Files
wwdpublic/Content.Server/NPC/Systems/NPCUtilitySystem.cs
SimpleStation14 a22601c7b5 Mirror: Obsolete Logger cleanup for EntitySystems part 2 (#237)
## Mirror of PR #26159: [Obsolete `Logger` cleanup for `EntitySystem`s
part 2](https://github.com/space-wizards/space-station-14/pull/26159)
from <img src="https://avatars.githubusercontent.com/u/10567778?v=4"
alt="space-wizards" width="22"/>
[space-wizards](https://github.com/space-wizards)/[space-station-14](https://github.com/space-wizards/space-station-14)

###### `7d275a4b5e4188db424cc417c609dced3f9aca89`

PR opened by <img
src="https://avatars.githubusercontent.com/u/27449516?v=4"
width="16"/><a href="https://github.com/LordCarve"> LordCarve</a> at
2024-03-15 20:15:41 UTC

---

PR changed 14 files with 36 additions and 25 deletions.

The PR had the following labels:
- Status: Needs Review


---

<details open="true"><summary><h1>Original Body</h1></summary>

> <!-- Please read these guidelines before opening your PR:
https://docs.spacestation14.io/en/getting-started/pr-guideline -->
> <!-- The text between the arrows are comments - they will not be
visible on your PR. -->
> 
> ## About the PR
> <!-- What did you change in this PR? -->
> Part 2 of 2, continuation of #25941 
> Gets rid of the remaining obsolete `Logger` method calls from all
`EntitySystem`s and uses the expected `Log` to get at the proper
sawmill.
> 
> In particular:
> 1. Make the `ExamineSystemShared`'s `InRangeUnObstructed` non-`static`
(so finally able to use instance-based `Log` rather than `Logger`) and
inject dependency to all systems that were using it as `static`.
> 2. Adjust 4 more `EntitySystem`s to use `Log` rather than `Logger`
that were missed in the previous PR.
> 
> Tested that the game runs and the affected systems direct logs to the
correct sawmill.
> 
> ## Why / Balance
> <!-- Why was it changed? Link any discussions or issues here. Please
discuss how this would affect game balance. -->
> Using Logger directly for logging is marked obsolete. Brings some
order to logs (i.e. all `EntitySystem` logs start with a preceding
`system.`).
> 
> ## Technical details
> <!-- If this is a code change, summarize at high level how your new
code works. This makes it easier to review. -->
> I'm pretty sure `ExamineSystemShared`'s `InRangeUnObstructed` not
being `static` is the intended way since it being `static` dodges the
IoC entirely. It even has dirty hacks such as getting the occluder
system inside to make it happen. I didn't fix any of that as it's beyond
the scope of this PR, but it's another thing that needs improving.
> 
> These are the changes to the log sawmills:
> `ExamineSystemShared.cs`: BEFORE: `root` -> NEW: `system.examine`
> `AtmosphereSystem.Monstermos.cs`: BEFORE: `root` -> NEW:
`system.atmosphere`
> `TypingIndicatorSystem.cs`: BEFORE: `root` -> NEW:
`system.typing_indicator`
> `PiratesRuleSystem.cs` BEFORE: `pirates` -> NEW: `system.pirates_rule`
> `TabletopSystem.Session.cs` BEFORE: `root` -> NEW: `system.tabletop`
> 
> ## Media
> <!-- 
> PRs which make ingame changes (adding clothing, items, new features,
etc) are required to have media attached that showcase the changes.
> Small fixes/refactors are exempt.
> Any media may be used in SS14 progress reports, with clear credit
given.
> 
> If you're unsure whether your PR will require media, ask a maintainer.
> 
> Check the box below to confirm that you have in fact seen this (put an
X in the brackets, like [X]):
> -->
> 
> - [X] I have added screenshots/videos to this PR showcasing its
changes ingame, **or** this PR does not require an ingame showcase
> 
> ## Breaking changes
> <!--
> List any breaking changes, including namespace, public
class/method/field changes, prototype renames; and provide instructions
for fixing them. This will be pasted in #codebase-changes.
> -->
> Some logs now fall under a different sawmill (more precise). Any
software that analyzes logs and makes assumptions on which sawmill do
these logs fall to will need to be adjusted.


</details>

---------

Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: SimpleStation14 <Unknown>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
2024-05-28 21:18:15 -04:00

543 lines
19 KiB
C#

using Content.Server.Chemistry.Containers.EntitySystems;
using Content.Server.Fluids.EntitySystems;
using Content.Server.NPC.Queries;
using Content.Server.NPC.Queries.Considerations;
using Content.Server.NPC.Queries.Curves;
using Content.Server.NPC.Queries.Queries;
using Content.Server.Nutrition.Components;
using Content.Server.Nutrition.EntitySystems;
using Content.Server.Storage.Components;
using Content.Shared.Examine;
using Content.Shared.Fluids.Components;
using Content.Shared.Hands.Components;
using Content.Shared.Inventory;
using Content.Shared.Mobs.Systems;
using Content.Shared.Nutrition.Components;
using Content.Shared.Tools.Systems;
using Content.Shared.Weapons.Melee;
using Content.Shared.Weapons.Ranged.Components;
using Content.Shared.Weapons.Ranged.Events;
using Microsoft.Extensions.ObjectPool;
using Robust.Server.Containers;
using Robust.Shared.Prototypes;
using Robust.Shared.Utility;
using System.Linq;
namespace Content.Server.NPC.Systems;
/// <summary>
/// Handles utility queries for NPCs.
/// </summary>
public sealed class NPCUtilitySystem : EntitySystem
{
[Dependency] private readonly IPrototypeManager _proto = default!;
[Dependency] private readonly ContainerSystem _container = default!;
[Dependency] private readonly DrinkSystem _drink = default!;
[Dependency] private readonly EntityLookupSystem _lookup = default!;
[Dependency] private readonly FoodSystem _food = default!;
[Dependency] private readonly InventorySystem _inventory = default!;
[Dependency] private readonly MobStateSystem _mobState = default!;
[Dependency] private readonly NpcFactionSystem _npcFaction = default!;
[Dependency] private readonly OpenableSystem _openable = default!;
[Dependency] private readonly PuddleSystem _puddle = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
[Dependency] private readonly SolutionContainerSystem _solutions = default!;
[Dependency] private readonly WeldableSystem _weldable = default!;
[Dependency] private readonly ExamineSystemShared _examine = default!;
private EntityQuery<PuddleComponent> _puddleQuery;
private EntityQuery<TransformComponent> _xformQuery;
private ObjectPool<HashSet<EntityUid>> _entPool =
new DefaultObjectPool<HashSet<EntityUid>>(new SetPolicy<EntityUid>(), 256);
// Temporary caches.
private List<EntityUid> _entityList = new();
private HashSet<Entity<IComponent>> _entitySet = new();
private List<EntityPrototype.ComponentRegistryEntry> _compTypes = new();
public override void Initialize()
{
base.Initialize();
_puddleQuery = GetEntityQuery<PuddleComponent>();
_xformQuery = GetEntityQuery<TransformComponent>();
}
/// <summary>
/// Runs the UtilityQueryPrototype and returns the best-matching entities.
/// </summary>
/// <param name="bestOnly">Should we only return the entity with the best score.</param>
public UtilityResult GetEntities(
NPCBlackboard blackboard,
string proto,
bool bestOnly = true)
{
// TODO: PickHostilesop or whatever needs to juse be UtilityQueryOperator
var weh = _proto.Index<UtilityQueryPrototype>(proto);
var ents = _entPool.Get();
foreach (var query in weh.Query)
{
switch (query)
{
case UtilityQueryFilter filter:
Filter(blackboard, ents, filter);
break;
default:
Add(blackboard, ents, query);
break;
}
}
if (ents.Count == 0)
{
_entPool.Return(ents);
return UtilityResult.Empty;
}
var results = new Dictionary<EntityUid, float>();
var highestScore = 0f;
foreach (var ent in ents)
{
if (results.Count > weh.Limit)
break;
var score = 1f;
foreach (var con in weh.Considerations)
{
var conScore = GetScore(blackboard, ent, con);
var curve = con.Curve;
var curveScore = GetScore(curve, conScore);
var adjusted = GetAdjustedScore(curveScore, weh.Considerations.Count);
score *= adjusted;
// If the score is too low OR we only care about best entity then early out.
// Due to the adjusted score only being able to decrease it can never exceed the highest from here.
if (score <= 0f || bestOnly && score <= highestScore)
{
break;
}
}
if (score <= 0f)
continue;
highestScore = MathF.Max(score, highestScore);
results.Add(ent, score);
}
var result = new UtilityResult(results);
blackboard.Remove<EntityUid>(NPCBlackboard.UtilityTarget);
_entPool.Return(ents);
return result;
}
private float GetScore(IUtilityCurve curve, float conScore)
{
switch (curve)
{
case BoolCurve:
return conScore > 0f ? 1f : 0f;
case InverseBoolCurve:
return conScore.Equals(0f) ? 1f : 0f;
case PresetCurve presetCurve:
return GetScore(_proto.Index<UtilityCurvePresetPrototype>(presetCurve.Preset).Curve, conScore);
case QuadraticCurve quadraticCurve:
return Math.Clamp(quadraticCurve.Slope * MathF.Pow(conScore - quadraticCurve.XOffset, quadraticCurve.Exponent) + quadraticCurve.YOffset, 0f, 1f);
default:
throw new NotImplementedException();
}
}
private float GetScore(NPCBlackboard blackboard, EntityUid targetUid, UtilityConsideration consideration)
{
var owner = blackboard.GetValue<EntityUid>(NPCBlackboard.Owner);
switch (consideration)
{
case FoodValueCon:
{
if (!TryComp<FoodComponent>(targetUid, out var food))
return 0f;
// mice can't eat unpeeled bananas, need monkey's help
if (_openable.IsClosed(targetUid))
return 0f;
if (!_food.IsDigestibleBy(owner, targetUid, food))
return 0f;
var avoidBadFood = !HasComp<IgnoreBadFoodComponent>(owner);
// only eat when hungry or if it will eat anything
if (TryComp<HungerComponent>(owner, out var hunger) && hunger.CurrentThreshold > HungerThreshold.Okay && avoidBadFood)
return 0f;
// no mouse don't eat the uranium-235
if (avoidBadFood && HasComp<BadFoodComponent>(targetUid))
return 0f;
return 1f;
}
case DrinkValueCon:
{
if (!TryComp<DrinkComponent>(targetUid, out var drink))
return 0f;
// can't drink closed drinks
if (_openable.IsClosed(targetUid))
return 0f;
// only drink when thirsty
if (TryComp<ThirstComponent>(owner, out var thirst) && thirst.CurrentThirstThreshold > ThirstThreshold.Okay)
return 0f;
// no janicow don't drink the blood puddle
if (HasComp<BadDrinkComponent>(targetUid))
return 0f;
// needs to have something that will satiate thirst, mice wont try to drink 100% pure mutagen.
var hydration = _drink.TotalHydration(targetUid, drink);
if (hydration <= 1.0f)
return 0f;
return 1f;
}
case OrderedTargetCon:
{
if (!blackboard.TryGetValue<EntityUid>(NPCBlackboard.CurrentOrderedTarget, out var orderedTarget, EntityManager))
return 0f;
if (targetUid != orderedTarget)
return 0f;
return 1f;
}
case TargetAccessibleCon:
{
if (_container.TryGetContainingContainer(targetUid, out var container))
{
if (TryComp<EntityStorageComponent>(container.Owner, out var storageComponent))
{
if (storageComponent is { Open: false } && _weldable.IsWelded(container.Owner))
{
return 0.0f;
}
}
else
{
// If we're in a container (e.g. held or whatever) then we probably can't get it. Only exception
// Is a locker / crate
// TODO: Some mobs can break it so consider that.
return 0.0f;
}
}
// TODO: Pathfind there, though probably do it in a separate con.
return 1f;
}
case TargetAmmoMatchesCon:
{
if (!blackboard.TryGetValue(NPCBlackboard.ActiveHand, out Hand? activeHand, EntityManager) ||
!TryComp<BallisticAmmoProviderComponent>(activeHand.HeldEntity, out var heldGun))
{
return 0f;
}
if (heldGun.Whitelist?.IsValid(targetUid, EntityManager) != true)
{
return 0f;
}
return 1f;
}
case TargetDistanceCon:
{
var radius = blackboard.GetValueOrDefault<float>(NPCBlackboard.VisionRadius, EntityManager);
if (!TryComp<TransformComponent>(targetUid, out var targetXform) ||
!TryComp<TransformComponent>(owner, out var xform))
{
return 0f;
}
if (!targetXform.Coordinates.TryDistance(EntityManager, _transform, xform.Coordinates,
out var distance))
{
return 0f;
}
return Math.Clamp(distance / radius, 0f, 1f);
}
case TargetAmmoCon:
{
if (!HasComp<GunComponent>(targetUid))
return 0f;
var ev = new GetAmmoCountEvent();
RaiseLocalEvent(targetUid, ref ev);
if (ev.Count == 0)
return 0f;
// Wat
if (ev.Capacity == 0)
return 1f;
return (float) ev.Count / ev.Capacity;
}
case TargetHealthCon:
{
return 0f;
}
case TargetInLOSCon:
{
var radius = blackboard.GetValueOrDefault<float>(NPCBlackboard.VisionRadius, EntityManager);
return _examine.InRangeUnOccluded(owner, targetUid, radius + 0.5f, null) ? 1f : 0f;
}
case TargetInLOSOrCurrentCon:
{
var radius = blackboard.GetValueOrDefault<float>(NPCBlackboard.VisionRadius, EntityManager);
const float bufferRange = 0.5f;
if (blackboard.TryGetValue<EntityUid>("Target", out var currentTarget, EntityManager) &&
currentTarget == targetUid &&
TryComp<TransformComponent>(owner, out var xform) &&
TryComp<TransformComponent>(targetUid, out var targetXform) &&
xform.Coordinates.TryDistance(EntityManager, _transform, targetXform.Coordinates, out var distance) &&
distance <= radius + bufferRange)
{
return 1f;
}
return _examine.InRangeUnOccluded(owner, targetUid, radius + bufferRange, null) ? 1f : 0f;
}
case TargetIsAliveCon:
{
return _mobState.IsAlive(targetUid) ? 1f : 0f;
}
case TargetIsCritCon:
{
return _mobState.IsCritical(targetUid) ? 1f : 0f;
}
case TargetIsDeadCon:
{
return _mobState.IsDead(targetUid) ? 1f : 0f;
}
case TargetMeleeCon:
{
if (TryComp<MeleeWeaponComponent>(targetUid, out var melee))
{
return melee.Damage.GetTotal().Float() * melee.AttackRate / 100f;
}
return 0f;
}
default:
throw new NotImplementedException();
}
}
private float GetAdjustedScore(float score, int considerations)
{
/*
* Now using the geometric mean
* for n scores you take the n-th root of the scores multiplied
* e.g. a, b, c scores you take Math.Pow(a * b * c, 1/3)
* To get the ACTUAL geometric mean at any one stage you'd need to divide by the running consideration count
* however, the downside to this is it will fluctuate up and down over time.
* For our purposes if we go below the minimum threshold we want to cut it off, thus we take a
* "running geometric mean" which can only ever go down (and by the final value will equal the actual geometric mean).
*/
var adjusted = MathF.Pow(score, 1 / (float) considerations);
return Math.Clamp(adjusted, 0f, 1f);
}
private void Add(NPCBlackboard blackboard, HashSet<EntityUid> entities, UtilityQuery query)
{
var owner = blackboard.GetValue<EntityUid>(NPCBlackboard.Owner);
var vision = blackboard.GetValueOrDefault<float>(NPCBlackboard.VisionRadius, EntityManager);
switch (query)
{
case ComponentQuery compQuery:
{
if (compQuery.Components.Count == 0)
return;
var mapPos = _xformQuery.GetComponent(owner).MapPosition;
_compTypes.Clear();
var i = -1;
EntityPrototype.ComponentRegistryEntry compZero = default!;
foreach (var compType in compQuery.Components.Values)
{
i++;
if (i == 0)
{
compZero = compType;
continue;
}
_compTypes.Add(compType);
}
_entitySet.Clear();
_lookup.GetEntitiesInRange(compZero.Component.GetType(), mapPos, vision, _entitySet);
foreach (var comp in _entitySet)
{
var ent = comp.Owner;
if (ent == owner)
continue;
var othersFound = true;
foreach (var compOther in _compTypes)
{
if (!HasComp(ent, compOther.Component.GetType()))
{
othersFound = false;
break;
}
}
if (!othersFound)
continue;
entities.Add(ent);
}
break;
}
case InventoryQuery:
{
if (!_inventory.TryGetContainerSlotEnumerator(owner, out var enumerator))
break;
while (enumerator.MoveNext(out var slot))
{
foreach (var child in slot.ContainedEntities)
{
RecursiveAdd(child, entities);
}
}
break;
}
case NearbyHostilesQuery:
{
foreach (var ent in _npcFaction.GetNearbyHostiles(owner, vision))
{
entities.Add(ent);
}
break;
}
default:
throw new NotImplementedException();
}
}
private void RecursiveAdd(EntityUid uid, HashSet<EntityUid> entities)
{
// TODO: Probably need a recursive struct enumerator on engine.
var xform = _xformQuery.GetComponent(uid);
var enumerator = xform.ChildEnumerator;
entities.Add(uid);
while (enumerator.MoveNext(out var child))
{
RecursiveAdd(child, entities);
}
}
private void Filter(NPCBlackboard blackboard, HashSet<EntityUid> entities, UtilityQueryFilter filter)
{
switch (filter)
{
case ComponentFilter compFilter:
{
_entityList.Clear();
foreach (var ent in entities)
{
foreach (var comp in compFilter.Components)
{
if (HasComp(ent, comp.Value.Component.GetType()))
continue;
_entityList.Add(ent);
break;
}
}
foreach (var ent in _entityList)
{
entities.Remove(ent);
}
break;
}
case PuddleFilter:
{
_entityList.Clear();
foreach (var ent in entities)
{
if (!_puddleQuery.TryGetComponent(ent, out var puddleComp) ||
!_solutions.TryGetSolution(ent, puddleComp.SolutionName, out _, out var sol) ||
_puddle.CanFullyEvaporate(sol))
{
_entityList.Add(ent);
}
}
foreach (var ent in _entityList)
{
entities.Remove(ent);
}
break;
}
default:
throw new NotImplementedException();
}
}
}
public readonly record struct UtilityResult(Dictionary<EntityUid, float> Entities)
{
public static readonly UtilityResult Empty = new(new Dictionary<EntityUid, float>());
public readonly Dictionary<EntityUid, float> Entities = Entities;
/// <summary>
/// Returns the entity with the highest score.
/// </summary>
public EntityUid GetHighest()
{
if (Entities.Count == 0)
return EntityUid.Invalid;
return Entities.MaxBy(x => x.Value).Key;
}
/// <summary>
/// Returns the entity with the lowest score. This does not consider entities with a 0 (invalid) score.
/// </summary>
public EntityUid GetLowest()
{
if (Entities.Count == 0)
return EntityUid.Invalid;
return Entities.MinBy(x => x.Value).Key;
}
}