Track LocalMods as part of monolith
This commit is contained in:
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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 FarseerPhysics;
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Collections.Immutable;
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using System.Linq;
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using static Barotrauma.AIObjectiveIdle;
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namespace MoreLevelContent.Shared.AI
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{
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internal class AITraitorObjectiveInjectItem : AIObjective
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{
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public override Identifier Identifier { get; set; } = "traitorinject".ToIdentifier();
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// public override bool IsLoop { get => true; set => throw new NotImplementedException(); }
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public override bool CanBeCompleted => true;
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public AITraitorObjectiveInjectItem(Character character, AIObjectiveManager objectiveManager, float priorityModifier, Identifier option = default, ImmutableArray<Identifier> targetItems = default) : base(character, objectiveManager, priorityModifier, option)
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{
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targetItemIdentifier = targetItems.GetRandomUnsynced();
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// Pick our hated job
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hatedJob = JobPrefab.Prefabs.Where(p => !p.HiddenJob).GetRandomUnsynced().Identifier;
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Log.Debug($"Hated Job: {hatedJob}");
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character.IsEscorted = true; // lets them wander on the players sub
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// for testing, makes them walk around
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// like normal people
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if (!Main.IsRelase)
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{
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var idleObjective = objectiveManager.GetObjective<AIObjectiveIdle>();
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if (idleObjective != null)
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{
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idleObjective.Behavior = AIObjectiveIdle.BehaviorType.Active;
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}
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}
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actCasualTimer = 5;//Rand.Range(60, 120, Rand.RandSync.Unsynced);
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ForceWalkPermanently = true;
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character.OnAttacked += OnAttacked;
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}
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private bool HasItem => targetItem != null && character.Inventory.Contains(targetItem);
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private bool IsActingCasual => actCasualTimer > 0;
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private readonly Identifier targetItemIdentifier;
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private readonly Identifier hatedJob;
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const string TraitorTeamChangeIdentifier = "traitor";
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const float CloseEnoughToInject = 100.0f;
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const float InjectDelay = 0.5f;
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private float actCasualTimer;
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private bool _hasDoneSusAction = false;
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private bool _victimWasUsingItemWhenPicked = false;
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private bool _injectedVictim = false;
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private float _injectTimer = InjectDelay;
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readonly List<Character> previousVictims = new List<Character>();
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AIObjectiveGetItem findItemTask;
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AIObjectiveGoTo gotoVictimTask;
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Item targetItem;
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Character victim;
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// Set the priority of this to be low if we're cuffed or we're still acting /casual/
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public override float GetPriority()
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{
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Priority = IsActingCasual ? 0 : AIObjectiveManager.RunPriority - 0.5f;
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return Priority;
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}
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private void OnAttacked(Character attacker, AttackResult attackResult)
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{
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if (attacker == null) return;
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if (_hasDoneSusAction && attacker.IsOnPlayerTeam && (attackResult.Damage > 1))
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{
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// we're made! switch team and start attacking
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if (!character.HasTeamChange(TraitorTeamChangeIdentifier))
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{
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_ = character.TryAddNewTeamChange(TraitorTeamChangeIdentifier, new ActiveTeamChange(CharacterTeamType.None, ActiveTeamChange.TeamChangePriorities.Willful));
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var fight = objectiveManager.GetObjective<AIFightIntrudersAnySubObjective>();
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fight.ForceHighestPriority = true;
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objectiveManager.AddObjective(fight);
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character.Speak(TextManager.Get($"dialog.{character.JobIdentifier}.found").Value);
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Abandon = true;
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}
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}
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}
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public override void Update(float deltaTime)
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{
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if (character.Submarine == null) return;
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if (!character.Submarine.IsConnectedTo(Submarine.MainSub)) return;
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if (actCasualTimer > 0) actCasualTimer -= deltaTime;
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base.Update(deltaTime);
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}
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AIObjectiveEscapeHandcuffs _EscapeHandcuffsSubObjective;
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public override void Act(float deltaTime)
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{
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// don't do anything if we're cuffed
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if (character.LockHands)
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{
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// If we're cuffed, try to break out
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_ = TryAddSubObjective(ref _EscapeHandcuffsSubObjective, () => new AIObjectiveEscapeHandcuffs(character, objectiveManager));
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return;
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}
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// don't do anything if we're not in the main sub and not docked to it
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if (!character.Submarine.IsConnectedTo(Submarine.MainSub)) return;
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// We're on the submarine, lets act casual for awhile
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if (IsActingCasual) return;
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// Time to spring into action
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if (!HasItem)
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{
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// We don't have the target item yet, lets try to find it
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FindTargetItem();
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return;
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}
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// We've found our target item, lets find a target to inject it into
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if (victim == null || victim.IsDead || victim.Removed)
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{
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victim = FindVictim();
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previousVictims.Add(victim);
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_victimWasUsingItemWhenPicked = victim.SelectedItem != null;
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DebugSpeak($"Picked new victim: {victim.Name}");
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_ = TryAddSubObjective(ref gotoVictimTask, () =>
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new AIObjectiveGoTo(victim, character, objectiveManager, closeEnough: CloseEnoughToInject)
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{
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ForceWalkPermanently = true
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},
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() => GotToVictim(),
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() => CouldntGetToVictim());
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}
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// Wait until we finish all the sub-objectives before doing anything
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if (subObjectives.Any()) return;
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if (!character.CanInteractWith(victim))
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{
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// Go to the victim and select it
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RemoveSubObjective(ref gotoVictimTask);
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_ = TryAddSubObjective(ref gotoVictimTask, () => new AIObjectiveGoTo(victim, character, objectiveManager, closeEnough: CloseEnoughToInject)
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{
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ForceWalkPermanently = true
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},
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onCompleted: () => GotToVictim(),
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onAbandon: () => CouldntGetToVictim()
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);
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return;
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}
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// We're at the target, time to posion them!
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if (!_injectedVictim) InjectItem(deltaTime);
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}
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// Leave the sceen of the crime
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private void Scram()
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{
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character.DeselectCharacter();
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Hull targetHull = GetEscapeHull();
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_ = TryAddSubObjective(ref gotoVictimTask, () =>
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{
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DebugSpeak("Getting outta dodge!");
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return new AIObjectiveGoTo(targetHull, character, objectiveManager)
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{
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ForceWalkPermanently = true
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};
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},
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onCompleted: () =>
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{
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float time = Rand.Range(60, 120, Rand.RandSync.Unsynced);
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actCasualTimer = time;
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DebugSpeak($"Time to act casual for {time}");
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_victimWasUsingItemWhenPicked = false;
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_injectedVictim = false;
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_injectTimer = InjectDelay;
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victim = null;
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targetItem = null;
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RemoveSubObjective(ref findItemTask);
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RemoveSubObjective(ref gotoVictimTask);
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}
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);
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}
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private Hull GetEscapeHull()
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{
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List<Hull> potentialEscapeHulls = new List<Hull>();
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List<float> hullWeights = new List<float>();
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if (character.Submarine == null) return null;
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foreach (var hull in character.Submarine.GetHulls(true))
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{
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// taken form AIObjectiveIdle
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if (hull == null || hull.AvoidStaying || hull.IsWetRoom) { continue; }
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// Ignore very narrow hulls.
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if (hull.RectWidth < 200) { continue; }
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// Ignore hulls that are too low to stand inside.
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if (character.AnimController is HumanoidAnimController animController)
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{
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if (hull.CeilingHeight < ConvertUnits.ToDisplayUnits(animController.HeadPosition.Value))
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{
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continue;
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}
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}
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if (!potentialEscapeHulls.Contains(hull))
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{
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float weight = hull.RectWidth;
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// prefer distant hulls
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float yDist = Math.Abs(character.WorldPosition.Y - hull.WorldPosition.Y);
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yDist = yDist > 100 ? yDist * 5 : 0;
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float dist = Math.Abs(character.WorldPosition.X - hull.WorldPosition.X) + yDist;
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float distanceFactor = MathHelper.Lerp(1, 0, MathUtils.InverseLerp(2500, 0, dist));
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// prefer hulls with less water
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float waterFactor = MathHelper.Lerp(1, 0, MathUtils.InverseLerp(0, 100, hull.WaterPercentage * 2));
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weight *= distanceFactor * waterFactor;
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potentialEscapeHulls.Add(hull);
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hullWeights.Add(weight);
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}
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}
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return !potentialEscapeHulls.Any() ? null : ToolBox.SelectWeightedRandom(potentialEscapeHulls, hullWeights, Rand.RandSync.Unsynced);
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}
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private void InjectItem(float deltaTime)
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{
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SteeringManager.Reset();
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if (character.SelectedCharacter != victim)
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{
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character.SelectCharacter(victim);
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}
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if (_injectTimer > 0.0f)
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{
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_injectTimer -= deltaTime;
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return;
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}
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_injectTimer = InjectDelay;
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targetItem.ApplyTreatment(character, victim, victim.AnimController.MainLimb);
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_injectedVictim = true;
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DebugSpeak("Injected the item!");
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// We did it, time to get outta here!
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Scram();
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}
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private void GotToVictim()
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{
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// We got to them
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RemoveSubObjective(ref gotoVictimTask);
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// If they were using an item when we picked them, check if they're still using it
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if (_victimWasUsingItemWhenPicked && victim.SelectedItem == null)
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{
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// They're not using it, abort
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_victimWasUsingItemWhenPicked = false;
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victim = null;
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DebugSpeak($"They're not using the item anymore, abort!");
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return;
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}
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}
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private void CouldntGetToVictim()
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{
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// We couldn't get to them
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RemoveSubObjective(ref gotoVictimTask);
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DebugSpeak($"Couldn't get to victim: {victim.Name}! Picking a new one...");
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_victimWasUsingItemWhenPicked = false;
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victim = null;
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return;
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}
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private void FindTargetItem()
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{
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if (targetItem == null)
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{
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_ = TryAddSubObjective(ref findItemTask, () =>
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{
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DebugSpeak("Going to find the poison :)");
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return new AIObjectiveGetItem(character, targetItemIdentifier, objectiveManager, spawnItemIfNotFound: false, checkInventory: true)
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{
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ForceWalkPermanently = true,
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AllowStealing = true,
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SpeakIfFails = false
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};
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}, FoundItem, FailedToFindItem);
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void FoundItem()
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{
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RemoveSubObjective(ref findItemTask);
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_hasDoneSusAction = true;
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TrySetTargetItem(character.Inventory.FindItemByIdentifier(targetItemIdentifier, true));
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DebugSpeak("Found the poison");
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actCasualTimer = 5; // act casual for a bit
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}
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void FailedToFindItem()
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{
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// Wait for a bit before trying to find it again
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actCasualTimer = 10;
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// Try to spawn the item in a traitor pannel
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ItemPrefab prefab = FindItemPrefab(targetItemIdentifier);
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if (!TryFindSuitableContainer(out Item container))
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{
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// We couldn't find a spot to spawn the item, just spawn it in our inventory
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Entity.Spawner.AddItemToSpawnQueue(prefab, character.Inventory);
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DebugSpeak("Couldn't find a place to spawn it, spawning it in my inventory!");
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return;
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}
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// We found a spot to spawn the item in, lets spawn it there
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Entity.Spawner.AddItemToSpawnQueue(prefab, container.OwnInventory);
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DebugSpeak("Spawned the item in a hidden container!");
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}
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}
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}
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protected ItemPrefab FindItemPrefab(Identifier identifier) => (ItemPrefab)MapEntityPrefab.List.FirstOrDefault(prefab => prefab is ItemPrefab && prefab.Identifier == identifier);
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private void TrySetTargetItem(Item item)
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{
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if (targetItem == item)
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{
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Log.Debug("Failed to get item!");
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return;
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}
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targetItem = item;
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}
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private Character FindVictim()
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{
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return Character.CharacterList.Where(c => Filter(c)).OrderByDescending(c => CheckPriority(c)).First();
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bool Filter(Character c) =>
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!c.Removed &&
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!c.IsDead &&
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c.IsHuman &&
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c.IsOnPlayerTeam &&
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c.Submarine != null &&
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c.Submarine.IsConnectedTo(Submarine.MainSub);
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int CheckPriority(Character potentialVictim)
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{
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int priority = 0;
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// Things that increase priority
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if (potentialVictim.IsPlayer) priority += 2;
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if (potentialVictim.JobIdentifier == hatedJob) priority += 2;
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if (potentialVictim.SelectedItem != null)
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{
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if (potentialVictim.SelectedItem.Tags.Contains("turret")) priority += 3;
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if (potentialVictim.SelectedItem.Tags.Contains("navterminal")) priority += 2;
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if (potentialVictim.SelectedItem.Tags.Contains("fabricator")) priority++;
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}
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// Things that decrease priority
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if (potentialVictim.SelectedItem == null) priority--;
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if (potentialVictim.IsUnconscious) priority--;
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if (potentialVictim.IsIncapacitated) priority--;
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if (HumanAIController.GetHullSafety(potentialVictim.CurrentHull, potentialVictim) > HumanAIController.HULL_SAFETY_THRESHOLD) priority -= 4;
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if (previousVictims.Contains(potentialVictim)) priority -= 4;
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if (potentialVictim.IsBot)
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{
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// Reduce priority of bots more if we're in multiplayer
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if (GameMain.IsMultiplayer && potentialVictim.IsBot) priority = 0;
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else priority--;
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}
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return priority;
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}
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}
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private bool TryFindSuitableContainer(out Item container)
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{
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List<Item> suitableItems = new List<Item>();
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List<Identifier> allowedContainerIdentifiers = new List<Identifier>()
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{
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"loosevent",
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"loosepanel"
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};
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foreach (Item item in Item.ItemList)
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{
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if (item.HiddenInGame || item.NonInteractable || item.NonPlayerTeamInteractable) { continue; }
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if (item.Submarine == null || !item.Submarine.IsConnectedTo(character.Submarine))
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{
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continue;
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}
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if (item.GetComponent<ItemContainer>() != null && allowedContainerIdentifiers.Contains(((MapEntity)item).Prefab.Identifier))
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{
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if ((!item.OwnInventory.IsFull()))
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{
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suitableItems.Add(item);
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}
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}
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}
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container = suitableItems.GetRandomUnsynced();
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return container != null;
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}
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protected void DebugSpeak(string msg)
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{
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if (!Main.IsRelase)
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{
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character.Speak(msg);
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}
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}
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// never abort
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//protected bool CheckObjectiveSpecific() => false;
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public override bool CheckObjectiveState() => throw new NotImplementedException();
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}
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}
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Reference in New Issue
Block a user