AI operating reactors & railguns, misc AI improvements

This commit is contained in:
Regalis
2015-11-30 19:06:27 +02:00
parent 6f2db08be0
commit 11857f894b
40 changed files with 804 additions and 272 deletions
+1 -25
View File
@@ -255,31 +255,7 @@ namespace Barotrauma.Items.Components
linkedGap.Open = 1.0f;
}
public List<Controller> GetButtons()
{
ConnectionPanel connectionPanel = Item.GetComponent<ConnectionPanel>();
if (connectionPanel == null) return new List<Controller>();
List<Controller> buttons = new List<Controller>();
foreach (Connection c in connectionPanel.Connections)
{
foreach (Wire w in c.Wires)
{
if (w == null) continue;
var otherConnection = w.OtherConnection(c);
if (otherConnection.Item == Item || otherConnection == null) continue;
var controller = otherConnection.Item.GetComponent<Controller>();
if (controller != null) buttons.Add(controller);
}
}
return buttons;
}
public override void Draw(SpriteBatch spriteBatch, bool editing)
{
Color color = (item.IsSelected) ? Color.Green : Color.White;
@@ -38,8 +38,7 @@ namespace Barotrauma.Items.Components
/// <summary>
/// The base class for components holding the different functionalities of the item
/// </summary>
class
ItemComponent : IPropertyObject
class ItemComponent : IPropertyObject
{
protected Item item;
@@ -400,6 +399,13 @@ namespace Barotrauma.Items.Components
/// <param name="modifier"> A vector that can be used to pass additional information to the components</param>
public virtual void ItemActivate(Item item, Vector2 modifier) { }
/// <returns>true if the operation was completed</returns>
public virtual bool AIOperate(float deltaTime, Character character, AIObjective objective)
{
return false;
}
//called when isActive is true and condition > 0.0f
public virtual void Update(float deltaTime, Camera cam) { }
@@ -86,6 +86,11 @@ namespace Barotrauma.Items.Components
}
private int slotsPerRow;
public List<RelatedItem> ContainableItems
{
get { return containableItems; }
}
public ItemContainer(Item item, XElement element)
: base (item, element)
{
@@ -311,12 +311,44 @@ namespace Barotrauma.Items.Components
new Vector2(10, 40 * (temperature / 10000.0f)), new Color(temperature / 10000.0f, 1.0f - (temperature / 10000.0f), 0.0f, 1.0f), true);
}
public override bool AIOperate(float deltaTime, Character character, AIObjective objective)
{
switch (objective.Option.ToLower())
{
case "power up":
float tempDiff = load - temperature;
bool valueChanged = false;
shutDownTemp = Math.Min(load + 1000.0f, 7500.0f);
//temperature too high/low
if (Math.Abs(tempDiff)>500.0f)
{
autoTemp = false;
FissionRate += deltaTime * 100.0f * Math.Sign(tempDiff);
CoolingRate -= deltaTime * 100.0f * Math.Sign(tempDiff);
}
//temperature OK
else
{
autoTemp = true;
}
break;
case "shutdown":
shutDownTemp = 0.0f;
break;
}
return false;
}
public override void DrawHUD(SpriteBatch spriteBatch, Character character)
{
IsActive = true;
bool valueChanged = false;
int width = GuiFrame.Rect.Width, height = GuiFrame.Rect.Height;
int x = GuiFrame.Rect.X;
@@ -398,7 +430,6 @@ namespace Barotrauma.Items.Components
if (valueChanged)
{
item.NewComponentEvent(this, true, false);
valueChanged = false;
}
}
@@ -156,6 +156,13 @@ namespace Barotrauma.Items.Components
voltage = 0.0f;
}
public override bool AIOperate(float deltaTime, Character character, AIObjective objective)
{
RechargeSpeed = maxRechargeSpeed * 0.5f;
return true;
}
public override void Draw(SpriteBatch spriteBatch, bool editing)
{
base.Draw(spriteBatch);
+140 -46
View File
@@ -127,67 +127,161 @@ namespace Barotrauma.Items.Components
{
if (reload > 0.0f) return false;
Projectile projectileComponent = null;
//search for a projectile from linked containers
Item projectile = null;
Item projectileContainer = null;
foreach (MapEntity e in item.linkedTo)
{
projectileContainer = e as Item;
if (projectileContainer == null) continue;
ItemContainer containerComponent = projectileContainer.GetComponent<ItemContainer>();
if (containerComponent == null) continue;
for (int i = 0; i < containerComponent.inventory.Items.Length; i++)
{
if (containerComponent.inventory.Items[i] == null) continue;
if ((projectileComponent = containerComponent.inventory.Items[i].GetComponent<Projectile>()) != null)
{
projectile = containerComponent.inventory.Items[i];
break;
}
}
if (projectileComponent != null) break;
}
if (projectile == null || projectileComponent == null) return false;
var projectiles = GetLoadedProjectiles(true);
if (projectiles.Count == 0) return false;
if (GetAvailablePower() < currPowerConsumption) return false;
var batteries = item.GetConnectedComponents<PowerContainer>();
float availablePower = 0.0f;
//List<PowerContainer> batteries = new List<PowerContainer>();
foreach (Connection c in item.Connections)
foreach (PowerContainer battery in batteries)
{
foreach (Connection c2 in c.Recipients)
{
if (c2 == null || c2.Item == null) continue;
float batteryPower = Math.Min(battery.Charge, battery.MaxOutPut);
float takePower = Math.Min(currPowerConsumption - availablePower, batteryPower);
PowerContainer batteryComponent = c2.Item.GetComponent<PowerContainer>();
if (batteryComponent == null) continue;
float batteryPower = Math.Min(batteryComponent.Charge, batteryComponent.MaxOutPut);
float takePower = Math.Min(currPowerConsumption - availablePower, batteryPower);
batteryComponent.Charge -= takePower;
availablePower += takePower;
}
battery.Charge -= takePower;
}
reload = reloadTime;
if (availablePower < currPowerConsumption) return false;
reload = reloadTime;
Item projectile = projectiles[0].Item;
projectile.body.ResetDynamics();
projectile.body.Enabled = true;
projectile.SetTransform(ConvertUnits.ToSimUnits(new Vector2(item.Rect.X + barrelPos.X, item.Rect.Y - barrelPos.Y)), -rotation);
projectileComponent.Use(deltaTime);
projectileContainer.RemoveContained(projectile);
projectiles[0].Use(deltaTime);
if (projectile.container != null) projectile.container.RemoveContained(projectile);
return true;
}
public override bool AIOperate(float deltaTime, Character character, AIObjective objective)
{
var projectiles = GetLoadedProjectiles();
if (projectiles.Count==0 || (projectiles.Count==1 && objective.Option.ToLower()=="hold fire"))
{
ItemContainer container = null;
foreach (MapEntity e in item.linkedTo)
{
var containerItem = e as Item;
if (containerItem == null) continue;
container = containerItem.GetComponent<ItemContainer>();
if (container != null) break;
}
if (container == null || container.ContainableItems.Count==0) return true;
objective.AddSubObjective(new AIObjectiveContainItem(character, container.ContainableItems[0].Names[0], container));
return false;
}
else if (GetAvailablePower() < powerConsumption)
{
var batteries = item.GetConnectedComponents<PowerContainer>();
float lowestCharge = 0.0f;
PowerContainer batteryToLoad = null;
foreach (PowerContainer battery in batteries)
{
if (batteryToLoad==null || battery.Charge < lowestCharge)
{
batteryToLoad = battery;
lowestCharge = battery.Charge;
}
}
if (batteryToLoad == null) return true;
if (batteryToLoad.RechargeSpeed < batteryToLoad.MaxRechargeSpeed*0.4f)
{
objective.AddSubObjective(new AIObjectiveOperateItem(batteryToLoad, character, ""));
return false;
}
}
//enough shells and power
Character closestEnemy = null;
float closestDist = 3000.0f;
foreach (Character enemy in Character.CharacterList)
{
//ignore humans and characters that are inside the sub
if (enemy.IsDead || enemy.SpeciesName == "human" || enemy.AnimController.CurrentHull != null) continue;
float dist = Vector2.Distance(enemy.Position, item.Position);
if (dist < closestDist)
{
closestEnemy = enemy;
closestDist = dist;
}
}
if (closestEnemy == null) return false;
character.CursorPosition = closestEnemy.Position;
SecondaryUse(deltaTime, character);
float enemyAngle = MathUtils.VectorToAngle(closestEnemy.Position-item.Position);
float turretAngle = -(rotation - MathHelper.TwoPi);
if (Math.Abs(enemyAngle - turretAngle) > 0.01f) return false;
var pickedBody = Submarine.PickBody(item.SimPosition, closestEnemy.SimPosition, null);
if (pickedBody != null && pickedBody.UserData as Limb == null) return false;
Use(deltaTime, character);
return false;
}
private float GetAvailablePower()
{
var batteries = item.GetConnectedComponents<PowerContainer>();
float availablePower = 0.0f;
foreach (PowerContainer battery in batteries)
{
float batteryPower = Math.Min(battery.Charge, battery.MaxOutPut);
availablePower += batteryPower;
}
return availablePower;
}
private List<Projectile> GetLoadedProjectiles(bool returnFirst = false)
{
List<Projectile> projectiles = new List<Projectile>();
foreach (MapEntity e in item.linkedTo)
{
var projectileContainer = e as Item;
if (projectileContainer == null) continue;
var containedItems = projectileContainer.ContainedItems;
if (containedItems == null) continue;
for (int i = 0; i < containedItems.Length; i++)
{
var projectileComponent = containedItems[i].GetComponent<Projectile>();
if (projectileComponent != null)
{
projectiles.Add(projectileComponent);
if (returnFirst) return projectiles;
}
}
}
return projectiles;
}
public override void ReceiveSignal(string signal, Connection connection, Item sender, float power)
{
switch (connection.Name)