Files
tbd-station-14/Content.Server/AI/WorldState/StateData.cs
metalgearsloth 2e6661e885 Fix AI shutting storage crash (#1344)
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-07-10 17:27:36 +02:00

159 lines
4.1 KiB
C#

using System;
using System.Collections.Generic;
using Content.Server.Interfaces.GameTicking;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Timing;
using Robust.Shared.IoC;
namespace Content.Server.AI.WorldState
{
/// <summary>
/// Basic StateDate, no frills
/// </summary>
public interface IAiState
{
void Setup(IEntity owner);
}
public interface IPlanningState
{
void Reset();
}
public interface ICachedState
{
void CheckCache();
}
public interface IStoredState {}
/// <summary>
/// The default class for state values. Also see CachedStateData and PlanningStateData
/// </summary>
/// <typeparam name="T"></typeparam>
public abstract class StateData<T> : IAiState
{
public abstract string Name { get; }
protected IEntity Owner { get; private set; }
public void Setup(IEntity owner)
{
Owner = owner;
}
public abstract T GetValue();
}
/// <summary>
/// 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).
/// </summary>
/// <typeparam name="T"></typeparam>
public abstract class StoredStateData<T> : 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;
}
}
/// <summary>
/// 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
/// </summary>
/// <typeparam name="T"></typeparam>
public abstract class PlanningStateData<T> : 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;
}
}
/// <summary>
/// This is state data that is cached for n seconds before being discarded.
/// Mostly useful to get nearby components and store the value.
/// </summary>
/// <typeparam name="T"></typeparam>
public abstract class CachedStateData<T> : IAiState, ICachedState
{
public abstract string Name { get; }
protected IEntity Owner { get; private set; }
private bool _cached;
protected T Value;
private TimeSpan _lastCache = TimeSpan.Zero;
/// <summary>
/// How long something stays in the cache before new values are retrieved
/// </summary>
protected double CacheTime { get; set; } = 2.0f;
public void Setup(IEntity owner)
{
Owner = owner;
}
public void CheckCache()
{
var curTime = IoCManager.Resolve<IGameTiming>().CurTime;
if (!_cached || (curTime - _lastCache).TotalSeconds >= CacheTime)
{
_cached = false;
return;
}
_cached = true;
}
/// <summary>
/// When the cache is stale we'll retrieve the actual value and store it again
/// </summary>
protected abstract T GetTrueValue();
public T GetValue()
{
CheckCache();
if (!_cached)
{
Value = GetTrueValue();
_cached = true;
_lastCache = IoCManager.Resolve<IGameTiming>().CurTime;
}
return Value;
}
}
}