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crystall-punk-14/Content.Shared/AI/SharedAiDebug.cs

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using System;
using System.Collections.Generic;
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Serialization;
namespace Content.Shared.AI
{
public static class SharedAiDebug
{
#region Mob Debug
[Serializable, NetSerializable]
public sealed class UtilityAiDebugMessage : EntityEventArgs
{
public EntityUid EntityUid { get; }
public double PlanningTime { get; }
public float ActionScore { get; }
public string FoundTask { get; }
public int ConsideredTaskCount { get; }
public UtilityAiDebugMessage(
EntityUid entityUid,
double planningTime,
float actionScore,
string foundTask,
int consideredTaskCount)
{
EntityUid = entityUid;
PlanningTime = planningTime;
ActionScore = actionScore;
FoundTask = foundTask;
ConsideredTaskCount = consideredTaskCount;
}
}
#endregion
#region Pathfinder Debug
/// <summary>
/// Client asks the server for the pathfinding graph details
/// </summary>
[Serializable, NetSerializable]
public sealed class RequestPathfindingGraphMessage : EntityEventArgs {}
[Serializable, NetSerializable]
public sealed class PathfindingGraphMessage : EntityEventArgs
{
public Dictionary<int, List<Vector2>> Graph { get; }
public PathfindingGraphMessage(Dictionary<int, List<Vector2>> graph)
{
Graph = graph;
}
}
public sealed class AStarRouteDebug
{
public EntityUid EntityUid { get; }
public Queue<TileRef> Route { get; }
public Dictionary<TileRef, TileRef> CameFrom { get; }
public Dictionary<TileRef, float> GScores { get; }
public double TimeTaken { get; }
public AStarRouteDebug(
EntityUid uid,
Queue<TileRef> route,
Dictionary<TileRef, TileRef> cameFrom,
Dictionary<TileRef, float> gScores,
double timeTaken)
{
EntityUid = uid;
Route = route;
CameFrom = cameFrom;
GScores = gScores;
TimeTaken = timeTaken;
}
}
public sealed class JpsRouteDebug
{
public EntityUid EntityUid { get; }
public Queue<TileRef> Route { get; }
public HashSet<TileRef> JumpNodes { get; }
public double TimeTaken { get; }
public JpsRouteDebug(
EntityUid uid,
Queue<TileRef> route,
HashSet<TileRef> jumpNodes,
double timeTaken)
{
EntityUid = uid;
Route = route;
JumpNodes = jumpNodes;
TimeTaken = timeTaken;
}
}
[Serializable, NetSerializable]
public sealed class AStarRouteMessage : EntityEventArgs
{
public readonly EntityUid EntityUid;
public readonly IEnumerable<Vector2> Route;
public readonly Dictionary<Vector2, Vector2> CameFrom;
public readonly Dictionary<Vector2, float> GScores;
public double TimeTaken;
public AStarRouteMessage(
EntityUid uid,
IEnumerable<Vector2> route,
Dictionary<Vector2, Vector2> cameFrom,
Dictionary<Vector2, float> gScores,
double timeTaken)
{
EntityUid = uid;
Route = route;
CameFrom = cameFrom;
GScores = gScores;
TimeTaken = timeTaken;
}
}
[Serializable, NetSerializable]
public sealed class JpsRouteMessage : EntityEventArgs
{
public readonly EntityUid EntityUid;
public readonly IEnumerable<Vector2> Route;
public readonly List<Vector2> JumpNodes;
public double TimeTaken;
public JpsRouteMessage(
EntityUid uid,
IEnumerable<Vector2> route,
List<Vector2> jumpNodes,
double timeTaken)
{
EntityUid = uid;
Route = route;
JumpNodes = jumpNodes;
TimeTaken = timeTaken;
}
}
#endregion
#region Reachable Debug
[Serializable, NetSerializable]
public sealed class ReachableChunkRegionsDebugMessage : EntityEventArgs
{
public GridId GridId { get; }
public Dictionary<int, Dictionary<int, List<Vector2>>> Regions { get; }
public ReachableChunkRegionsDebugMessage(GridId gridId, Dictionary<int, Dictionary<int, List<Vector2>>> regions)
{
GridId = gridId;
Regions = regions;
}
}
[Serializable, NetSerializable]
public sealed class ReachableCacheDebugMessage : EntityEventArgs
{
public GridId GridId { get; }
public Dictionary<int, List<Vector2>> Regions { get; }
public bool Cached { get; }
public ReachableCacheDebugMessage(GridId gridId, Dictionary<int, List<Vector2>> regions, bool cached)
{
GridId = gridId;
Regions = regions;
Cached = cached;
}
}
Physics (#3485) * Content side new physics structure * BroadPhase outline done * But we need to fix WorldAABB * Fix static pvs AABB * Fix import * Rando fixes * B is for balloon * Change human mob hitbox to circle * Decent movement * Start adding friction to player controller I think it's the best way to go about it to keep other objects somewhat consistent for physics. * This baby can fit so many physics bugs in it. * Slight mob mover optimisations. * Player mover kinda works okay. * Beginnings of testbed * More testbed * Circlestack bed * Namespaces * BB fixes * Pull WorldAABB * Joint pulling * Semi-decent movement I guess. * Pulling better * Bullet controller + old movement * im too dumb for this shit * Use kinematic mob controller again It's probably for the best TBH * Stashed shitcode * Remove SlipController * In which movement code is entirely refactored * Singularity fix * Fix ApplyLinearImpulse * MoveRelay fix * Fix door collisions * Disable subfloor collisions Saves on broadphase a fair bit * Re-implement ClimbController * Zumzum's pressure * Laggy item throwing * Minor atmos change * Some caching * Optimise controllers * Optimise CollideWith to hell and back * Re-do throwing and tile friction * Landing too * Optimise controllers * Move CCVars and other stuff swept is beautiful * Cleanup a bunch of controllers * Fix shooting and high pressure movement controller * Flashing improvements * Stuff and things * Combat collisions * Combat mode collisions * Pulling distance joint again * Cleanup physics interfaces * More like scuffedularity * Shit's fucked * Haha tests go green * Bigmoneycrab * Fix dupe pulling * Zumzum's based fix * Don't run tile friction for non-predicted bodies * Experimental pulling improvement * Everything's a poly now * Optimise AI region debugging a bit Could still be better but should improve default performance a LOT * Mover no updater * Crazy kinematic body idea * Good collisions * KinematicController * Fix aghost * Throwing refactor * Pushing cleanup * Fix throwing and footstep sounds * Frametime in ICollideBehavior * Fix stuff * Actually fix weightlessness * Optimise collision behaviors a lot * Make open lockers still collide with walls * powwweeerrrrr * Merge master proper * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * Ch ch ch changesss * SHIP IT * Fix #if DEBUG * Fix vaulting and item locker collision * Fix throwing * Editing yaml by hand what can go wrong * on * Last yaml fixes * Okay now it's fixed * Linter Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> Co-authored-by: Vera Aguilera Puerto <zddm@outlook.es>
2021-03-08 04:09:59 +11:00
/// <summary>
/// Send if someone is subscribing to reachable regions for NPCs.
/// </summary>
[Serializable, NetSerializable]
public sealed class SubscribeReachableMessage : EntityEventArgs {}
Physics (#3485) * Content side new physics structure * BroadPhase outline done * But we need to fix WorldAABB * Fix static pvs AABB * Fix import * Rando fixes * B is for balloon * Change human mob hitbox to circle * Decent movement * Start adding friction to player controller I think it's the best way to go about it to keep other objects somewhat consistent for physics. * This baby can fit so many physics bugs in it. * Slight mob mover optimisations. * Player mover kinda works okay. * Beginnings of testbed * More testbed * Circlestack bed * Namespaces * BB fixes * Pull WorldAABB * Joint pulling * Semi-decent movement I guess. * Pulling better * Bullet controller + old movement * im too dumb for this shit * Use kinematic mob controller again It's probably for the best TBH * Stashed shitcode * Remove SlipController * In which movement code is entirely refactored * Singularity fix * Fix ApplyLinearImpulse * MoveRelay fix * Fix door collisions * Disable subfloor collisions Saves on broadphase a fair bit * Re-implement ClimbController * Zumzum's pressure * Laggy item throwing * Minor atmos change * Some caching * Optimise controllers * Optimise CollideWith to hell and back * Re-do throwing and tile friction * Landing too * Optimise controllers * Move CCVars and other stuff swept is beautiful * Cleanup a bunch of controllers * Fix shooting and high pressure movement controller * Flashing improvements * Stuff and things * Combat collisions * Combat mode collisions * Pulling distance joint again * Cleanup physics interfaces * More like scuffedularity * Shit's fucked * Haha tests go green * Bigmoneycrab * Fix dupe pulling * Zumzum's based fix * Don't run tile friction for non-predicted bodies * Experimental pulling improvement * Everything's a poly now * Optimise AI region debugging a bit Could still be better but should improve default performance a LOT * Mover no updater * Crazy kinematic body idea * Good collisions * KinematicController * Fix aghost * Throwing refactor * Pushing cleanup * Fix throwing and footstep sounds * Frametime in ICollideBehavior * Fix stuff * Actually fix weightlessness * Optimise collision behaviors a lot * Make open lockers still collide with walls * powwweeerrrrr * Merge master proper * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * Ch ch ch changesss * SHIP IT * Fix #if DEBUG * Fix vaulting and item locker collision * Fix throwing * Editing yaml by hand what can go wrong * on * Last yaml fixes * Okay now it's fixed * Linter Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> Co-authored-by: Vera Aguilera Puerto <zddm@outlook.es>
2021-03-08 04:09:59 +11:00
/// <summary>
/// Send if someone is unsubscribing to reachable regions for NPCs.
/// </summary>
[Serializable, NetSerializable]
public sealed class UnsubscribeReachableMessage : EntityEventArgs {}
#endregion
}
}