Files
tbd-station-14/Content.Server/AI/Utility/AiLogic/UtilityAI.cs
DrSmugleaf b051261485 Bodysystem and damagesystem rework (#1544)
* 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>
2020-08-16 16:42:42 -07:00

237 lines
8.3 KiB
C#

using System;
using System.Collections.Generic;
using System.Threading;
using Content.Server.AI.Operators;
using Content.Server.AI.Utility.Actions;
using Content.Server.AI.Utility.BehaviorSets;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States.Utility;
using Content.Server.GameObjects.EntitySystems.AI.LoadBalancer;
using Content.Server.GameObjects.EntitySystems.JobQueues;
using Content.Shared.GameObjects.Components.Damage;
using Robust.Server.AI;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Utility;
namespace Content.Server.AI.Utility.AiLogic
{
public abstract class UtilityAi : AiLogicProcessor
{
// TODO: Look at having ParallelOperators (probably no more than that as then you'd have a full-blown BT)
// Also RepeatOperators (e.g. if we're following an entity keep repeating MoveToEntity)
private AiActionSystem _planner;
public Blackboard Blackboard => _blackboard;
private Blackboard _blackboard;
/// <summary>
/// The sum of all BehaviorSets gives us what actions the AI can take
/// </summary>
public Dictionary<Type, BehaviorSet> BehaviorSets { get; } = new Dictionary<Type, BehaviorSet>();
private readonly List<IAiUtility> _availableActions = new List<IAiUtility>();
/// <summary>
/// The currently running action; most importantly are the operators.
/// </summary>
public UtilityAction CurrentAction { get; private set; }
/// <summary>
/// How frequently we can re-plan. If an AI's in combat you could decrease the cooldown,
/// or if there's no players nearby increase it.
/// </summary>
public float PlanCooldown { get; } = 0.5f;
private float _planCooldownRemaining;
/// <summary>
/// If we've requested a plan then wait patiently for the action
/// </summary>
private AiActionRequestJob _actionRequest;
private CancellationTokenSource _actionCancellation;
/// <summary>
/// If we can't do anything then stop thinking; should probably use ActionBlocker instead
/// </summary>
private bool _isDead = false;
// These 2 methods will be used eventually if / when we get a director AI
public void AddBehaviorSet<T>(T behaviorSet, bool sort = true) where T : BehaviorSet
{
if (BehaviorSets.TryAdd(typeof(T), behaviorSet) && sort)
{
SortActions();
}
}
public void RemoveBehaviorSet(Type behaviorSet)
{
DebugTools.Assert(behaviorSet.IsAssignableFrom(typeof(BehaviorSet)));
if (BehaviorSets.ContainsKey(behaviorSet))
{
BehaviorSets.Remove(behaviorSet);
SortActions();
}
}
/// <summary>
/// Whenever the behavior sets are changed we'll re-sort the actions by bonus
/// </summary>
protected void SortActions()
{
_availableActions.Clear();
foreach (var set in BehaviorSets.Values)
{
foreach (var action in set.Actions)
{
var found = false;
for (var i = 0; i < _availableActions.Count; i++)
{
if (_availableActions[i].Bonus < action.Bonus)
{
_availableActions.Insert(i, action);
found = true;
break;
}
}
if (!found)
{
_availableActions.Add(action);
}
}
}
_availableActions.Reverse();
}
public override void Setup()
{
base.Setup();
_planCooldownRemaining = PlanCooldown;
_blackboard = new Blackboard(SelfEntity);
_planner = IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<AiActionSystem>();
if (SelfEntity.TryGetComponent(out IDamageableComponent damageableComponent))
{
damageableComponent.HealthChangedEvent += DeathHandle;
}
}
public override void Shutdown()
{
// TODO: If DamageableComponent removed still need to unsubscribe?
if (SelfEntity.TryGetComponent(out IDamageableComponent damageableComponent))
{
damageableComponent.HealthChangedEvent -= DeathHandle;
}
var currentOp = CurrentAction?.ActionOperators.Peek();
currentOp?.Shutdown(Outcome.Failed);
}
private void DeathHandle(HealthChangedEventArgs eventArgs)
{
_isDead = eventArgs.Damageable.CurrentDamageState == DamageState.Dead || eventArgs.Damageable.CurrentDamageState == DamageState.Critical;
}
private void ReceivedAction()
{
switch (_actionRequest.Exception)
{
case null:
break;
default:
Logger.FatalS("ai", _actionRequest.Exception.ToString());
throw _actionRequest.Exception;
}
var action = _actionRequest.Result;
_actionRequest = null;
// Actions with lower scores should be implicitly dumped by GetAction
// If we're not allowed to replace the action with an action of the same type then dump.
if (action == null || !action.CanOverride && CurrentAction?.GetType() == action.GetType())
{
return;
}
var currentOp = CurrentAction?.ActionOperators.Peek();
if (currentOp != null && currentOp.HasStartup)
{
currentOp.Shutdown(Outcome.Failed);
}
CurrentAction = action;
action.SetupOperators(_blackboard);
}
public override void Update(float frameTime)
{
// If we can't do anything then there's no point thinking
if (_isDead || BehaviorSets.Count == 0)
{
_actionCancellation?.Cancel();
_blackboard.GetState<LastUtilityScoreState>().SetValue(0.0f);
CurrentAction?.Shutdown();
CurrentAction = null;
return;
}
// If we asked for a new action we don't want to dump the existing one.
if (_actionRequest != null)
{
if (_actionRequest.Status != JobStatus.Finished)
{
return;
}
ReceivedAction();
// Do something next tick
return;
}
_planCooldownRemaining -= frameTime;
// Might find a better action while we're doing one already
if (_planCooldownRemaining <= 0.0f)
{
_planCooldownRemaining = PlanCooldown;
_actionCancellation = new CancellationTokenSource();
_actionRequest = _planner.RequestAction(new AiActionRequest(SelfEntity.Uid, _blackboard, _availableActions), _actionCancellation);
return;
}
// When we spawn in we won't get an action for a bit
if (CurrentAction == null)
{
return;
}
var outcome = CurrentAction.Execute(frameTime);
switch (outcome)
{
case Outcome.Success:
if (CurrentAction.ActionOperators.Count == 0)
{
CurrentAction.Shutdown();
CurrentAction = null;
// Nothing to compare new action to
_blackboard.GetState<LastUtilityScoreState>().SetValue(0.0f);
}
break;
case Outcome.Continuing:
break;
case Outcome.Failed:
CurrentAction.Shutdown();
CurrentAction = null;
_blackboard.GetState<LastUtilityScoreState>().SetValue(0.0f);
break;
default:
throw new ArgumentOutOfRangeException();
}
}
}
}