226 lines
8.1 KiB
C#
226 lines
8.1 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Runtime.ExceptionServices;
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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.WorldState;
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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.AI;
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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.Mobs.State;
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using Content.Shared.GameObjects.Components.Movement;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Server.AI.Utility.AiLogic
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{
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// TODO: Need to split out the IMover stuff for NPC to a generic one that can be used for hoomans as well.
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[RegisterComponent]
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[ComponentReference(typeof(AiControllerComponent)), ComponentReference(typeof(IMoverComponent))]
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public sealed class UtilityAi : AiControllerComponent, ISerializationHooks
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{
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public override string Name => "UtilityAI";
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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 = default!;
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public Blackboard Blackboard => _blackboard;
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private Blackboard _blackboard = default!;
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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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[DataField("behaviorSets")]
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public HashSet<string> BehaviorSets { get; } = new();
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public List<IAiUtility> AvailableActions { get; set; } = new();
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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;
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/*public void AfterDeserialization()
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{
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if (BehaviorSets.Count > 0)
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{
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var behaviorManager = IoCManager.Resolve<INpcBehaviorManager>();
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foreach (var bSet in BehaviorSets)
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{
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behaviorManager.AddBehaviorSet(this, bSet, false);
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}
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behaviorManager.RebuildActions(this);
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}
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}*/
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public override void Initialize()
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{
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if (BehaviorSets.Count > 0)
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{
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var behaviorManager = IoCManager.Resolve<INpcBehaviorManager>();
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behaviorManager.RebuildActions(this);
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Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local, new SleepAiMessage(this, false));
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}
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base.Initialize();
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_planCooldownRemaining = PlanCooldown;
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_blackboard = new Blackboard(Owner);
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_planner = EntitySystem.Get<AiActionSystem>();
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}
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public override void OnRemove()
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{
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base.OnRemove();
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var currentOp = CurrentAction?.ActionOperators.Peek();
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currentOp?.Shutdown(Outcome.Failed);
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CurrentAction?.Shutdown();
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CurrentAction = null;
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}
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public void MobStateChanged(MobStateChangedMessage message)
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{
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var oldDeadState = _isDead;
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_isDead = message.Component.IsIncapacitated();
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if (oldDeadState != _isDead)
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{
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var entityManager = IoCManager.Resolve<IEntityManager>();
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switch (_isDead)
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{
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case true:
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entityManager.EventBus.RaiseEvent(EventSource.Local, new SleepAiMessage(this, true));
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break;
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case false:
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entityManager.EventBus.RaiseEvent(EventSource.Local, new SleepAiMessage(this, false));
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break;
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}
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}
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}
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private void ReceivedAction()
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{
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if (_actionRequest == null)
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{
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return;
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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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ExceptionDispatchInfo.Capture(_actionRequest.Exception).Throw();
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// The code never actually reaches here, because the above throws.
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// This is to tell the compiler that the flow never leaves here.
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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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base.Update(frameTime);
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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(Owner.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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