(ccef21f63) Merge branch 'dev' of https://github.com/Regalis11/Barotrauma-development into dev

This commit is contained in:
Joonas Rikkonen
2019-04-06 17:49:31 +03:00
parent 45c1ed499a
commit 14d0daf16d
18 changed files with 333 additions and 180 deletions
@@ -289,17 +289,15 @@ namespace Barotrauma
public override void OnAttacked(Character attacker, AttackResult attackResult)
{
// Damage from falling etc.
if (Character.LastDamageSource == null) { return; }
float damage = attackResult.Damage;
if (damage <= 0) { return; }
if (attacker == null || attacker.IsDead || attacker.Removed)
{
if (objectiveManager.CurrentOrder == null)
{
objectiveManager.GetObjective<AIObjectiveFindSafety>().Priority = 100;
}
return;
AddCombatObjective(AIObjectiveCombat.CombatMode.Retreat, Rand.Range(0.5f, 1f, Rand.RandSync.Unsynced));
}
if (IsFriendly(attacker))
else if (IsFriendly(attacker))
{
if (attacker.AnimController.Anim == Barotrauma.AnimController.Animation.CPR && attacker.SelectedCharacter == Character)
{
@@ -309,51 +307,50 @@ namespace Barotrauma
}
if (!attacker.IsRemotePlayer && Character.Controlled != attacker && attacker.AIController != null && attacker.AIController.Enabled)
{
// Don't react to damage done by friendly ai, because we know that it's accidental
if (objectiveManager.CurrentOrder == null)
{
objectiveManager.GetObjective<AIObjectiveFindSafety>().Priority = 100;
}
return;
}
float currentVitality = Character.CharacterHealth.Vitality;
float dmgPercentage = damage / currentVitality * 100;
if (dmgPercentage < currentVitality / 10)
{
// Don't react to a minor amount of (accidental) dmg done by friendly characters
if (objectiveManager.CurrentOrder == null)
{
objectiveManager.GetObjective<AIObjectiveFindSafety>().Priority = 100;
}
}
if (ObjectiveManager.CurrentObjective is AIObjectiveCombat combatObjective)
{
if (combatObjective.Enemy != attacker)
{
// Replace the old objective with the new.
ObjectiveManager.Objectives.Remove(combatObjective);
objectiveManager.AddObjective(new AIObjectiveCombat(Character, attacker));
}
// Don't retaliate on damage done by friendly ai, because we know that it's accidental
AddCombatObjective(AIObjectiveCombat.CombatMode.Retreat, Rand.Range(0.5f, 1f, Rand.RandSync.Unsynced));
}
else
{
objectiveManager.AddObjective(new AIObjectiveCombat(Character, attacker), Rand.Range(0.5f, 1f, Rand.RandSync.Unsynced));
float currentVitality = Character.CharacterHealth.Vitality;
float dmgPercentage = damage / currentVitality * 100;
if (dmgPercentage < currentVitality / 10)
{
// Don't retaliate on minor (accidental) dmg done by friendly characters
AddCombatObjective(AIObjectiveCombat.CombatMode.Retreat, Rand.Range(0.5f, 1f, Rand.RandSync.Unsynced));
}
else
{
AddCombatObjective(AIObjectiveCombat.CombatMode.Defensive, Rand.Range(0.5f, 1f, Rand.RandSync.Unsynced));
}
}
}
else
{
AddCombatObjective(AIObjectiveCombat.CombatMode.Defensive);
}
void AddCombatObjective(AIObjectiveCombat.CombatMode mode, float delay = 0)
{
if (ObjectiveManager.CurrentObjective is AIObjectiveCombat combatObjective)
{
if (combatObjective.Enemy != attacker)
if (combatObjective.Enemy != attacker || (combatObjective.Enemy == null && attacker == null))
{
// Replace the old objective with the new.
ObjectiveManager.Objectives.Remove(combatObjective);
objectiveManager.AddObjective(new AIObjectiveCombat(Character, attacker));
objectiveManager.AddObjective(new AIObjectiveCombat(Character, attacker, mode));
}
}
else
{
objectiveManager.AddObjective(new AIObjectiveCombat(Character, attacker));
if (delay > 0)
{
objectiveManager.AddObjective(new AIObjectiveCombat(Character, attacker, mode), delay);
}
else
{
objectiveManager.AddObjective(new AIObjectiveCombat(Character, attacker, mode));
}
}
}
}
@@ -43,11 +43,80 @@ namespace Barotrauma
private set;
}
public bool InLadders => currentPath != null && currentPath.CurrentNode != null && currentPath.CurrentNode.Ladders != null;
public bool IsNextNodeLadder => currentPath.NextNode != null && currentPath.CurrentNode.Ladders != null;
public bool IsNextLadderSameAsCurrent => IsNextNodeLadder && currentPath.CurrentNode.Ladders == currentPath.NextNode.Ladders;
/// <summary>
/// Returns true if the current or the next node is in ladders.
/// </summary>
public bool InLadders =>
currentPath != null &&
currentPath.CurrentNode != null && (currentPath.CurrentNode.Ladders != null ||
(currentPath.NextNode != null && currentPath.NextNode.Ladders != null));
public bool InStairs => currentPath != null && currentPath.CurrentNode != null && currentPath.CurrentNode.Stairs != null;
/// <summary>
/// Returns true if the current or the next node is in stairs.
/// </summary>
public bool InStairs =>
currentPath != null &&
currentPath.CurrentNode != null && (currentPath.CurrentNode.Stairs != null ||
(currentPath.NextNode != null && currentPath.NextNode.Stairs != null));
public bool IsNextNodeLadder
{
get
{
if (currentPath == null) { return false; }
if (currentPath.NextNode == null) { return false; }
if (currentPath.NextNode.Ladders != null)
{
return true;
}
else
{
// Check if the node after the next node is ladder.
int index = currentPath.CurrentIndex + 2;
if (currentPath.Nodes.Count > index)
{
var node = currentPath.Nodes[index];
if (node == null) { return false; }
// Only applied if the node is close enough to the current node.
if (Vector2.DistanceSquared(currentPath.CurrentNode.WorldPosition, node.WorldPosition) > 100) { return false; }
return node.Ladders != null;
}
return false;
}
}
}
public bool IsNextLadderSameAsCurrent
{
get
{
if (currentPath == null) { return false; }
if (currentPath.CurrentNode == null) { return false; }
if (currentPath.NextNode == null) { return false; }
var currentLadder = currentPath.CurrentNode.Ladders;
if (currentLadder == null) { return false; }
var nextLadder = currentPath.NextNode.Ladders;
if (nextLadder != null)
{
return currentLadder == nextLadder;
}
else
{
// Check if the node after the next node is in the same ladder as the current.
int index = currentPath.CurrentIndex + 2;
if (currentPath.Nodes.Count > index)
{
var node = currentPath.Nodes[index];
if (node == null) { return false; }
// Only applied if the node is close enough to the current node.
if (Vector2.DistanceSquared(currentPath.CurrentNode.WorldPosition, node.WorldPosition) > 100) { return false; }
nextLadder = node.Ladders;
return nextLadder != null && nextLadder == currentLadder;
}
return false;
}
}
}
public IndoorsSteeringManager(ISteerable host, bool canOpenDoors, bool canBreakDoors) : base(host)
{
@@ -173,7 +242,7 @@ namespace Barotrauma
Vector2 diff = currentPath.CurrentNode.SimPosition - pos;
bool nextLadderSamesCurrent = IsNextLadderSameAsCurrent;
if (IsNextLadderSameAsCurrent)
if (nextLadderSamesCurrent)
{
//climbing ladders -> don't move horizontally
diff.X = 0.0f;
@@ -191,14 +260,14 @@ namespace Barotrauma
bool aboveFloor = heightFromFloor > 0.0f && heightFromFloor < collider.height * 1.5f;
if (aboveFloor || IsNextNodeLadder)
{
if (!IsNextLadderSameAsCurrent)
if (!nextLadderSamesCurrent)
{
character.AnimController.Anim = AnimController.Animation.None;
}
currentPath.SkipToNextNode();
}
}
else if (IsNextLadderSameAsCurrent)
else if (nextLadderSamesCurrent)
{
//if the current node is below the character and the next one is above (or vice versa)
//and both are on ladders, we can skip directly to the next one
@@ -47,25 +47,32 @@ namespace Barotrauma
private float coolDownTimer;
public AIObjectiveCombat(Character character, Character enemy) : base(character, "")
public enum CombatMode
{
Defensive,
Offensive, // Not implemented
Retreat
}
public CombatMode Mode { get; private set; }
public AIObjectiveCombat(Character character, Character enemy, CombatMode mode) : base(character, "")
{
Enemy = enemy;
coolDownTimer = CoolDown;
HumanAIController.ObjectiveManager.GetObjective<AIObjectiveFindSafety>().Priority = 0;
Mode = mode;
if (Enemy == null)
{
Mode = CombatMode.Retreat;
}
}
protected override void Act(float deltaTime)
{
coolDownTimer -= deltaTime;
if (Weapon != null && character.Inventory.Items.Contains(_weapon))
{
Weapon = null;
}
if (Weapon == null)
{
Weapon = GetWeapon();
}
if (Weapon == null)
if (abandon) { return; }
switch (Mode)
{
case CombatMode.Defensive:
if (Weapon != null && character.Inventory.Items.Contains(_weapon))
@@ -97,17 +104,6 @@ namespace Barotrauma
default:
throw new System.NotImplementedException();
}
else if (Equip(deltaTime))
{
if (Reload(deltaTime))
{
Attack(deltaTime);
}
}
if (!abandon)
{
Move(deltaTime);
}
}
private Item GetWeapon()
@@ -140,6 +136,21 @@ namespace Barotrauma
}
}
}
// When defensive, try to retreat to safety. TODO: in offsensive mode, engage the target
Retreat(deltaTime);
break;
case CombatMode.Retreat:
Retreat(deltaTime);
break;
case CombatMode.Offensive:
default:
throw new System.NotImplementedException();
}
else if (Equip(deltaTime))
{
if (Reload(deltaTime))
{
Attack(deltaTime);
}
}
return weapon;
@@ -168,20 +179,18 @@ namespace Barotrauma
else
{
//couldn't equip the item, escape
Escape(deltaTime);
//Abandon(deltaTime);
return false;
}
}
return true;
}
private void Move(float deltaTime)
private void Retreat(float deltaTime)
{
// Retreat to safety
// TODO: aggressive behaviour, chasing?
if (retreatTarget == null || (retreatObjective != null && !retreatObjective.CanBeCompleted))
{
retreatTarget = HumanAIController.ObjectiveManager.GetObjective<AIObjectiveFindSafety>().FindBestHull();
retreatTarget = HumanAIController.ObjectiveManager.GetObjective<AIObjectiveFindSafety>().FindBestHull(new List<Hull>() { character.CurrentHull });
}
if (retreatTarget != null)
{
@@ -218,7 +227,7 @@ namespace Barotrauma
}
else if (!reloadWeaponObjective.CanBeCompleted)
{
Escape(deltaTime);
Mode = CombatMode.Retreat;
}
else
{
@@ -277,16 +286,16 @@ namespace Barotrauma
}
}
private void Escape(float deltaTime)
private void Abandon(float deltaTime)
{
abandon = true;
SteeringManager.Reset();
HumanAIController.ObjectiveManager.GetObjective<AIObjectiveFindSafety>().Priority = 100;
//HumanAIController.ObjectiveManager.GetObjective<AIObjectiveFindSafety>().Priority = 100;
}
public override bool IsCompleted()
{
bool completed = Enemy == null || Enemy.Removed || Enemy.IsDead || coolDownTimer <= 0;
bool completed = (Enemy != null && (Enemy.Removed || Enemy.IsDead)) || coolDownTimer <= 0;
if (completed)
{
if (Weapon != null)
@@ -298,7 +307,7 @@ namespace Barotrauma
}
public override bool CanBeCompleted => !abandon && (reloadWeaponObjective == null || reloadWeaponObjective.CanBeCompleted) && (retreatObjective == null || retreatObjective.CanBeCompleted);
public override float GetPriority(AIObjectiveManager objectiveManager) => Enemy == null || Enemy.Removed || Enemy.IsDead ? 0 : 100;
public override float GetPriority(AIObjectiveManager objectiveManager) => (Enemy != null && (Enemy.Removed || Enemy.IsDead)) ? 0 : 100;
public override bool IsDuplicate(AIObjective otherObjective)
{
@@ -86,7 +86,10 @@ namespace Barotrauma
character.AIController.SteeringManager.Reset();
character.CursorPosition = fs.Position;
character.SetInput(InputType.Aim, false, true);
if (extinguisher.Item.RequireAimToUse)
{
character.SetInput(InputType.Aim, false, true);
}
extinguisher.Use(deltaTime, character);
if (!targetHull.FireSources.Contains(fs))
@@ -168,13 +168,14 @@ namespace Barotrauma
}
}
public Hull FindBestHull()
public Hull FindBestHull(IEnumerable<Hull> ignoredHulls = null)
{
Hull bestHull = character.CurrentHull;
float bestValue = currenthullSafety;
Hull bestHull = null;
float bestValue = 0;
foreach (Hull hull in Hull.hullList)
{
if (hull.Submarine == null) { continue; }
if (ignoredHulls != null && ignoredHulls.Contains(hull)) { continue; }
float hullSafety = 0;
if (character.Submarine != null && SteeringManager == PathSteering)
{
@@ -161,7 +161,7 @@ namespace Barotrauma
private void OperateRepairTool(float deltaTime)
{
character.CursorPosition = Item.Position;
if (Item.RequireAimToUse)
if (repairTool.Item.RequireAimToUse)
{
character.SetInput(InputType.Aim, false, true);
}
@@ -64,6 +64,7 @@ namespace Barotrauma.Items.Components
attack = new Attack(subElement, item.Name + ", MeleeWeapon");
}
item.IsShootable = true;
// TODO: should define this in xml if we have melee weapons that don't require aim to use
item.RequireAimToUse = true;
}
@@ -58,6 +58,7 @@ namespace Barotrauma.Items.Components
: base(item, element)
{
item.IsShootable = true;
// TODO: should define this in xml if we have ranged weapons that don't require aim to use
item.RequireAimToUse = true;
}
@@ -80,6 +80,7 @@ namespace Barotrauma.Items.Components
}
}
item.IsShootable = true;
// TODO: should define this in xml if we have repair tools that don't require aim to use
item.RequireAimToUse = true;
InitProjSpecific(element);
}
@@ -533,25 +533,6 @@ namespace Barotrauma
{
maxX = Math.Min(maxX, ruin.Area.X - 100.0f);
}
else
{
maxX = Math.Min(maxX, ruin.Area.X - 100.0f);
}
}
if (minX < 0.0f && maxX > Level.Loaded.Size.X)
{
//no walls found at either side, just use the initial spawnpos and hope for the best
}
else if (minX < 0)
{
//no wall found at the left side, spawn to the left from the right-side wall
spawnPos.X = maxX - minWidth - 100.0f + subDockingPortOffset;
}
else if (maxX > Level.Loaded.Size.X)
{
//no wall found at right side, spawn to the right from the left-side wall
spawnPos.X = minX + minWidth + 100.0f + subDockingPortOffset;
}
if (minX < 0.0f && maxX > Level.Loaded.Size.X)