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pub mod predicate;
use predicate::Predicate;
use crate::{
data::{
npc::{Controller, Npc, NpcId},
ReportId, Sentiments,
},
RtState,
};
use common::{
resources::{Time, TimeOfDay},
rtsim::NpcInput,
};
use hashbrown::HashSet;
use itertools::Either;
use rand_chacha::ChaChaRng;
use std::{any::Any, collections::VecDeque, marker::PhantomData, ops::ControlFlow};
use world::{IndexRef, World};
pub trait State: Clone + Send + Sync + 'static {}
impl<T: Clone + Send + Sync + 'static> State for T {}
#[derive(Clone, Copy)]
struct Resettable<T> {
original: T,
current: T,
}
impl<T: Clone> From<T> for Resettable<T> {
fn from(value: T) -> Self {
Self {
original: value.clone(),
current: value,
}
}
}
impl<T: Clone> Resettable<T> {
fn reset(&mut self) { self.current = self.original.clone(); }
}
impl<T> std::ops::Deref for Resettable<T> {
type Target = T;
fn deref(&self) -> &Self::Target { &self.current }
}
impl<T> std::ops::DerefMut for Resettable<T> {
fn deref_mut(&mut self) -> &mut Self::Target { &mut self.current }
}
/// The context provided to an [`Action`] while it is being performed. It should
/// be possible to access any and all important information about the game world
/// through this struct.
pub struct NpcCtx<'a> {
pub state: &'a RtState,
pub world: &'a World,
pub index: IndexRef<'a>,
pub time_of_day: TimeOfDay,
pub time: Time,
pub npc_id: NpcId,
pub npc: &'a Npc,
pub controller: &'a mut Controller,
pub inbox: &'a mut VecDeque<NpcInput>, // TODO: Allow more inbox items
pub sentiments: &'a mut Sentiments,
pub known_reports: &'a mut HashSet<ReportId>,
/// The delta time since this npcs ai was last ran.
pub dt: f32,
pub rng: ChaChaRng,
}
/// A trait that describes 'actions': long-running tasks performed by rtsim
/// NPCs. These can be as simple as walking in a straight line between two
/// locations or as complex as taking part in an adventure with players or
/// performing an entire daily work schedule.
///
/// Actions are built up from smaller sub-actions via the combinator methods
/// defined on this trait, and with the standalone functions in this module.
/// Using these combinators, in a similar manner to using the [`Iterator`] API,
/// it is possible to construct arbitrarily complex actions including behaviour
/// trees (see [`choose`] and [`watch`]) and other forms of moment-by-moment
/// decision-making.
///
/// On completion, actions may produce a value, denoted by the type parameter
/// `R`. For example, an action may communicate whether it was successful or
/// unsuccessful through this completion value.
///
/// You should not need to implement this trait yourself when writing AI code.
/// If you find yourself wanting to implement it, please discuss with the core
/// dev team first.
pub trait Action<S = (), R = ()>: Any + Send + Sync {
/// Returns `true` if the action should be considered the 'same' (i.e:
/// achieving the same objective) as another. In general, the AI system
/// will try to avoid switching (and therefore restarting) tasks when the
/// new task is the 'same' as the old one.
// TODO: Figure out a way to compare actions based on their 'intention': i.e:
// two pathing actions should be considered equivalent if their destination
// is the same regardless of the progress they've each made.
fn is_same(&self, other: &Self) -> bool
where
Self: Sized;
/// Like [`Action::is_same`], but allows for dynamic dispatch.
fn dyn_is_same_sized(&self, other: &dyn Action<S, R>) -> bool
where
Self: Sized,
{
match (other as &dyn Any).downcast_ref::<Self>() {
Some(other) => self.is_same(other),
None => false,
}
}
/// Like [`Action::is_same`], but allows for dynamic dispatch.
fn dyn_is_same(&self, other: &dyn Action<S, R>) -> bool;
/// Generate a backtrace for the action. The action should recursively push
/// all of the tasks it is currently performing.
fn backtrace(&self, bt: &mut Vec<String>);
/// Reset the action to its initial state such that it can be repeated.
fn reset(&mut self);
/// Perform the action for the current tick.
fn tick(&mut self, ctx: &mut NpcCtx, state: &mut S) -> ControlFlow<R>;
/// Create an action that chains together two sub-actions, one after the
/// other.
///
/// # Example
///
/// ```ignore
/// // Walk toward an enemy NPC and, once done, attack the enemy NPC
/// goto(enemy_npc).then(attack(enemy_npc))
/// ```
#[must_use]
fn then<A1: Action<S, R1>, R1>(self, other: A1) -> Then<Self, A1, R>
where
Self: Sized,
{
Then {
a0: self,
a0_finished: false,
a1: other,
phantom: PhantomData,
}
}
/// Create an action that repeats a sub-action indefinitely.
///
/// # Example
///
/// ```ignore
/// // Endlessly collect flax from the environment
/// find_and_collect(ChunkResource::Flax).repeat()
/// ```
#[must_use]
fn repeat(self) -> Repeat<Self, R>
where
Self: Sized,
{
Repeat(self, PhantomData)
}
/// Stop the sub-action suddenly if a condition is reached.
///
/// # Example
///
/// ```ignore
/// // Keep going on adventures until your 111th birthday
/// go_on_an_adventure().repeat().stop_if(|ctx| ctx.npc.age > 111.0)
/// ```
#[must_use]
fn stop_if<P: Predicate + Clone>(self, p: P) -> StopIf<Self, P>
where
Self: Sized,
{
StopIf(self, p.into())
}
/// Pause an action to possibly perform another action.
///
/// # Example
///
/// ```ignore
/// // Keep going on adventures until your 111th birthday
/// walk_to_the_shops()
/// .interrupt_with(|ctx| if ctx.npc.is_hungry() {
/// Some(eat_food())
/// } else {
/// None
/// })
/// ```
#[must_use]
fn interrupt_with<
A1: Action<S, R1>,
R1,
F: Fn(&mut NpcCtx, &mut S) -> Option<A1> + Send + Sync + 'static,
>(
self,
f: F,
) -> InterruptWith<Self, F, A1, R1>
where
Self: Sized,
{
InterruptWith {
a0: self,
f,
a1: None,
phantom: PhantomData,
}
}
/// Map the completion value of this action to something else.
#[must_use]
fn map<F: Fn(R, &mut S) -> R1, R1>(self, f: F) -> Map<Self, F, R>
where
Self: Sized,
{
Map(self, f, PhantomData)
}
/// Box the action. Often used to perform type erasure, such as when you
/// want to return one of many actions (each with different types) from
/// the same function.
///
/// Note that [`Either`] can often be used to unify mismatched types without
/// the need for boxing.
///
/// # Example
///
/// ```ignore
/// // Error! Type mismatch between branches
/// if npc.is_too_tired() {
/// goto(npc.home)
/// } else {
/// go_on_an_adventure()
/// }
///
/// // All fine
/// if npc.is_too_tired() {
/// goto(npc.home).boxed()
/// } else {
/// go_on_an_adventure().boxed()
/// }
/// ```
#[must_use]
fn boxed(self) -> Box<dyn Action<S, R>>
where
Self: Sized,
{
Box::new(self)
}
/// Set the state for child actions.
///
/// Note that state is reset when repeated.
///
/// # Example
///
/// ```ignore
/// just(|_, state: &mut i32| *state += 2)
/// // Outputs 5
/// .then(just(|_, state: &mut i32| println!("{state}")))
/// .with_state(3)
/// ```
#[must_use]
fn with_state<S0>(self, s: S) -> WithState<Self, S, S0>
where
Self: Sized,
S: Clone,
{
WithState(self, s.into(), PhantomData)
}
/// Map the current state for child actions, this map expects the return
/// value to have the same lifetime as the input state.
///
/// # Example
///
/// ```ignore
/// // Goes forward 5 steps
/// just(|_, state: &mut i32| go_forward(*state))
/// .map_state(|state: &mut (i32, i32)| &mut state.1)
/// .with_state((14, 5))
/// ```
#[must_use]
fn map_state<S0, F>(self, f: F) -> MapState<Self, F, S, S0>
where
F: Fn(&mut S0) -> &mut S,
Self: Sized,
{
MapState(self, f, PhantomData)
}
/// Add debugging information to the action that will be visible when using
/// the `/npc_info` command.
///
/// # Example
///
/// ```ignore
/// goto(npc.home).debug(|| "Going home")
/// ```
#[must_use]
fn debug<F, T>(self, mk_info: F) -> Debug<Self, F, T>
where
Self: Sized,
{
Debug(self, mk_info, PhantomData)
}
#[must_use]
fn l<Rhs>(self) -> Either<Self, Rhs>
where
Self: Sized,
{
Either::Left(self)
}
#[must_use]
fn r<Lhs>(self) -> Either<Lhs, Self>
where
Self: Sized,
{
Either::Right(self)
}
}
impl<S: State, R: 'static> Action<S, R> for Box<dyn Action<S, R>> {
fn is_same(&self, other: &Self) -> bool { (**self).dyn_is_same(other) }
fn dyn_is_same(&self, other: &dyn Action<S, R>) -> bool {
match (other as &dyn Any).downcast_ref::<Self>() {
Some(other) => self.is_same(other),
None => false,
}
}
fn backtrace(&self, bt: &mut Vec<String>) { (**self).backtrace(bt) }
fn reset(&mut self) { (**self).reset(); }
fn tick(&mut self, ctx: &mut NpcCtx, state: &mut S) -> ControlFlow<R> {
(**self).tick(ctx, state)
}
}
impl<S: State, R: 'static, A: Action<S, R>, B: Action<S, R>> Action<S, R> for Either<A, B> {
fn is_same(&self, other: &Self) -> bool {
match (self, other) {
(Either::Left(x), Either::Left(y)) => x.is_same(y),
(Either::Right(x), Either::Right(y)) => x.is_same(y),
_ => false,
}
}
fn dyn_is_same(&self, other: &dyn Action<S, R>) -> bool { self.dyn_is_same_sized(other) }
fn backtrace(&self, bt: &mut Vec<String>) {
match self {
Either::Left(x) => x.backtrace(bt),
Either::Right(x) => x.backtrace(bt),
}
}
fn reset(&mut self) {
match self {
Either::Left(x) => x.reset(),
Either::Right(x) => x.reset(),
}
}
fn tick(&mut self, ctx: &mut NpcCtx, state: &mut S) -> ControlFlow<R> {
match self {
Either::Left(x) => x.tick(ctx, state),
Either::Right(x) => x.tick(ctx, state),
}
}
}
// Now
/// See [`now`].
#[derive(Copy, Clone)]
pub struct Now<F, A>(F, Option<A>);
impl<
S: State,
R: Send + Sync + 'static,
F: Fn(&mut NpcCtx, &mut S) -> A + Send + Sync + 'static,
A: Action<S, R>,
> Action<S, R> for Now<F, A>
{
// TODO: This doesn't compare?!
fn is_same(&self, _other: &Self) -> bool { true }
fn dyn_is_same(&self, other: &dyn Action<S, R>) -> bool { self.dyn_is_same_sized(other) }
fn backtrace(&self, bt: &mut Vec<String>) {
if let Some(action) = &self.1 {
action.backtrace(bt);
} else {
bt.push("<thinking>".to_string());
}
}
fn reset(&mut self) { self.1 = None; }
// TODO: Reset closure state?
fn tick(&mut self, ctx: &mut NpcCtx, state: &mut S) -> ControlFlow<R> {
(self.1.get_or_insert_with(|| (self.0)(ctx, state))).tick(ctx, state)
}
}
/// Start a new action based on the state of the world (`ctx`) at the moment the
/// action is started.
///
/// If you're in a situation where you suddenly find yourself needing `ctx`, you
/// probably want to use this.
///
/// # Example
///
/// ```ignore
/// // An action that makes an NPC immediately travel to its *current* home
/// now(|ctx| goto(ctx.npc.home))
/// ```
pub fn now<S, R, F, A: Action<S, R>>(f: F) -> Now<F, A>
where
F: Fn(&mut NpcCtx, &mut S) -> A + Send + Sync + 'static,
{
Now(f, None)
}
// Until
/// See [`now`].
#[derive(Copy, Clone)]
pub struct Until<F, A, R>(F, Option<A>, PhantomData<R>);
impl<
S: State,
R: Send + Sync + 'static,
F: Fn(&mut NpcCtx, &mut S) -> Option<A> + Send + Sync + 'static,
A: Action<S, R>,
> Action<S, ()> for Until<F, A, R>
{
// TODO: This doesn't compare?!
fn is_same(&self, _other: &Self) -> bool { true }
fn dyn_is_same(&self, other: &dyn Action<S, ()>) -> bool { self.dyn_is_same_sized(other) }
fn backtrace(&self, bt: &mut Vec<String>) {
if let Some(action) = &self.1 {
action.backtrace(bt);
} else {
bt.push("<thinking>".to_string());
}
}
fn reset(&mut self) { self.1 = None; }
fn tick(&mut self, ctx: &mut NpcCtx, state: &mut S) -> ControlFlow<()> {
match &mut self.1 {
Some(x) => match x.tick(ctx, state) {
ControlFlow::Continue(()) => ControlFlow::Continue(()),
ControlFlow::Break(_) => {
self.1 = None;
ControlFlow::Continue(())
},
},
None => match (self.0)(ctx, state) {
Some(x) => {
self.1 = Some(x);
ControlFlow::Continue(())
},
None => ControlFlow::Break(()),
},
}
}
}
pub fn until<S, F, A: Action<S, R>, R>(f: F) -> Until<F, A, R>
where
F: Fn(&mut NpcCtx, &mut S) -> Option<A>,
{
Until(f, None, PhantomData)
}
// Just
/// See [`just`].
#[derive(Copy, Clone)]
pub struct Just<F, R = ()>(F, PhantomData<R>);
impl<S: State, R: Send + Sync + 'static, F: Fn(&mut NpcCtx, &mut S) -> R + Send + Sync + 'static>
Action<S, R> for Just<F, R>
{
fn is_same(&self, _other: &Self) -> bool { true }
fn dyn_is_same(&self, other: &dyn Action<S, R>) -> bool { self.dyn_is_same_sized(other) }
fn backtrace(&self, _bt: &mut Vec<String>) {}
fn reset(&mut self) {}
fn tick(&mut self, ctx: &mut NpcCtx, state: &mut S) -> ControlFlow<R> {
ControlFlow::Break((self.0)(ctx, state))
}
}
/// An action that executes some code just once when performed.
///
/// If you want to execute this code on every tick, consider combining it with
/// [`Action::repeat`].
///
/// # Example
///
/// ```ignore
/// // Make the current NPC say 'Hello, world!' exactly once
/// just(|ctx| ctx.controller.say("Hello, world!"))
/// ```
pub fn just<S: State, F, R: Send + Sync + 'static>(f: F) -> Just<F, R>
where
F: Fn(&mut NpcCtx, &mut S) -> R + Send + Sync + 'static,
{
Just(f, PhantomData)
}
// Finish
/// See [`finish`].
#[derive(Copy, Clone)]
pub struct Finish;
impl<S: State> Action<S, ()> for Finish {
fn is_same(&self, _other: &Self) -> bool { true }
fn dyn_is_same(&self, other: &dyn Action<S, ()>) -> bool { self.dyn_is_same_sized(other) }
fn backtrace(&self, _bt: &mut Vec<String>) {}
fn reset(&mut self) {}
fn tick(&mut self, _ctx: &mut NpcCtx, _state: &mut S) -> ControlFlow<()> {
ControlFlow::Break(())
}
}
/// An action that immediately finishes without doing anything.
///
/// This action is useless by itself, but becomes useful when combined with
/// actions that make decisions.
///
/// # Example
///
/// ```ignore
/// now(|ctx| {
/// if ctx.npc.is_tired() {
/// sleep().boxed() // If we're tired, sleep
/// } else if ctx.npc.is_hungry() {
/// eat().boxed() // If we're hungry, eat
/// } else {
/// finish().boxed() // Otherwise, do nothing
/// }
/// })
/// ```
#[must_use]
pub fn finish() -> Finish { Finish }
// Tree
pub type Priority = usize;
pub const URGENT: Priority = 0;
pub const IMPORTANT: Priority = 1;
pub const CASUAL: Priority = 2;
pub struct Node<S, R>(Box<dyn Action<S, R>>, Priority);
/// Perform an action with [`URGENT`] priority (see [`choose`]).
#[must_use]
pub fn urgent<S, A: Action<S, R>, R>(a: A) -> Node<S, R> { Node(Box::new(a), URGENT) }
/// Perform an action with [`IMPORTANT`] priority (see [`choose`]).
#[must_use]
pub fn important<S, A: Action<S, R>, R>(a: A) -> Node<S, R> { Node(Box::new(a), IMPORTANT) }
/// Perform an action with [`CASUAL`] priority (see [`choose`]).
#[must_use]
pub fn casual<S, A: Action<S, R>, R>(a: A) -> Node<S, R> { Node(Box::new(a), CASUAL) }
/// See [`choose`] and [`watch`].
pub struct Tree<S, F, R> {
next: F,
prev: Option<Node<S, R>>,
interrupt: bool,
}
impl<S: State, F: Fn(&mut NpcCtx, &mut S) -> Node<S, R> + Send + Sync + 'static, R: 'static>
Action<S, R> for Tree<S, F, R>
{
fn is_same(&self, _other: &Self) -> bool { true }
fn dyn_is_same(&self, other: &dyn Action<S, R>) -> bool { self.dyn_is_same_sized(other) }
fn backtrace(&self, bt: &mut Vec<String>) {
if let Some(prev) = &self.prev {
prev.0.backtrace(bt);
} else {
bt.push("<thinking>".to_string());
}
}
fn reset(&mut self) { self.prev = None; }
fn tick(&mut self, ctx: &mut NpcCtx, state: &mut S) -> ControlFlow<R> {
let new = (self.next)(ctx, state);
let prev = match &mut self.prev {
Some(prev) if prev.1 <= new.1 && (prev.0.dyn_is_same(&*new.0) || !self.interrupt) => {
prev
},
_ => self.prev.insert(new),
};
match prev.0.tick(ctx, state) {
ControlFlow::Continue(()) => ControlFlow::Continue(()),
ControlFlow::Break(r) => {
self.prev = None;
ControlFlow::Break(r)
},
}
}
}
/// An action that allows implementing a decision tree, with action
/// prioritisation.
///
/// The inner function will be run every tick to decide on an action. When an
/// action is chosen, it will be performed until completed *UNLESS* an action
/// with a more urgent priority is chosen in a subsequent tick. [`choose`] tries
/// to commit to actions when it can: only more urgent actions will interrupt an
/// action that's currently being performed. If you want something that's more
/// eager to switch actions, see [`watch`].
///
/// # Example
///
/// ```ignore
/// choose(|ctx| {
/// if ctx.npc.is_being_attacked() {
/// urgent(combat()) // If we're in danger, do something!
/// } else if ctx.npc.is_hungry() {
/// important(eat()) // If we're hungry, eat
/// } else {
/// casual(idle()) // Otherwise, do nothing
/// }
/// })
/// ```
#[must_use]
pub fn choose<S: State, R: 'static, F>(f: F) -> impl Action<S, R>
where
F: Fn(&mut NpcCtx, &mut S) -> Node<S, R> + Send + Sync + 'static,
{
Tree {
next: f,
prev: None,
interrupt: false,
}
}
/// An action that allows implementing a decision tree, with action
/// prioritisation.
///
/// The inner function will be run every tick to decide on an action. When an
/// action is chosen, it will be performed until completed unless a different
/// action of the same or higher priority is chosen in a subsequent tick.
/// [`watch`] is very unfocused and will happily switch between actions
/// rapidly between ticks if conditions change. If you want something that
/// tends to commit to actions until they are completed, see [`choose`].
///
/// # Example
///
/// ```ignore
/// watch(|ctx| {
/// if ctx.npc.is_being_attacked() {
/// urgent(combat()) // If we're in danger, do something!
/// } else if ctx.npc.is_hungry() {
/// important(eat()) // If we're hungry, eat
/// } else {
/// casual(idle()) // Otherwise, do nothing
/// }
/// })
/// ```
#[must_use]
pub fn watch<S: State, R: 'static, F>(f: F) -> impl Action<S, R>
where
F: Fn(&mut NpcCtx, &mut S) -> Node<S, R> + Send + Sync + 'static,
{
Tree {
next: f,
prev: None,
interrupt: true,
}
}
// Then
/// See [`Action::then`].
#[derive(Copy, Clone)]
pub struct Then<A0, A1, R0> {
a0: A0,
a0_finished: bool,
a1: A1,
phantom: PhantomData<R0>,
}
impl<
S: State,
A0: Action<S, R0>,
A1: Action<S, R1>,
R0: Send + Sync + 'static,
R1: Send + Sync + 'static,
> Action<S, R1> for Then<A0, A1, R0>
{
fn is_same(&self, other: &Self) -> bool {
self.a0.is_same(&other.a0) && self.a1.is_same(&other.a1)
}
fn dyn_is_same(&self, other: &dyn Action<S, R1>) -> bool { self.dyn_is_same_sized(other) }
fn backtrace(&self, bt: &mut Vec<String>) {
if self.a0_finished {
self.a1.backtrace(bt);
} else {
self.a0.backtrace(bt);
}
}
fn reset(&mut self) {
self.a0.reset();
self.a0_finished = false;
self.a1.reset();
}
fn tick(&mut self, ctx: &mut NpcCtx, state: &mut S) -> ControlFlow<R1> {
if !self.a0_finished {
match self.a0.tick(ctx, state) {
ControlFlow::Continue(()) => return ControlFlow::Continue(()),
ControlFlow::Break(_) => self.a0_finished = true,
}
}
self.a1.tick(ctx, state)
}
}
// InterruptWith
/// See [`Action::then`].
#[derive(Copy, Clone)]
pub struct InterruptWith<A0, F, A1, R1> {
a0: A0,
f: F,
a1: Option<A1>,
phantom: PhantomData<R1>,
}
impl<
S: State,
A0: Action<S, R0>,
A1: Action<S, R1>,
F: Fn(&mut NpcCtx, &mut S) -> Option<A1> + Send + Sync + 'static,
R0: Send + Sync + 'static,
R1: Send + Sync + 'static,
> Action<S, R0> for InterruptWith<A0, F, A1, R1>
{
fn is_same(&self, other: &Self) -> bool { self.a0.is_same(&other.a0) }
fn dyn_is_same(&self, other: &dyn Action<S, R0>) -> bool { self.dyn_is_same_sized(other) }
fn backtrace(&self, bt: &mut Vec<String>) {
if let Some(a1) = &self.a1 {
// TODO: Find a way to represent interrupts in backtraces
bt.push("<interrupted>".to_string());
a1.backtrace(bt);
} else {
self.a0.backtrace(bt);
}
}
fn reset(&mut self) {
self.a0.reset();
self.a1 = None;
}
fn tick(&mut self, ctx: &mut NpcCtx, state: &mut S) -> ControlFlow<R0> {
if let Some(new_a1) = (self.f)(ctx, state) {
self.a1 = Some(new_a1);
}
if let Some(a1) = &mut self.a1 {
match a1.tick(ctx, state) {
ControlFlow::Continue(()) => return ControlFlow::Continue(()),
ControlFlow::Break(_) => self.a1 = None,
}
}
self.a0.tick(ctx, state)
}
}
// Repeat
/// See [`Action::repeat`].
#[derive(Copy, Clone)]
pub struct Repeat<A, R = ()>(A, PhantomData<R>);
impl<S: State, R: Send + Sync + 'static, A: Action<S, R>> Action<S, !> for Repeat<A, R> {
fn is_same(&self, other: &Self) -> bool { self.0.is_same(&other.0) }
fn dyn_is_same(&self, other: &dyn Action<S, !>) -> bool { self.dyn_is_same_sized(other) }
fn backtrace(&self, bt: &mut Vec<String>) { self.0.backtrace(bt); }
fn reset(&mut self) { self.0.reset(); }
fn tick(&mut self, ctx: &mut NpcCtx, state: &mut S) -> ControlFlow<!> {
match self.0.tick(ctx, state) {
ControlFlow::Continue(()) => ControlFlow::Continue(()),
ControlFlow::Break(_) => {
self.0.reset();
ControlFlow::Continue(())
},
}
}
}
// Sequence
/// See [`seq`].
#[derive(Copy, Clone)]
pub struct Sequence<I, A, R = ()>(Resettable<I>, Option<A>, PhantomData<R>);
impl<
S: State,
R: Send + Sync + 'static,
I: Iterator<Item = A> + Clone + Send + Sync + 'static,
A: Action<S, R>,
> Action<S, ()> for Sequence<I, A, R>
{
fn is_same(&self, _other: &Self) -> bool { true }
fn dyn_is_same(&self, other: &dyn Action<S, ()>) -> bool { self.dyn_is_same_sized(other) }
fn backtrace(&self, bt: &mut Vec<String>) {
if let Some(action) = &self.1 {
action.backtrace(bt);
} else {
bt.push("<thinking>".to_string());
}
}
fn reset(&mut self) {
self.0.reset();
self.1 = None;
}
fn tick(&mut self, ctx: &mut NpcCtx, state: &mut S) -> ControlFlow<()> {
let item = if let Some(prev) = &mut self.1 {
prev
} else {
match self.0.next() {
Some(next) => self.1.insert(next),
None => return ControlFlow::Break(()),
}
};
if let ControlFlow::Break(_) = item.tick(ctx, state) {
self.1 = None;
}
ControlFlow::Continue(())
}
}
/// An action that consumes and performs an iterator of actions in sequence, one
/// after another.
///
/// # Example
///
/// ```ignore
/// // A list of enemies we should attack in turn
/// let enemies = vec![
/// ugly_goblin,
/// stinky_troll,
/// rude_dwarf,
/// ];
///
/// // Attack each enemy, one after another
/// seq(enemies
/// .into_iter()
/// .map(|enemy| attack(enemy)))
/// ```
#[must_use]
pub fn seq<S, I, A, R>(iter: I) -> Sequence<I, A, R>
where
I: Iterator<Item = A> + Clone,
A: Action<S, R>,
{
Sequence(iter.into(), None, PhantomData)
}
// StopIf
/// See [`Action::stop_if`].
#[derive(Copy, Clone)]
pub struct StopIf<A, P>(A, Resettable<P>);
impl<S: State, A: Action<S, R>, P: Predicate + Clone + Send + Sync + 'static, R>
Action<S, Option<R>> for StopIf<A, P>
{
fn is_same(&self, other: &Self) -> bool { self.0.is_same(&other.0) }
fn dyn_is_same(&self, other: &dyn Action<S, Option<R>>) -> bool {
self.dyn_is_same_sized(other)
}
fn backtrace(&self, bt: &mut Vec<String>) { self.0.backtrace(bt); }
fn reset(&mut self) {
self.0.reset();
self.1.reset();
}
fn tick(&mut self, ctx: &mut NpcCtx, state: &mut S) -> ControlFlow<Option<R>> {
if self.1.should(ctx) {
ControlFlow::Break(None)
} else {
self.0.tick(ctx, state).map_break(Some)
}
}
}
// Map
/// See [`Action::map`].
#[derive(Copy, Clone)]
pub struct Map<A, F, R>(A, F, PhantomData<R>);
impl<
S: State,
A: Action<S, R>,
F: Fn(R, &mut S) -> R1 + Send + Sync + 'static,
R: Send + Sync + 'static,
R1,
> Action<S, R1> for Map<A, F, R>
{
fn is_same(&self, other: &Self) -> bool { self.0.is_same(&other.0) }
fn dyn_is_same(&self, other: &dyn Action<S, R1>) -> bool { self.dyn_is_same_sized(other) }
fn backtrace(&self, bt: &mut Vec<String>) { self.0.backtrace(bt); }
fn reset(&mut self) { self.0.reset(); }
fn tick(&mut self, ctx: &mut NpcCtx, state: &mut S) -> ControlFlow<R1> {
self.0.tick(ctx, state).map_break(|t| (self.1)(t, state))
}
}
// Debug
/// See [`Action::debug`].
#[derive(Copy, Clone)]
pub struct Debug<A, F, T>(A, F, PhantomData<T>);
impl<
S: 'static,
A: Action<S, R>,
F: Fn() -> T + Send + Sync + 'static,
R: Send + Sync + 'static,
T: Send + Sync + std::fmt::Display + 'static,
> Action<S, R> for Debug<A, F, T>
{
fn is_same(&self, other: &Self) -> bool { self.0.is_same(&other.0) }
fn dyn_is_same(&self, other: &dyn Action<S, R>) -> bool { self.dyn_is_same_sized(other) }
fn backtrace(&self, bt: &mut Vec<String>) {
bt.push((self.1)().to_string());
self.0.backtrace(bt);
}
fn reset(&mut self) { self.0.reset(); }
fn tick(&mut self, ctx: &mut NpcCtx, state: &mut S) -> ControlFlow<R> {
self.0.tick(ctx, state)
}
}
#[derive(Copy, Clone)]
pub struct WithState<A, S, S0>(A, Resettable<S>, PhantomData<S0>);
impl<S0: State, S: State, R, A: Action<S, R>> Action<S0, R> for WithState<A, S, S0> {
fn is_same(&self, other: &Self) -> bool
where
Self: Sized,
{
self.0.is_same(&other.0)
}
fn dyn_is_same(&self, other: &dyn Action<S0, R>) -> bool { self.dyn_is_same_sized(other) }
fn backtrace(&self, bt: &mut Vec<String>) { self.0.backtrace(bt) }
fn reset(&mut self) {
self.0.reset();
self.1.reset();
}
fn tick(&mut self, ctx: &mut NpcCtx, _state: &mut S0) -> ControlFlow<R> {
self.0.tick(ctx, &mut self.1.current)
}
}
#[derive(Copy, Clone)]
pub struct MapState<A, F, S, S0>(A, F, PhantomData<(S, S0)>);
impl<S0: State, S: State, R, A: Action<S, R>, F: Fn(&mut S0) -> &mut S + Send + Sync + 'static>
Action<S0, R> for MapState<A, F, S, S0>
{
fn is_same(&self, other: &Self) -> bool
where
Self: Sized,
{
self.0.is_same(&other.0)
}
fn dyn_is_same(&self, other: &dyn Action<S0, R>) -> bool { self.dyn_is_same_sized(other) }
fn backtrace(&self, bt: &mut Vec<String>) { self.0.backtrace(bt) }
fn reset(&mut self) { self.0.reset(); }
fn tick(&mut self, ctx: &mut NpcCtx, state: &mut S0) -> ControlFlow<R> {
self.0.tick(ctx, (self.1)(state))
}
}