Files
tbd-station-14/Content.Server/NPC/NPCBlackboard.cs
Nemanja 524725d378 HandsSystem Refactor (#38438)
* checkpoint

* pt 2

* pt... i forgot

* pt 4

* patch

* More test fixes

* optimization!!!

* the REAL hand system

* fix RetractableItemActionSystem.cs oversight

* the review

* test

* remove test usage of body prototype

* Update Content.IntegrationTests/Tests/Interaction/InteractionTest.cs

Co-authored-by: Tayrtahn <tayrtahn@gmail.com>

* hellcode

* hellcode 2

* Minor cleanup

* test

* Chasing the last of the bugs

* changes

---------

Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
2025-06-25 15:13:03 +02:00

353 lines
9.9 KiB
C#

using System.Collections;
using System.Diagnostics.CodeAnalysis;
using Content.Server.Hands.Systems;
using Content.Shared.Access.Systems;
using Content.Shared.ActionBlocker;
using Content.Shared.Hands.Components;
using Content.Shared.Interaction;
using JetBrains.Annotations;
using Robust.Shared.Utility;
namespace Content.Server.NPC;
[DataDefinition]
public sealed partial class NPCBlackboard : IEnumerable<KeyValuePair<string, object>>
{
/// <summary>
/// Global defaults for NPCs
/// </summary>
private static readonly Dictionary<string, object> BlackboardDefaults = new()
{
{"BufferRange", 10f},
{"FollowCloseRange", 3f},
{"FollowRange", 7f},
{"IdleRange", 7f},
{"InteractRange", SharedInteractionSystem.InteractionRange},
{"MaximumIdleTime", 7f},
{MedibotInjectRange, 4f},
{MeleeMissChance, 0.3f},
{"MeleeRange", 1f},
{"MinimumIdleTime", 2f},
{"MovementRangeClose", 0.2f},
{"MovementRange", 1.5f},
{"RangedRange", 10f},
{"RotateSpeed", float.MaxValue},
{"VisionRadius", 10f},
{"AggroVisionRadius", 10f},
};
/// <summary>
/// The specific blackboard for this NPC.
/// </summary>
private readonly Dictionary<string, object> _blackboard = new();
/// <summary>
/// Should we allow setting values on the blackboard. This is true when we are planning.
/// <remarks>
/// The effects get stored separately so they can potentially be re-applied during execution.
/// </remarks>
/// </summary>
public bool ReadOnly = false;
public void Clear()
{
_blackboard.Clear();
}
public NPCBlackboard ShallowClone()
{
var dict = new NPCBlackboard();
foreach (var item in _blackboard)
{
dict.SetValue(item.Key, item.Value);
}
return dict;
}
[Pure]
public bool ContainsKey(string key)
{
return _blackboard.ContainsKey(key);
}
/// <summary>
/// Get the blackboard data for a particular key.
/// </summary>
[Pure]
public T GetValue<T>(string key)
{
return (T) _blackboard[key];
}
/// <summary>
/// Tries to get the blackboard data for a particular key. Returns default if not found
/// </summary>
[Pure]
public T? GetValueOrDefault<T>(string key, IEntityManager entManager)
{
if (_blackboard.TryGetValue(key, out var value))
{
return (T) value;
}
if (TryGetEntityDefault(key, out value, entManager))
{
return (T) value;
}
if (BlackboardDefaults.TryGetValue(key, out value))
{
return (T) value;
}
return default;
}
/// <summary>
/// Tries to get the blackboard data for a particular key.
/// </summary>
public bool TryGetValue<T>(string key, [NotNullWhen(true)] out T? value, IEntityManager entManager)
{
if (_blackboard.TryGetValue(key, out var data))
{
value = (T) data;
return true;
}
if (TryGetEntityDefault(key, out data, entManager))
{
value = (T) data;
return true;
}
if (BlackboardDefaults.TryGetValue(key, out data))
{
value = (T) data;
return true;
}
value = default;
return false;
}
public void SetValue(string key, object value)
{
if (ReadOnly)
{
AssertReadonly();
return;
}
_blackboard[key] = value;
}
private void AssertReadonly()
{
DebugTools.Assert(false, $"Tried to write to an NPC blackboard that is readonly!");
}
private bool TryGetEntityDefault(string key, [NotNullWhen(true)] out object? value, IEntityManager entManager)
{
value = default;
EntityUid owner;
var handSys = entManager.System<HandsSystem>();
switch (key)
{
case Access:
{
if (!TryGetValue(Owner, out owner, entManager))
{
return false;
}
var access = entManager.EntitySysManager.GetEntitySystem<AccessReaderSystem>();
value = access.FindAccessTags(owner);
return true;
}
case ActiveHand:
{
if (!TryGetValue(Owner, out owner, entManager) ||
handSys.GetActiveHand(owner) is not { } activeHand)
{
return false;
}
value = activeHand;
return true;
}
case ActiveHandFree:
{
if (!TryGetValue(Owner, out owner, entManager) ||
!entManager.TryGetComponent<HandsComponent>(owner, out var hands) ||
handSys.GetActiveHand(owner) is not { } activeHand)
{
return false;
}
value = handSys.HandIsEmpty((owner, hands), activeHand);
return true;
}
case CanMove:
{
if (!TryGetValue(Owner, out owner, entManager))
{
return false;
}
var blocker = entManager.EntitySysManager.GetEntitySystem<ActionBlockerSystem>();
value = blocker.CanMove(owner);
return true;
}
case FreeHands:
{
if (!TryGetValue(Owner, out owner, entManager) ||
!entManager.TryGetComponent<HandsComponent>(owner, out var hands) ||
handSys.GetActiveHand(owner) is null)
{
return false;
}
var handos = new List<string>();
foreach (var id in hands.Hands.Keys)
{
if (!handSys.HandIsEmpty((owner, hands), id))
continue;
handos.Add(id);
}
value = handos;
return true;
}
case Inventory:
{
if (!TryGetValue(Owner, out owner, entManager) ||
!entManager.TryGetComponent<HandsComponent>(owner, out var hands) ||
handSys.GetActiveHand(owner) is null)
{
return false;
}
var handos = new List<string>();
foreach (var id in hands.Hands.Keys)
{
if (!handSys.HandIsEmpty((owner, hands), id))
continue;
handos.Add(id);
}
value = handos;
return true;
}
case OwnerCoordinates:
{
if (!TryGetValue(Owner, out owner, entManager))
{
return false;
}
if (entManager.TryGetComponent<TransformComponent>(owner, out var xform))
{
value = xform.Coordinates;
return true;
}
return false;
}
default:
return false;
}
}
public bool Remove<T>(string key)
{
DebugTools.Assert(!_blackboard.ContainsKey(key) || _blackboard[key] is T);
return _blackboard.Remove(key);
}
public string GetVisionRadiusKey(IEntityManager entMan)
{
return TryGetValue<EntityUid>("Target", out _, entMan)
? AggroVisionRadius
: VisionRadius;
}
// I Ummd and Ahhd about using strings vs enums and decided on tags because
// if a fork wants to do their own thing they don't need to touch the enum.
/*
* Constants to make development easier
*/
public const string Access = "Access";
public const string ActiveHand = "ActiveHand";
public const string ActiveHandFree = "ActiveHandFree";
public const string CanMove = "CanMove";
public const string FreeHands = "FreeHands";
public const string FollowTarget = "FollowTarget";
public const string Inventory = "Inventory";
public const string MedibotInjectRange = "MedibotInjectRange";
public const string MeleeMissChance = "MeleeMissChance";
public const string Owner = "Owner";
public const string OwnerCoordinates = "OwnerCoordinates";
public const string MovementTarget = "MovementTarget";
/// <summary>
/// Can the NPC click open entities such as doors.
/// </summary>
public const string NavInteract = "NavInteract";
/// <summary>
/// Can the NPC pry open doors for steering.
/// </summary>
public const string NavPry = "NavPry";
/// <summary>
/// Can the NPC smash obstacles for steering.
/// </summary>
public const string NavSmash = "NavSmash";
/// <summary>
/// Can the NPC climb obstacles for steering.
/// </summary>
public const string NavClimb = "NavClimb";
/// <summary>
/// Default key storage for a movement pathfind.
/// </summary>
public const string PathfindKey = "MovementPathfind";
public const string RotateSpeed = "RotateSpeed";
public const string UtilityTarget = "UtilityTarget";
private const string VisionRadius = "VisionRadius";
private const string AggroVisionRadius = "AggroVisionRadius";
/// <summary>
/// A configurable "order" enum that can be given to an NPC from an external source.
/// </summary>
public const string CurrentOrders = "CurrentOrders";
/// <summary>
/// A configurable target that's ordered by external sources.
/// </summary>
public const string CurrentOrderedTarget = "CurrentOrderedTarget";
public IEnumerator<KeyValuePair<string, object>> GetEnumerator()
{
return _blackboard.GetEnumerator();
}
IEnumerator IEnumerable.GetEnumerator()
{
return GetEnumerator();
}
}