Files
Delta-v/Content.Server/NPC/Systems/NPCUtilitySystem.cs
T
+44 c93551dad7 upstream merge 7/9 (#1762)
* Remove always false checks (#31708)

* Remove calls to FormattedMessage obsolete methods (#31706)

* Remove FormattedMessage obsolete methods

* Oops

* remove misinformation from tip 26 (#31705)

tip 26

* Automatic changelog update

* Replace obsolete code in AnomalySystem.Generator.cs (#31718)

* replace obsolete

* weh

* Added cursor indicator for space dragon fire breath ability (#31725)

space dragon breath cursor indicator

Co-authored-by: YourUsername <you@example.com>

* Automatic changelog update

* small yml cleanup (#31720)

* Updates descriptions of station specific jobs. (#31713)

done

* Remove unused IoC dependency references. (#31704)

Remove unused IoC dependencies

* cleanup filing cabinets yml (#31211)

* partmedia ahh kommit

* ahh

* everything should be fine now

* f

* now should be good

* Update Resources/Prototypes/Entities/Structures/Storage/filing_cabinets.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* fix suffix

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Move IgnitionEvent to shared (#30985)

* Cleanup railings yml (#31618)

* Cleanup railings

* fix line

* real fix

* Roundstart Grappling Gun (#31737)

Roundstart grappling hook

* Automatic changelog update

* Added in-hand sprite for Smile the Slime (#31731)

added smile the slime in-hand texture

Co-authored-by: YourUsername <you@example.com>

* Lite Magnet Rebalancing (#31726)

magnet rebalancing ish

* unnerf fishops

* Devmap crew monitor fix (#31677)

* Automatic changelog update

* Add ERT time stats (#31629)

* add jobs for ghost roles

* add job to ToggleableGhostRole

* typo

---------

Co-authored-by: Mota <belochuc@gmail.com>

* Automatic changelog update

* Fix CS0642 - Possible mistaken empty statement (#31740)

* Throw the book at em! The space law book now does 1 blunt projectile damage (#31387)

* you can now throw the space law book for 1 blunt damage

* made book damage a feature of all books

* Replace instances of SolutionContainerSystem with SharedSolutionContainerSystem (#30084)

* Replace instances of SolutionContainerSystem with SharedSolutionContainerSystem

* guap

* More fixes

* Wait you can do that?

---------

Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>

* Add Donk Co. microwave board to Combat Bakery Kit (#31239)

* Add special microwave board to Combat Bakery Kit

* use event instead of trycomp

* make the board sus

* add instructions note

* embarrassing typo

* Add functionality to Donk Co. microwave instead

* update note

* Automatic changelog update

* Actions bar dynamic resizing (#31759)

* action bar dynamic resizing

* action bar dynamic resizing for separated style

* decreased indent for separated style

---------

Co-authored-by: YourUsername <you@example.com>

* Automatic changelog update

* Fix warnings related to non-exhaustive pattern matching.  (#31763)

old man shakes fist at modern syntax

* ats update (#31766)

* ats update

* fix pipenet

* Ninja throwing star ability fix (#31684)

fixed ninja star not spawning

Co-authored-by: YourUsername <you@example.com>

* Automatic changelog update

* Remove duplicate using from FoodSystem (#31769)

* vox voices revamp (#31679)

vox voices v2

* fixed broken pipe sprites (#31773)

* Return Long2 and Long3 hairstyles  (#30963)

* Sprites

* Prototype_&_Locale

* sorted_in_alphabetical_order

* Automatic changelog update

* Added many old ion lawsets for borgs and AI. (#31664)

* Added the Commandments, Paladin, LetLive, Station Efficiency, Robocop, Overlord, Dungeon Master, Artist, Antimov and Nutimov lawsets/

* Wording

* Anti-Antimov

* Fixed fun

* Add Snails (#30765)

* add snails

* scuffix

* migrate

* mo-grate

* oopsied the ftls

* Revert "oopsied the ftls"

This reverts commit 0d3c6c17f31ec904679d6a48799cea71e77c1f99.

* the curse of staging the wrong file, resolved.

* Snoth

* fix my dumbs

* reviews 1

* anti space technology

* salt hurty

* spelling

* Its a slotherhouse out here

* sequencing

* cooked snail

* volfix

* speed reversal

* Automatic changelog update

* Remove testbed command (#31793)

* feat: now when research is unlocked in console, approver of reasearch is radio-ed too (#31170)

* feat: now when research is unlocked in console, approver of reasearch is radio-ed too

* refactor: now most of events that require actor name to be radio-ed or logged use TryGetIdentityShortInfoEvent which is subscibed by id-card system and borg system (to work for both carbon and synthetic life-forms)

* refactor: moved TryGetIdentityShortInfoEvent on id card system to shared, fixed cargo cent-com-originated orders

* remove unused check

* refactor: decoupled systems from IdCardSystem (those that are not dependent on it anymore)

* refactor: removed unuseed usings

* feat: emagged cargo/research consoles wont radio messages on buy/research confirm anymore

---------

Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>

* Automatic changelog update

* New chemical based artifact nodes (#30873)

* Initial pH nodes, and description changes to indicate pH

* Psychoactive and stimulant nodes, Medical foundation, bioreactive hint

* Added medical reagents to medical node. Added norepinephric acid to acidic and made up a pH

* Added pyrotechnic chem node, and corresponding hint

* spelled psychedelic correctly

* Fixed capitalisation skill issue

* fixed indentation skill issue

* fixed a further indentation skill issue

* Removed extraneous whitespace

* Replaced bioreactive with theraputic and psychoactive. Also fixed typo skill issue.

* removed unnecessary comment

* Replaced heartbreaker with THC for psychadelic

* removed artifexium from acidic

* added tran acid to acidic

* added more medical chems

* removed pH values

* removed all but medical

* Automatic changelog update

* Add Red Neck Gaiter To Secdrobe (#30106)

* Red Neck Gaiter Added to SecDrobe

* Removes Gaiter From TheaterDrobe

* Automatic changelog update

* Fixed typos (#31811)

* Automatic changelog update

* Station AI has their name displayed in announcements now. (#31802)

* Station AI has their name displayed in announcements now.

* I'm so sorry

* Corrections

* part 2

* part 3 :|

* part 4

* Whitespace

* Fixing whitespace part 1

* No more whitespace

* PLEASE NO MORE WHITESPACE

* Automatic changelog update

* Add disabled station anchors version (#31794)

* Add disabled station anchors versions

* remove this

* add structural damage taken to a lot of prototypes (#30790)

* fix

* add structural damage taken to a lot of other things

* do requested changes

* how did this happen

* Automatic changelog update

* No Mr.Snail, I expect you to die! (fix sprite) (#31834)

* No Mr.Snail, I expect you to die!

* emoting

* Allow some mobs to walk slowly (#31360)

* Allow mice to walk slowly

* add more

* Automatic changelog update

* Delete nonsense solar assembly construction through the Construction window (#31425)

* Delete construction for solar assembly, it's the way to do it

* Fix description of solar tracker electronics

* Improvements to hand labeler UI (#31833)

Give line edit focus when window is opened
No longer require pressing enter to set the text
Give feedback when user hits the maximum label length

Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es>

* make tesla brighter (#31357)

* make tesla brighter

* radius to 10

* Automatic changelog update

* CorrectContraband levels on each type of magboots (#30960)

* Added a ClothingShoesBootsMagBase, to allow the other versions of the magboots to have their own contraband settings

* Changed Science Boots to not be contraband

* Made ClothingShoesBootsMagBase abstract

* Removed Engineering Contraband from base magboots. Now only the CE's Advanced Magboots are contraband (Grand Theft Contraband). Blood Reds are Syndie Contraband.

* Automatic changelog update

* Morgue system refactor remove unused VVs and into Entity (#31835)

* Remove unused VVs params and usings
from entityUid, MorgueComponent into Entity<MorgueComponent> ent

* remove unnecesary VVs cuz datafields add em

* Make midround zombie outbreaks much rarer (#30266)

* Remove midround zombies

* super rare, like, 1/651 chance every few minutes.

* weight to 1

---------

Co-authored-by: Ubaser <134914314+UbaserB@users.noreply.github.com>

* Automatic changelog update

* Teleporting while pulling crash fix (#31787)

teleporting while pulling crash fix

Co-authored-by: YourUsername <you@example.com>

* Automatic changelog update

* quietify stealthbox (#30741)

* Automatic changelog update

* Atmospheric alerts computer (#25938)

* Atmospheric alerts computer

* Moved components, restricted access to them

* Minor tweaks

* The screen will now turn off when the computer is not powered

* Bug fix

* Adjusted label

* Updated to latest master version

* Automatic changelog update

* Day 0 bug fix for atmos alerts computer (#31858)

Initial commit

* Basically every electronic device can now be used by the AI. (#31730)

* Basically every electronic device can now be used by the AI.

* Removed stuff that didnt make sense

* oops

* Removed access from mailing and disposal units.

* Added AI wires to a couple machines.

* cool epic stuff

* Automatic changelog update

* Fix a typo in the 10 commandments (#31856)

* feat: #26107 uplink discounts for traitors (no nukies for now) (#26297)

* feat: #26107 uplink discounts for traitors and nukies

* refactor: #26107 extracted discount label from price of StoreListingControl

* refactor: minor renaming

* refactor: parametrized adding discounts to uplink store

* fix: #26107 prevent exception on empty discountOptions

* feat: uplink now have 'Discounted' category which contains all discounted items on this session.

* after merge fixups

* rename discount categories according to common sense

* refactor: DiscountOptions is now optional (nullable) on ListingData

* add nullability check ignore for already checked listingData.DiscountOptions

* fix after merge store menu ui

* remove unused using

* final fix after merge conflicts

* [refactor]: #26107 fix variables naming in UplinkSystem

* fix: #26107 fix after merge

* refactor: #26107 now supports discountDownUntil on ListingItem, instead of % of discount

* feat: #26107 support multiple currency discount in store on side of discount message label

* refactor: #26107 extracted discounts initialization to separate system. StoreDiscountData are spread as array and not list now

* refactor: #26107 move more code from storesystem to StoreDiscountComponent

* refactor: #26107 separated StoreSystem and StoreDiscountSystem using events

* fix: #26107 placed not-nullable variable initialization in ListingData for tests

* refactor: #26107 minor renaming, xml-docs

* fix: #26107 changed most of discounts to be down to half price for balance purposes

* ids used in with discounts are now ProtoIds, dicountCategories are now prototypes, code with weights simplified

* decoupled storesystem and store discount system

* xml-docs

* refactor:  #26107 xml-doc for StoreDiscountSystem

* is now a thing (tmp)

* fix: compilation errors + StoreDiscountData.DiscountCategoryId

* refactor: rename ListingDataWithCostModifiers, fix all cost related code, enpittyfy performance, uglify uplink_catalog

* refactor: removed unused code, more StoreDiscountSystem docs, simplify code

* refactor: moved discount category logic to respective system, now creating ListingData c-tor clones all mutable fields as expected

* refactor: rename back (its not prototype)

* refactor: move ListingItemsInitializingEvent to file with handling logic

* refactor: comments for StoreBuyFinishedEvent handling, more logging

* refactor: moved StoreInitializedEvent, xml-doc

* refactor: simplify StoreDiscountSystem code  (reduce nesting) + xml-doc

* refactor: restore old listing data cost field name

* refactor: fix linter in uplink_catalog.yml

* refactor: xml-doc for ListingDataWithCostModifiers

* refactor: limit usage of ListingData in favour of ListingDataWithCostModifiers

* refactor: purged linq, removed custom datafield names, minor cleanup

* refactor: removed double-allocation on getting available listings

* refactor: StoreSystem.OnBuyRequest now uses component.FullListingsCatalog as reference point (as it was in original code)

* fix: minor discount categories on uplink items changes following design overview

* refactor: StoreBuyListingMessage now uses protoId and not whole object

* refactor: store refund and discount integration test, RefreshAllListings now translates previous cost modifiers to refreshed list, if state previous to refresh had any listing items

---------

Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>

* Automatic changelog update

* Fixed AI Actions (#31823)

* Updated sprites for AI HUD

* Epic test fail

* Merged AGhost actions and AI actions together again.

* Seperate comms and bugfix. Fixed broadcast.

* Automatic changelog update

* add wireless net to evac shuttles

* Automatic changelog update

* A kit to help new botanists discover chemistry (#31738)

* Add a kit for botanists to do some limited chemistry to the NutriMax. Intended to help new botanists learn in-game about chemistry.

* remove exclamation marks from names

* naming fix

* Rejected trademark application for 'Farmers Helper'.

---------

Co-authored-by: PraxisMapper <praxismapper@gmail.com>

* Automatic changelog update

* Board for the AI upload console (#31867)

board

* Automatic changelog update

* Fix typo in agri-chem manual (#31869)

* Fix typo in agri-chem manual

* Unremove my added newline

* Cleanup books.yml (#31838)

* Cleanup books.yml

* yeah

* shame

* Vox sign/N2 locker update (#31845)

* Vox sign/N2 locker update

The "vox area" sign and N2 locker sprite were both taken from /vg/station. These sprites have bad racist connotations as discussed in https://github.com/space-wizards/space-station-14/issues/31840, and do not fit our server culture.

The new N2 locker is not a taped on piece of trash. It now also has a blue stripe to mimic the regular O2 locker and make it more distinct from fire safety closets.

The new "vox area" sign sprite follows the same style as other "area indicator" signs used throughout the blue and isn't an explicit warning sign anymore. It still has "No O2" on it to fill that role though.

* emogarbage adjustments

---------

Co-authored-by: EmoGarbage404 <retron404@gmail.com>

* Automatic changelog update

* Pizza boxes now have a chance to contain cotton pizza (#31883)

Pizza box now contains cotton pizza

Co-authored-by: Ekkosangen <9094006+XyyxShard@users.noreply.github.com>

* Automatic changelog update

* Tech Anomaly (#31764)

* A

* B

* C

* D

* Update TechAnomalySystem.cs

* idle anim

* Update meta.json

* new animation

* Automatic changelog update

* Fixed throngler name inconsistencies (#31889)

changed throngler names

* I have spent more time today cleaning up garbage than coding new shit, and I am mad (#31246)

* Fix logging of GetWebhook errors

Yeah let's just not log the error only stack trace.

* I have spent more time today cleaning up garbage than coding new shit, and I am mad

Cleans up the custom vote Discord webhook code because I *happened* to lay my eyes on how completely terrible it was and immediately found an obvious bug with it.

Also did basic QA because jesus christ: it more clearly reports pending votes, properly indicates cancelled votes, improves footer formatting, better error logging, all the usual shit.

Requires https://github.com/space-wizards/RobustToolbox/pull/5375 to avoid test failures

* Mineral Scanner (#31390)

* Mineral Scanner

* doink

* review

* sunday funday

* review and fix bugs i think?

* Update MiningOverlay.cs

* Automatic changelog update

* Fix ai upload console itemslot whitelist (#31900)

* Fix ai upload console itemslot whitelist

* aw man

* Automatic changelog update

* improved vox laugh (#31798)

vox laugh not underwater

* fix pump shotgun wielded sprite (#31885)

* fix shotgun sprite

* fix take 2

* fix: Snail event wasnt tabled (#31884)

pest events reorganized and snails spawn

* Automatic changelog update

* Force stop pulling when fall asleep (#31893)

* break pull at sleep

* TryStopPull without user

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Co-authored-by: YourUsername <you@example.com>

* Automatic changelog update

* Energy Shotgun Change 2 - Narrow Nerf + instances from NoSpawn --> categories: [ HideSpawnMenu ] + self recharge removed + 1 more shot + normal recharge speed (#31235)

* narrow nerf

* last instance of nospawn gone

* removes self recharge

* 8 shots, less recharge time

* Automatic changelog update

* Add justice helm (#31905)

* Add justice helm

* backslash moment

* spinny light

* remove power cell from recipe

* Automatic changelog update

* Quiver Crafting Recipe (#27198)

* Update quiver.yml

* Create quiver.yml

* Update clothing.yml

* Update pneumatic_cannon.yml

* Update pneumatic_cannon.yml

* Update pneumatic_cannon.yml

* Update pneumatic_cannon.yml

* Delete RDs binary encryption key (#31909)

Deleting binary key

Silicon supremacy!

* undelete rd key

* Automatic changelog update

* split temperature protection into heating and cooling (#30662)

* split temperature protection into heating and cooling

* fugg

* weh

* update TemperatureProtection for stuff

* Automatic changelog update

* makes the maple wing marking have a primary and a secondary color (#31691)

bogos binted

* Automatic changelog update

* Remake bottles and syringes names to use labels (#29956)

* Remake bottles and syringes names to use labels

* vial

* fix and add stuff

* Automatic changelog update

* guide on agrichem and botanicals guidebook update (#31896)

* Automatic changelog update

* Automatic changelog update

* Lost evac pod thing tiny fan (#31915)

* disaster evacpod tinyfan

* real

* :trollface:

* untroll

* Ghostrole rule updates (#29249)

* First batch of ghostrole rule updates

* Second pass

* Re-word free agent

* Apply review comments

Co-authored-by: Chief-Engineer <119664036+Chief-Engineer@users.noreply.github.com>

* You heard it here first folks

God rules are weird to write.

Co-authored-by: Chief-Engineer <119664036+Chief-Engineer@users.noreply.github.com>

* Honkbot -> Free Agent

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* Mimebot -> Free Agent

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* Jonkbot -> Free Agent

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* Softer blue

---------

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* :trollface:

* :trollface:

* :trollface:

* pro

---------

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2024-09-10 01:20:38 +10:00

577 lines
20 KiB
C#

using Content.Server.Fluids.EntitySystems;
using Content.Server.NPC.Queries;
using Content.Server.NPC.Queries.Considerations;
using Content.Server.NPC.Queries.Curves;
using Content.Server.NPC.Queries.Queries;
using Content.Server.Nutrition.Components;
using Content.Server.Nutrition.EntitySystems;
using Content.Server.Storage.Components;
using Content.Shared.Chemistry.EntitySystems;
using Content.Shared.Damage;
using Content.Shared.Examine;
using Content.Shared.Fluids.Components;
using Content.Shared.Hands.Components;
using Content.Shared.Inventory;
using Content.Shared.Mobs;
using Content.Shared.Mobs.Components;
using Content.Shared.Mobs.Systems;
using Content.Shared.NPC.Systems;
using Content.Shared.Nutrition.Components;
using Content.Shared.Nutrition.EntitySystems;
using Content.Shared.Tools.Systems;
using Content.Shared.Weapons.Melee;
using Content.Shared.Weapons.Ranged.Components;
using Content.Shared.Weapons.Ranged.Events;
using Content.Shared.Whitelist;
using Microsoft.Extensions.ObjectPool;
using Robust.Server.Containers;
using Robust.Shared.Prototypes;
using Robust.Shared.Utility;
using System.Linq;
namespace Content.Server.NPC.Systems;
/// <summary>
/// Handles utility queries for NPCs.
/// </summary>
public sealed class NPCUtilitySystem : EntitySystem
{
[Dependency] private readonly IPrototypeManager _proto = default!;
[Dependency] private readonly ContainerSystem _container = default!;
[Dependency] private readonly DrinkSystem _drink = default!;
[Dependency] private readonly EntityLookupSystem _lookup = default!;
[Dependency] private readonly FoodSystem _food = default!;
[Dependency] private readonly InventorySystem _inventory = default!;
[Dependency] private readonly MobStateSystem _mobState = default!;
[Dependency] private readonly NpcFactionSystem _npcFaction = default!;
[Dependency] private readonly OpenableSystem _openable = default!;
[Dependency] private readonly PuddleSystem _puddle = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
[Dependency] private readonly SharedSolutionContainerSystem _solutions = default!;
[Dependency] private readonly WeldableSystem _weldable = default!;
[Dependency] private readonly ExamineSystemShared _examine = default!;
[Dependency] private readonly EntityWhitelistSystem _whitelistSystem = default!;
[Dependency] private readonly MobThresholdSystem _thresholdSystem = default!;
private EntityQuery<PuddleComponent> _puddleQuery;
private EntityQuery<TransformComponent> _xformQuery;
private ObjectPool<HashSet<EntityUid>> _entPool =
new DefaultObjectPool<HashSet<EntityUid>>(new SetPolicy<EntityUid>(), 256);
// Temporary caches.
private List<EntityUid> _entityList = new();
private HashSet<Entity<IComponent>> _entitySet = new();
private List<EntityPrototype.ComponentRegistryEntry> _compTypes = new();
public override void Initialize()
{
base.Initialize();
_puddleQuery = GetEntityQuery<PuddleComponent>();
_xformQuery = GetEntityQuery<TransformComponent>();
}
/// <summary>
/// Runs the UtilityQueryPrototype and returns the best-matching entities.
/// </summary>
/// <param name="bestOnly">Should we only return the entity with the best score.</param>
public UtilityResult GetEntities(
NPCBlackboard blackboard,
string proto,
bool bestOnly = true)
{
// TODO: PickHostilesop or whatever needs to juse be UtilityQueryOperator
var weh = _proto.Index<UtilityQueryPrototype>(proto);
var ents = _entPool.Get();
foreach (var query in weh.Query)
{
switch (query)
{
case UtilityQueryFilter filter:
Filter(blackboard, ents, filter);
break;
default:
Add(blackboard, ents, query);
break;
}
}
if (ents.Count == 0)
{
_entPool.Return(ents);
return UtilityResult.Empty;
}
var results = new Dictionary<EntityUid, float>();
var highestScore = 0f;
foreach (var ent in ents)
{
if (results.Count > weh.Limit)
break;
var score = 1f;
foreach (var con in weh.Considerations)
{
var conScore = GetScore(blackboard, ent, con);
var curve = con.Curve;
var curveScore = GetScore(curve, conScore);
var adjusted = GetAdjustedScore(curveScore, weh.Considerations.Count);
score *= adjusted;
// If the score is too low OR we only care about best entity then early out.
// Due to the adjusted score only being able to decrease it can never exceed the highest from here.
if (score <= 0f || bestOnly && score <= highestScore)
{
break;
}
}
if (score <= 0f)
continue;
highestScore = MathF.Max(score, highestScore);
results.Add(ent, score);
}
var result = new UtilityResult(results);
blackboard.Remove<EntityUid>(NPCBlackboard.UtilityTarget);
_entPool.Return(ents);
return result;
}
private float GetScore(IUtilityCurve curve, float conScore)
{
switch (curve)
{
case BoolCurve:
return conScore > 0f ? 1f : 0f;
case InverseBoolCurve:
return conScore.Equals(0f) ? 1f : 0f;
case PresetCurve presetCurve:
return GetScore(_proto.Index<UtilityCurvePresetPrototype>(presetCurve.Preset).Curve, conScore);
case QuadraticCurve quadraticCurve:
return Math.Clamp(quadraticCurve.Slope * MathF.Pow(conScore - quadraticCurve.XOffset, quadraticCurve.Exponent) + quadraticCurve.YOffset, 0f, 1f);
default:
throw new NotImplementedException();
}
}
private float GetScore(NPCBlackboard blackboard, EntityUid targetUid, UtilityConsideration consideration)
{
var owner = blackboard.GetValue<EntityUid>(NPCBlackboard.Owner);
switch (consideration)
{
case FoodValueCon:
{
if (!TryComp<FoodComponent>(targetUid, out var food))
return 0f;
// mice can't eat unpeeled bananas, need monkey's help
if (_openable.IsClosed(targetUid))
return 0f;
if (!_food.IsDigestibleBy(owner, targetUid, food))
return 0f;
var avoidBadFood = !HasComp<IgnoreBadFoodComponent>(owner);
// only eat when hungry or if it will eat anything
if (TryComp<HungerComponent>(owner, out var hunger) && hunger.CurrentThreshold > HungerThreshold.Okay && avoidBadFood)
return 0f;
// no mouse don't eat the uranium-235
if (avoidBadFood && HasComp<BadFoodComponent>(targetUid))
return 0f;
return 1f;
}
case DrinkValueCon:
{
if (!TryComp<DrinkComponent>(targetUid, out var drink))
return 0f;
// can't drink closed drinks
if (_openable.IsClosed(targetUid))
return 0f;
// only drink when thirsty
if (TryComp<ThirstComponent>(owner, out var thirst) && thirst.CurrentThirstThreshold > ThirstThreshold.Okay)
return 0f;
// no janicow don't drink the blood puddle
if (HasComp<BadDrinkComponent>(targetUid))
return 0f;
// needs to have something that will satiate thirst, mice wont try to drink 100% pure mutagen.
var hydration = _drink.TotalHydration(targetUid, drink);
if (hydration <= 1.0f)
return 0f;
return 1f;
}
case OrderedTargetCon:
{
if (!blackboard.TryGetValue<EntityUid>(NPCBlackboard.CurrentOrderedTarget, out var orderedTarget, EntityManager))
return 0f;
if (targetUid != orderedTarget)
return 0f;
return 1f;
}
case TargetAccessibleCon:
{
if (_container.TryGetContainingContainer(targetUid, out var container))
{
if (TryComp<EntityStorageComponent>(container.Owner, out var storageComponent))
{
if (storageComponent is { Open: false } && _weldable.IsWelded(container.Owner))
{
return 0.0f;
}
}
else
{
// If we're in a container (e.g. held or whatever) then we probably can't get it. Only exception
// Is a locker / crate
// TODO: Some mobs can break it so consider that.
return 0.0f;
}
}
// TODO: Pathfind there, though probably do it in a separate con.
return 1f;
}
case TargetAmmoMatchesCon:
{
if (!blackboard.TryGetValue(NPCBlackboard.ActiveHand, out Hand? activeHand, EntityManager) ||
!TryComp<BallisticAmmoProviderComponent>(activeHand.HeldEntity, out var heldGun))
{
return 0f;
}
if (_whitelistSystem.IsWhitelistFailOrNull(heldGun.Whitelist, targetUid))
{
return 0f;
}
return 1f;
}
case TargetDistanceCon:
{
var radius = blackboard.GetValueOrDefault<float>(blackboard.GetVisionRadiusKey(EntityManager), EntityManager);
if (!TryComp(targetUid, out TransformComponent? targetXform) ||
!TryComp(owner, out TransformComponent? xform))
{
return 0f;
}
if (!targetXform.Coordinates.TryDistance(EntityManager, _transform, xform.Coordinates,
out var distance))
{
return 0f;
}
return Math.Clamp(distance / radius, 0f, 1f);
}
case TargetAmmoCon:
{
if (!HasComp<GunComponent>(targetUid))
return 0f;
var ev = new GetAmmoCountEvent();
RaiseLocalEvent(targetUid, ref ev);
if (ev.Count == 0)
return 0f;
// Wat
if (ev.Capacity == 0)
return 1f;
return (float) ev.Count / ev.Capacity;
}
case TargetHealthCon con:
{
if (!TryComp(targetUid, out DamageableComponent? damage))
return 0f;
if (con.TargetState != MobState.Invalid && _thresholdSystem.TryGetPercentageForState(targetUid, con.TargetState, damage.TotalDamage, out var percentage))
return Math.Clamp((float)(1 - percentage), 0f, 1f);
if (_thresholdSystem.TryGetIncapPercentage(targetUid, damage.TotalDamage, out var incapPercentage))
return Math.Clamp((float)(1 - incapPercentage), 0f, 1f);
return 0f;
}
case TargetInLOSCon:
{
var radius = blackboard.GetValueOrDefault<float>(blackboard.GetVisionRadiusKey(EntityManager), EntityManager);
return _examine.InRangeUnOccluded(owner, targetUid, radius + 0.5f, null) ? 1f : 0f;
}
case TargetInLOSOrCurrentCon:
{
var radius = blackboard.GetValueOrDefault<float>(blackboard.GetVisionRadiusKey(EntityManager), EntityManager);
const float bufferRange = 0.5f;
if (blackboard.TryGetValue<EntityUid>("Target", out var currentTarget, EntityManager) &&
currentTarget == targetUid &&
TryComp(owner, out TransformComponent? xform) &&
TryComp(targetUid, out TransformComponent? targetXform) &&
xform.Coordinates.TryDistance(EntityManager, _transform, targetXform.Coordinates, out var distance) &&
distance <= radius + bufferRange)
{
return 1f;
}
return _examine.InRangeUnOccluded(owner, targetUid, radius + bufferRange, null) ? 1f : 0f;
}
case TargetIsAliveCon:
{
return _mobState.IsAlive(targetUid) ? 1f : 0f;
}
case TargetIsCritCon:
{
return _mobState.IsCritical(targetUid) ? 1f : 0f;
}
case TargetIsDeadCon:
{
return _mobState.IsDead(targetUid) ? 1f : 0f;
}
case TargetMeleeCon:
{
if (TryComp<MeleeWeaponComponent>(targetUid, out var melee))
{
return melee.Damage.GetTotal().Float() * melee.AttackRate / 100f;
}
return 0f;
}
default:
throw new NotImplementedException();
}
}
private float GetAdjustedScore(float score, int considerations)
{
/*
* Now using the geometric mean
* for n scores you take the n-th root of the scores multiplied
* e.g. a, b, c scores you take Math.Pow(a * b * c, 1/3)
* To get the ACTUAL geometric mean at any one stage you'd need to divide by the running consideration count
* however, the downside to this is it will fluctuate up and down over time.
* For our purposes if we go below the minimum threshold we want to cut it off, thus we take a
* "running geometric mean" which can only ever go down (and by the final value will equal the actual geometric mean).
*/
var adjusted = MathF.Pow(score, 1 / (float) considerations);
return Math.Clamp(adjusted, 0f, 1f);
}
private void Add(NPCBlackboard blackboard, HashSet<EntityUid> entities, UtilityQuery query)
{
var owner = blackboard.GetValue<EntityUid>(NPCBlackboard.Owner);
var vision = blackboard.GetValueOrDefault<float>(blackboard.GetVisionRadiusKey(EntityManager), EntityManager);
switch (query)
{
case ComponentQuery compQuery:
{
if (compQuery.Components.Count == 0)
return;
var mapPos = _transform.GetMapCoordinates(owner, xform: _xformQuery.GetComponent(owner));
_compTypes.Clear();
var i = -1;
EntityPrototype.ComponentRegistryEntry compZero = default!;
foreach (var compType in compQuery.Components.Values)
{
i++;
if (i == 0)
{
compZero = compType;
continue;
}
_compTypes.Add(compType);
}
_entitySet.Clear();
_lookup.GetEntitiesInRange(compZero.Component.GetType(), mapPos, vision, _entitySet);
foreach (var comp in _entitySet)
{
var ent = comp.Owner;
if (ent == owner)
continue;
var othersFound = true;
foreach (var compOther in _compTypes)
{
if (!HasComp(ent, compOther.Component.GetType()))
{
othersFound = false;
break;
}
}
if (!othersFound)
continue;
entities.Add(ent);
}
break;
}
case InventoryQuery:
{
if (!_inventory.TryGetContainerSlotEnumerator(owner, out var enumerator))
break;
while (enumerator.MoveNext(out var slot))
{
foreach (var child in slot.ContainedEntities)
{
RecursiveAdd(child, entities);
}
}
break;
}
case NearbyHostilesQuery:
{
foreach (var ent in _npcFaction.GetNearbyHostiles(owner, vision))
{
entities.Add(ent);
}
break;
}
default:
throw new NotImplementedException();
}
}
private void RecursiveAdd(EntityUid uid, HashSet<EntityUid> entities)
{
// TODO: Probably need a recursive struct enumerator on engine.
var xform = _xformQuery.GetComponent(uid);
var enumerator = xform.ChildEnumerator;
entities.Add(uid);
while (enumerator.MoveNext(out var child))
{
RecursiveAdd(child, entities);
}
}
private void Filter(NPCBlackboard blackboard, HashSet<EntityUid> entities, UtilityQueryFilter filter)
{
switch (filter)
{
case ComponentFilter compFilter:
{
_entityList.Clear();
foreach (var ent in entities)
{
foreach (var comp in compFilter.Components)
{
if (HasComp(ent, comp.Value.Component.GetType()))
continue;
_entityList.Add(ent);
break;
}
}
foreach (var ent in _entityList)
{
entities.Remove(ent);
}
break;
}
case RemoveAnchoredFilter:
{
_entityList.Clear();
foreach (var ent in entities)
{
if (!TryComp(ent, out TransformComponent? xform))
continue;
if (xform.Anchored)
_entityList.Add(ent);
}
foreach (var ent in _entityList)
{
entities.Remove(ent);
}
break;
}
case PuddleFilter:
{
_entityList.Clear();
foreach (var ent in entities)
{
if (!_puddleQuery.TryGetComponent(ent, out var puddleComp) ||
!_solutions.TryGetSolution(ent, puddleComp.SolutionName, out _, out var sol) ||
_puddle.CanFullyEvaporate(sol))
{
_entityList.Add(ent);
}
}
foreach (var ent in _entityList)
{
entities.Remove(ent);
}
break;
}
default:
throw new NotImplementedException();
}
}
}
public readonly record struct UtilityResult(Dictionary<EntityUid, float> Entities)
{
public static readonly UtilityResult Empty = new(new Dictionary<EntityUid, float>());
public readonly Dictionary<EntityUid, float> Entities = Entities;
/// <summary>
/// Returns the entity with the highest score.
/// </summary>
public EntityUid GetHighest()
{
if (Entities.Count == 0)
return EntityUid.Invalid;
return Entities.MaxBy(x => x.Value).Key;
}
/// <summary>
/// Returns the entity with the lowest score. This does not consider entities with a 0 (invalid) score.
/// </summary>
public EntityUid GetLowest()
{
if (Entities.Count == 0)
return EntityUid.Invalid;
return Entities.MinBy(x => x.Value).Key;
}
}