Track LocalMods as part of monolith
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using Barotrauma;
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using Barotrauma.Extensions;
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using Barotrauma.Items.Components;
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using Barotrauma.Networking;
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using Microsoft.Xna.Framework;
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using System.Collections.Generic;
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using System.Linq;
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using System;
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using MoreLevelContent.Shared.Utils;
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using static Barotrauma.Level;
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using Voronoi2;
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using MoreLevelContent.Shared.Generation;
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using HarmonyLib;
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namespace MoreLevelContent.Shared.AI
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{
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public class CaveAiConfig
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{
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public Identifier Entity => "thalamus";
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public Identifier DefensiveAgent => "Leucocyte";
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public string OffensiveAgent => "Terminalcell";
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public string Brain => "thalamusbrain_cave";
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public string Spawner => "cellspawnorgan_cave";
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public float AgentSpawnDelay => 10;
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public float AgentSpawnDelayRandomFactor => 0.25f;
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public float AgentSpawnDelayDifficultyMultiplier => 1.0f;
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public float AgentSpawnCountDifficultyMultiplier => 1.0f;
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public int MaxAgentCount => 30;
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public bool KillAgentsWhenEntityDies => true;
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public float DeadEntityColorMultiplier => 0.5f;
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public float DeadEntityColorFadeOutTime => 1;
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}
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partial class CaveAI : IServerSerializable
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{
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public bool IsAlive { get; private set; }
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public readonly List<Item> ThalamusItems;
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public readonly Cave Cave;
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private readonly List<Turret> turrets = new List<Turret>();
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private readonly List<Item> spawnOrgans = new List<Item>();
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private readonly List<VoronoiCell> spawnPoints = new List<VoronoiCell>();
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private readonly Item brain;
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// Auto operate turrets need to have a submarine to work
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public readonly Submarine DummySub;
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private bool initialCellsSpawned;
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public readonly CaveAiConfig Config = new CaveAiConfig();
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private bool IsClient => GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient;
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private bool IsThalamus(MapEntityPrefab entityPrefab) => IsThalamus(entityPrefab, Config.Entity);
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private static IEnumerable<T> GetThalamusEntities<T>(Submarine wreck, Identifier tag) where T : MapEntity => GetThalamusEntities(wreck, tag).Where(e => e is T).Select(e => e as T);
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private static IEnumerable<MapEntity> GetThalamusEntities(Submarine wreck, Identifier tag) => MapEntity.MapEntityList.Where(e => e.Submarine == wreck && e.Prefab != null && IsThalamus(e.Prefab, tag));
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private static bool IsThalamus(MapEntityPrefab entityPrefab, Identifier tag) => entityPrefab.HasSubCategory("thalamus") || entityPrefab.Tags.Contains(tag);
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public CaveAI(List<Item> allThalamusItems, GraphEdge spawnEdge, Cave cave)
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{
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Log.Debug($"it {allThalamusItems == null} se: {spawnEdge == null} cave: {cave == null}");
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this.Cave = cave;
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DummySub = new Submarine(new SubmarineInfo(), showErrorMessages: false)
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{
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TeamID = CharacterTeamType.None,
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ShowSonarMarker = false
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};
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DummySub.PhysicsBody.BodyType = FarseerPhysics.BodyType.Static;
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DummySub.Info.Type = SubmarineType.EnemySubmarine;
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allThalamusItems.ForEach(i => i.Submarine = DummySub);
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var thalamusPrefabs = ItemPrefab.Prefabs.Where(p => IsThalamus(p));
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var brainPrefab = thalamusPrefabs.Where(p => p.Tags.Contains(Config.Brain)).FirstOrDefault();
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if (brainPrefab == null)
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{
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DebugConsole.ThrowError($"WreckAI: Could not find any brain prefab with the tag {Config.Brain}! Cannot continue. Failed to create wreck AI.");
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return;
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}
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ThalamusItems = allThalamusItems;
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brain = new Item(brainPrefab, Vector2.Zero, null);
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ThalamusItems.Add(brain);
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_ = MLCUtils.PositionItemOnEdge(brain, spawnEdge, 120, true);
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// Setup spawner organs
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spawnPoints = cave.Tunnels.SelectMany(t => t.Cells.Where(c => c.CellType != CellType.Solid && c.CellType != CellType.Removed)).ToList();
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foreach (var item in allThalamusItems)
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{
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var turret = item.GetComponent<Turret>();
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if (turret != null)
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{
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turrets.Add(turret);
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turret.AutoOperate = false;
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}
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if (item.HasTag(Config.Spawner))
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{
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if (!spawnOrgans.Contains(item))
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{
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spawnOrgans.Add(item);
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}
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}
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}
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// need to setup positions for initial cells to spawn
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IsAlive = true;
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ClearCave();
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}
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private readonly List<Item> destroyedOrgans = new List<Item>();
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public void Update(float deltaTime)
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{
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// General AI management
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if (!IsAlive) { return; }
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if (Cave == null)
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{
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Remove();
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return;
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}
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if (brain == null || brain.Removed || brain.Condition <= 0)
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{
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Kill();
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return;
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}
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// Manage organs
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destroyedOrgans.Clear();
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foreach (var organ in spawnOrgans)
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{
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if (organ.Condition <= 0)
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{
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destroyedOrgans.Add(organ);
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}
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}
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destroyedOrgans.ForEach(o => spawnOrgans.Remove(o));
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// Manage agro
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bool someoneNearby = false;
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float minDist = Sonar.DefaultSonarRange * 2.0f;
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foreach (Submarine submarine in Submarine.Loaded)
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{
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if (submarine.Info.Type != SubmarineType.Player) { continue; }
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if (Vector2.DistanceSquared(submarine.WorldPosition, Cave.StartPos.ToVector2()) < minDist * minDist)
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{
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someoneNearby = true;
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break;
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}
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}
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foreach (Character c in Character.CharacterList)
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{
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if (c != Character.Controlled && !c.IsRemotePlayer) { continue; }
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if (Vector2.DistanceSquared(c.WorldPosition, Cave.StartPos.ToVector2()) < minDist * minDist)
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{
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someoneNearby = true;
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break;
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}
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}
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if (!someoneNearby) { return; }
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OperateTurrets(deltaTime);
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if (!IsClient)
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{
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if (!initialCellsSpawned)
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{
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SpawnInitialCells();
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}
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UpdateReinforcements(deltaTime);
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}
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}
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private void ClearCave()
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{
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var wallsNearCave = Loaded.ExtraWalls.Where(w =>
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w.Cells.Any(c => c.IsDestructible &&
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(Cave.Area.Contains(c.Center) ||
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Vector2.DistanceSquared(Cave.StartPos.ToVector2(), c.Center) < Sonar.DefaultSonarRange * Sonar.DefaultSonarRange)));
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foreach (var wall in wallsNearCave)
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{
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if (wall is DestructibleLevelWall destructible)
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{
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destructible.Destroy();
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destructible.NetworkUpdatePending = true;
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}
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}
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}
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private void SpawnInitialCells()
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{
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int closeBrainCells = Rand.Range(5, 8);
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for (int i = 0; i < closeBrainCells; i++)
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{
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if (!TrySpawnCell(out _, brain)) { break; }
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}
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int initalCells = Rand.Range(5, MaxCellCount);
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for (int i = 0; i < initalCells; i++)
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{
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if (!TrySpawnCell(out _)) { break; }
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}
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initialCellsSpawned = true;
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}
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public void Kill()
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{
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ThalamusItems.ForEach(i => i.Condition = 0);
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foreach (var turret in turrets)
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{
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// Snap all tendons
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foreach (Item item in turret.ActiveProjectiles)
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{
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if (item.GetComponent<Projectile>()?.IsStuckToTarget ?? false)
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{
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item.Condition = 0;
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}
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}
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}
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FadeOutColors();
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protectiveCells.ForEach(c => c.OnDeath -= OnCellDeath);
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if (!IsClient)
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{
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if (Config != null)
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{
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if (Config.KillAgentsWhenEntityDies)
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{
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protectiveCells.ForEach(c => c.Kill(CauseOfDeathType.Unknown, null));
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if (!string.IsNullOrWhiteSpace(Config.OffensiveAgent))
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{
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foreach (var character in Character.CharacterList)
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{
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// Kills ALL offensive agents that are near the thalamus. Not the ideal solution,
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// but as long as spawning is handled via status effects, I don't know if there is any better way.
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// In practice there shouldn't be terminal cells from different thalamus organisms at the same time.
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// And if there was, the distance check should prevent killing the agents of a different organism.
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if (character.SpeciesName == Config.OffensiveAgent)
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{
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// Sonar distance is used also for wreck positioning. No wreck should be closer to each other than this.
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float maxDistance = Sonar.DefaultSonarRange;
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if (Vector2.DistanceSquared(character.WorldPosition, Cave.StartPos.ToVector2()) < maxDistance * maxDistance)
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{
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character.Kill(CauseOfDeathType.Unknown, null);
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}
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}
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}
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}
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}
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}
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}
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protectiveCells.Clear();
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IsAlive = false;
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}
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partial void FadeOutColors();
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public void Remove()
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{
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Kill();
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ThalamusItems?.Clear();
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Log.Debug("Removed thalacave");
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}
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public void RemoveThalamusItems()
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{
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foreach (MapEntity thalamusItem in ThalamusItems)
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{
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if (thalamusItem.Removed) continue;
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thalamusItem.Remove();
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}
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}
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// The client doesn't use these, so we don't have to sync them.
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private readonly List<Character> protectiveCells = new List<Character>();
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private float cellSpawnTimer;
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private int MaxCellCount => CalculateCellCount(5, Config.MaxAgentCount);
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private int CalculateCellCount(int minValue, int maxValue)
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{
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if (maxValue == 0) { return 0; }
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float difficulty = Level.Loaded?.Difficulty ?? 0.0f;
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float t = MathUtils.InverseLerp(0, 100, difficulty * Config.AgentSpawnCountDifficultyMultiplier);
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return (int)Math.Round(MathHelper.Lerp(minValue, maxValue, t));
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}
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private float GetSpawnTime()
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{
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float randomFactor = Config.AgentSpawnDelayRandomFactor;
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float delay = Config.AgentSpawnDelay;
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float min = delay;
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float max = delay * 6;
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float difficulty = Level.Loaded?.Difficulty ?? 0.0f;
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float t = difficulty * Config.AgentSpawnDelayDifficultyMultiplier * Rand.Range(1 - randomFactor, 1 + randomFactor);
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return MathHelper.Lerp(max, min, MathUtils.InverseLerp(0, 100, t));
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}
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void UpdateReinforcements(float deltaTime)
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{
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if (spawnOrgans.Count == 0) { return; }
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cellSpawnTimer -= deltaTime;
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if (cellSpawnTimer < 0)
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{
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TrySpawnCell(out _, spawnOrgans.GetRandomUnsynced());
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cellSpawnTimer = GetSpawnTime();
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}
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}
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bool TrySpawnCell(out Character cell, ISpatialEntity targetEntity = null)
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{
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cell = null;
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if (protectiveCells.Count >= MaxCellCount) { return false; }
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Vector2 worldSpawnPosition = targetEntity == null ? spawnPoints.GetRandomUnsynced().Center : targetEntity.WorldPosition;
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// Don't add items in the list, because we want to be able to ignore the restrictions for spawner organs.
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cell = Character.Create(Config.DefensiveAgent, worldSpawnPosition, ToolBox.RandomSeed(8), hasAi: true, createNetworkEvent: true);
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protectiveCells.Add(cell);
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cell.OnDeath += OnCellDeath;
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cellSpawnTimer = GetSpawnTime();
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return true;
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}
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void OperateTurrets(float deltaTime)
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{
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foreach (var turret in turrets)
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{
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turret.UpdateAutoOperate(deltaTime, true, Config.Entity);
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}
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}
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void OnCellDeath(Character character, CauseOfDeath causeOfDeath) => protectiveCells.Remove(character);
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#if SERVER
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public void ServerEventWrite(IWriteMessage msg, Client client, NetEntityEvent.IData extraData = null)
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{
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msg.WriteBoolean(IsAlive);
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}
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#endif
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}
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}
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