#nullable enable
using System;
using System.Collections.Generic;
using Content.Server.AI.Utility.Actions;
using Content.Server.AI.Utility.AiLogic;
using Content.Server.GameObjects.Components.Movement;
using Content.Shared.GameObjects.Components.Mobs.State;
using Content.Shared;
using JetBrains.Annotations;
using Robust.Shared.Configuration;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Prototypes;
using Robust.Shared.Reflection;
using Robust.Shared.Utility;
namespace Content.Server.GameObjects.EntitySystems.AI
{
///
/// Handles NPCs running every tick.
///
[UsedImplicitly]
internal class AiSystem : EntitySystem
{
[Dependency] private readonly IConfigurationManager _configurationManager = default!;
///
/// To avoid iterating over dead AI continuously they can wake and sleep themselves when necessary.
///
private readonly HashSet _awakeAi = new();
// To avoid modifying awakeAi while iterating over it.
private readonly List _queuedSleepMessages = new();
private readonly List _queuedMobStateMessages = new();
public bool IsAwake(AiControllerComponent npc) => _awakeAi.Contains(npc);
///
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent(HandleAiSleep);
SubscribeLocalEvent(MobStateChanged);
}
///
public override void Update(float frameTime)
{
var cvarMaxUpdates = _configurationManager.GetCVar(CCVars.AIMaxUpdates);
if (cvarMaxUpdates <= 0)
return;
foreach (var message in _queuedMobStateMessages)
{
// TODO: Need to generecise this but that will be part of a larger cleanup later anyway.
if (message.Entity.Deleted ||
!message.Entity.TryGetComponent(out UtilityAi? controller))
{
continue;
}
controller.MobStateChanged(message);
}
_queuedMobStateMessages.Clear();
foreach (var message in _queuedSleepMessages)
{
switch (message.Sleep)
{
case true:
if (_awakeAi.Count == cvarMaxUpdates && _awakeAi.Contains(message.Component))
{
Logger.Warning($"Under AI limit again: {_awakeAi.Count - 1} / {cvarMaxUpdates}");
}
_awakeAi.Remove(message.Component);
break;
case false:
_awakeAi.Add(message.Component);
if (_awakeAi.Count > cvarMaxUpdates)
{
Logger.Warning($"AI limit exceeded: {_awakeAi.Count} / {cvarMaxUpdates}");
}
break;
}
}
_queuedSleepMessages.Clear();
var toRemove = new List();
var maxUpdates = Math.Min(_awakeAi.Count, cvarMaxUpdates);
var count = 0;
foreach (var npc in _awakeAi)
{
if (npc.Paused) continue;
if (npc.Deleted)
{
toRemove.Add(npc);
continue;
}
if (count >= maxUpdates)
{
break;
}
npc.Update(frameTime);
count++;
}
foreach (var processor in toRemove)
{
_awakeAi.Remove(processor);
}
}
private void HandleAiSleep(SleepAiMessage message)
{
_queuedSleepMessages.Add(message);
}
private void MobStateChanged(MobStateChangedMessage message)
{
if (!message.Entity.HasComponent())
{
return;
}
_queuedMobStateMessages.Add(message);
}
}
}