using System;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Timing;
namespace Content.Server.AI.WorldState
{
///
/// Basic StateDate, no frills
///
public interface IAiState
{
void Setup(IEntity owner);
}
public interface IPlanningState
{
void Reset();
}
public interface ICachedState
{
void CheckCache();
}
public interface IStoredState {}
///
/// The default class for state values. Also see CachedStateData and PlanningStateData
///
///
public abstract class StateData : IAiState
{
public abstract string Name { get; }
protected IEntity Owner { get; private set; } = default!;
public void Setup(IEntity owner)
{
Owner = owner;
}
public abstract T? GetValue();
}
///
/// For when we want to set StateData but not reset it when re-planning actions
/// Useful for group blackboard sharing or to avoid repeating the same action (e.g. bark phrases).
///
///
public abstract class StoredStateData : IAiState, IStoredState
{
// Probably not the best class name but couldn't think of anything better
public abstract string Name { get; }
private IEntity? Owner { get; set; }
private T? _value;
public void Setup(IEntity owner)
{
Owner = owner;
}
public virtual void SetValue(T? value)
{
_value = value;
}
public T? GetValue()
{
return _value;
}
}
///
/// This is state data that is transient and forgotten every time we re-plan
/// e.g. "Current Target" gets updated for every action we consider
///
///
public abstract class PlanningStateData : IAiState, IPlanningState
{
public abstract string Name { get; }
protected IEntity? Owner { get; private set; }
protected T? Value;
public void Setup(IEntity owner)
{
Owner = owner;
}
public abstract void Reset();
public T? GetValue()
{
return Value;
}
public virtual void SetValue(T? value)
{
Value = value;
}
}
///
/// This is state data that is cached for n seconds before being discarded.
/// Mostly useful to get nearby components and store the value.
///
///
public abstract class CachedStateData : IAiState, ICachedState
{
public abstract string Name { get; }
protected IEntity Owner { get; private set; } = default!;
private bool _cached;
protected T Value = default!;
private TimeSpan _lastCache = TimeSpan.Zero;
///
/// How long something stays in the cache before new values are retrieved
///
protected double CacheTime { get; set; } = 2.0f;
public void Setup(IEntity owner)
{
Owner = owner;
}
public void CheckCache()
{
var curTime = IoCManager.Resolve().CurTime;
if (!_cached || (curTime - _lastCache).TotalSeconds >= CacheTime)
{
_cached = false;
return;
}
_cached = true;
}
///
/// When the cache is stale we'll retrieve the actual value and store it again
///
protected abstract T GetTrueValue();
public T GetValue()
{
CheckCache();
if (!_cached)
{
Value = GetTrueValue();
_cached = true;
_lastCache = IoCManager.Resolve().CurTime;
}
return Value;
}
}
}