Added support for multiple timers, conditions, and counters in a single action node.

This commit is contained in:
Timothy Finnegan 2022-10-16 19:48:27 -07:00
parent 471b5996c3
commit a9add7012e
5 changed files with 379 additions and 167 deletions

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@ -21,6 +21,25 @@ pub const TRADE_INTERACTION_TIME: f32 = 300.0;
const AWARENESS_DECREMENT_CONSTANT: f32 = 2.1;
const SECONDS_BEFORE_FORGET_SOUNDS: f64 = 180.0;
//intentionally very few concurrent action state variables are allowed. This is to keep the
//complexity of our AI from getting too large, too quickly. Originally I was
//going to provide 30 of these, but if we decide later that this is too many
//and somebody is already using 30 in one of their AI, it will be difficult
//to go back.
/// The number of timers that a single Action node can track concurrently
/// Define constants within a given action node to index between them.
const ACTIONSTATE_NUMBER_OF_CONCURRENT_TIMERS: usize = 5;
/// The number of float counters that a single Action node can track concurrently
/// Define constants within a given action node to index between them.
const ACTIONSTATE_NUMBER_OF_CONCURRENT_COUNTERS: usize = 5;
/// The number of integer counters that a single Action node can track concurrently
/// Define constants within a given action node to index between them.
const ACTIONSTATE_NUMBER_OF_CONCURRENT_INT_COUNTERS: usize = 5;
/// The number of booleans that a single Action node can track concurrently
/// Define constants within a given action node to index between them.
const ACTIONSTATE_NUMBER_OF_CONCURRENT_CONDITIONS: usize = 5;
#[derive(Copy, Clone, Debug, PartialEq, Eq, Serialize, Deserialize)]
pub enum Alignment {
/// Wild animals and gentle giants
@ -511,12 +530,15 @@ pub struct Agent {
pub position_pid_controller: Option<PidController<fn(Vec3<f32>, Vec3<f32>) -> f32, 16>>,
}
/// State persistence object for the behavior tree
/// Allows for state to be stored between subsequent, sequential calls of a single action node.
/// If the executed action node changes between ticks, then the state should be considered lost.
#[derive(Clone, Debug, Default)]
pub struct ActionState {
pub timer: f32,
pub counter: f32,
pub condition: bool,
pub int_counter: u8,
pub timers: [f32; ACTIONSTATE_NUMBER_OF_CONCURRENT_TIMERS],
pub counters: [f32; ACTIONSTATE_NUMBER_OF_CONCURRENT_COUNTERS],
pub conditions: [bool; ACTIONSTATE_NUMBER_OF_CONCURRENT_CONDITIONS],
pub int_counters: [u8; ACTIONSTATE_NUMBER_OF_CONCURRENT_INT_COUNTERS],
pub initialized: bool,
}

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@ -1,3 +1,4 @@
use crate::{
consts::{
AVG_FOLLOW_DIST, DEFAULT_ATTACK_RANGE, IDLE_HEALING_ITEM_THRESHOLD, PARTIAL_PATH_DIST,
@ -43,6 +44,9 @@ use vek::*;
#[cfg(feature = "use-dyn-lib")]
use {crate::LIB, std::ffi::CStr};
impl<'a> AgentData<'a> {
////////////////////////////////////////
// Action Nodes
@ -163,6 +167,9 @@ impl<'a> AgentData<'a> {
read_data: &ReadData,
rng: &mut impl Rng,
) {
enum ActionTimers {
TimerIdle = 0,
}
// Light lanterns at night
// TODO Add a method to turn on NPC lanterns underground
let lantern_equipped = self
@ -196,15 +203,15 @@ impl<'a> AgentData<'a> {
true
};
if attempt_heal && self.heal_self(agent, controller, true) {
agent.action_state.timer = 0.01;
agent.action_state.timers[ActionTimers::TimerIdle as usize] = 0.01;
return;
}
} else {
agent.action_state.timer = 0.01;
agent.action_state.timers[ActionTimers::TimerIdle as usize] = 0.01;
return;
}
agent.action_state.timer = 0.0;
agent.action_state.timers[ActionTimers::TimerIdle as usize] = 0.0;
if let Some((travel_to, _destination)) = &agent.rtsim_controller.travel_to {
// If it has an rtsim destination and can fly, then it should.
// If it is flying and bumps something above it, then it should move down.
@ -547,7 +554,10 @@ impl<'a> AgentData<'a> {
event_emitter: &mut Emitter<ServerEvent>,
will_ambush: bool,
) {
agent.action_state.timer = 0.0;
enum ActionStateTimers {
TimerChooseTarget = 0,
}
agent.action_state.timers[ActionStateTimers::TimerChooseTarget as usize] = 0.0;
let mut aggro_on = false;
// Search the area.

File diff suppressed because it is too large Load Diff

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@ -58,6 +58,20 @@ pub struct BehaviorTree {
tree: Vec<BehaviorFn>,
}
/// Enumeration of the timers used by the behavior tree.
// FIXME: We shouldnt have a global timer enumeration for the whole behavior tree.
// It isnt entirely clear where a lot of the agents in some of the bdata objects in
// behavior tree functions come from, so it's hard to granularly define these timers per action
// node. As such, the behavior tree currently has one global enumeration for mapping timers
// in all functions, regardless as to use case or action node currently executed -- even if the
// agent might be different between calls. This doesn't break anything as each agent has its own
// instance of timers, but it is much less clear than I would like.
//
// This may require some refactoring to fix, and I don't feel confident doing so.
enum ActionStateBehaviorTreeTimers {
TimerBehaviorTree = 0,
}
impl BehaviorTree {
/// Base BehaviorTree
///
@ -474,12 +488,13 @@ fn handle_timed_events(bdata: &mut BehaviorData) -> bool {
/// Try to heal self if our damage went below a certain threshold
fn heal_self_if_hurt(bdata: &mut BehaviorData) -> bool {
if bdata.agent_data.damage < HEALING_ITEM_THRESHOLD
&& bdata
.agent_data
.heal_self(bdata.agent, bdata.controller, false)
{
bdata.agent.action_state.timer = 0.01;
bdata.agent.action_state.timers[ActionStateBehaviorTreeTimers::TimerBehaviorTree as usize] = 0.01;
return true;
}
false
@ -543,18 +558,18 @@ fn do_combat(bdata: &mut BehaviorData) -> bool {
let aggro_on = *aggro_on;
if agent_data.below_flee_health(agent) {
let has_opportunity_to_flee = agent.action_state.timer < FLEE_DURATION;
let has_opportunity_to_flee = agent.action_state.timers[ActionStateBehaviorTreeTimers::TimerBehaviorTree as usize] < FLEE_DURATION;
let within_flee_distance = dist_sqrd < MAX_FLEE_DIST.powi(2);
// FIXME: Using action state timer to see if allowed to speak is a hack.
if agent.action_state.timer == 0.0 {
if agent.action_state.timers[ActionStateBehaviorTreeTimers::TimerBehaviorTree as usize] == 0.0 {
agent_data.cry_out(agent, event_emitter, read_data);
agent.action_state.timer = 0.01;
agent.action_state.timers[ActionStateBehaviorTreeTimers::TimerBehaviorTree as usize] = 0.01;
} else if within_flee_distance && has_opportunity_to_flee {
agent_data.flee(agent, controller, tgt_pos, &read_data.terrain);
agent.action_state.timer += read_data.dt.0;
agent.action_state.timers[ActionStateBehaviorTreeTimers::TimerBehaviorTree as usize] += read_data.dt.0;
} else {
agent.action_state.timer = 0.0;
agent.action_state.timers[ActionStateBehaviorTreeTimers::TimerBehaviorTree as usize] = 0.0;
agent.target = None;
agent_data.idle(agent, controller, read_data, rng);
}

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@ -22,6 +22,11 @@ use crate::{
use super::{BehaviorData, BehaviorTree};
enum ActionStateInteractionTimers {
TimerInteraction = 0,
}
/// Interact if incoming messages
pub fn process_inbox_sound_and_hurt(bdata: &mut BehaviorData) -> bool {
if !bdata.agent.inbox.is_empty() {
@ -44,7 +49,7 @@ pub fn process_inbox_sound_and_hurt(bdata: &mut BehaviorData) -> bool {
Some(_) | None => {},
}
} else {
bdata.agent.action_state.timer = 0.1;
bdata.agent.action_state.timers[ActionStateInteractionTimers::TimerInteraction as usize] = 0.1;
}
}
false
@ -63,7 +68,7 @@ pub fn process_inbox_interaction(bdata: &mut BehaviorData) -> bool {
/// Increment agent's action_state timer
pub fn increment_timer_deltatime(bdata: &mut BehaviorData) -> bool {
bdata.agent.action_state.timer += bdata.read_data.dt.0;
bdata.agent.action_state.timers[ActionStateInteractionTimers::TimerInteraction as usize] += bdata.read_data.dt.0;
false
}