* serv3 in shared pt 1 * beginning of deepclone api * progress in implementing ideepclone & serv3 in content * adds target * its cant hurt you it cant hurt you * more changes to content.server * adds dataclasses * almost there * renamed & edited entry * finishes refactoring content to use serv3 * gasmixture runtimes, next: reagentunit * fucin hell that was an annoying one * adds flags * fixes some yaml errors * removes comment * fixes generic components for now * removes todo actually clones values my god paul fixes bug involving resolving custom data classes from other proj renames dataclass fixes spritecomp adds WithFormat.Constants support * adds deepclone to ResistanceSet * adds a bunch of deepclone implementations adds a deepclone analyzer (TODO) adds a deep clone fallback for classes & structs * fixes a bunch of runtimes * adds deepclone to entityuid * adds generator to sln * gets rid of warnings * fixes * argh * componentdata refactors * more deepclone impl * heck me i reworked all of content deepclone * renames custom dataclasstarget * misc * reworks prototypes * deepclone nuke * renamed customdataclass attribute * fixes everything * misc fixed * the killcommit * getting there * changed yamlfieldattribute namespace * adds back iselfserialize * renames everything to data(field/definition) * ouch * Fix most errors on content * Fix more errors in content * Fix some components * work on tests * fixes some customdataclasses * fuggin shit * yes * yeas * Remove data classes * Data field naming fixes * arg * Git resetti RobustToolbox * Merge fixes * General fixes * Fix startup serialization errors * Fix DamageContainerPrototype when supported classes or types are null * Implement construction graph step type serializer * Fix up construction serialization * Fix up construction serialization part 2 * Fix null list in technology database component * Fix body serialization * Fix entity storage serialization * Fix actions serialization * Fix AI serialization * Fix reaction serialization * Fix body serialization * Fix grid atmosphere serialization * Rename IServ3Manager to ISerializationManager * Convert every non generic serializer to the new format, general fixes * Serialization and body system fix * pushinheritance fix * Update all prototypes to have a parent and have consistent id/parent properties * Merge fixes * smh my head * cuddling slaps * Content commit for engine PR * stuff * more fixes * argh * yes even you are fixed * changelog fixes * fixes seeds * argh * Test fixes * Add writing for alert order prototype * Fix alert order writing * FIX * its been alot ok * Fix the rest of the visualizers * Fix server alerts component tests * Fix alert prototype tests not using the read value * Fix alert prototype tests initializing serialization multiple times * THIS IS AN AMERICAN CODEBASE GOD BLESS THE USA * Add ImplicitDataDefinitionForInheritors to IMechanismBehavior Fixes the behaviors not being found * Fix NRE in strap component Good night to the 1 buckle optimization * Fix clothing component slot flags serialization tag * Fix body component in all components test * Merge fixes * ffs * Make construction graph prototype use serialization hooks * human yaml linted * a * Do the thing for construction * stuff * a * monke see yaml linter * LINT HARDER * Remove redundant todo * yes * Add skip hook argument to readers and copiers * we gamin * test/datafield fixes * adds more verbose validation * moves linter to action * Improve construction graph step type serializer error message * Fix ammo box component NRE * gamin * some updates to the linter * yes * removes that test * misc fixes * array fix priority fix misc fixes * adds proper info the validation * adds alwaysrelevant usa * Make yaml linter take half as long to run (~50% less) * Make yaml linter 5 times faster (~80% less execution time) * based vera being based * fixes mapsaving * warning cleanup & moves surpressor * removes old msbuild targets * Revert "Make yaml linter 5 times faster (~80% less execution time)" This reverts commit 3e6091359a26252c3e98828199553de668031c63. * Add -nowarn to yaml linter run configuration * Improve yaml linter message feedback * Make dependencies an argument instead of a property on the serialization manager * yamllinting slaps * Clean up type serializers * Move yaml linter code to its own method * Fix yaml errors * Change yaml linter action name and remove -nowarn * yaml linter please shut * Git resetti robust toolbox Co-authored-by: Paul <ritter.paul1+git@googlemail.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
222 lines
7.7 KiB
C#
222 lines
7.7 KiB
C#
using System;
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using System.Collections.Generic;
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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;
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public Blackboard Blackboard => _blackboard;
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private Blackboard _blackboard;
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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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[field: 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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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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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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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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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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