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https://gitlab.com/veloren/veloren.git
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Merge branch 'flaffwaffle/action_state_concurrent_states' into 'master'
ActionState extensions to allow for multiple concurrent state variables And More Complex AI See merge request veloren/veloren!3659
This commit is contained in:
commit
f676e732f6
@ -44,7 +44,6 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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- Item pickup UI now displays items that members of your group pick up.
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- Item pickup UI now displays items that members of your group pick up.
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- Improved shiny water shaders
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- Improved shiny water shaders
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- Tweaked armor stats
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- Tweaked armor stats
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### Removed
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### Removed
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### Fixed
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### Fixed
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@ -21,6 +21,27 @@ pub const TRADE_INTERACTION_TIME: f32 = 300.0;
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const AWARENESS_DECREMENT_CONSTANT: f32 = 2.1;
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const AWARENESS_DECREMENT_CONSTANT: f32 = 2.1;
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const SECONDS_BEFORE_FORGET_SOUNDS: f64 = 180.0;
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const SECONDS_BEFORE_FORGET_SOUNDS: f64 = 180.0;
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//intentionally very few concurrent action state variables are allowed. This is
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// to keep the complexity of our AI from getting too large, too quickly.
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// Originally I was going to provide 30 of these, but if we decide later that
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// this is too many and somebody is already using 30 in one of their AI, it will
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// be difficult to go back.
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/// The number of timers that a single Action node can track concurrently
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/// Define constants within a given action node to index between them.
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const ACTIONSTATE_NUMBER_OF_CONCURRENT_TIMERS: usize = 5;
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/// The number of float counters that a single Action node can track
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/// concurrently Define constants within a given action node to index between
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/// them.
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const ACTIONSTATE_NUMBER_OF_CONCURRENT_COUNTERS: usize = 5;
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/// The number of integer counters that a single Action node can track
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/// concurrently Define constants within a given action node to index between
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/// them.
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const ACTIONSTATE_NUMBER_OF_CONCURRENT_INT_COUNTERS: usize = 5;
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/// The number of booleans that a single Action node can track concurrently
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/// Define constants within a given action node to index between them.
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const ACTIONSTATE_NUMBER_OF_CONCURRENT_CONDITIONS: usize = 5;
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#[derive(Copy, Clone, Debug, PartialEq, Eq, Serialize, Deserialize)]
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#[derive(Copy, Clone, Debug, PartialEq, Eq, Serialize, Deserialize)]
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pub enum Alignment {
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pub enum Alignment {
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/// Wild animals and gentle giants
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/// Wild animals and gentle giants
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@ -511,12 +532,16 @@ pub struct Agent {
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pub position_pid_controller: Option<PidController<fn(Vec3<f32>, Vec3<f32>) -> f32, 16>>,
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pub position_pid_controller: Option<PidController<fn(Vec3<f32>, Vec3<f32>) -> f32, 16>>,
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}
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}
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/// State persistence object for the behavior tree
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/// Allows for state to be stored between subsequent, sequential calls of a
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/// single action node. If the executed action node changes between ticks, then
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/// the state should be considered lost.
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#[derive(Clone, Debug, Default)]
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#[derive(Clone, Debug, Default)]
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pub struct ActionState {
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pub struct ActionState {
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pub timer: f32,
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pub timers: [f32; ACTIONSTATE_NUMBER_OF_CONCURRENT_TIMERS],
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pub counter: f32,
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pub counters: [f32; ACTIONSTATE_NUMBER_OF_CONCURRENT_COUNTERS],
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pub condition: bool,
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pub conditions: [bool; ACTIONSTATE_NUMBER_OF_CONCURRENT_CONDITIONS],
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pub int_counter: u8,
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pub int_counters: [u8; ACTIONSTATE_NUMBER_OF_CONCURRENT_INT_COUNTERS],
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pub initialized: bool,
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pub initialized: bool,
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}
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}
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@ -163,6 +163,9 @@ impl<'a> AgentData<'a> {
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read_data: &ReadData,
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read_data: &ReadData,
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rng: &mut impl Rng,
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rng: &mut impl Rng,
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) {
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) {
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enum ActionTimers {
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TimerIdle = 0,
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}
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// Light lanterns at night
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// Light lanterns at night
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// TODO Add a method to turn on NPC lanterns underground
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// TODO Add a method to turn on NPC lanterns underground
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let lantern_equipped = self
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let lantern_equipped = self
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@ -196,15 +199,15 @@ impl<'a> AgentData<'a> {
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true
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true
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};
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};
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if attempt_heal && self.heal_self(agent, controller, true) {
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if attempt_heal && self.heal_self(agent, controller, true) {
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agent.action_state.timer = 0.01;
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agent.action_state.timers[ActionTimers::TimerIdle as usize] = 0.01;
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return;
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return;
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}
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}
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} else {
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} else {
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agent.action_state.timer = 0.01;
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agent.action_state.timers[ActionTimers::TimerIdle as usize] = 0.01;
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return;
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return;
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}
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}
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agent.action_state.timer = 0.0;
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agent.action_state.timers[ActionTimers::TimerIdle as usize] = 0.0;
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if let Some((travel_to, _destination)) = &agent.rtsim_controller.travel_to {
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if let Some((travel_to, _destination)) = &agent.rtsim_controller.travel_to {
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// If it has an rtsim destination and can fly, then it should.
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// If it has an rtsim destination and can fly, then it should.
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// If it is flying and bumps something above it, then it should move down.
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// If it is flying and bumps something above it, then it should move down.
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@ -547,7 +550,10 @@ impl<'a> AgentData<'a> {
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event_emitter: &mut Emitter<ServerEvent>,
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event_emitter: &mut Emitter<ServerEvent>,
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will_ambush: bool,
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will_ambush: bool,
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) {
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) {
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agent.action_state.timer = 0.0;
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enum ActionStateTimers {
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TimerChooseTarget = 0,
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}
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agent.action_state.timers[ActionStateTimers::TimerChooseTarget as usize] = 0.0;
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let mut aggro_on = false;
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let mut aggro_on = false;
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// Search the area.
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// Search the area.
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File diff suppressed because it is too large
Load Diff
@ -58,6 +58,22 @@ pub struct BehaviorTree {
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tree: Vec<BehaviorFn>,
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tree: Vec<BehaviorFn>,
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}
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}
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/// Enumeration of the timers used by the behavior tree.
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// FIXME: We shouldnt have a global timer enumeration for the whole behavior
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// tree. It isnt entirely clear where a lot of the agents in some of the bdata
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// objects in behavior tree functions come from, so it's hard to granularly
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// define these timers per action node. As such, the behavior tree currently has
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// one global enumeration for mapping timers in all functions, regardless as to
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// use case or action node currently executed -- even if the agent might be
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// different between calls. This doesn't break anything as each agent has its
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// own instance of timers, but it is much less clear than I would like.
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//
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// This may require some refactoring to fix, and I don't feel confident doing
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// so.
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enum ActionStateBehaviorTreeTimers {
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TimerBehaviorTree = 0,
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}
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impl BehaviorTree {
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impl BehaviorTree {
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/// Base BehaviorTree
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/// Base BehaviorTree
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///
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///
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@ -479,7 +495,8 @@ fn heal_self_if_hurt(bdata: &mut BehaviorData) -> bool {
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.agent_data
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.agent_data
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.heal_self(bdata.agent, bdata.controller, false)
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.heal_self(bdata.agent, bdata.controller, false)
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{
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{
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bdata.agent.action_state.timer = 0.01;
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bdata.agent.action_state.timers
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[ActionStateBehaviorTreeTimers::TimerBehaviorTree as usize] = 0.01;
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return true;
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return true;
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}
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}
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false
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false
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@ -543,18 +560,27 @@ fn do_combat(bdata: &mut BehaviorData) -> bool {
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let aggro_on = *aggro_on;
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let aggro_on = *aggro_on;
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if agent_data.below_flee_health(agent) {
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if agent_data.below_flee_health(agent) {
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let has_opportunity_to_flee = agent.action_state.timer < FLEE_DURATION;
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let has_opportunity_to_flee = agent.action_state.timers
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[ActionStateBehaviorTreeTimers::TimerBehaviorTree as usize]
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< FLEE_DURATION;
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let within_flee_distance = dist_sqrd < MAX_FLEE_DIST.powi(2);
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let within_flee_distance = dist_sqrd < MAX_FLEE_DIST.powi(2);
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// FIXME: Using action state timer to see if allowed to speak is a hack.
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// FIXME: Using action state timer to see if allowed to speak is a hack.
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if agent.action_state.timer == 0.0 {
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if agent.action_state.timers
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[ActionStateBehaviorTreeTimers::TimerBehaviorTree as usize]
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== 0.0
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{
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agent_data.cry_out(agent, event_emitter, read_data);
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agent_data.cry_out(agent, event_emitter, read_data);
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agent.action_state.timer = 0.01;
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agent.action_state.timers
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[ActionStateBehaviorTreeTimers::TimerBehaviorTree as usize] = 0.01;
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} else if within_flee_distance && has_opportunity_to_flee {
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} else if within_flee_distance && has_opportunity_to_flee {
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agent_data.flee(agent, controller, tgt_pos, &read_data.terrain);
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agent_data.flee(agent, controller, tgt_pos, &read_data.terrain);
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agent.action_state.timer += read_data.dt.0;
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agent.action_state.timers
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[ActionStateBehaviorTreeTimers::TimerBehaviorTree as usize] +=
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read_data.dt.0;
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} else {
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} else {
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agent.action_state.timer = 0.0;
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agent.action_state.timers
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[ActionStateBehaviorTreeTimers::TimerBehaviorTree as usize] = 0.0;
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agent.target = None;
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agent.target = None;
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agent_data.idle(agent, controller, read_data, rng);
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agent_data.idle(agent, controller, read_data, rng);
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}
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}
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@ -22,6 +22,10 @@ use crate::{
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use super::{BehaviorData, BehaviorTree};
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use super::{BehaviorData, BehaviorTree};
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enum ActionStateInteractionTimers {
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TimerInteraction = 0,
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}
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/// Interact if incoming messages
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/// Interact if incoming messages
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pub fn process_inbox_sound_and_hurt(bdata: &mut BehaviorData) -> bool {
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pub fn process_inbox_sound_and_hurt(bdata: &mut BehaviorData) -> bool {
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if !bdata.agent.inbox.is_empty() {
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if !bdata.agent.inbox.is_empty() {
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@ -44,7 +48,8 @@ pub fn process_inbox_sound_and_hurt(bdata: &mut BehaviorData) -> bool {
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Some(_) | None => {},
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Some(_) | None => {},
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}
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}
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} else {
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} else {
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bdata.agent.action_state.timer = 0.1;
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bdata.agent.action_state.timers
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[ActionStateInteractionTimers::TimerInteraction as usize] = 0.1;
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}
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}
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}
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}
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false
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false
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@ -63,7 +68,8 @@ pub fn process_inbox_interaction(bdata: &mut BehaviorData) -> bool {
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/// Increment agent's action_state timer
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/// Increment agent's action_state timer
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pub fn increment_timer_deltatime(bdata: &mut BehaviorData) -> bool {
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pub fn increment_timer_deltatime(bdata: &mut BehaviorData) -> bool {
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bdata.agent.action_state.timer += bdata.read_data.dt.0;
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bdata.agent.action_state.timers[ActionStateInteractionTimers::TimerInteraction as usize] +=
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bdata.read_data.dt.0;
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false
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false
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}
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}
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