Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
29 lines
979 B
C#
29 lines
979 B
C#
using System.Threading;
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using Content.Server.GameObjects.EntitySystems.JobQueues.Queues;
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using Robust.Shared.GameObjects.Systems;
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namespace Content.Server.GameObjects.EntitySystems.AI.LoadBalancer
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{
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/// <summary>
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/// This will queue up an AI's request for an action and give it one when possible
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/// </summary>
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public class AiActionSystem : EntitySystem
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{
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private readonly AiActionJobQueue _aiRequestQueue = new AiActionJobQueue();
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public AiActionRequestJob RequestAction(AiActionRequest request, CancellationTokenSource cancellationToken)
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{
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var job = new AiActionRequestJob(0.002, request, cancellationToken.Token);
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// AI should already know if it shouldn't request again
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_aiRequestQueue.EnqueueJob(job);
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return job;
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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_aiRequestQueue.Process();
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}
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}
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}
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