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## About The Pull Request This Pull Request adds a new logging system that uses a timeline to track and visualize important events for specific datums. This is done via a new window in which you can select a datum for tracking, which adds it to the timeline. If this datum implements the EVLOGGING macros, it can track important events onto this timeline. As an example, we can log whenever an AI is deciding to make a new path, if it decides to generate a new decisionmaking plan, it finishes an action, or it decides to target someone/something. We can select these events to see more information, and optionally get a snapshot of important variables at the time this event was logged (like the blackboard and current plan for AI controllers). You can also filter out specific events / track info, which is done via categories. Each event / piece of track info is given a category and if you disable a category all events / track info in that category is hidden. This lets you filter out things you might not care about. <img width="2346" height="1209" alt="image" src="https://github.com/user-attachments/assets/0763077c-e349-4c7c-b017-23d29e1d089b" /> _whoever thinks we didnt need advanced cleanbot logging is a noob_ In the video below I showcase how this works; https://file.house/7nsOiqdvmSTxlsk3fs-e8g==.mp4 A cleanbot is roaming the halls, I turn on the event logger, click the "pick target" button and click on the datum I'd like to track (the cleanbot). This results in the cleanbot now tracking its events. I spawn some dirt and the cleanbot decides to clean it, and I go through the events; You can see theres different events being listed, such as when the cleanbot starts targetting the dirt, when it cleans plan, when it makes it JPS path and every time it moves over it. The macros I've currently implemented are as follows: **EVLOG_TEXT(DATUM, CATEGORY, INFO)** Only adds text to the event logger window, no world-visuals EVLOG_LOCATION(DATUM, CATEGORY, INFO, TURF) Adds text to the event logger and adds an image to where that turf is. EVLOG_TURFS(DATUM, CATEGORY, INFO, TURFS) Adds text to the event logger and adds an image to each turf in the TURFS list EVLOG_LINES(DATUM, CATEGORY, INFO, TURF_A, TURF_B) Adds text to the event logger and adds a line from turf_a to turf_B EVLOG_PATH(DATUM, CATEGORY, INFO, TURFS) Adds text to the event logger and visualizes a path from A to B (same way as the pathfinding debugger, of which I moved the visualization before to SSPathfinder) In terms of performance, the logger is a singleton, and events are ONLY logged if 1. The logger is running 2. The datum has the DF_EVLOGGING flag. This means most of the time, logging an event is a single var lookup (Since the runner is off by default). The DF_EVLOGGING flag is off by default as well and has to be enabled by the event logger, or set temporarily by a dev in code. This system can easily be extended with more event types / visualization types as well. (I'm thinking of datumizing the ones I have now) The TGUI is still a bit of a mess, I would love some pointers because I'm not really good at react so I just kind of hit it with a hammer until it did what I wanted 😎 Also, all of this is based on VisLogging from Unreal Engine, so it will have some likeness https://unreal-garden.com/tutorials/visual-logger/ ## Why It's Good For The Game This system allows us to debug more complex systems (like basic AI) in an understandable and clear way. While the implementation cases are not super common right now, extending this system could make debugging these systems much more comprehensible, and hopefully lets more developers help us with improving these systems. (plus, we LOVE timelines) ## Changelog 🆑 CabinetOnFire refactor: Implements "Event Logging" an improved way for programmers to debug specific datums. /🆑 --------- Co-authored-by: Lucy <lucy@absolucy.moe>
224 lines
8.8 KiB
Plaintext
224 lines
8.8 KiB
Plaintext
/**find and set
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* Finds an item near themselves, sets a blackboard key as it. Very useful for ais that need to use machines or something.
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* if you want to do something more complicated than find a single atom, change the search_tactic() proc
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* cool tip: search_tactic() can set lists
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*/
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/datum/ai_behavior/find_and_set
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action_cooldown = 2 SECONDS
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/datum/ai_behavior/find_and_set/perform(seconds_per_tick, datum/ai_controller/controller, set_key, locate_path, search_range)
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if (controller.blackboard_key_exists(set_key))
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
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if(QDELETED(controller.pawn))
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
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var/find_this_thing = search_tactic(controller, locate_path, search_range)
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if(isnull(find_this_thing))
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
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EVLOG_MAPTEXT(controller, EVLOG_CATEGORY_AI_TARGETING, "[controller.pawn] has selected [find_this_thing] as a target for blackboard key [set_key]! Behavior: [src]", get_turf(find_this_thing), "Target: [find_this_thing]")
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EVLOG_LINES(controller, EVLOG_CATEGORY_AI_TARGETING, "Line to target", get_turf(controller.pawn), get_turf(find_this_thing))
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controller.set_blackboard_key(set_key, find_this_thing)
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
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/datum/ai_behavior/find_and_set/proc/search_tactic(datum/ai_controller/controller, locate_path, search_range = 3)
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return locate(locate_path) in oview(search_range, controller.pawn)
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/**
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* Variant of find and set that fails if the living pawn doesn't hold something
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*/
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/datum/ai_behavior/find_and_set/pawn_must_hold_item
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/datum/ai_behavior/find_and_set/pawn_must_hold_item/search_tactic(datum/ai_controller/controller)
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var/mob/living/living_pawn = controller.pawn
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if(!living_pawn.get_num_held_items())
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return //we want to fail the search if we don't have something held
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return ..()
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/**
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* Variant of find and set that also requires the item to be edible. checks hands too
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*/
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/datum/ai_behavior/find_and_set/food_or_drink
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var/force_find_drinks = FALSE
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/datum/ai_behavior/find_and_set/food_or_drink/search_tactic(datum/ai_controller/controller, locate_path, search_range = SEARCH_TACTIC_DEFAULT_RANGE)
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var/mob/living/living_pawn = controller.pawn
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var/find_drinks = force_find_drinks || controller.blackboard[BB_IGNORE_DRINKS] || FALSE
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for(var/atom/held_candidate in living_pawn.held_items)
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if(is_food_or_drink(controller, held_candidate, find_drinks))
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return held_candidate
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for(var/atom/local_candidate in oview(search_range, controller.pawn))
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if(is_food_or_drink(controller, local_candidate, find_drinks) && istype(local_candidate, locate_path))
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return local_candidate
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return null
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/datum/ai_behavior/find_and_set/food_or_drink/proc/is_food_or_drink(datum/ai_controller/controller, obj/item/thing, find_drinks = FALSE)
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return is_food(thing) || (find_drinks && is_drink(thing))
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/datum/ai_behavior/find_and_set/food_or_drink/proc/is_food(obj/item/thing)
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if(IS_EDIBLE(thing))
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return TRUE
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if(istype(thing, /obj/item/reagent_containers/cup/bowl))
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return thing.reagents.total_volume > 0
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return FALSE
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/datum/ai_behavior/find_and_set/food_or_drink/proc/is_drink(obj/item/thing)
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if(istype(thing, /obj/item/reagent_containers/cup/glass))
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return thing.reagents.total_volume > 0
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return FALSE
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/datum/ai_behavior/find_and_set/food_or_drink/to_eat
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/datum/ai_behavior/find_and_set/food_or_drink/to_serve
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force_find_drinks = TRUE
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/**
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* Variant of find and set that only checks in hands, search range should be excluded for this
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*/
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/datum/ai_behavior/find_and_set/in_hands
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/datum/ai_behavior/find_and_set/in_hands/search_tactic(datum/ai_controller/controller, locate_path)
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var/mob/living/living_pawn = controller.pawn
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return locate(locate_path) in living_pawn.held_items
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/datum/ai_behavior/find_and_set/in_hands/given_list
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/datum/ai_behavior/find_and_set/in_hands/given_list/search_tactic(datum/ai_controller/controller, locate_paths)
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var/list/found = typecache_filter_list(controller.pawn, locate_paths)
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if(length(found))
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return pick(found)
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/**
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* Variant of find and set that takes a list of things to find.
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*/
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/datum/ai_behavior/find_and_set/in_list
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/datum/ai_behavior/find_and_set/in_list/search_tactic(datum/ai_controller/controller, locate_paths, search_range = SEARCH_TACTIC_DEFAULT_RANGE)
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var/list/found = typecache_filter_list(oview(search_range, controller.pawn), locate_paths)
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if(length(found))
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return pick(found)
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/// Like find_and_set/in_list, but we return the turf location of the item instead of the item itself.
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/datum/ai_behavior/find_and_set/in_list/turf_location
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/datum/ai_behavior/find_and_set/in_list/turf_location/search_tactic(datum/ai_controller/controller, locate_paths, search_range)
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. = ..()
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if(isnull(.))
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return null
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return get_turf(.)
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/**
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* Variant of find and set which returns an object which can be animated with a staff of change
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*/
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/datum/ai_behavior/find_and_set/animatable
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/datum/ai_behavior/find_and_set/animatable/search_tactic(datum/ai_controller/controller, locate_path, search_range = SEARCH_TACTIC_DEFAULT_RANGE)
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var/mob/living/living_pawn = controller.pawn
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var/list/nearby_items = list()
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for (var/obj/new_friend in oview(search_range, controller.pawn))
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if (!isitem(new_friend) && !isstructure(new_friend))
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continue
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if (is_type_in_list(new_friend, GLOB.animatable_blacklist))
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continue
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if (living_pawn.see_invisible < new_friend.invisibility)
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continue
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nearby_items += new_friend
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if(nearby_items.len)
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return pick(nearby_items)
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/**
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* Variant of find and set which returns the nearest wall which isn't invulnerable
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*/
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/datum/ai_behavior/find_and_set/nearest_wall
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/datum/ai_behavior/find_and_set/nearest_wall/search_tactic(datum/ai_controller/controller, locate_path, search_range = SEARCH_TACTIC_DEFAULT_RANGE)
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var/mob/living/living_pawn = controller.pawn
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var/list/nearby_walls = list()
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for (var/turf/closed/new_wall in oview(search_range, controller.pawn))
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if (isindestructiblewall(new_wall))
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continue
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nearby_walls += new_wall
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if(nearby_walls.len)
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return get_closest_atom(/turf/closed/, nearby_walls, living_pawn)
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/**
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* Variant of find and set which returns corpses who share your faction
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*/
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/datum/ai_behavior/find_and_set/friendly_corpses
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/datum/ai_behavior/find_and_set/friendly_corpses/search_tactic(datum/ai_controller/controller, locate_path, search_range = SEARCH_TACTIC_DEFAULT_RANGE)
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var/mob/living/living_pawn = controller.pawn
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var/list/nearby_bodies = list()
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for (var/mob/living/dead_pal in oview(search_range, controller.pawn))
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if (!isturf(dead_pal.loc))
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continue
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if (!dead_pal.stat || dead_pal.health > 0)
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continue
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if (living_pawn.see_invisible < dead_pal.invisibility)
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continue
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if (!living_pawn.faction_check_atom(dead_pal))
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continue
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nearby_bodies += dead_pal
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if (nearby_bodies.len)
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return pick(nearby_bodies)
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/**
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* A variant that looks for a human who is not dead or incapacitated, and has a mind
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*/
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/datum/ai_behavior/find_and_set/conscious_person
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/datum/ai_behavior/find_and_set/conscious_person/search_tactic(datum/ai_controller/controller, locate_path, search_range = SEARCH_TACTIC_DEFAULT_RANGE)
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var/list/customers = list()
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for(var/mob/living/carbon/human/target in oview(search_range, controller.pawn))
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if(IS_DEAD_OR_INCAP(target) || !target.mind)
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continue
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customers += target
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if(customers.len)
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return pick(customers)
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return null
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/datum/ai_behavior/find_and_set/nearby_friends
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action_cooldown = 2 SECONDS
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/datum/ai_behavior/find_and_set/nearby_friends/search_tactic(datum/ai_controller/controller, locate_path, search_range = SEARCH_TACTIC_DEFAULT_RANGE)
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var/atom/friend = locate(/mob/living/carbon/human) in oview(search_range, controller.pawn)
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if(isnull(friend))
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return null
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var/mob/living/living_pawn = controller.pawn
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var/potential_friend = living_pawn.has_ally(friend) ? friend : null
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return potential_friend
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/datum/ai_behavior/find_and_set/in_list/turf_types
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/datum/ai_behavior/find_and_set/in_list/turf_types/search_tactic(datum/ai_controller/controller, locate_paths, search_range = SEARCH_TACTIC_DEFAULT_RANGE)
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var/list/found = RANGE_TURFS(search_range, controller.pawn)
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shuffle_inplace(found)
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for(var/turf/possible_turf as anything in found)
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if(!is_type_in_typecache(possible_turf, locate_paths))
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continue
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if(can_see(controller.pawn, possible_turf, search_range))
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return possible_turf
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return null
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/datum/ai_behavior/find_and_set/in_list/closest_turf
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/datum/ai_behavior/find_and_set/in_list/closest_turf/search_tactic(datum/ai_controller/controller, locate_paths, search_range = SEARCH_TACTIC_DEFAULT_RANGE)
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var/list/found = RANGE_TURFS(search_range, controller.pawn)
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for(var/turf/possible_turf as anything in found)
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if(!is_type_in_typecache(possible_turf, locate_paths) || !can_see(controller.pawn, possible_turf, search_range))
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found -= possible_turf
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return (length(found)) ? get_closest_atom(/turf, found, controller.pawn) : null
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