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using System;
using Photon.Deterministic;
using System.Collections.Generic;
namespace Quantum
{
public static unsafe class GOAPManager
{
// PUBLIC MEMBERS
public static EntityRef DebugEntity;
// PRIVATE MEMBERS
private static GOAPAStar.HeuristicCost _heuristicCost;
// PUBLIC METHODS
public static void Initialize(Frame frame, EntityRef entity, GOAPRoot root, GOAPAStar.HeuristicCost heuristicCost = null)
{
var agent = frame.Unsafe.GetPointer<GOAPAgent>(entity);
agent->Root = root;
var disableTimes = frame.AllocateList<FP>(root.Goals.Length);
for (int i = 0; i < root.GoalRefs.Length; i++)
{
disableTimes.Add(0);
}
agent->GoalDisableTimes = disableTimes;
if (heuristicCost != null)
{
_heuristicCost = heuristicCost;
}
else if (_heuristicCost == null)
{
switch (sizeof(EWorldState))
{
case 4:
_heuristicCost = GOAPHeuristic.BitmaskDifferenceUInt32;
break;
//case 8:
// _heuristicCost = GOAPHeuristic.BitmaskDifferenceUInt64;
// break;
default:
throw new NotImplementedException($"Heuristic for EWorldState size of {sizeof(EWorldState)} bytes is not implemented");
}
}
}
public static void Deinitialize(Frame frame, EntityRef entity)
{
var agent = frame.Unsafe.GetPointer<GOAPAgent>(entity);
agent->Root = default;
frame.FreeList(agent->GoalDisableTimes);
agent->GoalDisableTimes = default;
}
public static void Update(Frame frame, EntityRef entity, FP deltaTime)
{
var context = GetContext(frame, entity);
var agent = context.Agent;
bool debug = DebugEntity == entity;
// Update disable times
var goalDisableTimes = frame.ResolveList(agent->GoalDisableTimes);
for (int i = 0; i < goalDisableTimes.Count; i++)
{
goalDisableTimes[i] = FPMath.Max(FP._0, goalDisableTimes[i] - deltaTime);
}
var currentGoal = agent->CurrentGoal.Id.IsValid == true ? frame.FindAsset<GOAPGoal>(agent->CurrentGoal.Id) : null;
var currentAction = GetCurrentAction(frame, agent);
if (currentGoal != null)
{
// Decrease interruption timer
agent->InterruptionCheckCooldown = FPMath.Max(agent->InterruptionCheckCooldown - deltaTime, 0);
if (currentGoal.HasFinished(frame, context) == true)
{
StopCurrentGoal(frame, context, ref currentGoal, ref currentAction);
}
}
if (currentGoal == null || (agent->InterruptionCheckCooldown <= 0 && currentGoal.IsInterruptible(currentAction) == true))
{
FindNewGoal(frame, context, ref currentGoal, ref currentAction);
}
if (currentGoal != null)
{
UpdateCurrentGoal(frame, context, deltaTime, ref currentGoal, ref currentAction);
}
Pool.Return(context);
}
public static void StopCurrentGoal(Frame frame, EntityRef entity)
{
var context = GetContext(frame, entity);
var currentGoal = context.Agent->CurrentGoal.Id.IsValid == true ? frame.FindAsset<GOAPGoal>(context.Agent->CurrentGoal.Id) : null;
var currentAction = GetCurrentAction(frame, context.Agent);
StopCurrentGoal(frame, context, ref currentGoal, ref currentAction);
}
public static void SetGoalDisableTime(Frame frame, EntityRef entity, AssetRefGOAPGoal goal, FP disableTime)
{
if (goal.Id.IsValid == false)
return;
var agent = frame.Unsafe.GetPointer<GOAPAgent>(entity);
if (goal == agent->CurrentGoal)
{
StopCurrentGoal(frame, entity);
}
var root = frame.FindAsset<GOAPRoot>(agent->Root.Id);
int goalIndex = Array.IndexOf(root.GoalRefs, goal);
if (goalIndex >= 0)
{
var disableTimes = frame.ResolveList(agent->GoalDisableTimes);
disableTimes[goalIndex] = disableTime;
}
}
// PRIVATE METHODS
private static void UpdateCurrentGoal(Frame frame, GOAPEntityContext context, FP deltaTime, ref GOAPGoal currentGoal, ref GOAPAction currentAction)
{
var agent = context.Agent;
bool debug = DebugEntity == context.Entity;
if (currentAction != null && agent->CurrentState.Contains(currentAction.Effects) == true)
{
// This action is done, let's choose another one in next step
StopCurrentAction(frame, context, ref currentAction);
}
// Activate next action from the plan if needed
if (currentAction == null && agent->CurrentPlanSize > 0)
{
while (agent->CurrentActionIndex < agent->CurrentPlanSize - 1)
{
agent->LastProcessedActionIndex = agent->CurrentActionIndex;
agent->CurrentActionIndex++;
var nextAction = frame.FindAsset<GOAPAction>(agent->Plan[agent->CurrentActionIndex].Id);
if (agent->CurrentState.Contains(nextAction.Conditions) == false)
{
// Conditions are not met, terminate whole plan
StopCurrentGoal(frame, context, ref currentGoal, ref currentAction);
break;
}
if (agent->CurrentState.Contains(nextAction.Effects) == false)
{
// This action is valid, activate it
currentAction = nextAction;
currentAction.Activate(frame, context);
if (debug == true)
{
Log.Info($"GOAP: Action {currentAction.Path} activated");
}
agent->CurrentActionTime = 0;
break;
}
}
if (currentAction == null && currentGoal != null)
{
if (debug == true)
{
Log.Info($"GOAP: Plan execution failed: Probably last action is finished but goal is not satisfied (state might change during execution). Goal: {currentGoal.Path}");
}
StopCurrentGoal(frame, context, ref currentGoal, ref currentAction);
}
}
// Update action
if (currentAction != null)
{
var result = currentAction.Update(frame, context);
if (result == GOAPAction.EResult.IsFailed)
{
StopCurrentGoal(frame, context, ref currentGoal, ref currentAction);
}
else if (result == GOAPAction.EResult.IsDone)
{
// This action claims to be done, apply effects and next action will be chosen next Update
agent->CurrentState.Merge(currentAction.Effects);
agent->LastProcessedActionIndex = agent->CurrentActionIndex;
StopCurrentAction(frame, context, ref currentAction);
}
agent->CurrentActionTime += deltaTime;
}
if (currentGoal != null)
{
agent->CurrentGoalTime += deltaTime;
}
}
private static void StopCurrentAction(Frame frame, GOAPEntityContext context, ref GOAPAction currentAction)
{
if (currentAction == null)
return;
if (context.Agent->Plan[context.Agent->CurrentActionIndex] != currentAction)
{
Log.Error($"GOAP: Trying to stop action {currentAction.Path} that isn't currently active.");
return;
}
currentAction.Deactivate(frame, context);
context.Agent->LastProcessedActionIndex = context.Agent->CurrentActionIndex;
if (context.Entity == DebugEntity)
{
Log.Info($"GOAP: Action {currentAction.Path} deactivated");
}
currentAction = null;
}
private static void StopCurrentGoal(Frame frame, GOAPEntityContext context, ref GOAPGoal currentGoal, ref GOAPAction currentAction)
{
var agent = context.Agent;
StopCurrentAction(frame, context, ref currentAction);
if (currentGoal != null)
{
currentGoal.Deactivate(frame, context);
if (context.Entity == DebugEntity)
{
Log.Info($"GOAP: Goal {currentGoal.Path} deactivated");
}
FP disableTime = currentGoal.GetDisableTime(frame, context);
if (disableTime > 0)
{
var disableTimes = frame.ResolveList(agent->GoalDisableTimes);
int goalIndex = Array.IndexOf(context.Root.Goals, currentGoal);
if (goalIndex >= 0)
{
disableTimes[goalIndex] = disableTime;
}
}
}
agent->CurrentActionIndex = -1;
agent->LastProcessedActionIndex = -1;
agent->CurrentActionTime = 0;
agent->CurrentPlanSize = 0;
agent->CurrentGoal = default;
agent->CurrentGoalTime = 0;
currentGoal = null;
currentAction = null;
}
private static void FindNewGoal(Frame frame, GOAPEntityContext context, ref GOAPGoal currentGoal, ref GOAPAction currentAction)
{
var agent = context.Agent;
var goals = context.Root.Goals;
GOAPGoal bestGoal = null;
FP bestRelevancy = FP.MinValue;
var disableTimes = frame.ResolveList(agent->GoalDisableTimes);
for (int i = 0; i < goals.Length; i++)
{
if (disableTimes[i] > 0)
continue;
var goal = goals[i];
var startState = agent->CurrentState;
startState.Merge(goal.StartState);
if (startState.Contains(goal.TargetState) == true)
continue; // Goal is satisfied
FP relevancy = goal.GetRelevancy(frame, context);
if (relevancy <= 0)
continue;
if (relevancy > bestRelevancy)
{
bestRelevancy = relevancy;
bestGoal = goal;
}
}
// Reset interruption timer
agent->InterruptionCheckCooldown = context.Root.InterruptionCheckInterval;
if (bestGoal == null || bestGoal == currentGoal)
return;
bool debug = context.Entity == DebugEntity;
if (debug == true)
{
Log.Info($"GOAP: New best goal found: {bestGoal.Path}");
}
GOAPState currentState = agent->CurrentState;
GOAPState targetState = default;
bestGoal.InitPlanning(frame, context, ref currentState, ref targetState);
var aStar = Pool<GOAPAStar>.Get();
List<GOAPAction> plan = null;
if (debug == true)
{
using (new StopwatchBlock("GOAP: Backward A* search"))
{
plan = aStar.Run(frame, context, currentState, targetState, bestGoal, context.Root.Actions, _heuristicCost, Constants.MAX_PLAN_SIZE);
}
Log.Info($"GOAP: Search data - {aStar.Statistics.ToString()}");
}
else
{
plan = aStar.Run(frame, context, currentState, targetState, bestGoal, context.Root.Actions, _heuristicCost, Constants.MAX_PLAN_SIZE);
}
if (plan == null)
{
if (debug == true)
{
Log.Info($"GOAP: Failed to find plan for goal {bestGoal.Path}");
}
int goalIndex = Array.IndexOf(goals, bestGoal);
// Ensure there will be at least one planning without this failed goal
disableTimes[goalIndex] = FPMath.Max(FP._0_50, agent->InterruptionCheckCooldown + FP._0_10);
Pool<GOAPAStar>.Return(aStar);
return;
}
if (currentGoal != null)
{
StopCurrentGoal(frame, context, ref currentGoal, ref currentAction);
}
agent->CurrentGoal = bestGoal;
agent->CurrentGoalTime = 0;
agent->CurrentState = currentState;
agent->GoalState = targetState;
agent->CurrentActionIndex = -1;
agent->LastProcessedActionIndex = -1;
agent->CurrentActionTime = 0;
agent->CurrentPlanSize = 0;
currentGoal = bestGoal;
currentAction = null;
for (int i = 0; i < plan.Count; i++)
{
var action = plan[i];
if (action == null)
break;
*agent->Plan.GetPointer(i) = action;
agent->CurrentPlanSize++;
}
if (debug == true)
{
var planInfo = $"GOAP: Plan FOUND. Size: {agent->CurrentPlanSize} More...";
for (int i = 0; i < agent->CurrentPlanSize; i++)
{
planInfo += $"\nAction {i + 1}: {plan[i].Path}";
}
Log.Info(planInfo);
}
currentGoal.Activate(frame, context);
if (debug == true)
{
Log.Info($"GOAP: Goal {currentGoal.Path} activated");
}
// Plan object is part of pooled GOAPAStar object
// so GOAPAStar needs to be returned after plan is no longer needed
Pool<GOAPAStar>.Return(aStar);
}
private static GOAPAction GetCurrentAction(Frame frame, GOAPAgent* agent)
{
if (agent->CurrentActionIndex < 0)
return null;
if (agent->LastProcessedActionIndex >= agent->CurrentActionIndex)
return null;
return frame.FindAsset<GOAPAction>(agent->Plan[agent->CurrentActionIndex].Id);
}
private static GOAPEntityContext GetContext(Frame frame, EntityRef entity)
{
var context = Pool<GOAPEntityContext>.Get();
context.Entity = entity;
context.Agent = frame.Unsafe.GetPointer<GOAPAgent>(entity);
context.Blackboard = frame.Has<AIBlackboardComponent>(entity) ? frame.Unsafe.GetPointer<AIBlackboardComponent>(entity) : null;
context.Root = frame.FindAsset<GOAPRoot>(context.Agent->Root.Id);
context.Config = frame.FindAsset<AIConfig>(context.Agent->Config.Id);
return context;
}
}
public unsafe class GOAPEntityContext
{
public EntityRef Entity;
public GOAPAgent* Agent;
public GOAPRoot Root;
public AIConfig Config;
public AIBlackboardComponent* Blackboard;
}
} |