142 lines
5.6 KiB
C#
142 lines
5.6 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using Content.Server.AI.Operators;
|
|
using Content.Server.AI.WorldState;
|
|
using Content.Server.AI.WorldState.States.Utility;
|
|
using Robust.Shared.Interfaces.GameObjects;
|
|
using Robust.Shared.Utility;
|
|
|
|
namespace Content.Server.AI.Utility.Actions
|
|
{
|
|
/// <summary>
|
|
/// The same DSE can be used across multiple actions.
|
|
/// </summary>
|
|
public abstract class UtilityAction : IAiUtility
|
|
{
|
|
/// <summary>
|
|
/// If we're trying to find a new action can we replace a currently running one with one of the same type.
|
|
/// e.g. If you're already wandering you don't want to replace it with a different wander.
|
|
/// </summary>
|
|
public virtual bool CanOverride => false;
|
|
|
|
/// <summary>
|
|
/// This is used to sort actions; if there's a top-tier action available we won't bother checking the lower tiers.
|
|
/// Threshold doesn't necessarily mean we'll do an action at a higher threshold;
|
|
/// if it's really un-optimal (i.e. low score) then we'll also check lower tiers
|
|
/// </summary>
|
|
public virtual float Bonus { get; protected set; } = IdleBonus;
|
|
// For GW2 they had the bonuses close together but IMO it feels better when they're more like discrete tiers.
|
|
|
|
// These are just baselines to make mass-updates easier; actions can do whatever
|
|
// e.g. if you want shooting a gun to be considered before picking up a gun you could + 1.0f it or w/e
|
|
public const float IdleBonus = 1.0f;
|
|
public const float NormalBonus = 5.0f;
|
|
public const float NeedsBonus = 10.0f;
|
|
public const float CombatPrepBonus = 20.0f;
|
|
public const float CombatBonus = 30.0f;
|
|
public const float DangerBonus = 50.0f;
|
|
|
|
protected IEntity Owner { get; }
|
|
|
|
/// <summary>
|
|
/// All the considerations are multiplied together to get the final score; a consideration of 0.0 means the action is not possible.
|
|
/// Ideally you put anything that's easy to assess and can cause an early-out first just so the rest aren't evaluated.
|
|
/// </summary>
|
|
/// Uses Func<float> as you don't want to eval the later considerations unless necessary, but we also need the total count
|
|
/// so can't use IEnumerable
|
|
protected abstract IReadOnlyCollection<Func<float>> GetConsiderations(Blackboard context);
|
|
|
|
/// <summary>
|
|
/// To keep the operators simple we can chain them together here, e.g. move to can be chained with other operators.
|
|
/// </summary>
|
|
public Queue<AiOperator> ActionOperators { get; protected set; }
|
|
|
|
/// <summary>
|
|
/// Sometimes we may need to set the target for an action or the likes.
|
|
/// This is mainly useful for expandable states so each one can have a separate target.
|
|
/// </summary>
|
|
/// <param name="context"></param>
|
|
protected virtual void UpdateBlackboard(Blackboard context) {}
|
|
|
|
protected UtilityAction(IEntity owner)
|
|
{
|
|
Owner = owner;
|
|
}
|
|
|
|
public virtual void Shutdown() {}
|
|
|
|
/// <summary>
|
|
/// If this action is chosen then setup the operators to run. This also allows for operators to be reset.
|
|
/// </summary>
|
|
public abstract void SetupOperators(Blackboard context);
|
|
|
|
// Call the task's operator with Execute and get the outcome
|
|
public Outcome Execute(float frameTime)
|
|
{
|
|
if (!ActionOperators.TryPeek(out var op))
|
|
{
|
|
return Outcome.Success;
|
|
}
|
|
|
|
op.Startup();
|
|
var outcome = op.Execute(frameTime);
|
|
|
|
switch (outcome)
|
|
{
|
|
case Outcome.Success:
|
|
op.Shutdown(outcome);
|
|
ActionOperators.Dequeue();
|
|
break;
|
|
case Outcome.Continuing:
|
|
break;
|
|
case Outcome.Failed:
|
|
op.Shutdown(outcome);
|
|
ActionOperators.Clear();
|
|
break;
|
|
default:
|
|
throw new ArgumentOutOfRangeException();
|
|
}
|
|
|
|
return outcome;
|
|
}
|
|
|
|
/// <summary>
|
|
/// AKA the Decision Score Evaluator (DSE)
|
|
/// This is where the magic happens
|
|
/// </summary>
|
|
/// <param name="context"></param>
|
|
/// <param name="min"></param>
|
|
/// <returns></returns>
|
|
public float GetScore(Blackboard context, float min)
|
|
{
|
|
UpdateBlackboard(context);
|
|
var considerations = GetConsiderations(context);
|
|
DebugTools.Assert(considerations.Count > 0);
|
|
|
|
// Overall structure is based on Building a better centaur
|
|
// Ideally we should early-out each action as cheaply as possible if it's not valid, thus
|
|
// the finalScore can only go down over time.
|
|
|
|
var finalScore = 1.0f;
|
|
var minThreshold = min / Bonus;
|
|
context.GetState<ConsiderationState>().SetValue(considerations.Count);
|
|
|
|
foreach (var consideration in considerations)
|
|
{
|
|
var score = consideration.Invoke();
|
|
finalScore *= score;
|
|
DebugTools.Assert(!float.IsNaN(score));
|
|
|
|
// The score can only ever go down from each consideration so if we're below minimum no point continuing.
|
|
if (0.0f >= finalScore || finalScore < minThreshold) {
|
|
return 0.0f;
|
|
}
|
|
}
|
|
|
|
DebugTools.Assert(finalScore <= 1.0f);
|
|
|
|
return finalScore * Bonus;
|
|
}
|
|
}
|
|
}
|