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

423 lines
17 KiBLFS
C#
Executable File

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