Files
tbd-station-14/Content.Server/AI/LoadBalancer/AiActionRequestJob.cs
2021-12-26 13:32:45 +11:00

141 lines
4.9 KiB
C#

using System;
using System.Collections.Generic;
using System.Threading;
using System.Threading.Tasks;
using Content.Server.AI.Components;
using Content.Server.AI.Utility.Actions;
using Content.Server.AI.Utility.ExpandableActions;
using Content.Server.AI.WorldState.States;
using Content.Server.AI.WorldState.States.Utility;
using Content.Server.CPUJob.JobQueues;
using Content.Shared.AI;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Utility;
namespace Content.Server.AI.LoadBalancer
{
public class AiActionRequestJob : Job<UtilityAction>
{
#if DEBUG
public static event Action<SharedAiDebug.UtilityAiDebugMessage>? FoundAction;
#endif
private readonly AiActionRequest _request;
public AiActionRequestJob(
double maxTime,
AiActionRequest request,
CancellationToken cancellationToken = default) : base(maxTime, cancellationToken)
{
_request = request;
}
protected override async Task<UtilityAction?> Process()
{
if (_request.Context == null)
{
return null;
}
var entity = _request.Context.GetState<SelfState>().GetValue();
if (!IoCManager.Resolve<IEntityManager>().HasComponent<AiControllerComponent>(entity))
{
return null;
}
if (_request.Actions == null || _request.Context == null)
{
return null;
}
var consideredTaskCount = 0;
// Actions are pre-sorted
var actions = new Stack<IAiUtility>(_request.Actions);
// So essentially we go through and once we have a valid score that score becomes the cutoff;
// once the bonus of new tasks is below the cutoff we can stop evaluating.
// Use last action as the basis for the cutoff
var cutoff = _request.Context.GetState<LastUtilityScoreState>().GetValue();
UtilityAction? foundAction = null;
// To see what I was trying to do watch these 2 videos about Infinite Axis Utility System (IAUS):
// Architecture Tricks: Managing Behaviors in Time, Space, and Depth
// Building a Better Centaur
// We'll want to cap the considered entities at some point, e.g. if 500 guns are in a stack cap it at 256 or whatever
while (actions.Count > 0)
{
if (consideredTaskCount > 0 && consideredTaskCount % 5 == 0)
{
await SuspendIfOutOfTime();
// If this happens then that means something changed when we resumed so ABORT
if (actions.Count == 0 || _request.Context == null)
{
return null;
}
}
var action = actions.Pop();
switch (action)
{
case ExpandableUtilityAction expandableUtilityAction:
if (!expandableUtilityAction.IsValid(_request.Context))
{
break;
}
foreach (var expanded in expandableUtilityAction.GetActions(_request.Context))
{
actions.Push(expanded);
}
break;
case UtilityAction utilityAction:
consideredTaskCount++;
var bonus = utilityAction.Bonus;
if (bonus < cutoff)
{
// We know none of the other actions can beat this as they're pre-sorted
actions.Clear();
break;
}
var score = utilityAction.GetScore(_request.Context, cutoff);
if (score > cutoff)
{
foundAction = utilityAction;
cutoff = score;
}
break;
default:
throw new ArgumentOutOfRangeException();
}
}
_request.Context.GetState<LastUtilityScoreState>().SetValue(cutoff);
#if DEBUG
if (foundAction != null)
{
var selfState = _request.Context.GetState<SelfState>().GetValue();
DebugTools.AssertNotNull(selfState);
FoundAction?.Invoke(new SharedAiDebug.UtilityAiDebugMessage(
selfState!,
DebugTime,
cutoff,
foundAction.GetType().Name,
consideredTaskCount));
}
#endif
_request.Context.ResetPlanning();
return foundAction;
}
}
}