aeafa16...4d3cf73
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+206
-132
@@ -1,194 +1,268 @@
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using Barotrauma.Items.Components;
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Barotrauma.Extensions;
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namespace Barotrauma
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{
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class AIObjectiveCombat : AIObjective
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{
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public override string DebugTag => "combat";
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public override bool ForceRun => true;
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public override bool KeepDivingGearOn => true;
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const float CoolDown = 10.0f;
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//the largest amount of damage the enemy has inflicted on this character
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//(may be higher than enemyStrength if the enemy is e.g. a human using items)
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public float MaxEnemyDamage;
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private Character enemy;
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private AIObjectiveFindSafety escapeObjective;
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public Character Enemy { get; private set; }
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private Item _weapon;
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private Item Weapon
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{
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get { return _weapon; }
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set
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{
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_weapon = value;
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_weaponComponent = null;
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reloadWeaponObjective = null;
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}
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}
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private ItemComponent _weaponComponent;
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private ItemComponent WeaponComponent
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{
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get
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{
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if (_weaponComponent == null)
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{
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_weaponComponent =
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Weapon.GetComponent<RangedWeapon>() as ItemComponent ??
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Weapon.GetComponent<MeleeWeapon>() as ItemComponent ??
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Weapon.GetComponent<RepairTool>() as ItemComponent;
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}
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return _weaponComponent;
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}
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}
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private AIObjectiveContainItem reloadWeaponObjective;
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private Hull retreatTarget;
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private AIObjectiveGoTo retreatObjective;
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private float coolDownTimer;
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public AIObjectiveCombat(Character character, Character enemy) : base(character, "")
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{
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this.enemy = enemy;
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Enemy = enemy;
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coolDownTimer = CoolDown;
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HumanAIController.ObjectiveManager.GetObjective<AIObjectiveFindSafety>().Priority = 0;
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}
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protected override void Act(float deltaTime)
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{
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coolDownTimer -= deltaTime;
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var weapon = character.Inventory.FindItemByTag("weapon");
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if (weapon == null)
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if (Weapon != null && character.Inventory.Items.Contains(_weapon))
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{
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Weapon = null;
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}
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if (Weapon == null)
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{
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Weapon = GetWeapon();
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}
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if (Weapon == null)
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{
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Escape(deltaTime);
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}
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else
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else if (Equip(deltaTime))
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{
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if (!character.SelectedItems.Contains(weapon))
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if (Reload(deltaTime))
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{
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if (character.Inventory.TryPutItem(weapon, 3, true, false, character))
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{
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weapon.Equip(character);
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}
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else
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{
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//couldn't equip the item, escape
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Escape(deltaTime);
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return;
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}
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Attack(deltaTime);
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}
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}
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if (!abandon)
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{
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Move(deltaTime);
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}
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}
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//make sure the weapon is loaded
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var weaponComponent =
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weapon.GetComponent<RangedWeapon>() as ItemComponent ??
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weapon.GetComponent<MeleeWeapon>() as ItemComponent ??
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weapon.GetComponent<RepairTool>() as ItemComponent;
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if (weaponComponent != null && weaponComponent.requiredItems.ContainsKey(RelatedItem.RelationType.Contained))
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private Item GetWeapon()
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{
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_weaponComponent = null;
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var weapon = character.Inventory.FindItemByTag("weapon");
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if (weapon == null)
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{
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foreach (var item in character.Inventory.Items)
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{
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var containedItems = weapon.ContainedItems;
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foreach (RelatedItem requiredItem in weaponComponent.requiredItems[RelatedItem.RelationType.Contained])
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if (item == null) { continue; }
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foreach (var component in item.Components)
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{
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Item containedItem = containedItems.FirstOrDefault(it => it.Condition > 0.0f && requiredItem.MatchesItem(it));
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if (containedItem == null)
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if (component is MeleeWeapon || component is RangedWeapon)
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{
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var newReloadWeaponObjective = new AIObjectiveContainItem(character, requiredItem.Identifiers, weapon.GetComponent<ItemContainer>());
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if (!newReloadWeaponObjective.IsDuplicate(reloadWeaponObjective))
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return item;
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}
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var effects = component.statusEffectLists;
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if (effects != null)
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{
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foreach (var statusEffects in effects.Values)
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{
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reloadWeaponObjective = newReloadWeaponObjective;
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foreach (var statusEffect in statusEffects)
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{
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if (statusEffect.Afflictions.Any())
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{
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return item;
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}
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}
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}
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}
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}
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}
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}
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return weapon;
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}
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if (reloadWeaponObjective != null)
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private bool Equip(float deltaTime)
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{
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if (!character.SelectedItems.Contains(Weapon))
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{
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if (character.Inventory.TryPutItem(Weapon, 3, true, false, character))
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{
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if (reloadWeaponObjective.IsCompleted())
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{
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reloadWeaponObjective = null;
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}
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else if (!reloadWeaponObjective.CanBeCompleted)
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{
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Escape(deltaTime);
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}
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else
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{
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reloadWeaponObjective.TryComplete(deltaTime);
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}
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return;
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Weapon.Equip(character);
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}
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character.CursorPosition = enemy.Position;
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character.SetInput(InputType.Aim, false, true);
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Vector2 enemyDiff = Vector2.Normalize(enemy.Position - character.Position);
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if (!MathUtils.IsValid(enemyDiff)) enemyDiff = Rand.Vector(1.0f);
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float weaponAngle = ((weapon.body.Dir == 1.0f) ? weapon.body.Rotation : weapon.body.Rotation - MathHelper.Pi);
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Vector2 weaponDir = new Vector2((float)Math.Cos(weaponAngle), (float)Math.Sin(weaponAngle));
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if (Vector2.Dot(enemyDiff, weaponDir) < 0.9f) return;
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List<FarseerPhysics.Dynamics.Body> ignoredBodies = new List<FarseerPhysics.Dynamics.Body>();
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foreach (Limb limb in character.AnimController.Limbs)
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else
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{
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ignoredBodies.Add(limb.body.FarseerBody);
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//couldn't equip the item, escape
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Escape(deltaTime);
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return false;
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}
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}
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return true;
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}
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var pickedBody = Submarine.PickBody(character.SimPosition, enemy.SimPosition, ignoredBodies);
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if (pickedBody != null && !(pickedBody.UserData is Limb)) return;
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private void Move(float deltaTime)
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{
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// Retreat to safety
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// TODO: aggressive behaviour, chasing?
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if (retreatTarget == null || (retreatObjective != null && !retreatObjective.CanBeCompleted))
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{
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retreatTarget = HumanAIController.ObjectiveManager.GetObjective<AIObjectiveFindSafety>().FindBestHull();
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}
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if (retreatTarget != null)
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{
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if (retreatObjective == null || retreatObjective.Target != retreatTarget)
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{
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retreatObjective = new AIObjectiveGoTo(retreatTarget, character, false, true);
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}
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retreatObjective.TryComplete(deltaTime);
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}
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}
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weapon.Use(deltaTime, character);
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private bool Reload(float deltaTime)
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{
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if (WeaponComponent != null && WeaponComponent.requiredItems.ContainsKey(RelatedItem.RelationType.Contained))
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{
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var containedItems = Weapon.ContainedItems;
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foreach (RelatedItem requiredItem in WeaponComponent.requiredItems[RelatedItem.RelationType.Contained])
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{
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Item containedItem = containedItems.FirstOrDefault(it => it.Condition > 0.0f && requiredItem.MatchesItem(it));
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if (containedItem == null)
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{
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if (reloadWeaponObjective == null)
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{
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reloadWeaponObjective = new AIObjectiveContainItem(character, requiredItem.Identifiers, Weapon.GetComponent<ItemContainer>());
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}
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}
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}
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}
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if (reloadWeaponObjective != null)
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{
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if (reloadWeaponObjective.IsCompleted())
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{
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reloadWeaponObjective = null;
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}
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else if (!reloadWeaponObjective.CanBeCompleted)
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{
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Escape(deltaTime);
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}
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else
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{
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reloadWeaponObjective.TryComplete(deltaTime);
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}
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return false;
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}
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return true;
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}
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private IEnumerable<FarseerPhysics.Dynamics.Body> myBodies;
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private void Attack(float deltaTime)
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{
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character.CursorPosition = Enemy.Position;
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character.SetInput(InputType.Aim, false, true);
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if (WeaponComponent is MeleeWeapon meleeWeapon)
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{
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if (Vector2.DistanceSquared(character.Position, Enemy.Position) <= meleeWeapon.Range * meleeWeapon.Range)
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{
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Weapon.Use(deltaTime, character);
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}
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}
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else
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{
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if (WeaponComponent is RepairTool repairTool)
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{
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if (Vector2.DistanceSquared(character.Position, Enemy.Position) > repairTool.Range * repairTool.Range) { return; }
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}
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if (VectorExtensions.Angle(VectorExtensions.Forward(Weapon.body.TransformedRotation), Enemy.Position - character.Position) < MathHelper.PiOver4)
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{
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if (myBodies == null)
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{
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myBodies = character.AnimController.Limbs.Select(l => l.body.FarseerBody);
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}
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var pickedBody = Submarine.PickBody(character.SimPosition, Enemy.SimPosition, myBodies);
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if (pickedBody != null)
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{
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Character target = null;
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if (pickedBody.UserData is Character c)
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{
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target = c;
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}
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else if (pickedBody.UserData is Limb limb)
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{
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target = limb.character;
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}
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if (target != null && target == Enemy)
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{
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Weapon.Use(deltaTime, character);
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}
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}
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}
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}
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}
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private void Escape(float deltaTime)
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{
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// TODO: just let the find safety run?
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if (escapeObjective == null)
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{
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escapeObjective = new AIObjectiveFindSafety(character);
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}
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if (enemy.AnimController.CurrentHull == character.AnimController.CurrentHull)
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{
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escapeObjective.OverrideCurrentHullSafety = 0.0f;
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}
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else
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{
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escapeObjective.OverrideCurrentHullSafety = null;
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}
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escapeObjective.TryComplete(deltaTime);
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abandon = true;
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SteeringManager.Reset();
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HumanAIController.ObjectiveManager.GetObjective<AIObjectiveFindSafety>().Priority = 100;
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}
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public override bool IsCompleted()
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{
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return enemy == null || enemy.Removed || enemy.IsDead || coolDownTimer <= 0.0f;
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}
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public override float GetPriority(AIObjectiveManager objectiveManager)
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{
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if (enemy == null || enemy.Removed)
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{
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return 0.0f;
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}
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if (objectiveManager.CurrentOrder == this)
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{
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return AIObjectiveManager.OrderPriority;
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}
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//clamp the strength to the health of this character
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//(it doesn't make a difference whether the enemy does 200 or 600 damage, it's one hit kill anyway)
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float enemyDanger = Math.Min(Math.Max(CalculateEnemyStrength(), MaxEnemyDamage), character.Health) + enemy.Health / 10.0f;
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if (enemy.AIController is EnemyAIController enemyAI)
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{
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if (enemyAI.SelectedAiTarget == character.AiTarget) enemyDanger *= 2.0f;
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}
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return Math.Max(enemyDanger, AIObjectiveManager.OrderPriority);
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}
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public override bool IsCompleted() => Enemy == null || Enemy.Removed || Enemy.IsDead || coolDownTimer <= 0.0f;
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public override bool CanBeCompleted => !abandon && (reloadWeaponObjective == null || reloadWeaponObjective.CanBeCompleted) && (retreatObjective == null || retreatObjective.CanBeCompleted);
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public override float GetPriority(AIObjectiveManager objectiveManager) => Enemy == null || Enemy.Removed || Enemy.IsDead ? 0 : 100;
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public override bool IsDuplicate(AIObjective otherObjective)
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{
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AIObjectiveCombat objective = otherObjective as AIObjectiveCombat;
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if (objective == null) return false;
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return objective.enemy == enemy;
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if (!(otherObjective is AIObjectiveCombat objective)) return false;
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return objective.Enemy == Enemy;
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}
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private float CalculateEnemyStrength()
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{
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float enemyStrength = 0;
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AttackContext currentContext = character.GetAttackContext();
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foreach (Limb limb in enemy.AnimController.Limbs)
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{
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if (limb.attack == null) continue;
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if (!limb.attack.IsValidContext(currentContext)) { continue; }
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if (!limb.attack.IsValidTarget(AttackTarget.Character)) { continue; }
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enemyStrength += limb.attack.GetTotalDamage(false);
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}
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return enemyStrength;
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}
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//private float CalculateEnemyStrength()
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//{
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// float enemyStrength = 0;
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// AttackContext currentContext = character.GetAttackContext();
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// foreach (Limb limb in Enemy.AnimController.Limbs)
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// {
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// if (limb.attack == null) continue;
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// if (!limb.attack.IsValidContext(currentContext)) { continue; }
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// if (!limb.attack.IsValidTarget(AttackTarget.Character)) { continue; }
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// enemyStrength += limb.attack.GetTotalDamage(false);
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// }
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// return enemyStrength;
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//}
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}
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}
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Reference in New Issue
Block a user