Files
BarotraumaModServer/LocalMods/More Level Content/CSharp/Shared/AI/Cave/CaveAI.cs
2026-06-09 00:42:10 +03:00

343 lines
14 KiBLFS
C#
Executable File

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