AI sleeping (#1708)

* AI sleeping

AI no longer update when dead.

* It was easier to merge master and re-apply it.

* Update AiControllerComponent.cs

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
This commit is contained in:
metalgearsloth
2020-08-18 23:14:55 +10:00
committed by GitHub
parent 5de57d6cd2
commit 04bc20c365
4 changed files with 101 additions and 28 deletions

View File

@@ -6,10 +6,13 @@ using Content.Server.AI.Utility.Actions;
using Content.Server.AI.Utility.BehaviorSets;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States.Utility;
using Content.Server.GameObjects.EntitySystems.AI;
using Content.Server.GameObjects.EntitySystems.AI.LoadBalancer;
using Content.Server.GameObjects.EntitySystems.JobQueues;
using Content.Shared.GameObjects.Components.Damage;
using Robust.Server.AI;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
@@ -62,6 +65,13 @@ namespace Content.Server.AI.Utility.AiLogic
{
SortActions();
}
if (BehaviorSets.Count == 1 && !EntitySystem.Get<AiSystem>().IsAwake(this))
{
IoCManager.Resolve<IEntityManager>()
.EventBus
.RaiseEvent(EventSource.Local, new SleepAiMessage(this, false));
}
}
public void RemoveBehaviorSet(Type behaviorSet)
@@ -73,6 +83,13 @@ namespace Content.Server.AI.Utility.AiLogic
BehaviorSets.Remove(behaviorSet);
SortActions();
}
if (BehaviorSets.Count == 0)
{
IoCManager.Resolve<IEntityManager>()
.EventBus
.RaiseEvent(EventSource.Local, new SleepAiMessage(this, true));
}
}
/// <summary>
@@ -133,7 +150,23 @@ namespace Content.Server.AI.Utility.AiLogic
private void DeathHandle(HealthChangedEventArgs eventArgs)
{
var oldDeadState = _isDead;
_isDead = eventArgs.Damageable.CurrentDamageState == DamageState.Dead || eventArgs.Damageable.CurrentDamageState == DamageState.Critical;
if (oldDeadState != _isDead)
{
var entityManager = IoCManager.Resolve<IEntityManager>();
switch (_isDead)
{
case true:
entityManager.EventBus.RaiseEvent(EventSource.Local, new SleepAiMessage(this, true));
break;
case false:
entityManager.EventBus.RaiseEvent(EventSource.Local, new SleepAiMessage(this, false));
break;
}
}
}
private void ReceivedAction()
@@ -167,16 +200,6 @@ namespace Content.Server.AI.Utility.AiLogic
public override void Update(float frameTime)
{
// If we can't do anything then there's no point thinking
if (_isDead || BehaviorSets.Count == 0)
{
_actionCancellation?.Cancel();
_blackboard.GetState<LastUtilityScoreState>().SetValue(0.0f);
CurrentAction?.Shutdown();
CurrentAction = null;
return;
}
// If we asked for a new action we don't want to dump the existing one.
if (_actionRequest != null)
{

View File

@@ -1,7 +1,9 @@
using Content.Shared.GameObjects.Components.Movement;
using Content.Server.GameObjects.EntitySystems.AI;
using Content.Shared.GameObjects.Components.Movement;
using Robust.Server.AI;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Components;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Serialization;
@@ -45,6 +47,8 @@ namespace Content.Server.GameObjects.Components.Movement
// This component requires a collidable component.
if (!Owner.HasComponent<ICollidableComponent>())
Owner.AddComponent<CollidableComponent>();
EntitySystem.Get<AiSystem>().ProcessorInitialize(this);
}
/// <inheritdoc />

View File

@@ -1,4 +1,5 @@
using System;
#nullable enable
using System;
using System.Collections.Generic;
using Content.Server.GameObjects.Components.Movement;
using Content.Shared.GameObjects.Components.Movement;
@@ -19,23 +20,31 @@ namespace Content.Server.GameObjects.EntitySystems.AI
[UsedImplicitly]
internal class AiSystem : EntitySystem
{
#pragma warning disable 649
[Dependency] private readonly IPauseManager _pauseManager;
[Dependency] private readonly IDynamicTypeFactory _typeFactory;
[Dependency] private readonly IReflectionManager _reflectionManager;
#pragma warning restore 649
[Dependency] private readonly IDynamicTypeFactory _typeFactory = default!;
[Dependency] private readonly IReflectionManager _reflectionManager = default!;
private readonly Dictionary<string, Type> _processorTypes = new Dictionary<string, Type>();
/// <summary>
/// To avoid iterating over dead AI continuously they can wake and sleep themselves when necessary.
/// </summary>
private readonly HashSet<AiLogicProcessor> _awakeAi = new HashSet<AiLogicProcessor>();
// To avoid modifying awakeAi while iterating over it.
private readonly List<SleepAiMessage> _queuedSleepMessages = new List<SleepAiMessage>();
public bool IsAwake(AiLogicProcessor processor) => _awakeAi.Contains(processor);
/// <inheritdoc />
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<SleepAiMessage>(HandleAiSleep);
var processors = _reflectionManager.GetAllChildren<AiLogicProcessor>();
foreach (var processor in processors)
{
var att = (AiLogicProcessorAttribute)Attribute.GetCustomAttribute(processor, typeof(AiLogicProcessorAttribute));
var att = (AiLogicProcessorAttribute) Attribute.GetCustomAttribute(processor, typeof(AiLogicProcessorAttribute))!;
// Tests should pick this up
DebugTools.AssertNotNull(att);
_processorTypes.Add(att.SerializeName, processor);
@@ -45,23 +54,35 @@ namespace Content.Server.GameObjects.EntitySystems.AI
/// <inheritdoc />
public override void Update(float frameTime)
{
foreach (var comp in ComponentManager.EntityQuery<AiControllerComponent>())
foreach (var message in _queuedSleepMessages)
{
if (_pauseManager.IsEntityPaused(comp.Owner))
switch (message.Sleep)
{
continue;
case true:
_awakeAi.Remove(message.Processor);
break;
case false:
_awakeAi.Add(message.Processor);
break;
}
ProcessorInitialize(comp);
var processor = comp.Processor;
}
_queuedSleepMessages.Clear();
foreach (var processor in _awakeAi)
{
processor.Update(frameTime);
}
}
private void HandleAiSleep(SleepAiMessage message)
{
_queuedSleepMessages.Add(message);
}
/// <summary>
/// Will start up the controller's processor if not already done so
/// Will start up the controller's processor if not already done so.
/// Also add them to the awakeAi for updates.
/// </summary>
/// <param name="controller"></param>
public void ProcessorInitialize(AiControllerComponent controller)
@@ -70,6 +91,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI
controller.Processor = CreateProcessor(controller.LogicName);
controller.Processor.SelfEntity = controller.Owner;
controller.Processor.Setup();
_awakeAi.Add(controller.Processor);
}
private AiLogicProcessor CreateProcessor(string name)
@@ -94,7 +116,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI
+ "\n processorId: Class that inherits AiLogicProcessor and has an AiLogicProcessor attribute."
+ "\n entityID: Uid of entity to add the AiControllerComponent to. Open its VV menu to find this.";
public void Execute(IConsoleShell shell, IPlayerSession player, string[] args)
public void Execute(IConsoleShell shell, IPlayerSession? player, string[] args)
{
if(args.Length != 2)
{

View File

@@ -0,0 +1,24 @@
using Robust.Server.AI;
using Robust.Shared.GameObjects;
namespace Content.Server.GameObjects.EntitySystems.AI
{
/// <summary>
/// Indicates whether an AI should be updated by the AiSystem or not.
/// Useful to sleep AI when they die or otherwise should be inactive.
/// </summary>
internal sealed class SleepAiMessage : EntitySystemMessage
{
/// <summary>
/// Sleep or awake.
/// </summary>
public bool Sleep { get; }
public AiLogicProcessor Processor { get; }
public SleepAiMessage(AiLogicProcessor processor, bool sleep)
{
Processor = processor;
Sleep = sleep;
}
}
}