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using Photon.Deterministic;
using Quantum.Collections;
namespace Quantum
{
public unsafe partial struct UtilityReasoner
{
public void Initialize(Frame frame, AssetRefUTRoot utRootRef = default, EntityRef entity = default)
{
// If we don't receive the UTRoot as parameter, we try to find it on the component itself
// Useful for pre-seting the UTRoot on a Prototype
UTRoot utRootInstance;
if (utRootRef == default)
{
utRootInstance = frame.FindAsset<UTRoot>(UTRoot.Id);
}
else
{
UTRoot = utRootRef;
utRootInstance = frame.FindAsset<UTRoot>(utRootRef.Id);
}
// Initialize the Reasoner's considerations.
// Can be useful further when creating dynamically added Considerations to the Agent (runtime)
QList<AssetRefConsideration> considerationsList = frame.AllocateList<AssetRefConsideration>();
for (int i = 0; i < utRootInstance.ConsiderationsRefs.Length; i++)
{
considerationsList.Add(utRootInstance.ConsiderationsRefs[i]);
}
Considerations = considerationsList;
CooldownsDict = frame.AllocateDictionary<AssetRefConsideration, FP>();
QList<AssetRefConsideration> previousExecution = frame.AllocateList<AssetRefConsideration>();
for (int i = 0; i < 6; i++)
{
previousExecution.Add(default);
}
PreviousExecution = previousExecution;
MomentumList = frame.AllocateList<UTMomentumPack>();
if (entity != default)
{
UTManager.SetupDebugger?.Invoke(entity, utRootInstance.Path);
}
}
public void Free(Frame frame)
{
UTRoot = default;
frame.FreeList<AssetRefConsideration>(Considerations);
frame.FreeDictionary<AssetRefConsideration, FP>(CooldownsDict);
frame.FreeList<AssetRefConsideration>(PreviousExecution);
frame.FreeList<UTMomentumPack>(MomentumList);
}
public void Update(Frame frame, UtilityReasoner* reasoner, EntityRef entity = default)
{
Consideration[] considerations = SolveConsiderationsList(frame, Considerations, reasoner, entity);
Consideration chosenConsideration = SelectBestConsideration(frame, considerations, 1, reasoner, entity);
if (chosenConsideration != default)
{
chosenConsideration.OnUpdate(frame, reasoner, entity);
UTManager.ConsiderationChosen?.Invoke(entity, chosenConsideration.Identifier.Guid.Value);
}
TickMomentum(frame, entity);
}
public Consideration[] SolveConsiderationsList(Frame frame, QListPtr<AssetRefConsideration> considerationsRefs, UtilityReasoner* reasoner, EntityRef entity = default)
{
QList<AssetRefConsideration> solvedRefs = frame.ResolveList(considerationsRefs);
Consideration[] considerationsArray = new Consideration[solvedRefs.Count];
for (int i = 0; i < solvedRefs.Count; i++)
{
considerationsArray[i] = frame.FindAsset<Consideration>(solvedRefs[i].Id);
}
return considerationsArray;
}
public Consideration SelectBestConsideration(Frame frame, Consideration[] considerations, byte depth, UtilityReasoner* reasoner, EntityRef entity = default)
{
if (considerations == default)
return null;
QList<UTMomentumPack> momentumList = frame.ResolveList(MomentumList);
// We get the Rank of every Consideration Set
// This "filters" the Considerations with higher absolute utility
AssetRefConsideration[] highRankConsiderations = new AssetRefConsideration[considerations.Length];
int highestRank = -1;
int counter = 0;
QDictionary<AssetRefConsideration, FP> cooldowns = frame.ResolveDictionary(CooldownsDict);
for (int i = 0; i < considerations.Length; i++)
{
Consideration consideration = considerations[i];
// Force low Rank for Considerations in Cooldown
if (cooldowns.Count > 0 && cooldowns.ContainsKey(considerations[i]) == true)
{
cooldowns[considerations[i]] -= frame.DeltaTime;
if (cooldowns[considerations[i]] <= 0)
{
cooldowns.Remove(considerations[i]);
}
{
continue;
}
}
// If the Consideration has Momentum, then it's Rank should is defined by it
// Otherwise, we calculate the Rank dynamically
int rank;
if (ContainsMomentum(momentumList, consideration, out var momentum) == true)
{
rank = momentum.Value;
}
else
{
rank = consideration.GetRank(frame, entity);
}
if (rank > highestRank)
{
counter = 0;
highestRank = rank;
highRankConsiderations[counter] = considerations[i];
}
else if (highestRank == rank)
{
counter++;
highRankConsiderations[counter] = considerations[i];
}
}
// We clean the indices on the high rank sets that were not selected
for (int i = counter + 1; i < highRankConsiderations.Length; i++)
{
if (highRankConsiderations[i] == default)
break;
highRankConsiderations[i] = default;
}
// Based on the higher rank, we check which Considerations sets have greater utility
// Then we choose that set this frame
Consideration chosenConsideration = default;
FP highestScore = FP.UseableMin;
for (int i = 0; i <= counter; i++)
{
if (highRankConsiderations[i] == default)
continue;
Consideration consideration = frame.FindAsset<Consideration>(highRankConsiderations[i].Id);
FP score = consideration.Score(frame, entity);
if (highestScore < score)
{
highestScore = score;
chosenConsideration = consideration;
}
}
if (chosenConsideration != default)
{
// If the chosen Consideration and it is not already under Momentum,
// we add add it there, replacing the previous Momentum (if any)
if (chosenConsideration.MomentumData.Value > 0 && ContainsMomentum(momentumList, chosenConsideration, out var momentum) == false)
{
InsertMomentum(frame, momentumList, chosenConsideration);
}
// If the chosen Consideration has cooldown and it is not yet on the cooldowns dictionary,
// we add it there
if (chosenConsideration.Cooldown > 0 && cooldowns.ContainsKey(chosenConsideration) == false)
{
cooldowns.Add(chosenConsideration, chosenConsideration.Cooldown);
}
// Add the chosen set to the choices history
OnConsiderationChosen(frame, reasoner, chosenConsideration, entity);
}
else
{
OnNoConsiderationChosen(frame, reasoner, depth, entity);
}
// We return the chosen set so it can be executed
return chosenConsideration;
}
#region Momentum
private bool ContainsMomentum(QList<UTMomentumPack> momentumList, Consideration consideration, out UTMomentumData momentum)
{
for (int i = 0; i < momentumList.Count; i++)
{
if (momentumList[i].ConsiderationRef == consideration)
{
momentum = momentumList[i].MomentumData;
return true;
}
}
momentum = default;
return false;
}
private void InsertMomentum(Frame frame, QList<UTMomentumPack> momentumList, AssetRefConsideration considerationRef)
{
Consideration newConsideration = frame.FindAsset<Consideration>(considerationRef.Id);
// First, we check if this should be a replacement, which happens if:
// . The momentum list already have that same Depth added
// . Or when it have a higher Depth added
bool wasReplacedment = false;
for (int i = 0; i < momentumList.Count; i++)
{
Consideration currentConsideration = frame.FindAsset<Consideration>(momentumList[i].ConsiderationRef.Id);
if (currentConsideration.Depth == newConsideration.Depth || currentConsideration.Depth > newConsideration.Depth)
{
momentumList.GetPointer(i)->ConsiderationRef = considerationRef;
momentumList.GetPointer(i)->MomentumData = frame.FindAsset<Consideration>(considerationRef.Id).MomentumData;
// We clear the rightmost momentum entries
if (i < momentumList.Count - 1)
{
for (int k = i + 1; k < momentumList.Count; k++)
{
momentumList.RemoveAt(k);
}
}
wasReplacedment = true;
break;
}
}
// If there was no replacement, we simply add it to the end of the list as this
// consideration probably has higher Depth than the others currently on the list
// which can also mean that the list was empty
if (wasReplacedment == false)
{
UTMomentumPack newMomentum = new UTMomentumPack()
{
ConsiderationRef = considerationRef,
MomentumData = frame.FindAsset<Consideration>(considerationRef.Id).MomentumData,
};
momentumList.Add(newMomentum);
}
}
private void TickMomentum(Frame frame, EntityRef entity = default)
{
QList<UTMomentumPack> momentumList = frame.ResolveList(MomentumList);
// We decrease the timer and check if it is time already to decay all of the current Momentums
TimeToTick -= frame.DeltaTime;
bool decay = false;
if (TimeToTick <= 0)
{
decay = true;
TimeToTick = 1;
}
for (int i = 0; i < momentumList.Count; i++)
{
UTMomentumPack* momentum = momentumList.GetPointer(i);
// If we currently have a commitment, we check if it is done already
// If it is done, that Consideration's Rank shall be re-calculated
// If it is not done, then the Consideration's Rank will be kept due to the commitment
// unless some other Consideration has greater Rank and replaces the current commitment
Consideration momentumConsideration = frame.FindAsset<Consideration>(momentum->ConsiderationRef.Id);
if (momentum->MomentumData.Value > 0 && momentumConsideration.MomentumData.DecayAmount > 0)
{
if (decay)
{
momentum->MomentumData.Value -= momentumConsideration.MomentumData.DecayAmount;
}
}
bool isDone = false;
if (momentumConsideration.Commitment != default)
{
isDone = momentumConsideration.Commitment.Execute(frame, entity);
}
if (isDone == true || momentum->MomentumData.Value <= 0)
{
momentum->MomentumData.Value = 0;
momentumList.RemoveAt(i);
}
}
}
#endregion
#region ConsiderationsChoiceReactions
private static void OnConsiderationChosen(Frame frame, UtilityReasoner* reasoner, AssetRefConsideration chosenConsiderationRef, EntityRef entity = default)
{
Consideration chosenConsideration = frame.FindAsset<Consideration>(chosenConsiderationRef.Id);
QList<AssetRefConsideration> previousExecution = frame.ResolveList(reasoner->PreviousExecution);
if (previousExecution[chosenConsideration.Depth - 1] != chosenConsideration)
{
// Exit the one that we're replacing
var replacedSet = frame.FindAsset<Consideration>(previousExecution[chosenConsideration.Depth - 1].Id);
if (replacedSet != default)
{
replacedSet.OnExit(frame, reasoner, entity);
}
// Exit the consecutive ones
for (int i = chosenConsideration.Depth; i < previousExecution.Count; i++)
{
var cs = frame.FindAsset<Consideration>(previousExecution[i].Id);
if (cs == default)
break;
cs.OnExit(frame, reasoner, entity);
previousExecution[i] = default;
}
// Insert and Enter on the new chosen consideration
previousExecution[chosenConsideration.Depth - 1] = chosenConsideration;
chosenConsideration.OnEnter(frame, reasoner, entity);
}
}
private static void OnNoConsiderationChosen(Frame frame, UtilityReasoner* reasoner, byte depth, EntityRef entity = default)
{
QList<AssetRefConsideration> previousExecution = frame.ResolveList(reasoner->PreviousExecution);
for (int i = depth - 1; i < previousExecution.Count; i++)
{
var cs = frame.FindAsset<Consideration>(previousExecution[i].Id);
if (cs == default)
break;
cs.OnExit(frame, reasoner, entity);
previousExecution[i] = default;
}
}
#endregion
}
}
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