* Data-driven NPC behaviors * Nuked AiLogicProcessor * BehaviorSets are now all stored in yaml (might try making actions also yaml someday) * Added a test to validate all BehaviorSets * Might also try pooling actions in the future to reduce allocs but that'll be way down the line (cough physics). * Forgot to re-add sorting nothing suss * Remove last references * Proper vector2i serialization for tile atmos (#3266) * update map files * update submodule Co-authored-by: cyclowns <cyclowns@protonmail.ch> * Remove weird "S" jumpsuit from existence (#3267) * Change character names to use datasets prototypes (#3259) * Remove old name lists in .txts * Fix tests * LATEST MASTER TECHNOLOGY * Converts AdminMenu to partially use XAML (#3231) * Cleans up Hydroponics content. (#3025) * Adds to IgnoredComponents.cs * Jackboots * Half Done * Moved to diff PR * Everything functional * Fixed Sprays * Nice * Fixed * Update submodule * Fix tests Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> * Stacked sprite visualizer (#3096) * Add Stack Visualizer * Add cigarette pack resources Adds transparent layers for visualizing cigarettes * Add Bag Open/Close Visualizer So storage opened in inventory can have different icons when opened or closed. * Create a component that only enumerates single item Used for creating stuff like matchbox, or cigarettes. As a bonus. It will only update stack visualizer for that particullar item. * Refactoring stuff * Fix other usage of stack in Resources * Add docs * Apply suggestions from code review Apply metalgearsloth suggestions Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Applied suggestions from metalgearsloth * Changed SingleItemStorageComponent to StorageCounterComponent Difference. New component doesn't spawn items, merely counts them. * Refactored StackVisualizer * Fix breakage with master * Update Resources/Prototypes/Entities/Objects/Consumable/fancy.yml Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Update with MGS suggestions Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * ApcNet updating fix (#3078) * GridPowerComponent * ApcNet Powered update bugfix * PowerTest fix * Add GridPower to Saltern * test fix * Update canceling cleanup * code cleanup * nullable & code cleanup for test * undo power test nullable * Replaces GridPowerSystem with ApcNetSystem * build fix * Update Content.Server/GameObjects/EntitySystems/ApcNetSystem.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Change all XAML to use spacestation14.io namespace (#3277) * fix pizzaboxes (#3291) Co-authored-by: cyclowns <cyclowns@protonmail.ch> * Spikes fix reopened (#3203) * DoAfter, dead and stun check, DragDropOn * Not ignored anymore * Copied comment deleted * Herbert's an ass * Woops Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> * Make component states dependant on the player getting them (#3280) * Make component states dependant on the player getting them Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> * Updated submodule to v0.3.7. Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> Co-authored-by: Acruid <shatter66@gmail.com> * Hoe fix (#3296) * Initial (#3297) * Sort reagent dispenser entries (#3272) * Sort reagent dispenser entries Saves manually doing it. * zumzum's suggestion Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> * Made firelocks damageable & destructible (#3303) * Move job priority enum parity test ot unit tests (#3300) * Spill hand contents when dropping them in a fall (#3304) * Spill hand contents when dropping them due to falling down * Better approach * cleanup * grammar * stupid * PauseManager moved to Shared (#3288) * Namespace changes for moving IPauseManager to shared. * Namespace changes for moving ITimerManager from Timers to Timing. * Rebase Fixes. * Update engine submodule to v0.3.8 * Improves kick, teleport and ban menus (#3312) * Fix the admin panel not showing the account name (#3322) * Fix name serialization for secret stashes (#3301) * Fix name serialization for secret stashes * Fix old usages of secret part name * Separate ghost warp message into two (#3310) * Separate ghost warp message into two * Remove redundant arguments * Address reviews * Move properties up * Add health overlay and a command to toggle it (#3278) * Add health overlay bar and a command to toggle it * Remove empty line * Content PR for YAML hot reloading (#3319) * Content PR for YAML hot reloading * Add CanAdminReloadPrototypes (host permission) * IndexedPrototype fixes * Update RobustToolbox * Update RobustToolbox * Add an unconspicuous, meaningless and in no way motivated by any external force XML doc to buckle component * Update RobustToolbox * Update submodule to v0.3.12. * Removed unused using statements that prevented compiling. Removed references to IIndexedPrototype that does not exist anymore in the engine. Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> Co-authored-by: mirrorcult <notzombiedude@gmail.com> Co-authored-by: cyclowns <cyclowns@protonmail.ch> Co-authored-by: Visne <39844191+Visne@users.noreply.github.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> Co-authored-by: Leo <lzimann@users.noreply.github.com> Co-authored-by: Swept <sweptwastaken@protonmail.com> Co-authored-by: Ygg01 <y.laughing.man.y@gmail.com> Co-authored-by: collinlunn <60152240+collinlunn@users.noreply.github.com> Co-authored-by: komunre <49118681+komunre@users.noreply.github.com> Co-authored-by: Acruid <shatter66@gmail.com> Co-authored-by: Peptide90 <78795277+Peptide90@users.noreply.github.com> Co-authored-by: Clyybber <darkmine956@gmail.com>
173 lines
5.9 KiB
C#
173 lines
5.9 KiB
C#
#nullable enable
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using System;
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using System.Collections.Generic;
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using Content.Server.AI.Utility.Actions;
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using Content.Server.AI.Utility.AiLogic;
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using Content.Server.GameObjects.EntitySystems.AI;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Reflection;
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namespace Content.Server.AI.Utility
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{
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internal interface INpcBehaviorManager
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{
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void Initialize();
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void AddBehaviorSet(UtilityAi npc, string behaviorSet, bool rebuild = true);
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void RemoveBehaviorSet(UtilityAi npc, string behaviorSet, bool rebuild = true);
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void RebuildActions(UtilityAi npc);
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}
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/// <summary>
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/// Handles BehaviorSets and adding / removing behaviors to NPCs
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/// </summary>
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internal sealed class NpcBehaviorManager : INpcBehaviorManager
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{
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[Dependency] private readonly IDynamicTypeFactory _typeFactory = default!;
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[Dependency] private readonly IEntityManager _entityManager = default!;
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private readonly NpcActionComparer _comparer = new();
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private Dictionary<string, List<Type>> _behaviorSets = new();
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public void Initialize()
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{
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IoCManager.InjectDependencies(this);
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var protoManager = IoCManager.Resolve<IPrototypeManager>();
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var reflectionManager = IoCManager.Resolve<IReflectionManager>();
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foreach (var bSet in protoManager.EnumeratePrototypes<BehaviorSetPrototype>())
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{
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var actions = new List<Type>();
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foreach (var act in bSet.Actions)
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{
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if (!reflectionManager.TryLooseGetType(act, out var parsedType) ||
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!typeof(IAiUtility).IsAssignableFrom(parsedType))
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{
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Logger.Error($"Unable to parse AI action for {act}");
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}
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else
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{
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actions.Add(parsedType);
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}
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}
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_behaviorSets[bSet.ID] = actions;
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}
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}
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/// <summary>
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/// Adds the BehaviorSet to the NPC.
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/// </summary>
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/// <param name="npc"></param>
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/// <param name="behaviorSet"></param>
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/// <param name="rebuild">Set to false if you want to manually rebuild it after bulk updates.</param>
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public void AddBehaviorSet(UtilityAi npc, string behaviorSet, bool rebuild = true)
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{
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if (!_behaviorSets.ContainsKey(behaviorSet))
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{
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Logger.Error($"Tried to add BehaviorSet {behaviorSet} to {npc} but no such BehaviorSet found!");
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return;
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}
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if (!npc.BehaviorSets.Add(behaviorSet))
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{
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Logger.Error($"Tried to add BehaviorSet {behaviorSet} to {npc} which already has the BehaviorSet!");
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return;
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}
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if (rebuild)
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RebuildActions(npc);
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if (npc.BehaviorSets.Count == 1 && !EntitySystem.Get<AiSystem>().IsAwake(npc))
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{
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_entityManager.EventBus.RaiseEvent(EventSource.Local, new SleepAiMessage(npc, false));
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}
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}
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/// <summary>
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/// Removes the BehaviorSet from the NPC.
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/// </summary>
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/// <param name="npc"></param>
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/// <param name="behaviorSet"></param>
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/// <param name="rebuild">Set to false if yo uwant to manually rebuild it after bulk updates.</param>
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public void RemoveBehaviorSet(UtilityAi npc, string behaviorSet, bool rebuild = true)
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{
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if (!_behaviorSets.TryGetValue(behaviorSet, out var actions))
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{
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Logger.Error($"Tried to remove BehaviorSet {behaviorSet} from {npc} but no such BehaviorSet found!");
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return;
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}
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if (!npc.BehaviorSets.Remove(behaviorSet))
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{
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Logger.Error($"Tried to remove BehaviorSet {behaviorSet} from {npc} but it doesn't have that BehaviorSet!");
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return;
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}
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if (rebuild)
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RebuildActions(npc);
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if (npc.BehaviorSets.Count == 0 && EntitySystem.Get<AiSystem>().IsAwake(npc))
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{
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_entityManager.EventBus.RaiseEvent(EventSource.Local, new SleepAiMessage(npc, true));
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}
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}
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/// <summary>
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/// Clear our actions and re-instantiate them from our BehaviorSets.
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/// Will ensure each action is unique.
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/// </summary>
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/// <param name="npc"></param>
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public void RebuildActions(UtilityAi npc)
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{
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npc.AvailableActions.Clear();
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foreach (var bSet in npc.BehaviorSets)
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{
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foreach (var action in GetActions(bSet))
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{
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if (npc.AvailableActions.Contains(action)) continue;
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// Setup
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action.Owner = npc.Owner;
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// Ad to actions.
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npc.AvailableActions.Add(action);
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}
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}
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SortActions(npc);
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}
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private IEnumerable<IAiUtility> GetActions(string behaviorSet)
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{
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foreach (var action in _behaviorSets[behaviorSet])
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{
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yield return (IAiUtility) _typeFactory.CreateInstance(action);
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}
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}
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/// <summary>
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/// Whenever the behavior sets are changed we'll re-sort the actions by bonus
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/// </summary>
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private void SortActions(UtilityAi npc)
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{
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npc.AvailableActions.Sort(_comparer);
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}
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private class NpcActionComparer : Comparer<IAiUtility>
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{
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public override int Compare(IAiUtility? x, IAiUtility? y)
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{
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if (x == null || y == null) return 0;
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return y.Bonus.CompareTo(x.Bonus);
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}
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}
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}
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}
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