Unstable 0.1500.2.0 (Rokvach's dog edition)

This commit is contained in:
Markus Isberg
2021-09-10 04:52:34 +09:00
parent e7b7c1a748
commit 1231170fce
126 changed files with 2424 additions and 1083 deletions
@@ -94,7 +94,7 @@ namespace Barotrauma
if (_abandon)
{
#if DEBUG
if (HumanAIController.debugai && objectiveManager.IsOrder(this) && !objectiveManager.IsCurrentOrder<AIObjectiveGoTo>())
if (HumanAIController.debugai && objectiveManager.IsOrder(this) && !objectiveManager.IsCurrentOrder<AIObjectiveGoTo>() && !objectiveManager.IsCurrentOrder<AIObjectiveReturn>())
{
throw new Exception("Order abandoned!");
}
@@ -83,12 +83,13 @@ namespace Barotrauma
if (suitableContainer != null)
{
bool equip = item.GetComponent<Holdable>() != null ||
item.AllowedSlots.None(s =>
s == InvSlotType.Card ||
s == InvSlotType.Head ||
s == InvSlotType.Headset ||
s == InvSlotType.InnerClothes ||
s == InvSlotType.OuterClothes);
item.AllowedSlots.Any(s => s != InvSlotType.Any) &&
item.AllowedSlots.None(s =>
s == InvSlotType.Card ||
s == InvSlotType.Head ||
s == InvSlotType.Headset ||
s == InvSlotType.InnerClothes ||
s == InvSlotType.OuterClothes);
TryAddSubObjective(ref decontainObjective, () => new AIObjectiveDecontainItem(character, item, objectiveManager, targetContainer: suitableContainer.GetComponent<ItemContainer>())
{
@@ -252,9 +252,40 @@ namespace Barotrauma
{
case CombatMode.Offensive:
case CombatMode.Arrest:
Engage();
Engage(deltaTime);
break;
case CombatMode.Defensive:
if (character.IsOnPlayerTeam && !Enemy.IsPlayer && objectiveManager.IsCurrentOrder<AIObjectiveGoTo>())
{
if ((character.CurrentHull == null || character.CurrentHull == Enemy.CurrentHull) && sqrDistance < 200 * 200)
{
Engage(deltaTime);
}
else
{
// Keep following the goto target
var gotoObjective = objectiveManager.GetOrder<AIObjectiveGoTo>();
if (gotoObjective != null)
{
gotoObjective.ForceAct(deltaTime);
if (!character.AnimController.InWater)
{
HumanAIController.FaceTarget(Enemy);
ForceWalk = true;
HumanAIController.AutoFaceMovement = false;
}
}
else
{
SteeringManager.Reset();
}
}
}
else
{
Retreat(deltaTime);
}
break;
case CombatMode.Retreat:
Retreat(deltaTime);
break;
@@ -671,6 +702,14 @@ namespace Barotrauma
{
RemoveSubObjective(ref retreatObjective);
}
if (character.Submarine == null && sqrDistance < MathUtils.Pow2(maxDistance))
{
// Swim away
SteeringManager.Reset();
SteeringManager.SteeringManual(deltaTime, Vector2.Normalize(character.WorldPosition - Enemy.WorldPosition));
SteeringManager.SteeringAvoid(deltaTime, 5, weight: 2);
return;
}
if (retreatTarget == null || (retreatObjective != null && !retreatObjective.CanBeCompleted))
{
if (findHullTimer > 0)
@@ -704,7 +743,7 @@ namespace Barotrauma
}
}
private void Engage()
private void Engage(float deltaTime)
{
if (WeaponComponent == null)
{
@@ -722,6 +761,21 @@ namespace Barotrauma
RemoveSubObjective(ref retreatObjective);
RemoveSubObjective(ref seekAmmunitionObjective);
RemoveSubObjective(ref seekWeaponObjective);
if (character.Submarine == null && WeaponComponent is MeleeWeapon meleeWeapon)
{
if (sqrDistance > MathUtils.Pow2(meleeWeapon.Range))
{
// Swim towards the target
SteeringManager.Reset();
SteeringManager.SteeringSeek(character.GetRelativeSimPosition(Enemy), weight: 10);
SteeringManager.SteeringAvoid(deltaTime, 5, weight: 15);
}
else
{
SteeringManager.Reset();
}
return;
}
if (followTargetObjective != null && followTargetObjective.Target != Enemy)
{
RemoveFollowTarget();
@@ -46,7 +46,10 @@ namespace Barotrauma
}
if (character.CurrentHull == null)
{
Priority = (objectiveManager.IsCurrentOrder<AIObjectiveGoTo>() || objectiveManager.HasActiveObjective<AIObjectiveCombat>()) && HumanAIController.HasDivingSuit(character) ? 0 : 100;
Priority = (objectiveManager.IsCurrentOrder<AIObjectiveGoTo>() ||
objectiveManager.IsCurrentOrder<AIObjectiveReturn>() ||
objectiveManager.Objectives.Any(o => o.Priority > 0 && o is AIObjectiveCombat))
&& HumanAIController.HasDivingSuit(character) ? 0 : 100;
}
else
{
@@ -57,9 +60,11 @@ namespace Barotrauma
{
Priority = 100;
}
else if (objectiveManager.IsCurrentOrder<AIObjectiveGoTo>() && character.Submarine != null && !HumanAIController.IsOnFriendlyTeam(character.TeamID, character.Submarine.TeamID))
else if ((objectiveManager.IsCurrentOrder<AIObjectiveGoTo>() || objectiveManager.IsCurrentOrder<AIObjectiveReturn>()) &&
character.Submarine != null && !HumanAIController.IsOnFriendlyTeam(character.TeamID, character.Submarine.TeamID))
{
// Ordered to follow/hold position inside a hostile sub -> ignore find safety unless we need to find a diving gear
// Ordered to follow, hold position, or return back to main sub inside a hostile sub
// -> ignore find safety unless we need to find a diving gear
Priority = 0;
}
Priority = MathHelper.Clamp(Priority, 0, 100);
@@ -298,6 +303,7 @@ namespace Barotrauma
Hull bestHull = null;
float bestValue = 0;
bool bestIsAirlock = false;
foreach (Hull hull in Hull.hullList.OrderByDescending(h => EstimateHullSuitability(h)))
{
if (hull.Submarine == null) { continue; }
@@ -306,9 +312,10 @@ namespace Barotrauma
if (ignoredHulls != null && ignoredHulls.Contains(hull)) { continue; }
if (HumanAIController.UnreachableHulls.Contains(hull)) { continue; }
float hullSafety = 0;
if (character.CurrentHull != null && character.Submarine != null)
bool hullIsAirlock = false;
bool isCharacterInside = character.CurrentHull != null && character.Submarine != null;
if (isCharacterInside)
{
// Inside
if (!character.Submarine.IsConnectedTo(hull.Submarine)) { continue; }
hullSafety = HumanAIController.GetHullSafety(hull, hull.GetConnectedHulls(true, 1), character);
float yDist = Math.Abs(character.WorldPosition.Y - hull.WorldPosition.Y);
@@ -343,24 +350,16 @@ namespace Barotrauma
}
else
{
// Outside
if (hull.RoomName != null && hull.RoomName.Contains("airlock", StringComparison.OrdinalIgnoreCase))
// TODO: could also target gaps that get us inside?
if (hull.IsTaggedAirlock())
{
hullSafety = 100;
hullIsAirlock = true;
}
else if(!bestIsAirlock && hull.LeadsOutside(character))
{
hullSafety = 100;
}
else
{
// TODO: could also target gaps that get us inside?
foreach (Item item in Item.ItemList)
{
if (item.CurrentHull != hull && item.HasTag("airlock"))
{
hullSafety = 100;
break;
}
}
}
// TODO: could we get a closest door to the outside and target the flowing hull if no airlock is found?
// Huge preference for closer targets
float distance = Vector2.DistanceSquared(character.WorldPosition, hull.WorldPosition);
float distanceFactor = MathHelper.Lerp(1, 0.2f, MathUtils.InverseLerp(0, MathUtils.Pow(100000, 2), distance));
@@ -372,10 +371,11 @@ namespace Barotrauma
hullSafety /= 10;
}
}
if (hullSafety > bestValue)
if (hullSafety > bestValue || (!isCharacterInside && hullIsAirlock && !bestIsAirlock))
{
bestHull = hull;
bestValue = hullSafety;
bestIsAirlock = hullIsAirlock;
}
}
return bestHull;
@@ -159,6 +159,8 @@ namespace Barotrauma
}
}
public void ForceAct(float deltaTime) => Act(deltaTime);
protected override void Act(float deltaTime)
{
if (followControlledCharacter)
@@ -240,7 +242,7 @@ namespace Barotrauma
if (getDivingGearIfNeeded && !character.LockHands)
{
Character followTarget = Target as Character;
bool needsDivingSuit = targetIsOutside;
bool needsDivingSuit = !isInside || targetIsOutside;
bool needsDivingGear = needsDivingSuit || HumanAIController.NeedsDivingGear(targetHull, out needsDivingSuit);
if (mimic)
{
@@ -444,13 +446,22 @@ namespace Barotrauma
}
if (SteeringManager == PathSteering)
{
Vector2 targetPos = character.GetRelativeSimPosition(Target);
Func<PathNode, bool> nodeFilter = null;
if (isInside && !AllowGoingOutside)
{
nodeFilter = n => n.Waypoint.CurrentHull != null;
}
else if (!isInside && HumanAIController.UseIndoorSteeringOutside)
{
if (character.Submarine == null && Target.Submarine != null)
{
targetPos += Target.Submarine.SimPosition;
}
nodeFilter = n => n.Waypoint.Tunnel != null;
}
PathSteering.SteeringSeek(character.GetRelativeSimPosition(Target), 1,
PathSteering.SteeringSeek(targetPos, 1,
startNodeFilter: n => (n.Waypoint.CurrentHull == null) == (character.CurrentHull == null),
endNodeFilter,
nodeFilter,
@@ -233,11 +233,7 @@ namespace Barotrauma
if (orderObjective == null) { return; }
#if DEBUG
// Note: don't automatically remove orders here. Removing orders needs to be done via dismissing.
if (orderObjective.IsCompleted)
{
DebugConsole.NewMessage($"{character.Name}: ORDER {orderObjective.DebugTag} IS COMPLETED. CURRENTLY ALL ORDERS SHOULD BE LOOPING.", Color.Red);
}
else if (!orderObjective.CanBeCompleted)
if (!orderObjective.CanBeCompleted)
{
DebugConsole.NewMessage($"{character.Name}: ORDER {orderObjective.DebugTag}, CANNOT BE COMPLETED.", Color.Red);
}
@@ -281,9 +277,9 @@ namespace Barotrauma
ForcedOrder?.CalculatePriority();
AIObjective orderWithHighestPriority = null;
float highestPriority = 0;
foreach (var currentOrder in CurrentOrders)
for (int i = CurrentOrders.Count - 1; i >= 0; i--)
{
var orderObjective = currentOrder.Objective;
var orderObjective = CurrentOrders[i].Objective;
if (orderObjective == null) { continue; }
orderObjective.CalculatePriority();
if (orderWithHighestPriority == null || orderObjective.Priority > highestPriority)
@@ -467,6 +463,11 @@ namespace Barotrauma
AllowGoingOutside = character.Submarine == null || (order.TargetSpatialEntity != null && character.Submarine != order.TargetSpatialEntity.Submarine)
};
break;
case "return":
newObjective = new AIObjectiveReturn(character, this, priorityModifier: priorityModifier);
newObjective.Abandoned += () => DismissSelf(order, option);
newObjective.Completed += () => DismissSelf(order, option);
break;
case "fixleaks":
newObjective = new AIObjectiveFixLeaks(character, this, priorityModifier: priorityModifier, prioritizedHull: order.TargetEntity as Hull);
break;
@@ -586,6 +587,27 @@ namespace Barotrauma
return newObjective;
}
private void DismissSelf(Order order, string option)
{
var currentOrder = CurrentOrders.FirstOrDefault(oi => oi.MatchesOrder(order, option));
if (currentOrder.Order == null)
{
#if DEBUG
DebugConsole.ThrowError("Tried to self-dismiss an order, but no matching current order was found");
#endif
return;
}
#if CLIENT
if (GameMain.GameSession?.CrewManager != null && GameMain.GameSession.CrewManager.IsSinglePlayer)
{
GameMain.GameSession?.CrewManager?.SetCharacterOrder(character, Order.GetPrefab("dismissed"), Order.GetDismissOrderOption(currentOrder), currentOrder.ManualPriority, character);
}
#else
GameMain.Server?.SendOrderChatMessage(new OrderChatMessage(Order.GetPrefab("dismissed"), Order.GetDismissOrderOption(currentOrder), currentOrder.ManualPriority, currentOrder.Order?.TargetSpatialEntity, character, character));
#endif
}
private bool IsAllowedToWait()
{
if (!character.IsOnPlayerTeam) { return false; }
@@ -606,6 +628,8 @@ namespace Barotrauma
public bool IsActiveObjective<T>() where T : AIObjective => GetActiveObjective() is T;
public AIObjective GetActiveObjective() => CurrentObjective?.GetActiveObjective();
public T GetOrder<T>() where T : AIObjective => CurrentOrders.FirstOrDefault(o => o.Objective is T).Objective as T;
/// <summary>
/// Returns the last active objective of the specific type.
/// </summary>
@@ -0,0 +1,243 @@
using Barotrauma.Extensions;
using Microsoft.Xna.Framework;
using System.Collections.Generic;
using System.Linq;
namespace Barotrauma
{
class AIObjectiveReturn : AIObjective
{
public override string Identifier { get; set; } = "return";
private AIObjectiveGoTo moveInsideObjective, moveInCaveObjective, moveOutsideObjective;
private bool usingEscapeBehavior;
public Submarine ReturnTarget { get; }
public AIObjectiveReturn(Character character, AIObjectiveManager objectiveManager, float priorityModifier = 1.0f) : base(character, objectiveManager, priorityModifier)
{
ReturnTarget = GetReturnTarget(Submarine.MainSubs) ?? GetReturnTarget(Submarine.Loaded);
if (ReturnTarget == null)
{
DebugConsole.ThrowError("Error with a Return objective: no suitable return target found");
Abandon = true;
}
Submarine GetReturnTarget(IEnumerable<Submarine> subs)
{
Submarine returnTarget = null;
foreach (var sub in subs)
{
if (sub?.TeamID != character.TeamID) { continue; }
returnTarget = sub;
break;
}
return returnTarget;
}
}
protected override float GetPriority()
{
if (!Abandon && !IsCompleted && objectiveManager.IsOrder(this))
{
Priority = objectiveManager.GetOrderPriority(this);
}
else
{
// TODO: Consider if this needs to be addressed
Priority = 0;
}
return Priority;
}
protected override void Act(float deltaTime)
{
if (ReturnTarget == null)
{
Abandon = true;
return;
}
bool shouldUseEscapeBehavior = false;
if (character.CurrentHull != null)
{
if (character.Submarine == null || !character.Submarine.IsConnectedTo(ReturnTarget))
{
// Character is on another sub that is not connected to the target sub, use the escape behavior to get them out
shouldUseEscapeBehavior = true;
if (!usingEscapeBehavior)
{
HumanAIController.ResetEscape();
}
HumanAIController.Escape(deltaTime);
if (HumanAIController.EscapeTarget == null || !HumanAIController.HasValidPath(requireNonDirty: true, requireUnfinished: false))
{
Abandon = true;
}
}
else if (character.Submarine != ReturnTarget)
{
// Character is on another sub that is connected to the target sub, create a Go To objective to reach the target sub
if (moveInsideObjective == null)
{
Hull targetHull = null;
foreach (var d in ReturnTarget.ConnectedDockingPorts.Values)
{
if (!d.Docked) { continue; }
if (d.DockingTarget == null) { continue; }
if (d.DockingTarget.Item.Submarine != character.Submarine) { continue; }
targetHull = d.Item.CurrentHull;
break;
}
if (targetHull != null)
{
RemoveSubObjective(ref moveInCaveObjective);
RemoveSubObjective(ref moveOutsideObjective);
// TODO: Check 'repeat' and 'onAbandon' parameters
TryAddSubObjective(ref moveInsideObjective,
constructor: () => new AIObjectiveGoTo(targetHull, character, objectiveManager),
onCompleted: () => moveInsideObjective = null);
}
else
{
DebugConsole.ThrowError("Error with a Return objective: no suitable target for 'moveInsideObjective'");
}
}
}
else
{
// Character is on the target sub, the objective is completed
IsCompleted = true;
}
}
else if (moveInCaveObjective == null && moveOutsideObjective == null)
{
if (HumanAIController.IsInsideCave)
{
WayPoint closestOutsideWaypoint = null;
float closestDistance = float.MaxValue;
foreach (var w in WayPoint.WayPointList)
{
if (w.Tunnel == null) { continue; }
if (w.Tunnel.Type == Level.TunnelType.Cave) { continue; }
if (w.linkedTo.None(l => l is WayPoint linkedWaypoint && linkedWaypoint.Tunnel?.Type == Level.TunnelType.Cave)) { continue; }
float distance = Vector2.DistanceSquared(character.WorldPosition, w.WorldPosition);
if (closestOutsideWaypoint == null || distance < closestDistance)
{
closestOutsideWaypoint = w;
closestDistance = distance;
}
}
if (closestOutsideWaypoint != null)
{
RemoveSubObjective(ref moveInsideObjective);
RemoveSubObjective(ref moveOutsideObjective);
// TODO: Check 'repeat' and 'onAbandon' parameters
TryAddSubObjective(ref moveInCaveObjective,
constructor: () => new AIObjectiveGoTo(closestOutsideWaypoint, character, objectiveManager)
{
endNodeFilter = n => n.Waypoint == closestOutsideWaypoint
},
onCompleted: () => moveInCaveObjective = null);
}
else
{
DebugConsole.ThrowError("Error with a Return objective: no suitable main or side path node target found for 'moveOutsideObjective'");
}
}
else
{
Hull targetHull = null;
float targetDistanceSquared = float.MaxValue;
bool targetIsAirlock = false;
foreach (var hull in ReturnTarget.GetHulls(false))
{
bool hullIsAirlock = hull.IsTaggedAirlock();
if(hullIsAirlock || (!targetIsAirlock && hull.LeadsOutside(character)))
{
float distanceSquared = Vector2.DistanceSquared(character.WorldPosition, hull.WorldPosition);
if (targetHull == null || distanceSquared < targetDistanceSquared)
{
targetHull = hull;
targetDistanceSquared = distanceSquared;
targetIsAirlock = hullIsAirlock;
}
}
}
if (targetHull != null)
{
RemoveSubObjective(ref moveInsideObjective);
RemoveSubObjective(ref moveInCaveObjective);
// TODO: Check 'repeat' and 'onAbandon' parameters
TryAddSubObjective(ref moveOutsideObjective,
constructor: () => new AIObjectiveGoTo(targetHull, character, objectiveManager),
onCompleted: () => moveOutsideObjective = null);
}
else
{
DebugConsole.ThrowError("Error with a Return objective: no suitable target for 'moveOutsideObjective'");
}
}
}
else
{
if (HumanAIController.IsInsideCave)
{
if (moveOutsideObjective != null)
{
RemoveSubObjective(ref moveOutsideObjective);
moveOutsideObjective = null;
}
}
else
{
if (moveInCaveObjective != null)
{
RemoveSubObjective(ref moveInCaveObjective);
moveInCaveObjective = null;
}
}
}
usingEscapeBehavior = shouldUseEscapeBehavior;
}
protected override bool CheckObjectiveSpecific()
{
if (IsCompleted)
{
return true;
}
if (ReturnTarget == null)
{
Abandon = true;
return false;
}
if (character.Submarine == ReturnTarget)
{
IsCompleted = true;
}
return IsCompleted;
}
public override void Reset()
{
base.Reset();
moveInsideObjective = null;
moveInCaveObjective = null;
moveOutsideObjective = null;
usingEscapeBehavior = false;
HumanAIController.ResetEscape();
}
protected override void OnAbandon()
{
base.OnAbandon();
SteeringManager.Reset();
if (character.IsOnPlayerTeam && objectiveManager.CurrentOrder == objectiveManager.CurrentObjective)
{
string msg = TextManager.Get("dialogcannotreturn", returnNull: true);
if (msg != null)
{
character.Speak(msg, identifier: "dialogcannotreturn", minDurationBetweenSimilar: 5.0f);
}
}
}
}
}