.Considerations;
|
||||
using Content.Server.NPC.Queries.Curves;
|
||||
using Content.Server.NPC.Queries.Queries;
|
||||
using Content.Server.Nutrition.Components;
|
||||
using Content.Server.Storage.Components;
|
||||
using Content.Shared.Examine;
|
||||
using Content.Shared.Mobs.Systems;
|
||||
using Robust.Server.Containers;
|
||||
using Robust.Shared.Prototypes;
|
||||
|
||||
namespace Content.Server.NPC.Systems;
|
||||
|
||||
/// <summary>
|
||||
/// Handles utility queries for NPCs.
|
||||
/// </summary>
|
||||
public sealed class NPCUtilitySystem : EntitySystem
|
||||
{
|
||||
[Dependency] private readonly IPrototypeManager _proto = default!;
|
||||
[Dependency] private readonly ContainerSystem _container = default!;
|
||||
[Dependency] private readonly EntityLookupSystem _lookup = default!;
|
||||
[Dependency] private readonly FactionSystem _faction = default!;
|
||||
[Dependency] private readonly MobStateSystem _mobState = default!;
|
||||
[Dependency] private readonly SharedTransformSystem _transform = default!;
|
||||
|
||||
/// <summary>
|
||||
/// Runs the UtilityQueryPrototype and returns the best-matching entities.
|
||||
/// </summary>
|
||||
/// <param name="bestOnly">Should we only return the entity with the best score.</param>
|
||||
public UtilityResult GetEntities(
|
||||
NPCBlackboard blackboard,
|
||||
string proto,
|
||||
bool bestOnly = true)
|
||||
{
|
||||
// TODO: PickHostilesop or whatever needs to juse be UtilityQueryOperator
|
||||
|
||||
var weh = _proto.Index<UtilityQueryPrototype>(proto);
|
||||
var ents = new HashSet<EntityUid>();
|
||||
|
||||
foreach (var query in weh.Query)
|
||||
{
|
||||
switch (query)
|
||||
{
|
||||
case UtilityQueryFilter filter:
|
||||
Filter(blackboard, ents, filter);
|
||||
break;
|
||||
default:
|
||||
Add(blackboard, ents, query);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (ents.Count == 0)
|
||||
return UtilityResult.Empty;
|
||||
|
||||
var results = new Dictionary<EntityUid, float>();
|
||||
var highestScore = 0f;
|
||||
|
||||
foreach (var ent in ents)
|
||||
{
|
||||
if (results.Count > weh.Limit)
|
||||
break;
|
||||
|
||||
var score = 1f;
|
||||
|
||||
foreach (var con in weh.Considerations)
|
||||
{
|
||||
var conScore = GetScore(blackboard, ent, con);
|
||||
var curve = con.Curve;
|
||||
var curveScore = GetScore(curve, conScore);
|
||||
|
||||
var adjusted = GetAdjustedScore(curveScore, weh.Considerations.Count);
|
||||
score *= adjusted;
|
||||
|
||||
// If the score is too low OR we only care about best entity then early out.
|
||||
// Due to the adjusted score only being able to decrease it can never exceed the highest from here.
|
||||
if (score <= 0f || bestOnly && score <= highestScore)
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (score <= 0f)
|
||||
continue;
|
||||
|
||||
highestScore = MathF.Max(score, highestScore);
|
||||
results.Add(ent, score);
|
||||
}
|
||||
|
||||
var result = new UtilityResult(results);
|
||||
blackboard.Remove<EntityUid>(NPCBlackboard.UtilityTarget);
|
||||
return result;
|
||||
}
|
||||
|
||||
private float GetScore(IUtilityCurve curve, float conScore)
|
||||
{
|
||||
switch (curve)
|
||||
{
|
||||
case BoolCurve:
|
||||
return conScore > 0f ? 1f : 0f;
|
||||
case InverseBoolCurve:
|
||||
return conScore.Equals(0f) ? 1f : 0f;
|
||||
case PresetCurve presetCurve:
|
||||
return GetScore(_proto.Index<UtilityCurvePresetPrototype>(presetCurve.Preset).Curve, conScore);
|
||||
case QuadraticCurve quadraticCurve:
|
||||
return Math.Clamp(quadraticCurve.Slope * (float) Math.Pow(conScore - quadraticCurve.XOffset, quadraticCurve.Exponent) + quadraticCurve.YOffset, 0f, 1f);
|
||||
default:
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
}
|
||||
|
||||
private float GetScore(NPCBlackboard blackboard, EntityUid targetUid, UtilityConsideration consideration)
|
||||
{
|
||||
switch (consideration)
|
||||
{
|
||||
case FoodValueCon:
|
||||
{
|
||||
if (!TryComp<FoodComponent>(targetUid, out var food))
|
||||
return 0f;
|
||||
|
||||
return 1f;
|
||||
}
|
||||
case TargetAccessibleCon:
|
||||
{
|
||||
if (_container.TryGetContainingContainer(targetUid, out var container))
|
||||
{
|
||||
if (TryComp<EntityStorageComponent>(container.Owner, out var storageComponent))
|
||||
{
|
||||
if (storageComponent is { IsWeldedShut: true, Open: false })
|
||||
{
|
||||
return 0.0f;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// If we're in a container (e.g. held or whatever) then we probably can't get it. Only exception
|
||||
// Is a locker / crate
|
||||
// TODO: Some mobs can break it so consider that.
|
||||
return 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
// TODO: Pathfind there, though probably do it in a separate con.
|
||||
return 1f;
|
||||
}
|
||||
case TargetDistanceCon:
|
||||
{
|
||||
var owner = blackboard.GetValue<EntityUid>(NPCBlackboard.Owner);
|
||||
var radius = blackboard.GetValueOrDefault<float>(NPCBlackboard.VisionRadius, EntityManager);
|
||||
|
||||
if (!TryComp<TransformComponent>(targetUid, out var targetXform) ||
|
||||
!TryComp<TransformComponent>(owner, out var xform))
|
||||
{
|
||||
return 0f;
|
||||
}
|
||||
|
||||
if (!targetXform.Coordinates.TryDistance(EntityManager, _transform, xform.Coordinates,
|
||||
out var distance))
|
||||
{
|
||||
return 0f;
|
||||
}
|
||||
|
||||
return Math.Clamp(distance / radius, 0f, 1f);
|
||||
}
|
||||
case TargetHealthCon:
|
||||
{
|
||||
return 0f;
|
||||
}
|
||||
case TargetInLOSCon:
|
||||
{
|
||||
var owner = blackboard.GetValue<EntityUid>(NPCBlackboard.Owner);
|
||||
var radius = blackboard.GetValueOrDefault<float>(NPCBlackboard.VisionRadius, EntityManager);
|
||||
|
||||
return ExamineSystemShared.InRangeUnOccluded(owner, targetUid, radius + 0.5f, null) ? 1f : 0f;
|
||||
}
|
||||
case TargetInLOSOrCurrentCon:
|
||||
{
|
||||
var owner = blackboard.GetValue<EntityUid>(NPCBlackboard.Owner);
|
||||
var radius = blackboard.GetValueOrDefault<float>(NPCBlackboard.VisionRadius, EntityManager);
|
||||
const float bufferRange = 0.5f;
|
||||
|
||||
if (blackboard.TryGetValue<EntityUid>("CombatTarget", out var currentTarget, EntityManager) &&
|
||||
currentTarget == targetUid &&
|
||||
TryComp<TransformComponent>(owner, out var xform) &&
|
||||
TryComp<TransformComponent>(targetUid, out var targetXform) &&
|
||||
xform.Coordinates.TryDistance(EntityManager, _transform, targetXform.Coordinates, out var distance) &&
|
||||
distance <= radius + bufferRange)
|
||||
{
|
||||
return 1f;
|
||||
}
|
||||
|
||||
return ExamineSystemShared.InRangeUnOccluded(owner, targetUid, radius + bufferRange, null) ? 1f : 0f;
|
||||
}
|
||||
case TargetIsAliveCon:
|
||||
{
|
||||
return _mobState.IsAlive(targetUid) ? 1f : 0f;
|
||||
}
|
||||
case TargetIsCritCon:
|
||||
{
|
||||
return _mobState.IsCritical(targetUid) ? 1f : 0f;
|
||||
}
|
||||
case TargetIsDeadCon:
|
||||
{
|
||||
return _mobState.IsDead(targetUid) ? 1f : 0f;
|
||||
}
|
||||
default:
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
}
|
||||
|
||||
private float GetAdjustedScore(float score, int considerations)
|
||||
{
|
||||
/*
|
||||
* Now using the geometric mean
|
||||
* for n scores you take the n-th root of the scores multiplied
|
||||
* e.g. a, b, c scores you take Math.Pow(a * b * c, 1/3)
|
||||
* To get the ACTUAL geometric mean at any one stage you'd need to divide by the running consideration count
|
||||
* however, the downside to this is it will fluctuate up and down over time.
|
||||
* For our purposes if we go below the minimum threshold we want to cut it off, thus we take a
|
||||
* "running geometric mean" which can only ever go down (and by the final value will equal the actual geometric mean).
|
||||
*/
|
||||
|
||||
var adjusted = MathF.Pow(score, 1 / (float) considerations);
|
||||
return Math.Clamp(adjusted, 0f, 1f);
|
||||
}
|
||||
|
||||
private void Add(NPCBlackboard blackboard, HashSet<EntityUid> entities, UtilityQuery query)
|
||||
{
|
||||
var owner = blackboard.GetValue<EntityUid>(NPCBlackboard.Owner);
|
||||
var vision = blackboard.GetValueOrDefault<float>(NPCBlackboard.VisionRadius, EntityManager);
|
||||
|
||||
switch (query)
|
||||
{
|
||||
case ComponentQuery compQuery:
|
||||
foreach (var ent in _lookup.GetEntitiesInRange(owner, vision))
|
||||
{
|
||||
foreach (var comp in compQuery.Components.Values)
|
||||
{
|
||||
if (!HasComp(ent, comp.Component.GetType()))
|
||||
continue;
|
||||
|
||||
entities.Add(ent);
|
||||
}
|
||||
}
|
||||
|
||||
break;
|
||||
case NearbyHostilesQuery:
|
||||
foreach (var ent in _faction.GetNearbyHostiles(owner, vision))
|
||||
{
|
||||
entities.Add(ent);
|
||||
}
|
||||
break;
|
||||
default:
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
}
|
||||
|
||||
private void Filter(NPCBlackboard blackboard, HashSet<EntityUid> entities, UtilityQueryFilter filter)
|
||||
{
|
||||
var owner = blackboard.GetValue<EntityUid>(NPCBlackboard.Owner);
|
||||
|
||||
switch (filter)
|
||||
{
|
||||
default:
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public readonly record struct UtilityResult(Dictionary<EntityUid, float> Entities)
|
||||
{
|
||||
public static readonly UtilityResult Empty = new(new Dictionary<EntityUid, float>());
|
||||
|
||||
public readonly Dictionary<EntityUid, float> Entities = Entities;
|
||||
|
||||
/// <summary>
|
||||
/// Returns the entity with the highest score.
|
||||
/// </summary>
|
||||
public EntityUid GetHighest()
|
||||
{
|
||||
if (Entities.Count == 0)
|
||||
return EntityUid.Invalid;
|
||||
|
||||
return Entities.MaxBy(x => x.Value).Key;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the entity with the lowest score. This does not consider entities with a 0 (invalid) score.
|
||||
/// </summary>
|
||||
public EntityUid GetLowest()
|
||||
{
|
||||
if (Entities.Count == 0)
|
||||
return EntityUid.Invalid;
|
||||
|
||||
return Entities.MinBy(x => x.Value).Key;
|
||||
}
|
||||
}
|
||||
@@ -176,7 +176,7 @@ namespace Content.Server.Nutrition.EntitySystems
|
||||
// TODO this should really be checked every tick.
|
||||
if (!_interactionSystem.InRangeUnobstructed(args.User, args.Target.Value))
|
||||
return;
|
||||
|
||||
|
||||
var forceFeed = args.User != args.Target;
|
||||
|
||||
args.Handled = true;
|
||||
@@ -229,9 +229,6 @@ namespace Content.Server.Nutrition.EntitySystems
|
||||
|
||||
if (component.UsesRemaining > 0)
|
||||
{
|
||||
if (!forceFeed)
|
||||
args.Repeat = true;
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
@@ -786,6 +786,11 @@
|
||||
equippedPrefix: 0
|
||||
slots:
|
||||
- HEAD
|
||||
- type: Faction
|
||||
factions:
|
||||
- Mouse
|
||||
- type: HTN
|
||||
rootTask: MouseCompound
|
||||
- type: Physics
|
||||
- type: Fixtures
|
||||
fixtures:
|
||||
|
||||
@@ -107,6 +107,11 @@
|
||||
id: MobCatRuntime
|
||||
description: Professional mouse hunter. Escape artist.
|
||||
components:
|
||||
- type: Faction
|
||||
factions:
|
||||
- PetsNT
|
||||
- type: HTN
|
||||
rootTask: SimpleHostileCompound
|
||||
- type: Grammar
|
||||
attributes:
|
||||
gender: female
|
||||
|
||||
@@ -36,7 +36,8 @@
|
||||
|
||||
- type: htnPrimitive
|
||||
id: PickRangedTargetPrimitive
|
||||
operator: !type:PickRangedTargetOperator
|
||||
operator: !type:UtilityOperator
|
||||
proto: NearbyRangedTargets
|
||||
|
||||
# Attacks the specified target if they're in LOS.
|
||||
- type: htnPrimitive
|
||||
@@ -53,6 +54,11 @@
|
||||
- !type:TargetInLOSPrecondition
|
||||
targetKey: CombatTarget
|
||||
rangeKey: RangedRange
|
||||
services:
|
||||
- !type:UtilityService
|
||||
id: RangedService
|
||||
proto: NearbyRangedTargets
|
||||
key: CombatTarget
|
||||
|
||||
|
||||
# -- Melee --
|
||||
@@ -84,7 +90,8 @@
|
||||
|
||||
- type: htnPrimitive
|
||||
id: PickMeleeTargetPrimitive
|
||||
operator: !type:PickMeleeTargetOperator
|
||||
operator: !type:UtilityOperator
|
||||
proto: NearbyMeleeTargets
|
||||
|
||||
# Attacks the specified target if they're in range.
|
||||
- type: htnPrimitive
|
||||
@@ -97,6 +104,11 @@
|
||||
- !type:TargetInRangePrecondition
|
||||
targetKey: CombatTarget
|
||||
rangeKey: MeleeRange
|
||||
services:
|
||||
- !type:UtilityService
|
||||
id: MeleeService
|
||||
proto: NearbyMeleeTargets
|
||||
key: CombatTarget
|
||||
|
||||
# Moves the owner into range of the combat target.
|
||||
- type: htnPrimitive
|
||||
|
||||
@@ -7,6 +7,14 @@
|
||||
- tasks:
|
||||
- id: IdleCompound
|
||||
|
||||
- type: htnCompound
|
||||
id: MouseCompound
|
||||
branches:
|
||||
- tasks:
|
||||
- id: FoodCompound
|
||||
- tasks:
|
||||
- id: IdleCompound
|
||||
|
||||
- type: htnCompound
|
||||
id: DragonCarpCompound
|
||||
branches:
|
||||
|
||||
21
Resources/Prototypes/NPCs/nutrition.yml
Normal file
21
Resources/Prototypes/NPCs/nutrition.yml
Normal file
@@ -0,0 +1,21 @@
|
||||
- type: htnCompound
|
||||
id: FoodCompound
|
||||
branches:
|
||||
- tasks:
|
||||
- id: PickFoodTargetPrimitive
|
||||
- id: MoveToCombatTargetPrimitive
|
||||
- id: EatPrimitive
|
||||
- id: WaitIdleTimePrimitive
|
||||
|
||||
|
||||
- type: htnPrimitive
|
||||
id: PickFoodTargetPrimitive
|
||||
operator: !type:UtilityOperator
|
||||
proto: NearbyFood
|
||||
|
||||
- type: htnPrimitive
|
||||
id: EatPrimitive
|
||||
preconditions:
|
||||
- !type:KeyExistsPrecondition
|
||||
key: CombatTarget
|
||||
operator: !type:AltInteractOperator
|
||||
71
Resources/Prototypes/NPCs/utility_queries.yml
Normal file
71
Resources/Prototypes/NPCs/utility_queries.yml
Normal file
@@ -0,0 +1,71 @@
|
||||
- type: utilityQuery
|
||||
id: NearbyFood
|
||||
query:
|
||||
- !type:ComponentQuery
|
||||
components:
|
||||
- type: Food
|
||||
considerations:
|
||||
- !type:TargetIsAliveCon
|
||||
curve: !type:InverseBoolCurve
|
||||
- !type:TargetDistanceCon
|
||||
curve: !type:PresetCurve
|
||||
preset: TargetDistance
|
||||
- !type:FoodValueCon
|
||||
curve: !type:QuadraticCurve
|
||||
slope: 1.0
|
||||
exponent: 0.4
|
||||
- !type:TargetAccessibleCon
|
||||
curve: !type:BoolCurve
|
||||
|
||||
- type: utilityQuery
|
||||
id: NearbyMeleeTargets
|
||||
query:
|
||||
- !type:NearbyHostilesQuery
|
||||
considerations:
|
||||
- !type:TargetIsAliveCon
|
||||
curve: !type:BoolCurve
|
||||
- !type:TargetDistanceCon
|
||||
curve: !type:PresetCurve
|
||||
preset: TargetDistance
|
||||
- !type:TargetHealthCon
|
||||
curve: !type:PresetCurve
|
||||
preset: TargetHealth
|
||||
- !type:TargetAccessibleCon
|
||||
curve: !type:BoolCurve
|
||||
- !type:TargetInLOSOrCurrentCon
|
||||
curve: !type:BoolCurve
|
||||
|
||||
- type: utilityQuery
|
||||
id: NearbyRangedTargets
|
||||
query:
|
||||
- !type:NearbyHostilesQuery
|
||||
considerations:
|
||||
- !type:TargetIsAliveCon
|
||||
curve: !type:BoolCurve
|
||||
- !type:TargetDistanceCon
|
||||
curve: !type:PresetCurve
|
||||
preset: TargetDistance
|
||||
- !type:TargetHealthCon
|
||||
curve: !type:PresetCurve
|
||||
preset: TargetHealth
|
||||
- !type:TargetAccessibleCon
|
||||
curve: !type:BoolCurve
|
||||
- !type:TargetInLOSOrCurrentCon
|
||||
curve: !type:BoolCurve
|
||||
|
||||
|
||||
# Presets
|
||||
- type: utilityCurvePreset
|
||||
id: TargetDistance
|
||||
curve: !type:QuadraticCurve
|
||||
slope: -1
|
||||
exponent: 1
|
||||
yOffset: 1
|
||||
xOffset: 0
|
||||
|
||||
- type: utilityCurvePreset
|
||||
id: TargetHealth
|
||||
curve: !type:QuadraticCurve
|
||||
slope: 1.0
|
||||
exponent: 0.4
|
||||
xOffset: -0.02
|
||||
@@ -12,9 +12,15 @@
|
||||
- Syndicate
|
||||
- Xeno
|
||||
|
||||
- type: faction
|
||||
id: Mouse
|
||||
hostile:
|
||||
- PetsNT
|
||||
|
||||
- type: faction
|
||||
id: PetsNT
|
||||
hostile:
|
||||
- Mouse
|
||||
- SimpleHostile
|
||||
- Xeno
|
||||
|
||||
|
||||
Reference in New Issue
Block a user