Refactor AI considerations (#1278)
Considerations are now instantiated under a manager and re-used between entities where they pass in their blackboard to get a score back. Also makes the API a bit nicer to use. Also some random cleanup. Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
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@@ -1,6 +1,9 @@
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using System;
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using System.Collections.Generic;
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using Content.Server.Interfaces.GameTicking;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Timing;
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using Robust.Shared.IoC;
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namespace Content.Server.AI.WorldState
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{
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@@ -22,6 +25,11 @@ namespace Content.Server.AI.WorldState
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void CheckCache();
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}
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public interface IStoredState
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{
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}
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/// <summary>
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/// The default class for state values. Also see CachedStateData and PlanningStateData
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/// </summary>
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@@ -44,7 +52,7 @@ namespace Content.Server.AI.WorldState
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/// Useful for group blackboard sharing or to avoid repeating the same action (e.g. bark phrases).
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/// </summary>
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/// <typeparam name="T"></typeparam>
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public abstract class StoredStateData<T> : IAiState
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public abstract class StoredStateData<T> : IAiState, IStoredState
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{
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// Probably not the best class name but couldn't think of anything better
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public abstract string Name { get; }
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@@ -108,11 +116,11 @@ namespace Content.Server.AI.WorldState
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protected IEntity Owner { get; private set; }
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private bool _cached;
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protected T Value;
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private DateTime _lastCache = DateTime.Now;
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private TimeSpan _lastCache = TimeSpan.Zero;
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/// <summary>
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/// How long something stays in the cache before new values are retrieved
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/// </summary>
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protected float CacheTime { get; set; } = 2.0f;
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protected double CacheTime { get; set; } = 2.0f;
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public void Setup(IEntity owner)
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{
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@@ -121,7 +129,9 @@ namespace Content.Server.AI.WorldState
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public void CheckCache()
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{
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if (!_cached || (DateTime.Now - _lastCache).TotalSeconds >= CacheTime)
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var curTime = IoCManager.Resolve<IGameTiming>().CurTime;
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if (!_cached || (curTime - _lastCache).TotalSeconds >= CacheTime)
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{
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_cached = false;
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return;
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@@ -142,7 +152,7 @@ namespace Content.Server.AI.WorldState
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{
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Value = GetTrueValue();
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_cached = true;
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_lastCache = DateTime.Now;
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_lastCache = IoCManager.Resolve<IGameTiming>().CurTime;
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}
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return Value;
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