using System;
using System.Collections.Generic;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Reflection;
using Robust.Shared.IoC;
using Robust.Shared.Utility;
namespace Content.Server.AI.WorldState
{
///
/// The blackboard functions as an AI's repository of knowledge in a common format.
///
public sealed class Blackboard
{
// Some stuff like "My Health" is easy to represent as components but abstract stuff like "How much food is nearby"
// is harder. This also allows data to be cached if it's being hit frequently.
// This also stops you from re-writing the same boilerplate everywhere of stuff like "Do I have OuterClothing on?"
private readonly Dictionary _states = new Dictionary();
private readonly List _planningStates = new List();
public Blackboard(IEntity owner)
{
Setup(owner);
}
private void Setup(IEntity owner)
{
var typeFactory = IoCManager.Resolve();
var blackboardManager = IoCManager.Resolve();
foreach (var state in blackboardManager.AiStates)
{
var newState = (IAiState) typeFactory.CreateInstance(state);
newState.Setup(owner);
_states.Add(newState.GetType(), newState);
switch (newState)
{
case IPlanningState planningState:
_planningStates.Add(planningState);
break;
}
}
}
///
/// All planning states will have their values reset
///
public void ResetPlanning()
{
foreach (var state in _planningStates)
{
state.Reset();
}
}
public void GetStoredState(Type type, out StoredStateData state)
{
state = (StoredStateData) _states[type];
}
///
/// Get the AI state class
///
///
///
///
public T GetState() where T : IAiState
{
return (T) _states[typeof(T)];
}
}
}