Files
tbd-station-14/Content.Server/AI/WorldState/Blackboard.cs
Acruid ca4fd649fe Massive Namespace Cleanup (#3120)
* Engine namespace changes.

* Automated remove redundant using statements.

* Simplified Graphics namespace.

* Apparently the container system stores full type names in the map file.😞 This updates those names.

* API Changes to LocalizationManager.LoadCulture.

* Update submodule to v0.3.2
2021-02-11 01:13:03 -08:00

74 lines
2.3 KiB
C#

using System;
using System.Collections.Generic;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
namespace Content.Server.AI.WorldState
{
/// <summary>
/// The blackboard functions as an AI's repository of knowledge in a common format.
/// </summary>
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<Type, IAiState> _states = new();
private readonly List<IPlanningState> _planningStates = new();
public Blackboard(IEntity owner)
{
Setup(owner);
}
private void Setup(IEntity owner)
{
var typeFactory = IoCManager.Resolve<IDynamicTypeFactory>();
var blackboardManager = IoCManager.Resolve<BlackboardManager>();
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;
}
}
}
/// <summary>
/// All planning states will have their values reset
/// </summary>
public void ResetPlanning()
{
foreach (var state in _planningStates)
{
state.Reset();
}
}
public void GetStoredState<T>(Type type, out StoredStateData<T> state)
{
state = (StoredStateData<T>) _states[type];
}
/// <summary>
/// Get the AI state class
/// </summary>
/// <typeparam name="T"></typeparam>
/// <returns></returns>
/// <exception cref="InvalidOperationException"></exception>
public T GetState<T>() where T : IAiState
{
return (T) _states[typeof(T)];
}
}
}