Files
tbd-station-14/Content.Server/AI/Utility/Actions/UtilityAction.cs
metalgearsloth 4437fc7a1b Data-driven NPC behaviors (#3271)
* 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>
2021-02-19 22:37:17 -08:00

140 lines
5.6 KiB
C#

using System;
using System.Collections.Generic;
using Content.Server.AI.Operators;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States.Utility;
using Robust.Shared.GameObjects;
using Robust.Shared.Utility;
namespace Content.Server.AI.Utility.Actions
{
/// <summary>
/// The same DSE can be used across multiple actions.
/// </summary>
public abstract class UtilityAction : IAiUtility
{
/// <summary>
/// If we're trying to find a new action can we replace a currently running one with one of the same type.
/// e.g. If you're already wandering you don't want to replace it with a different wander.
/// </summary>
public virtual bool CanOverride => false;
/// <summary>
/// This is used to sort actions; if there's a top-tier action available we won't bother checking the lower tiers.
/// Threshold doesn't necessarily mean we'll do an action at a higher threshold;
/// if it's really un-optimal (i.e. low score) then we'll also check lower tiers
/// </summary>
public virtual float Bonus { get; set; } = IdleBonus;
// For GW2 they had the bonuses close together but IMO it feels better when they're more like discrete tiers.
// These are just baselines to make mass-updates easier; actions can do whatever
// e.g. if you want shooting a gun to be considered before picking up a gun you could + 1.0f it or w/e
public const float IdleBonus = 1.0f;
public const float NormalBonus = 5.0f;
public const float NeedsBonus = 10.0f;
public const float CombatPrepBonus = 20.0f;
public const float CombatBonus = 30.0f;
public const float DangerBonus = 50.0f;
public IEntity Owner { get; set; }
/// <summary>
/// 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>
/// 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.
/// </summary>
public Queue<AiOperator> ActionOperators { get; protected set; }
/// <summary>
/// Sometimes we may need to set the target for an action or the likes.
/// This is mainly useful for expandable states so each one can have a separate target.
/// </summary>
/// <param name="context"></param>
protected virtual void UpdateBlackboard(Blackboard context) {}
// Needs to be able to be instantiated without args via typefactory.
public UtilityAction() {}
public virtual void Shutdown() {}
/// <summary>
/// If this action is chosen then setup the operators to run. This also allows for operators to be reset.
/// </summary>
public abstract void SetupOperators(Blackboard context);
// Call the task's operator with Execute and get the outcome
public Outcome Execute(float frameTime)
{
if (!ActionOperators.TryPeek(out var op))
{
return Outcome.Success;
}
op.Startup();
var outcome = op.Execute(frameTime);
switch (outcome)
{
case Outcome.Success:
op.Shutdown(outcome);
ActionOperators.Dequeue();
break;
case Outcome.Continuing:
break;
case Outcome.Failed:
op.Shutdown(outcome);
ActionOperators.Clear();
break;
default:
throw new ArgumentOutOfRangeException();
}
return outcome;
}
/// <summary>
/// AKA the Decision Score Evaluator (DSE)
/// This is where the magic happens
/// </summary>
/// <param name="context"></param>
/// <param name="min"></param>
/// <returns></returns>
public float GetScore(Blackboard context, float min)
{
UpdateBlackboard(context);
var considerations = GetConsiderations(context);
DebugTools.Assert(considerations.Count > 0);
// Overall structure is based on Building a better centaur
// Ideally we should early-out each action as cheaply as possible if it's not valid, thus
// the finalScore can only go down over time.
var finalScore = 1.0f;
var minThreshold = min / Bonus;
context.GetState<ConsiderationState>().SetValue(considerations.Count);
foreach (var consideration in considerations)
{
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) {
return 0.0f;
}
}
DebugTools.Assert(finalScore <= 1.0f);
return finalScore * Bonus;
}
}
}