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