Files
tbd-station-14/Content.Server/GameObjects/EntitySystems/AI/LoadBalancer/AiActionRequestJob.cs
metalgearsloth 5391d3c72a Add utility AI (#806)
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>
2020-06-18 14:52:44 +02:00

129 lines
4.6 KiB
C#

using System;
using System.Collections.Generic;
using System.Threading;
using System.Threading.Tasks;
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.GameObjects.Components.Movement;
using Content.Server.GameObjects.EntitySystems.JobQueues;
using Content.Shared.AI;
namespace Content.Server.GameObjects.EntitySystems.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 (entity == null || !entity.HasComponent<AiControllerComponent>())
{
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:
foreach (var expanded in expandableUtilityAction.GetActions(_request.Context))
{
actions.Push(expanded);
}
break;
case UtilityAction utilityAction:
consideredTaskCount++;
var bonus = (float) 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)
{
FoundAction?.Invoke(new SharedAiDebug.UtilityAiDebugMessage(
_request.Context.GetState<SelfState>().GetValue().Uid,
DebugTime,
cutoff,
foundAction.GetType().Name,
consideredTaskCount));
}
#endif
_request.Context.ResetPlanning();
return foundAction;
}
}
}