Files
tbd-station-14/Content.Server/AI/WorldState/Blackboard.cs
DrSmugleaf 4a8ed41e3a Fix namespaces and optimize imports (#1651)
* Fix namespaces and optimize imports

* Cleanup fixes

* Merge conflict fixes

* Merge conflict fixes

* Merge conflict fixes
2020-08-13 14:40:27 +02:00

74 lines
2.4 KiB
C#

using System;
using System.Collections.Generic;
using Robust.Shared.Interfaces.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 Dictionary<Type, IAiState>();
private readonly List<IPlanningState> _planningStates = new List<IPlanningState>();
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)];
}
}
}