Files
tbd-station-14/Content.Server/NPC/HTN/HTNSystem.cs
Leon Friedrich 4b51b2953d Fix post-mapinit NPC exception (#40244)
Ensure `NPCBlackboard.Owner` is set during startup
2025-10-07 14:03:45 +00:00

555 lines
18 KiB
C#

using System.Linq;
using System.Text;
using System.Threading;
using Content.Server.Administration.Managers;
using Robust.Shared.CPUJob.JobQueues;
using Robust.Shared.CPUJob.JobQueues.Queues;
using Content.Server.NPC.HTN.PrimitiveTasks;
using Content.Server.NPC.Systems;
using Content.Shared.Administration;
using Content.Shared.Mobs;
using Content.Shared.NPC;
using JetBrains.Annotations;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Utility;
namespace Content.Server.NPC.HTN;
public sealed class HTNSystem : EntitySystem
{
[Dependency] private readonly IAdminManager _admin = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly NPCSystem _npc = default!;
[Dependency] private readonly NPCUtilitySystem _utility = default!;
private readonly JobQueue _planQueue = new(0.004);
private readonly HashSet<ICommonSession> _subscribers = new();
// Hierarchical Task Network
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<HTNComponent, MobStateChangedEvent>(_npc.OnMobStateChange);
SubscribeLocalEvent<HTNComponent, MapInitEvent>(_npc.OnNPCMapInit);
SubscribeLocalEvent<HTNComponent, ComponentStartup>(_npc.OnNPCStartup);
SubscribeLocalEvent<HTNComponent, PlayerAttachedEvent>(_npc.OnPlayerNPCAttach);
SubscribeLocalEvent<HTNComponent, PlayerDetachedEvent>(_npc.OnPlayerNPCDetach);
SubscribeLocalEvent<HTNComponent, ComponentShutdown>(OnHTNShutdown);
SubscribeNetworkEvent<RequestHTNMessage>(OnHTNMessage);
SubscribeLocalEvent<PrototypesReloadedEventArgs>(OnPrototypeLoad);
OnLoad();
}
private void OnHTNMessage(RequestHTNMessage msg, EntitySessionEventArgs args)
{
if (!_admin.HasAdminFlag(args.SenderSession, AdminFlags.Debug))
{
_subscribers.Remove(args.SenderSession);
return;
}
if (_subscribers.Add(args.SenderSession))
return;
_subscribers.Remove(args.SenderSession);
}
private void OnLoad()
{
// Clear all NPCs in case they're hanging onto stale tasks
var query = AllEntityQuery<HTNComponent>();
while (query.MoveNext(out var comp))
{
comp.PlanningToken?.Cancel();
comp.PlanningToken = null;
if (comp.Plan != null)
{
var currentOperator = comp.Plan.CurrentOperator;
ShutdownTask(currentOperator, comp.Blackboard, HTNOperatorStatus.Failed);
ShutdownPlan(comp);
comp.Plan = null;
RequestPlan(comp);
}
}
// Add dependencies for all operators.
// We put code on operators as I couldn't think of a clean way to put it on systems.
foreach (var compound in _prototypeManager.EnumeratePrototypes<HTNCompoundPrototype>())
{
UpdateCompound(compound);
}
}
private void OnPrototypeLoad(PrototypesReloadedEventArgs obj)
{
OnLoad();
}
private void UpdateCompound(HTNCompoundPrototype compound)
{
for (var i = 0; i < compound.Branches.Count; i++)
{
var branch = compound.Branches[i];
foreach (var precon in branch.Preconditions)
{
precon.Initialize(EntityManager.EntitySysManager);
}
foreach (var task in branch.Tasks)
{
UpdateTask(task);
}
}
}
private void UpdateTask(HTNTask task)
{
switch (task)
{
case HTNCompoundTask:
// NOOP, handled elsewhere
break;
case HTNPrimitiveTask primitive:
foreach (var precon in primitive.Preconditions)
{
precon.Initialize(EntityManager.EntitySysManager);
}
primitive.Operator.Initialize(EntityManager.EntitySysManager);
break;
default:
throw new NotImplementedException();
}
}
private void OnHTNShutdown(EntityUid uid, HTNComponent component, ComponentShutdown args)
{
_npc.OnNPCShutdown(uid, component, args);
component.PlanningToken?.Cancel();
component.PlanningJob = null;
}
/// <summary>
/// Enable / disable the hierarchical task network of an entity
/// </summary>
/// <param name="ent">The entity and its <see cref="HTNComponent"/></param>
/// <param name="state">Set 'true' to enable, or 'false' to disable, the HTN</param>
/// <param name="planCooldown">Specifies a time in seconds before the entity can start planning a new action (only takes effect when the HTN is enabled)</param>
// ReSharper disable once InconsistentNaming
[PublicAPI]
public void SetHTNEnabled(Entity<HTNComponent> ent, bool state, float planCooldown = 0f)
{
if (ent.Comp.Enabled == state)
return;
ent.Comp.Enabled = state;
ent.Comp.PlanAccumulator = planCooldown;
ent.Comp.PlanningToken?.Cancel();
ent.Comp.PlanningToken = null;
if (ent.Comp.Plan != null)
{
var currentOperator = ent.Comp.Plan.CurrentOperator;
ShutdownTask(currentOperator, ent.Comp.Blackboard, HTNOperatorStatus.Failed);
ShutdownPlan(ent.Comp);
ent.Comp.Plan = null;
}
if (ent.Comp.Enabled && ent.Comp.PlanAccumulator <= 0)
RequestPlan(ent.Comp);
}
/// <summary>
/// Forces the NPC to replan.
/// </summary>
[PublicAPI]
public void Replan(HTNComponent component)
{
component.PlanAccumulator = 0f;
}
public void UpdateNPC(ref int count, int maxUpdates, float frameTime)
{
_planQueue.Process();
var query = EntityQueryEnumerator<ActiveNPCComponent, HTNComponent>();
// Move ahead "count" entries in the query.
// This is to ensure that if we didn't process all the npcs the first time,
// we get to the remaining ones instead of iterating over the beginning again.
for (var i = 0; i < count; i++)
{
query.MoveNext(out _, out _);
}
// the amount of updates we've processed during this iteration.
var updates = 0;
while (query.MoveNext(out var uid, out _, out var comp))
{
// If we're over our max count or it's not MapInit then ignore the NPC.
if (updates >= maxUpdates)
{
// Intentional return. We don't want to go to the end logic and reset count.
return;
}
if (!comp.Enabled)
continue;
if (comp.PlanningJob != null)
{
if (comp.PlanningJob.Exception != null)
{
Log.Fatal($"Received exception on planning job for {uid}!");
_npc.SleepNPC(uid);
var exc = comp.PlanningJob.Exception;
RemComp<HTNComponent>(uid);
throw exc;
}
// If a new planning job has finished then handle it.
if (comp.PlanningJob.Status != JobStatus.Finished)
continue;
var newPlanBetter = false;
// If old traversal is better than new traversal then ignore the new plan
if (comp.Plan != null && comp.PlanningJob.Result != null)
{
var oldMtr = comp.Plan.BranchTraversalRecord;
var mtr = comp.PlanningJob.Result.BranchTraversalRecord;
for (var i = 0; i < oldMtr.Count; i++)
{
if (i < mtr.Count && oldMtr[i] > mtr[i])
{
newPlanBetter = true;
break;
}
}
}
if (comp.Plan == null || newPlanBetter)
{
comp.CheckServices = false;
if (comp.Plan != null)
{
ShutdownTask(comp.Plan.CurrentOperator, comp.Blackboard, HTNOperatorStatus.BetterPlan);
ShutdownPlan(comp);
}
comp.Plan = comp.PlanningJob.Result;
// Startup the first task and anything else we need to do.
if (comp.Plan != null)
{
StartupTask(comp.Plan.Tasks[comp.Plan.Index], comp.Blackboard, comp.Plan.Effects[comp.Plan.Index]);
}
// Send debug info
foreach (var session in _subscribers)
{
var text = new StringBuilder();
if (comp.Plan != null)
{
text.AppendLine($"BTR: {string.Join(", ", comp.Plan.BranchTraversalRecord)}");
text.AppendLine($"tasks:");
var root = comp.RootTask;
var btr = new List<int>();
var level = -1;
AppendDebugText(root, text, comp.Plan.BranchTraversalRecord, btr, ref level);
}
RaiseNetworkEvent(new HTNMessage()
{
Uid = GetNetEntity(uid),
Text = text.ToString(),
}, session.Channel);
}
}
// Keeping old plan
else
{
comp.CheckServices = true;
}
comp.PlanningJob = null;
comp.PlanningToken = null;
}
Update(comp, frameTime);
count++;
updates++;
}
// only reset our counter back to 0 if we finish iterating.
// otherwise it lets us know where we left off.
count = 0;
}
private void AppendDebugText(HTNTask task, StringBuilder text, List<int> planBtr, List<int> btr, ref int level)
{
// If it's the selected BTR then highlight.
for (var i = 0; i < btr.Count; i++)
{
text.Append("--");
}
text.Append(' ');
if (task is HTNPrimitiveTask primitive)
{
text.AppendLine(primitive.ToString());
return;
}
if (task is HTNCompoundTask compTask)
{
var compound = _prototypeManager.Index<HTNCompoundPrototype>(compTask.Task);
level++;
text.AppendLine(compound.ID);
var branches = compound.Branches;
for (var i = 0; i < branches.Count; i++)
{
var branch = branches[i];
btr.Add(i);
text.AppendLine($" branch {string.Join(", ", btr)}:");
foreach (var sub in branch.Tasks)
{
AppendDebugText(sub, text, planBtr, btr, ref level);
}
btr.RemoveAt(btr.Count - 1);
}
level--;
return;
}
throw new NotImplementedException();
}
private void Update(HTNComponent component, float frameTime)
{
// If we're not planning then countdown to next one.
if (component.PlanningJob == null)
component.PlanAccumulator -= frameTime;
// We'll still try re-planning occasionally even when we're updating in case new data comes in.
if ((component.ConstantlyReplan || component.Plan is null) && component.PlanAccumulator <= 0f)
{
RequestPlan(component);
}
// Getting a new plan so do nothing.
if (component.Plan == null)
return;
// Run the existing plan still
var status = HTNOperatorStatus.Finished;
// Continuously run operators until we can't anymore.
while (status != HTNOperatorStatus.Continuing && component.Plan != null)
{
// Run the existing operator
var currentOperator = component.Plan.CurrentOperator;
var currentTask = component.Plan.CurrentTask;
var blackboard = component.Blackboard;
// Service still on cooldown.
if (component.CheckServices)
{
foreach (var service in currentTask.Services)
{
var serviceResult = _utility.GetEntities(blackboard, service.Prototype);
blackboard.SetValue(service.Key, serviceResult.GetHighest());
}
component.CheckServices = false;
}
status = currentOperator.Update(blackboard, frameTime);
switch (status)
{
case HTNOperatorStatus.Continuing:
break;
case HTNOperatorStatus.Failed:
ShutdownTask(currentOperator, blackboard, status);
ShutdownPlan(component);
break;
// Operator completed so go to the next one.
case HTNOperatorStatus.Finished:
ShutdownTask(currentOperator, blackboard, status);
component.Plan.Index++;
// Plan finished!
if (component.Plan.Tasks.Count <= component.Plan.Index)
{
ShutdownPlan(component);
break;
}
ConditionalShutdown(component.Plan, currentOperator, blackboard, HTNPlanState.TaskFinished);
StartupTask(component.Plan.Tasks[component.Plan.Index], component.Blackboard, component.Plan.Effects[component.Plan.Index]);
break;
default:
throw new InvalidOperationException();
}
}
}
public void ShutdownTask(HTNOperator currentOperator, NPCBlackboard blackboard, HTNOperatorStatus status)
{
if (currentOperator is IHtnConditionalShutdown conditional &&
(conditional.ShutdownState & HTNPlanState.TaskFinished) != 0x0)
{
conditional.ConditionalShutdown(blackboard);
}
currentOperator.TaskShutdown(blackboard, status);
}
public void ShutdownPlan(HTNComponent component)
{
DebugTools.Assert(component.Plan != null);
var blackboard = component.Blackboard;
foreach (var task in component.Plan.Tasks)
{
if (task.Operator is IHtnConditionalShutdown conditional &&
(conditional.ShutdownState & HTNPlanState.PlanFinished) != 0x0)
{
conditional.ConditionalShutdown(blackboard);
}
task.Operator.PlanShutdown(component.Blackboard);
}
component.Plan = null;
}
/// <summary>
/// Shuts down the current operator conditionally.
/// </summary>
private void ConditionalShutdown(HTNPlan plan, HTNOperator currentOperator, NPCBlackboard blackboard, HTNPlanState state)
{
if (currentOperator is not IHtnConditionalShutdown conditional)
return;
if ((conditional.ShutdownState & state) == 0x0)
return;
conditional.ConditionalShutdown(blackboard);
}
/// <summary>
/// Starts a new primitive task. Will apply effects from planning if applicable.
/// </summary>
private void StartupTask(HTNPrimitiveTask primitive, NPCBlackboard blackboard, Dictionary<string, object>? effects)
{
// We may have planner only tasks where we want to reuse their data during update
// e.g. if we pathfind to an enemy to know if we can attack it, we don't want to do another pathfind immediately
if (effects != null && primitive.ApplyEffectsOnStartup)
{
foreach (var (key, value) in effects)
{
blackboard.SetValue(key, value);
}
}
primitive.Operator.Startup(blackboard);
}
/// <summary>
/// Request a new plan for this component, even if running an existing plan.
/// </summary>
/// <param name="component"></param>
private void RequestPlan(HTNComponent component)
{
if (component.PlanningJob != null)
return;
component.PlanAccumulator = component.PlanCooldown;
var cancelToken = new CancellationTokenSource();
var branchTraversal = component.Plan?.BranchTraversalRecord;
var job = new HTNPlanJob(
0.02,
_prototypeManager,
component.RootTask,
component.Blackboard.ShallowClone(), branchTraversal, cancelToken.Token);
_planQueue.EnqueueJob(job);
component.PlanningJob = job;
component.PlanningToken = cancelToken;
}
public string GetDomain(HTNCompoundTask compound)
{
// TODO: Recursively add each one
var indent = 0;
var builder = new StringBuilder();
AppendDomain(builder, compound, ref indent);
return builder.ToString();
}
private void AppendDomain(StringBuilder builder, HTNTask task, ref int indent)
{
var buffer = string.Concat(Enumerable.Repeat(" ", indent));
if (task is HTNPrimitiveTask primitive)
{
builder.AppendLine(buffer + $"Primitive: {task}");
builder.AppendLine(buffer + $" operator: {primitive.Operator.GetType().Name}");
}
else if (task is HTNCompoundTask compTask)
{
var compound = _prototypeManager.Index<HTNCompoundPrototype>(compTask.Task);
builder.AppendLine(buffer + $"Compound: {task}");
for (var i = 0; i < compound.Branches.Count; i++)
{
var branch = compound.Branches[i];
builder.AppendLine(buffer + " branch:");
indent++;
foreach (var branchTask in branch.Tasks)
{
AppendDomain(builder, branchTask, ref indent);
}
indent--;
}
}
}
}
/// <summary>
/// The outcome of the current operator during update.
/// </summary>
public enum HTNOperatorStatus : byte
{
Continuing,
Failed,
Finished,
/// <summary>
/// Was a better plan than this found?
/// </summary>
BetterPlan,
}