* Things and stuff with grids, unfinished w/ code debug changes. * Updated submodule and also lost some progress cause I fucked it up xd * First unfinished draft of the BodySystem. Doesn't compile. * More changes to make it compile, but still just a framework. Doesn't do anything at the moment. * Many cleanup changes. * Revert "Merge branch 'master' of https://github.com/GlassEclipse/space-station-14 into body_system" This reverts commit ddd4aebbc76cf2a0b7b102f72b93d55a0816c88c, reversing changes made to 12d0dd752706bdda8879393bd8191a1199a0c978. * Commit human.yml * Updated a lot of things to be more classy, more progress overall, etc. etc. * Latest update with many changes * Minor changes * Fixed Travis build bug * Adds first draft of Body Scanner console, apparently I also forgot to tie Mechanisms into body parts so now a heart just sits in the Torso like a good boy :) * Commit rest of stuff * Latest changes * Latest changes again * 14 naked cowboys * Yay! * Latest changes (probably doesnt compile) * Surgery!!!!!!!!!~1116y * Cleaned some stuff up * More cleanup * Refactoring of code. Basic surgery path now done. * Removed readme, has been added to HackMD * Fixes typo (and thus test errors) * WIP changes, committing so I can pull latest master changes * Still working on that god awful merge * Latest changes * Latest changes!! * Beginning of refactor to BoundUserInterface * Surgery! * Latest changes - fixes pr change requests and random fixes * oops * Fixes bodypart recursion * Beginning of work on revamping the damage system. * More latest changes * Latest changes * Finished merge * Commit before removing old healthcode * Almost done with removing speciescomponent... * It compiles!!! * yahoo more work * Fixes to make it work * Merge conflict fixes * Deleting species visualizer was a mistake * IDE warnings are VERBOTEN * makes the server not kill itself on startup, some cleanup (#1) * Namespaces, comments and exception fixes * Fix conveyor and conveyor switch serialization SS14 in reactive when * Move damage, acts and body to shared Damage cleanup Comment cleanup * Rename SpeciesComponent to RotationComponent and cleanup Damage cleanup Comment cleanup * Fix nullable warnings * Address old reviews Fix off welder suicide damage type, deathmatch and suspicion * Fix new test fail with units being able to accept items when unpowered * Remove RotationComponent, change references to IBodyManagerComponent * Add a bloodstream to humans * More cleanups * Add body conduits, connections, connectors substances and valves * Revert "Add body conduits, connections, connectors substances and valves" This reverts commit 9ab0b50e6b15fe98852d7b0836c0cdbf4bd76d20. * Implement the heart mechanism behavior with the circulatory network * Added network property to mechanism behaviors * Changed human organ sprites and added missing ones * Fix tests * Add individual body part sprite rendering * Fix error where dropped mechanisms are not initialized * Implement client/server body damage * Make DamageContainer take care of raising events * Reimplement medical scanner with the new body system * Improve the medical scanner ui * Merge conflict fixes * Fix crash when colliding with something * Fix microwave suicides and eyes sprite rendering * Fix nullable reference error * Fix up surgery client side * Fix missing using from merge conflict * Add breathing *inhale * Merge conflict fixes * Fix accumulatedframetime being reset to 0 instead of decreased by the threshold https://github.com/space-wizards/space-station-14/pull/1617 * Use and add to the new AtmosHelpers * Fix feet * Add proper coloring to dropped body parts * Fix Urist's lungs being too strong * Merge conflict fixes * Merge conflict fixes * Merge conflict fixes Co-authored-by: GlassEclipse <tsymall5@gmail.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com>
237 lines
8.3 KiB
C#
237 lines
8.3 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Threading;
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using Content.Server.AI.Operators;
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using Content.Server.AI.Utility.Actions;
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using Content.Server.AI.Utility.BehaviorSets;
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using Content.Server.AI.WorldState;
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using Content.Server.AI.WorldState.States.Utility;
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using Content.Server.GameObjects.EntitySystems.AI.LoadBalancer;
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using Content.Server.GameObjects.EntitySystems.JobQueues;
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using Content.Shared.GameObjects.Components.Damage;
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using Robust.Server.AI;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Utility;
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namespace Content.Server.AI.Utility.AiLogic
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{
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public abstract class UtilityAi : AiLogicProcessor
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{
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// TODO: Look at having ParallelOperators (probably no more than that as then you'd have a full-blown BT)
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// Also RepeatOperators (e.g. if we're following an entity keep repeating MoveToEntity)
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private AiActionSystem _planner;
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public Blackboard Blackboard => _blackboard;
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private Blackboard _blackboard;
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/// <summary>
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/// The sum of all BehaviorSets gives us what actions the AI can take
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/// </summary>
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public Dictionary<Type, BehaviorSet> BehaviorSets { get; } = new Dictionary<Type, BehaviorSet>();
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private readonly List<IAiUtility> _availableActions = new List<IAiUtility>();
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/// <summary>
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/// The currently running action; most importantly are the operators.
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/// </summary>
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public UtilityAction CurrentAction { get; private set; }
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/// <summary>
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/// How frequently we can re-plan. If an AI's in combat you could decrease the cooldown,
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/// or if there's no players nearby increase it.
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/// </summary>
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public float PlanCooldown { get; } = 0.5f;
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private float _planCooldownRemaining;
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/// <summary>
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/// If we've requested a plan then wait patiently for the action
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/// </summary>
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private AiActionRequestJob _actionRequest;
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private CancellationTokenSource _actionCancellation;
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/// <summary>
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/// If we can't do anything then stop thinking; should probably use ActionBlocker instead
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/// </summary>
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private bool _isDead = false;
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// These 2 methods will be used eventually if / when we get a director AI
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public void AddBehaviorSet<T>(T behaviorSet, bool sort = true) where T : BehaviorSet
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{
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if (BehaviorSets.TryAdd(typeof(T), behaviorSet) && sort)
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{
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SortActions();
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}
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}
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public void RemoveBehaviorSet(Type behaviorSet)
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{
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DebugTools.Assert(behaviorSet.IsAssignableFrom(typeof(BehaviorSet)));
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if (BehaviorSets.ContainsKey(behaviorSet))
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{
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BehaviorSets.Remove(behaviorSet);
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SortActions();
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}
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}
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/// <summary>
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/// Whenever the behavior sets are changed we'll re-sort the actions by bonus
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/// </summary>
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protected void SortActions()
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{
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_availableActions.Clear();
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foreach (var set in BehaviorSets.Values)
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{
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foreach (var action in set.Actions)
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{
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var found = false;
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for (var i = 0; i < _availableActions.Count; i++)
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{
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if (_availableActions[i].Bonus < action.Bonus)
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{
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_availableActions.Insert(i, action);
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found = true;
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break;
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}
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}
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if (!found)
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{
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_availableActions.Add(action);
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}
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}
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}
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_availableActions.Reverse();
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}
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public override void Setup()
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{
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base.Setup();
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_planCooldownRemaining = PlanCooldown;
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_blackboard = new Blackboard(SelfEntity);
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_planner = IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<AiActionSystem>();
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if (SelfEntity.TryGetComponent(out IDamageableComponent damageableComponent))
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{
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damageableComponent.HealthChangedEvent += DeathHandle;
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}
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}
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public override void Shutdown()
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{
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// TODO: If DamageableComponent removed still need to unsubscribe?
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if (SelfEntity.TryGetComponent(out IDamageableComponent damageableComponent))
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{
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damageableComponent.HealthChangedEvent -= DeathHandle;
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}
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var currentOp = CurrentAction?.ActionOperators.Peek();
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currentOp?.Shutdown(Outcome.Failed);
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}
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private void DeathHandle(HealthChangedEventArgs eventArgs)
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{
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_isDead = eventArgs.Damageable.CurrentDamageState == DamageState.Dead || eventArgs.Damageable.CurrentDamageState == DamageState.Critical;
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}
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private void ReceivedAction()
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{
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switch (_actionRequest.Exception)
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{
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case null:
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break;
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default:
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Logger.FatalS("ai", _actionRequest.Exception.ToString());
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throw _actionRequest.Exception;
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}
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var action = _actionRequest.Result;
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_actionRequest = null;
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// Actions with lower scores should be implicitly dumped by GetAction
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// If we're not allowed to replace the action with an action of the same type then dump.
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if (action == null || !action.CanOverride && CurrentAction?.GetType() == action.GetType())
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{
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return;
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}
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var currentOp = CurrentAction?.ActionOperators.Peek();
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if (currentOp != null && currentOp.HasStartup)
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{
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currentOp.Shutdown(Outcome.Failed);
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}
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CurrentAction = action;
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action.SetupOperators(_blackboard);
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}
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public override void Update(float frameTime)
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{
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// If we can't do anything then there's no point thinking
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if (_isDead || BehaviorSets.Count == 0)
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{
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_actionCancellation?.Cancel();
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_blackboard.GetState<LastUtilityScoreState>().SetValue(0.0f);
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CurrentAction?.Shutdown();
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CurrentAction = null;
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return;
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}
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// If we asked for a new action we don't want to dump the existing one.
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if (_actionRequest != null)
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{
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if (_actionRequest.Status != JobStatus.Finished)
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{
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return;
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}
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ReceivedAction();
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// Do something next tick
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return;
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}
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_planCooldownRemaining -= frameTime;
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// Might find a better action while we're doing one already
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if (_planCooldownRemaining <= 0.0f)
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{
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_planCooldownRemaining = PlanCooldown;
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_actionCancellation = new CancellationTokenSource();
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_actionRequest = _planner.RequestAction(new AiActionRequest(SelfEntity.Uid, _blackboard, _availableActions), _actionCancellation);
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return;
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}
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// When we spawn in we won't get an action for a bit
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if (CurrentAction == null)
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{
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return;
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}
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var outcome = CurrentAction.Execute(frameTime);
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switch (outcome)
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{
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case Outcome.Success:
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if (CurrentAction.ActionOperators.Count == 0)
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{
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CurrentAction.Shutdown();
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CurrentAction = null;
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// Nothing to compare new action to
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_blackboard.GetState<LastUtilityScoreState>().SetValue(0.0f);
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}
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break;
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case Outcome.Continuing:
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break;
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case Outcome.Failed:
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CurrentAction.Shutdown();
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CurrentAction = null;
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_blackboard.GetState<LastUtilityScoreState>().SetValue(0.0f);
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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}
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}
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}
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