133 lines
4.1 KiB
C#
133 lines
4.1 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using Content.Server.AI.Components;
|
|
using Content.Server.AI.Utility.AiLogic;
|
|
using Content.Shared;
|
|
using Content.Shared.CCVar;
|
|
using Content.Shared.MobState;
|
|
using JetBrains.Annotations;
|
|
using Robust.Shared.Configuration;
|
|
using Robust.Shared.GameObjects;
|
|
using Robust.Shared.IoC;
|
|
using Robust.Shared.Log;
|
|
|
|
namespace Content.Server.AI.EntitySystems
|
|
{
|
|
/// <summary>
|
|
/// Handles NPCs running every tick.
|
|
/// </summary>
|
|
[UsedImplicitly]
|
|
internal class AiSystem : EntitySystem
|
|
{
|
|
[Dependency] private readonly IConfigurationManager _configurationManager = default!;
|
|
|
|
/// <summary>
|
|
/// To avoid iterating over dead AI continuously they can wake and sleep themselves when necessary.
|
|
/// </summary>
|
|
private readonly HashSet<AiControllerComponent> _awakeAi = new();
|
|
|
|
// To avoid modifying awakeAi while iterating over it.
|
|
private readonly List<SleepAiMessage> _queuedSleepMessages = new();
|
|
|
|
private readonly List<MobStateChangedMessage> _queuedMobStateMessages = new();
|
|
|
|
public bool IsAwake(AiControllerComponent npc) => _awakeAi.Contains(npc);
|
|
|
|
/// <inheritdoc />
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
SubscribeLocalEvent<SleepAiMessage>(HandleAiSleep);
|
|
SubscribeLocalEvent<MobStateChangedMessage>(MobStateChanged);
|
|
}
|
|
|
|
/// <inheritdoc />
|
|
public override void Update(float frameTime)
|
|
{
|
|
var cvarMaxUpdates = _configurationManager.GetCVar(CCVars.AIMaxUpdates);
|
|
if (cvarMaxUpdates <= 0)
|
|
return;
|
|
|
|
foreach (var message in _queuedMobStateMessages)
|
|
{
|
|
// TODO: Need to generecise this but that will be part of a larger cleanup later anyway.
|
|
if (message.Entity.Deleted ||
|
|
!message.Entity.TryGetComponent(out UtilityAi? controller))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
controller.MobStateChanged(message);
|
|
}
|
|
|
|
_queuedMobStateMessages.Clear();
|
|
|
|
foreach (var message in _queuedSleepMessages)
|
|
{
|
|
switch (message.Sleep)
|
|
{
|
|
case true:
|
|
if (_awakeAi.Count == cvarMaxUpdates && _awakeAi.Contains(message.Component))
|
|
{
|
|
Logger.Warning($"Under AI limit again: {_awakeAi.Count - 1} / {cvarMaxUpdates}");
|
|
}
|
|
_awakeAi.Remove(message.Component);
|
|
break;
|
|
case false:
|
|
_awakeAi.Add(message.Component);
|
|
|
|
if (_awakeAi.Count > cvarMaxUpdates)
|
|
{
|
|
Logger.Warning($"AI limit exceeded: {_awakeAi.Count} / {cvarMaxUpdates}");
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
_queuedSleepMessages.Clear();
|
|
var toRemove = new List<AiControllerComponent>();
|
|
var maxUpdates = Math.Min(_awakeAi.Count, cvarMaxUpdates);
|
|
var count = 0;
|
|
|
|
foreach (var npc in _awakeAi)
|
|
{
|
|
if (npc.Paused) continue;
|
|
|
|
if (npc.Deleted)
|
|
{
|
|
toRemove.Add(npc);
|
|
continue;
|
|
}
|
|
|
|
if (count >= maxUpdates)
|
|
{
|
|
break;
|
|
}
|
|
|
|
npc.Update(frameTime);
|
|
count++;
|
|
}
|
|
|
|
foreach (var processor in toRemove)
|
|
{
|
|
_awakeAi.Remove(processor);
|
|
}
|
|
}
|
|
|
|
private void HandleAiSleep(SleepAiMessage message)
|
|
{
|
|
_queuedSleepMessages.Add(message);
|
|
}
|
|
|
|
private void MobStateChanged(MobStateChangedMessage message)
|
|
{
|
|
if (!message.Entity.HasComponent<AiControllerComponent>())
|
|
{
|
|
return;
|
|
}
|
|
|
|
_queuedMobStateMessages.Add(message);
|
|
}
|
|
}
|
|
}
|