Unstable v0.1300.0.0 (February 19th 2021)

This commit is contained in:
Joonas Rikkonen
2021-02-25 13:44:23 +02:00
parent b772654326
commit 24cbef485a
441 changed files with 21343 additions and 8562 deletions
@@ -1,18 +1,17 @@
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using Barotrauma.Items.Components;
using System.Linq;
namespace Barotrauma
{
public enum AIState { Idle, Attack, Escape, Eat, Flee, Avoid, Aggressive, PassiveAggressive, Protect, Observe, Freeze, Follow }
abstract partial class AIController : ISteerable
{
public bool Enabled;
public readonly Character Character;
private AIState state;
// Update only when the value changes, not when it keeps the same.
protected AITarget _lastAiTarget;
// Updated each time the value is updated (also when the value is the same).
@@ -74,25 +73,6 @@ namespace Barotrauma
get { return true; }
}
public virtual AIObjectiveManager ObjectiveManager
{
get { return null; }
}
public AIState State
{
get { return state; }
set
{
if (state == value) { return; }
PreviousState = state;
OnStateChanged(state, value);
state = value;
}
}
public AIState PreviousState { get; protected set; }
private IEnumerable<Hull> visibleHulls;
private float hullVisibilityTimer;
const float hullVisibilityInterval = 0.5f;
@@ -112,6 +92,9 @@ namespace Barotrauma
}
}
protected bool HasValidPath(bool requireNonDirty = false) =>
steeringManager is IndoorsSteeringManager pathSteering && pathSteering.CurrentPath != null && !pathSteering.CurrentPath.Finished && !pathSteering.CurrentPath.Unreachable && (!requireNonDirty || !pathSteering.IsPathDirty);
public AIController (Character c)
{
Character = c;
@@ -149,8 +132,177 @@ namespace Barotrauma
public void FaceTarget(ISpatialEntity target) => Character.AnimController.TargetDir = target.WorldPosition.X > Character.WorldPosition.X ? Direction.Right : Direction.Left;
public bool IsSteeringThroughGap { get; protected set; }
public virtual bool SteerThroughGap(Structure wall, WallSection section, Vector2 targetWorldPos, float deltaTime)
{
if (wall == null) { return false; }
if (section == null) { return false; }
Gap gap = section.gap;
if (gap == null) { return false; }
float maxDistance = Math.Min(wall.Rect.Width, wall.Rect.Height);
if (Vector2.DistanceSquared(Character.WorldPosition, targetWorldPos) > maxDistance * maxDistance) { return false; }
Hull targetHull = gap.FlowTargetHull;
if (targetHull == null) { return false; }
if (wall.IsHorizontal)
{
targetWorldPos.Y = targetHull.WorldRect.Y - targetHull.Rect.Height / 2;
}
else
{
targetWorldPos.X = targetHull.WorldRect.Center.X;
}
return SteerThroughGap(gap, targetWorldPos, deltaTime, maxDistance: -1);
}
public virtual bool SteerThroughGap(Gap gap, Vector2 targetWorldPos, float deltaTime, float maxDistance = -1)
{
Hull targetHull = gap.FlowTargetHull;
if (targetHull == null) { return false; }
if (maxDistance > 0)
{
if (Vector2.DistanceSquared(Character.WorldPosition, targetWorldPos) > maxDistance * maxDistance) { return false; }
}
if (SteeringManager is IndoorsSteeringManager pathSteering)
{
pathSteering.ResetPath();
}
SteeringManager.SteeringManual(deltaTime, Vector2.Normalize(targetWorldPos - Character.WorldPosition));
return true;
}
public bool CanPassThroughHole(Structure wall, int sectionIndex, int requiredHoleCount)
{
if (!wall.SectionBodyDisabled(sectionIndex)) { return false; }
int holeCount = 1;
for (int j = sectionIndex - 1; j > sectionIndex - requiredHoleCount; j--)
{
if (wall.SectionBodyDisabled(j))
{
holeCount++;
}
else
{
break;
}
}
for (int j = sectionIndex + 1; j < sectionIndex + requiredHoleCount; j++)
{
if (wall.SectionBodyDisabled(j))
{
holeCount++;
}
else
{
break;
}
}
return holeCount >= requiredHoleCount;
}
protected bool IsWallDisabled(Structure wall)
{
bool isDisabled = true;
for (int i = 0; i < wall.Sections.Length; i++)
{
if (!wall.SectionBodyDisabled(i))
{
isDisabled = false;
break;
}
}
return isDisabled;
}
private readonly HashSet<Item> unequippedItems = new HashSet<Item>();
public bool TakeItem(Item item, Inventory targetInventory, bool equip, bool dropOtherIfCannotMove = true, bool allowSwapping = false, bool storeUnequipped = false)
{
var pickable = item.GetComponent<Pickable>();
if (pickable == null) { return false; }
if (item.ParentInventory is ItemInventory itemInventory)
{
if (!itemInventory.Container.HasRequiredItems(Character, addMessage: false)) { return false; }
}
if (equip)
{
int targetSlot = -1;
//check if all the slots required by the item are free
foreach (InvSlotType slots in pickable.AllowedSlots)
{
if (slots.HasFlag(InvSlotType.Any)) { continue; }
for (int i = 0; i < targetInventory.Capacity; i++)
{
if (targetInventory is CharacterInventory characterInventory)
{
//slot not needed by the item, continue
if (!slots.HasFlag(characterInventory.SlotTypes[i])) { continue; }
}
targetSlot = i;
//slot free, continue
var otherItem = targetInventory.GetItemAt(i);
if (otherItem == null) { continue; }
//try to move the existing item to LimbSlot.Any and continue if successful
if (otherItem.AllowedSlots.Contains(InvSlotType.Any) && targetInventory.TryPutItem(otherItem, Character, CharacterInventory.anySlot))
{
if (storeUnequipped && targetInventory.Owner == Character)
{
unequippedItems.Add(otherItem);
}
continue;
}
if (dropOtherIfCannotMove)
{
//if everything else fails, simply drop the existing item
otherItem.Drop(Character);
}
}
}
return targetInventory.TryPutItem(item, targetSlot, allowSwapping, allowCombine: false, Character);
}
else
{
return targetInventory.TryPutItem(item, Character, CharacterInventory.anySlot);
}
}
public void UnequipEmptyItems(Item item, bool avoidDroppingInSea = true) => UnequipEmptyItems(Character, item, avoidDroppingInSea);
public static void UnequipEmptyItems(Character character, Item item, bool avoidDroppingInSea = true)
{
if (item.OwnInventory.AllItems.Any(it => it.Condition <= 0.0f))
{
foreach (Item containedItem in item.OwnInventory.AllItemsMod)
{
if (containedItem == null) { continue; }
if (containedItem.Condition <= 0.0f)
{
if (character.Submarine == null && avoidDroppingInSea)
{
// If we are outside of main sub, try to put the item in the inventory instead dropping it in the sea.
if (character.Inventory.TryPutItem(containedItem, character, CharacterInventory.anySlot))
{
continue;
}
}
containedItem.Drop(character);
}
}
}
}
public void ReequipUnequipped()
{
foreach (var item in unequippedItems)
{
if (item != null && !item.Removed && Character.HasItem(item))
{
TakeItem(item, Character.Inventory, equip: true, dropOtherIfCannotMove: true, allowSwapping: true, storeUnequipped: false);
}
}
unequippedItems.Clear();
}
protected virtual void OnStateChanged(AIState from, AIState to) { }
protected virtual void OnTargetChanged(AITarget previousTarget, AITarget newTarget) { }
}
}
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
@@ -50,9 +50,9 @@ namespace Barotrauma
/// 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.CurrentNode.Ladders.Item.NonInteractable ||
(currentPath.NextNode != null && currentPath.NextNode.Ladders != null && !currentPath.NextNode.Ladders.Item.NonInteractable));
currentPath != null && currentPath.CurrentNode != null &&
(currentPath.CurrentNode.Ladders != null && currentPath.CurrentNode.Ladders.Item.IsInteractable(character) ||
(currentPath.NextNode != null && currentPath.NextNode.Ladders != null && currentPath.NextNode.Ladders.Item.IsInteractable(character)));
/// <summary>
/// Returns true if any node in the path is in stairs
@@ -70,7 +70,7 @@ namespace Barotrauma
if (currentPath.NextNode == null) { return false; }
var currentLadder = currentPath.CurrentNode.Ladders;
if (currentLadder == null) { return false; }
if (currentLadder.Item.NonInteractable) { return false; }
if (!currentLadder.Item.IsInteractable(character)) { return false; }
var nextLadder = GetNextLadder();
return nextLadder != null && nextLadder == currentLadder;
}
@@ -117,13 +117,13 @@ namespace Barotrauma
}
/// <summary>
/// Seeks the ladder from the current and the next two nodes.
/// Seeks the ladder from the next and next + 1 nodes.
/// </summary>
public Ladder GetNextLadder()
{
if (currentPath == null) { return null; }
if (currentPath.NextNode == null) { return null; }
if (currentPath.NextNode.Ladders != null && !currentPath.NextNode.Ladders.Item.NonInteractable)
if (currentPath.NextNode.Ladders != null && currentPath.NextNode.Ladders.Item.IsInteractable(character))
{
return currentPath.NextNode.Ladders;
}
@@ -134,7 +134,7 @@ namespace Barotrauma
{
var node = currentPath.Nodes[index];
if (node == null) { return null; }
if (node.Ladders != null && !node.Ladders.Item.NonInteractable)
if (node.Ladders != null && node.Ladders.Item.IsInteractable(character))
{
return node.Ladders;
}
@@ -146,7 +146,7 @@ namespace Barotrauma
{
node = currentPath.Nodes[index];
if (node == null) { return null; }
if (node.Ladders != null && !node.Ladders.Item.NonInteractable)
if (node.Ladders != null && node.Ladders.Item.IsInteractable(character))
{
return node.Ladders;
}
@@ -294,10 +294,16 @@ namespace Barotrauma
bool isDiving = character.AnimController.InWater && character.AnimController.HeadInWater;
// Only humanoids can climb ladders
bool canClimb = character.AnimController is HumanoidAnimController && !character.LockHands;
var ladders = GetNextLadder();
Ladder currentLadder = currentPath.CurrentNode.Ladders;
if (currentLadder != null && !currentLadder.Item.IsInteractable(character))
{
currentLadder = null;
}
Ladder nextLadder = GetNextLadder();
var ladders = currentLadder ?? nextLadder;
if (canClimb && !isDiving && ladders != null && character.SelectedConstruction != ladders.Item)
{
if (IsNextNodeLadder || currentPath.CurrentIndex == currentPath.Nodes.Count - 1)
if (IsNextNodeLadder || currentPath.Finished)
{
if (character.CanInteractWith(ladders.Item))
{
@@ -325,7 +331,6 @@ namespace Barotrauma
if (character.IsClimbing && !isDiving)
{
Vector2 diff = currentPath.CurrentNode.SimPosition - pos;
Ladder nextLadder = GetNextLadder();
bool nextLadderSameAsCurrent = IsNextLadderSameAsCurrent;
if (nextLadderSameAsCurrent)
{
@@ -341,8 +346,7 @@ namespace Barotrauma
diff.Y = Math.Max(diff.Y, 1.0f);
}
// We need some margin, because if a hatch has closed, it's possible that the height from floor is slightly negative.
float margin = 0.1f;
bool isAboveFloor = heightFromFloor > -margin && heightFromFloor < collider.height * 1.5f;
bool isAboveFloor = heightFromFloor > -0.1f;
// If the next waypoint is horizontally far, we don't want to keep holding the ladders
if (isAboveFloor && (nextLadder == null || Math.Abs(currentPath.CurrentNode.WorldPosition.X - currentPath.NextNode.WorldPosition.X) > 50))
{
@@ -357,7 +361,7 @@ namespace Barotrauma
nextLadder.Item.TryInteract(character, false, true);
}
}
if (nextLadder != null || isAboveFloor)
if (isAboveFloor || nextLadderSameAsCurrent)
{
currentPath.SkipToNextNode();
}
@@ -383,8 +387,7 @@ namespace Barotrauma
character.SelectedConstruction = null;
}
var door = currentPath.CurrentNode.ConnectedDoor;
bool blockedByDoor = door != null && !door.IsOpen && !door.IsBroken;
if (!blockedByDoor)
if (door == null || door.CanBeTraversed)
{
float multiplier = MathHelper.Lerp(1, 10, MathHelper.Clamp(collider.LinearVelocity.Length() / 10, 0, 1));
float targetDistance = collider.GetSize().X * multiplier;
@@ -417,10 +420,9 @@ namespace Barotrauma
bool isAboveFeet = currentPath.CurrentNode.SimPosition.Y > colliderBottom.Y;
bool isNotTooHigh = currentPath.CurrentNode.SimPosition.Y < colliderBottom.Y + characterHeight;
var door = currentPath.CurrentNode.ConnectedDoor;
bool blockedByDoor = door != null && !door.IsOpen && !door.IsBroken;
float margin = MathHelper.Lerp(1, 10, MathHelper.Clamp(Math.Abs(velocity.X) / 10, 0, 1));
float targetDistance = Math.Max(collider.radius * margin, minWidth);
if (horizontalDistance < targetDistance && isAboveFeet && isNotTooHigh && !blockedByDoor)
if (horizontalDistance < targetDistance && isAboveFeet && isNotTooHigh && (door == null || door.CanBeTraversed))
{
currentPath.SkipToNextNode();
}
@@ -434,18 +436,20 @@ namespace Barotrauma
private bool CanAccessDoor(Door door, Func<Controller, bool> buttonFilter = null)
{
if (door.IsOpen) { return true; }
if (door.Item.NonInteractable) { return false; }
if (CanBreakDoors) { return true; }
if (door.IsStuck || door.IsJammed) { return false; }
if (!canOpenDoors || character.LockHands) { return false; }
if (door.IsOpen || door.IsBroken) { return true; }
if (!door.Item.IsInteractable(character)) { return false; }
if (!CanBreakDoors)
{
if (door.IsStuck || door.IsJammed) { return false; }
if (!canOpenDoors || character.LockHands) { return false; }
}
if (door.HasIntegratedButtons)
{
return door.CanBeOpenedWithoutTools(character);
return door.HasAccess(character) || CanBreakDoors;
}
else
{
return door.Item.GetConnectedComponents<Controller>(true).Any(b => !b.Item.NonInteractable && b.HasAccess(character) && (buttonFilter == null || buttonFilter(b)));
return door.Item.GetConnectedComponents<Controller>(true).Any(b => b.HasAccess(character) && (buttonFilter == null || buttonFilter(b))) || CanBreakDoors;
}
}
@@ -620,18 +624,19 @@ namespace Barotrauma
}
}
bool nextNodeAboveWaterLevel = nextNode.Waypoint.CurrentHull != null && nextNode.Waypoint.CurrentHull.Surface < nextNode.Waypoint.Position.Y;
//non-humanoids can't climb up ladders
if (!(character.AnimController is HumanoidAnimController))
{
if (node.Waypoint.Ladders != null && nextNode.Waypoint.Ladders != null && (nextNode.Waypoint.Ladders.Item.NonInteractable || character.LockHands)||
if (node.Waypoint.Ladders != null && nextNode.Waypoint.Ladders != null && (!nextNode.Waypoint.Ladders.Item.IsInteractable(character) || character.LockHands)||
(nextNode.Position.Y - node.Position.Y > 1.0f && //more than one sim unit to climb up
nextNode.Waypoint.CurrentHull != null && nextNode.Waypoint.CurrentHull.Surface < nextNode.Waypoint.Position.Y)) //upper node not underwater
nextNodeAboveWaterLevel)) //upper node not underwater
{
return null;
}
}
if (node.Waypoint != null && node.Waypoint.CurrentHull != null)
if (node.Waypoint.CurrentHull != null)
{
var hull = node.Waypoint.CurrentHull;
if (hull.FireSources.Count > 0)
@@ -641,23 +646,26 @@ namespace Barotrauma
penalty += fs.Size.X * 10.0f;
}
}
if (character.NeedsAir && hull.WaterVolume / hull.Rect.Width > 100.0f)
if (character.NeedsAir)
{
if (!HumanAIController.HasDivingSuit(character))
if (hull.WaterVolume / hull.Rect.Width > 100.0f)
{
penalty += 500.0f;
if (!HumanAIController.HasDivingSuit(character))
{
penalty += 500.0f;
}
}
if (character.PressureProtection < 10.0f && hull.WaterVolume > hull.Volume)
{
penalty += 1000.0f;
}
}
if (character.PressureProtection < 10.0f && hull.WaterVolume > hull.Volume)
{
penalty += 1000.0f;
}
}
float yDist = Math.Abs(node.Position.Y - nextNode.Position.Y);
if (node.Waypoint.Ladders == null && nextNode.Waypoint.Ladders == null)
{
penalty += yDist * 10.0f;
float yDist = Math.Abs(node.Position.Y - nextNode.Position.Y);
if (nextNodeAboveWaterLevel && node.Waypoint.Ladders == null && nextNode.Waypoint.Ladders == null && node.Waypoint.Stairs == null && nextNode.Waypoint.Stairs == null)
{
penalty += yDist * 10.0f;
}
}
return penalty;
@@ -19,6 +19,7 @@ namespace Barotrauma
private Body targetBody;
private Vector2 attachSurfaceNormal;
private Submarine targetSubmarine;
private readonly Character character;
public bool AttachToSub { get; private set; }
public bool AttachToWalls { get; private set; }
@@ -74,22 +75,24 @@ namespace Barotrauma
attachLimb = enemyAI.Character.AnimController.MainLimb;
}
character = enemyAI.Character;
enemyAI.Character.OnDeath += OnCharacterDeath;
}
public void SetAttachTarget(Structure wall, Vector2 attachPos, Vector2 attachSurfaceNormal)
{
if (wall == null) { return; }
var sub = wall.Submarine;
if (sub == null) { return; }
targetWall = wall;
targetBody = wall.Submarine.PhysicsBody.FarseerBody;
targetSubmarine = wall.Submarine;
targetSubmarine = sub;
targetBody = targetSubmarine.PhysicsBody.FarseerBody;
this.attachSurfaceNormal = attachSurfaceNormal;
wallAttachPos = attachPos;
}
public void Update(EnemyAIController enemyAI, float deltaTime)
{
Character character = enemyAI.Character;
if (character.Submarine != null)
{
DeattachFromBody(reset: true);
@@ -160,12 +163,12 @@ namespace Barotrauma
{
if (MathUtils.GetLineIntersection(edge.Point1, edge.Point2, character.WorldPosition, cell.Center, out Vector2 intersection))
{
attachSurfaceNormal = edge.GetNormal(cell);
targetBody = cell.Body;
Vector2 potentialAttachPos = ConvertUnits.ToSimUnits(intersection);
float distSqr = Vector2.DistanceSquared(character.SimPosition, wallAttachPos);
float distSqr = Vector2.DistanceSquared(character.SimPosition, potentialAttachPos);
if (distSqr < closestDist)
{
attachSurfaceNormal = edge.GetNormal(cell);
targetBody = cell.Body;
wallAttachPos = potentialAttachPos;
closestDist = distSqr;
}
@@ -183,7 +186,7 @@ namespace Barotrauma
wallAttachPos = Vector2.Zero;
}
if (wallAttachPos == Vector2.Zero)
if (wallAttachPos == Vector2.Zero || targetBody == null)
{
DeattachFromBody(reset: false);
}
@@ -194,7 +197,7 @@ namespace Barotrauma
if (squaredDistance < targetDistance * targetDistance)
{
//close enough to a wall -> attach
AttachToBody(character.AnimController.Collider, attachLimb, targetBody, wallAttachPos);
AttachToBody(wallAttachPos);
enemyAI.SteeringManager.Reset();
}
else
@@ -217,7 +220,7 @@ namespace Barotrauma
{
if (Vector2.DistanceSquared(ConvertUnits.ToDisplayUnits(transformedAttachPos), enemyAI.AttackingLimb.WorldPosition) < enemyAI.AttackingLimb.attack.DamageRange * enemyAI.AttackingLimb.attack.DamageRange)
{
AttachToBody(character.AnimController.Collider, attachLimb, targetBody, transformedAttachPos);
AttachToBody(transformedAttachPos);
}
}
}
@@ -268,9 +271,12 @@ namespace Barotrauma
}
}
private void AttachToBody(PhysicsBody collider, Limb attachLimb, Body targetBody, Vector2 attachPos)
private void AttachToBody(Vector2 attachPos)
{
if (attachLimb == null) { return; }
if (targetBody == null) { return; }
if (attachCooldown > 0) { return; }
var collider = character.AnimController.Collider;
//already attached to something
if (AttachJoints.Count > 0)
{
@@ -178,7 +178,7 @@ namespace Barotrauma
{
if (Timing.TotalTime < GameMain.GameSession.RoundStartTime + 120.0f &&
speaker?.CurrentHull != null &&
speaker.TeamID == Character.TeamType.FriendlyNPC &&
speaker.TeamID == CharacterTeamType.FriendlyNPC &&
Character.CharacterList.Any(c => c.TeamID != speaker.TeamID && c.CurrentHull == speaker.CurrentHull))
{
currentFlags.Add("EnterOutpost");
@@ -213,7 +213,7 @@ namespace Barotrauma
}
}
if (speaker.TeamID == Character.TeamType.FriendlyNPC && speaker.Submarine != null && speaker.Submarine.Info.IsOutpost)
if (speaker.TeamID == CharacterTeamType.FriendlyNPC && speaker.Submarine != null && speaker.Submarine.Info.IsOutpost)
{
currentFlags.Add("OutpostNPC");
}
@@ -67,6 +67,12 @@ namespace Barotrauma
_abandon = value;
if (_abandon)
{
#if DEBUG
if (HumanAIController.debugai && objectiveManager.IsOrder(this) && !objectiveManager.IsCurrentOrder<AIObjectiveGoTo>())
{
throw new Exception("Order abandoned!");
}
#endif
OnAbandon();
}
}
@@ -96,9 +102,21 @@ namespace Barotrauma
return all;
}
/// <summary>
/// A single shot event. Automatically cleared after launching. Use OnCompleted method for implementing (internal) persistent behavior.
/// </summary>
public event Action Completed;
/// <summary>
/// A single shot event. Automatically cleared after launching. Use OnAbandoned method for implementing (internal) persistent behavior.
/// </summary>
public event Action Abandoned;
/// <summary>
/// A single shot event. Automatically cleared after launching. Use OnSelected method for implementing (internal) persistent behavior.
/// </summary>
public event Action Selected;
/// <summary>
/// A single shot event. Automatically cleared after launching. Use OnDeselected method for implementing (internal) persistent behavior.
/// </summary>
public event Action Deselected;
protected HumanAIController HumanAIController => character.AIController as HumanAIController;
@@ -202,7 +220,7 @@ namespace Barotrauma
{
if (!AllowOutsideSubmarine && character.Submarine == null) { return false; }
if (AllowInAnySub) { return true; }
if (AllowInFriendlySubs && character.Submarine.TeamID == Character.TeamType.FriendlyNPC) { return true; }
if (AllowInFriendlySubs && character.Submarine.TeamID == CharacterTeamType.FriendlyNPC) { return true; }
return character.Submarine.TeamID == character.TeamID || character.Submarine.DockedTo.Any(sub => sub.TeamID == character.TeamID);
}
}
@@ -212,7 +230,7 @@ namespace Barotrauma
/// </summary>
public virtual float GetPriority()
{
bool isOrder = objectiveManager.CurrentOrder == this;
bool isOrder = objectiveManager.IsOrder(this);
if (!IsAllowed)
{
Priority = 0;
@@ -221,7 +239,7 @@ namespace Barotrauma
}
if (isOrder)
{
Priority = AIObjectiveManager.OrderPriority;
Priority = objectiveManager.GetOrderPriority(this);
}
else
{
@@ -243,7 +261,7 @@ namespace Barotrauma
public virtual void Update(float deltaTime)
{
if (objectiveManager.CurrentOrder != this && objectiveManager.WaitTimer <= 0)
if (!objectiveManager.IsOrder(this) && objectiveManager.WaitTimer <= 0)
{
UpdateDevotion(deltaTime);
}
@@ -318,22 +336,26 @@ namespace Barotrauma
{
Reset();
Selected?.Invoke();
Selected = null;
}
public virtual void OnDeselected()
{
CumulatedDevotion = 0;
Deselected?.Invoke();
Deselected = null;
}
protected virtual void OnCompleted()
{
Completed?.Invoke();
Completed = null;
}
protected virtual void OnAbandon()
{
Abandoned?.Invoke();
Abandoned = null;
}
public virtual void Reset()
@@ -408,7 +430,14 @@ namespace Barotrauma
subObjectives.Remove(subObjective);
if (AbandonWhenCannotCompleteSubjectives)
{
Abandon = true;
if (objectiveManager.IsOrder(this))
{
Reset();
}
else
{
Abandon = true;
}
}
}
}
@@ -21,7 +21,7 @@ namespace Barotrauma
if (battery == null) { return false; }
var item = battery.Item;
if (item.IgnoreByAI) { return false; }
if (item.NonInteractable) { return false; }
if (!item.IsInteractable(character)) { return false; }
if (item.Submarine == null) { return false; }
if (item.CurrentHull == null) { return false; }
if (item.Submarine.TeamID != character.TeamID) { return false; }
@@ -64,7 +64,7 @@ namespace Barotrauma
private bool IsReady(PowerContainer battery)
{
if (battery.HasBeenTuned && character.CurrentOrder == null) { return true; }
if (battery.HasBeenTuned && character.IsDismissed) { return true; }
if (Option == "charge")
{
return battery.RechargeRatio >= PowerContainer.aiRechargeTargetRatio;
@@ -79,7 +79,7 @@ namespace Barotrauma
new AIObjectiveOperateItem(battery, character, objectiveManager, Option, false, priorityModifier: PriorityModifier)
{
IsLoop = false,
Override = character.CurrentOrder != null,
Override = !character.IsDismissed,
completionCondition = () => IsReady(battery)
};
@@ -48,7 +48,7 @@ namespace Barotrauma
float selectedBonus = isSelected ? 100 - MaxDevotion : 0;
float devotion = (CumulatedDevotion + selectedBonus) / 100;
float reduction = IsPriority ? 1 : isSelected ? 2 : 3;
float max = MathHelper.Min(AIObjectiveManager.OrderPriority - reduction, 90);
float max = AIObjectiveManager.LowestOrderPriority - reduction;
Priority = MathHelper.Lerp(0, max, MathHelper.Clamp(devotion + (distanceFactor * PriorityModifier), 0, 1));
}
return Priority;
@@ -58,6 +58,11 @@ namespace Barotrauma
{
// Only continue when the get item sub objectives have been completed.
if (subObjectives.Any()) { return; }
if (item.IgnoreByAI)
{
Abandon = true;
return;
}
if (HumanAIController.FindSuitableContainer(character, item, ignoredContainers, ref itemIndex, out Item suitableContainer))
{
itemIndex = 0;
@@ -74,6 +79,7 @@ namespace Barotrauma
TryAddSubObjective(ref decontainObjective, () => new AIObjectiveDecontainItem(character, item, objectiveManager, targetContainer: suitableContainer.GetComponent<ItemContainer>())
{
Equip = equip,
TakeWholeStack = true,
DropIfFails = true
},
onCompleted: () =>
@@ -12,21 +12,30 @@ namespace Barotrauma
public override bool AllowAutomaticItemUnequipping => false;
public override bool ForceOrderPriority => false;
public readonly Item prioritizedItem;
public readonly List<Item> prioritizedItems = new List<Item>();
public AIObjectiveCleanupItems(Character character, AIObjectiveManager objectiveManager, float priorityModifier = 1, Item prioritizedItem = null)
public AIObjectiveCleanupItems(Character character, AIObjectiveManager objectiveManager, Item prioritizedItem = null, float priorityModifier = 1)
: base(character, objectiveManager, priorityModifier)
{
this.prioritizedItem = prioritizedItem;
if (prioritizedItem != null)
{
prioritizedItems.Add(prioritizedItem);
}
}
protected override float TargetEvaluation() => Targets.Any() ? AIObjectiveManager.RunPriority - 1 : 0;
public AIObjectiveCleanupItems(Character character, AIObjectiveManager objectiveManager, IEnumerable<Item> prioritizedItems, float priorityModifier = 1)
: base(character, objectiveManager, priorityModifier)
{
this.prioritizedItems.AddRange(prioritizedItems.Where(i => i != null));
}
protected override float TargetEvaluation() => Targets.Any() ? (objectiveManager.IsOrder(this) ? objectiveManager.GetOrderPriority(this) : AIObjectiveManager.RunPriority - 1) : 0;
protected override bool Filter(Item target)
{
// If the target was selected as a valid target, we'll have to accept it so that the objective can be completed.
// The validity changes when a character picks the item up.
if (!IsValidTarget(target, character)) { return Objectives.ContainsKey(target) && IsItemInsideValidSubmarine(target, character); }
if (!IsValidTarget(target, character, checkInventory: true)) { return Objectives.ContainsKey(target) && IsItemInsideValidSubmarine(target, character); }
if (target.CurrentHull.FireSources.Count > 0) { return false; }
// Don't repair items in rooms that have enemies inside.
if (Character.CharacterList.Any(c => c.CurrentHull == target.CurrentHull && !HumanAIController.IsFriendly(c) && HumanAIController.IsActive(c))) { return false; }
@@ -38,7 +47,7 @@ namespace Barotrauma
protected override AIObjective ObjectiveConstructor(Item item)
=> new AIObjectiveCleanupItem(item, character, objectiveManager, priorityModifier: PriorityModifier)
{
IsPriority = prioritizedItem == item
IsPriority = prioritizedItems.Contains(item)
};
protected override void OnObjectiveCompleted(AIObjective objective, Item target)
@@ -56,12 +65,19 @@ namespace Barotrauma
return true;
}
public static bool IsValidTarget(Item item, Character character)
public static bool IsValidContainer(Item item, Character character) =>
!item.IgnoreByAI && item.IsInteractable(character) && item.HasTag("allowcleanup") && item.ParentInventory == null && item.OwnInventory != null && item.OwnInventory.AllItems.Any() && IsItemInsideValidSubmarine(item, character);
public static bool IsValidTarget(Item item, Character character, bool checkInventory)
{
if (item == null) { return false; }
if (item.IgnoreByAI) { return false; }
if (item.NonInteractable) { return false; }
if (item.ParentInventory != null) { return false; }
if (!item.IsInteractable(character)) { return false; }
if (item.SpawnedInOutpost) { return false; }
if (item.ParentInventory != null)
{
if (item.Container == null || !IsValidContainer(item.Container, character)) { return false; }
}
if (character != null && !IsItemInsideValidSubmarine(item, character)) { return false; }
var pickable = item.GetComponent<Pickable>();
if (pickable == null) { return false; }
@@ -83,20 +99,29 @@ namespace Barotrauma
{
return false;
}
if (!checkInventory)
{
return true;
}
bool canEquip = true;
if (!item.AllowedSlots.Contains(InvSlotType.Any))
{
canEquip = false;
var inv = character.Inventory;
foreach (var allowedSlot in item.AllowedSlots)
{
int slot = character.Inventory.FindLimbSlot(allowedSlot);
if (slot > -1)
foreach (var slotType in inv.SlotTypes)
{
if (character.Inventory.Items[slot] == null)
if (!allowedSlot.HasFlag(slotType)) { continue; }
for (int i = 0; i < inv.Capacity; i++)
{
canEquip = true;
break;
}
if (allowedSlot.HasFlag(inv.SlotTypes[i]) && inv.GetItemAt(i) != null)
{
canEquip = false;
break;
}
}
}
}
}
@@ -79,11 +79,17 @@ namespace Barotrauma
private float coolDownTimer;
private IEnumerable<Body> myBodies;
private float aimTimer;
private float spreadTimer;
private bool canSeeTarget;
private float visibilityCheckTimer;
private readonly float visibilityCheckInterval = 0.2f;
private float sqrDistance;
private readonly float maxDistance = 2000;
private readonly float distanceCheckInterval = 0.2f;
private float distanceTimer;
/// <summary>
/// Aborts the objective when this condition is true
/// </summary>
@@ -108,9 +114,13 @@ namespace Barotrauma
public CombatMode Mode { get; private set; }
private bool IsOffensiveOrArrest => initialMode == CombatMode.Offensive || initialMode == CombatMode.Arrest;
private bool TargetEliminated => Enemy == null || Enemy.Removed || Enemy.IsUnconscious;
private bool TargetEliminated => IsEnemyDisabled || Enemy.IsUnconscious;
private bool IsEnemyDisabled => Enemy == null || Enemy.Removed || Enemy.IsDead;
private bool EnemyIsClose() => Enemy != null && character.CurrentHull == Enemy.CurrentHull || Vector2.DistanceSquared(character.Position, Enemy.Position) < 500;
private float AimSpeed => HumanAIController.AimSpeed;
private float AimAccuracy => HumanAIController.AimAccuracy;
private bool EnemyIsClose() => Enemy != null && character.CurrentHull != null && character.CurrentHull == Enemy.CurrentHull || Vector2.DistanceSquared(character.Position, Enemy.Position) < 500;
public AIObjectiveCombat(Character character, Character enemy, CombatMode mode, AIObjectiveManager objectiveManager, float priorityModifier = 1, float coolDown = 10.0f)
: base(character, objectiveManager, priorityModifier)
@@ -136,11 +146,12 @@ namespace Barotrauma
{
Mode = CombatMode.Retreat;
}
spreadTimer = Rand.Range(-10, 10);
}
public override float GetPriority()
{
if (character.TeamID == Character.TeamType.FriendlyNPC && Enemy != null)
if (character.TeamID == CharacterTeamType.FriendlyNPC && Enemy != null)
{
if (Enemy.Submarine == null || (Enemy.Submarine.TeamID != character.TeamID && Enemy.Submarine != character.Submarine))
{
@@ -168,6 +179,12 @@ namespace Barotrauma
{
findSafety.Priority = 0;
}
distanceTimer -= deltaTime;
if (distanceTimer < 0)
{
distanceTimer = distanceCheckInterval;
sqrDistance = Vector2.DistanceSquared(character.WorldPosition, Enemy.WorldPosition);
}
}
protected override bool Check()
@@ -175,9 +192,13 @@ namespace Barotrauma
if (IsOffensiveOrArrest && Mode != initialMode)
{
Abandon = true;
SteeringManager.Reset();
return false;
}
if (sqrDistance > maxDistance * maxDistance)
{
// The target escaped from us.
return true;
}
return IsEnemyDisabled || (!IsOffensiveOrArrest && coolDownTimer <= 0);
}
@@ -186,7 +207,6 @@ namespace Barotrauma
if (abortCondition != null && abortCondition())
{
Abandon = true;
SteeringManager.Reset();
return;
}
if (!IsOffensiveOrArrest)
@@ -238,7 +258,9 @@ namespace Barotrauma
}
}
private bool IsLoaded(ItemComponent weapon) => weapon.HasRequiredContainedItems(character, addMessage: false);
private bool IsLoaded(ItemComponent weapon, bool checkContainedItems = true) =>
weapon.HasRequiredContainedItems(character, addMessage: false) &&
(!checkContainedItems || weapon.Item.OwnInventory == null || weapon.Item.OwnInventory.AllItems.Any(i => i.Condition > 0));
private bool TryArm()
{
@@ -260,21 +282,21 @@ namespace Barotrauma
// No weapons
break;
}
if (!character.Inventory.Items.Contains(Weapon) || WeaponComponent == null)
if (!character.Inventory.Contains(Weapon) || WeaponComponent == null)
{
// Not in the inventory anymore or cannot find the weapon component
allWeapons.Remove(WeaponComponent);
Weapon = null;
continue;
}
if (IsLoaded(WeaponComponent))
if (IsLoaded(WeaponComponent, checkContainedItems: true))
{
// All good, the weapon is loaded
break;
}
if (Reload(seekAmmo: false))
{
// All good, reloading successful
// All good, we can use the weapon.
break;
}
else
@@ -304,7 +326,7 @@ namespace Barotrauma
}
}
}
bool isAllowedToSeekWeapons = !EnemyIsClose() && character.TeamID != Character.TeamType.FriendlyNPC && IsOffensiveOrArrest;
bool isAllowedToSeekWeapons = !EnemyIsClose() && character.TeamID != CharacterTeamType.FriendlyNPC && IsOffensiveOrArrest;
if (!isAllowedToSeekWeapons)
{
if (WeaponComponent == null)
@@ -369,7 +391,7 @@ namespace Barotrauma
bool CheckWeapon(bool seekAmmo)
{
if (!character.Inventory.Items.Contains(Weapon) || WeaponComponent == null)
if (!character.Inventory.Contains(Weapon) || WeaponComponent == null)
{
// Not in the inventory anymore or cannot find the weapon component
return false;
@@ -564,21 +586,20 @@ namespace Barotrauma
container.ContainableItems.Any(containable => containable.Identifiers.Any(id => id.Equals(mobileBatteryTag))));
// If there's no such container, assume that the melee weapon can stun without a battery.
return containers.None() || containers.Any(container =>
(container as ItemContainer)?.Inventory.Items.Any(i => i != null && i.HasTag(mobileBatteryTag) && i.Condition > 0.0f) ?? false);
(container as ItemContainer)?.Inventory.AllItems.Any(i => i != null && i.HasTag(mobileBatteryTag) && i.Condition > 0.0f) ?? false);
}
}
private HashSet<ItemComponent> FindWeaponsFromInventory()
{
weapons.Clear();
foreach (var item in character.Inventory.Items)
foreach (var item in character.Inventory.AllItems)
{
if (item == null) { continue; }
if (ignoredWeapons.Contains(item)) { continue; }
GetWeapons(item, weapons);
if (item.OwnInventory != null)
{
item.OwnInventory.Items.ForEach(i => GetWeapons(i, weapons));
item.OwnInventory.AllItems.ForEach(i => GetWeapons(i, weapons));
}
}
return weapons;
@@ -598,7 +619,7 @@ namespace Barotrauma
private void Unequip()
{
if (!character.LockHands && character.SelectedItems.Contains(Weapon))
if (!character.LockHands && character.HeldItems.Contains(Weapon))
{
if (!Weapon.AllowedSlots.Contains(InvSlotType.Any) || !character.Inventory.TryPutItem(Weapon, character, new List<InvSlotType>() { InvSlotType.Any }))
{
@@ -617,10 +638,10 @@ namespace Barotrauma
if (!character.HasEquippedItem(Weapon))
{
Weapon.TryInteract(character, forceSelectKey: true);
var slots = Weapon.AllowedSlots.FindAll(s => s == InvSlotType.LeftHand || s == InvSlotType.RightHand || s == (InvSlotType.LeftHand | InvSlotType.RightHand));
var slots = Weapon.AllowedSlots.Where(s => s == InvSlotType.LeftHand || s == InvSlotType.RightHand || s == (InvSlotType.LeftHand | InvSlotType.RightHand));
if (character.Inventory.TryPutItem(Weapon, character, slots))
{
aimTimer = Rand.Range(0.5f, 1f);
aimTimer = Rand.Range(1f, 1.5f) / AimSpeed;
}
else
{
@@ -651,7 +672,7 @@ namespace Barotrauma
}
else
{
retreatTarget = findSafety.FindBestHull(HumanAIController.VisibleHulls, allowChangingTheSubmarine: character.TeamID != Character.TeamType.FriendlyNPC);
retreatTarget = findSafety.FindBestHull(HumanAIController.VisibleHulls, allowChangingTheSubmarine: character.TeamID != CharacterTeamType.FriendlyNPC);
findHullTimer = findHullInterval * Rand.Range(0.9f, 1.1f);
}
}
@@ -705,11 +726,7 @@ namespace Barotrauma
DialogueIdentifier = "dialogcannotreachtarget",
TargetName = Enemy.DisplayName
},
onAbandon: () =>
{
Abandon = true;
SteeringManager.Reset();
});
onAbandon: () => Abandon = true);
if (followTargetObjective == null) { return; }
if (Mode == CombatMode.Arrest && Enemy.Stun > 2)
{
@@ -724,7 +741,7 @@ namespace Barotrauma
}
else
{
if (character.TeamID == Character.TeamType.FriendlyNPC)
if (character.TeamID == CharacterTeamType.FriendlyNPC)
{
ItemPrefab prefab = ItemPrefab.Find(null, "handcuffs");
if (prefab != null)
@@ -769,9 +786,9 @@ namespace Barotrauma
#endif
}
// Confiscate stolen goods.
foreach (var item in Enemy.Inventory.Items)
foreach (var item in Enemy.Inventory.AllItemsMod)
{
if (item == null || item == handCuffs) { continue; }
if (item == handCuffs) { continue; }
if (item.StolenDuringRound)
{
item.Drop(character);
@@ -814,33 +831,32 @@ namespace Barotrauma
/// </summary>
private bool Reload(bool seekAmmo)
{
if (WeaponComponent == null) { return false; }
if (!WeaponComponent.requiredItems.ContainsKey(RelatedItem.RelationType.Contained)) { return false; }
var containedItems = Weapon.OwnInventory?.Items;
if (containedItems == null) { return true; }
// Drop empty ammo
foreach (Item containedItem in containedItems)
{
if (containedItem == null) { continue; }
if (containedItem.Condition <= 0)
{
containedItem.Drop(character);
}
}
if (WeaponComponent == null) { return false; }
if (Weapon.OwnInventory == null) { return true; }
// Eject empty ammo
HumanAIController.UnequipEmptyItems(Weapon);
RelatedItem item = null;
Item ammunition = null;
string[] ammunitionIdentifiers = null;
foreach (RelatedItem requiredItem in WeaponComponent.requiredItems[RelatedItem.RelationType.Contained])
if (WeaponComponent.requiredItems.ContainsKey(RelatedItem.RelationType.Contained))
{
ammunition = containedItems.FirstOrDefault(it => it != null && it.Condition > 0 && requiredItem.MatchesItem(it));
if (ammunition != null)
foreach (RelatedItem requiredItem in WeaponComponent.requiredItems[RelatedItem.RelationType.Contained])
{
// Ammunition still remaining
return true;
ammunition = Weapon.OwnInventory.AllItems.FirstOrDefault(it => it.Condition > 0 && requiredItem.MatchesItem(it));
if (ammunition != null)
{
// Ammunition still remaining
return true;
}
item = requiredItem;
ammunitionIdentifiers = requiredItem.Identifiers;
}
item = requiredItem;
ammunitionIdentifiers = requiredItem.Identifiers;
}
else if (WeaponComponent is MeleeWeapon meleeWeapon)
{
ammunitionIdentifiers = meleeWeapon.PreferredContainedItems;
}
// No ammo
if (ammunition == null)
{
@@ -851,22 +867,13 @@ namespace Barotrauma
if (ammunition != null)
{
var container = Weapon.GetComponent<ItemContainer>();
if (container.Item.ParentInventory == character.Inventory)
if (!container.Inventory.TryPutItem(ammunition, null))
{
if (!container.Inventory.CanBePut(ammunition))
{
return false;
}
character.Inventory.RemoveItem(ammunition);
if (!container.Inventory.TryPutItem(ammunition, null))
if (ammunition.ParentInventory == character.Inventory)
{
ammunition.Drop(character);
}
}
else
{
container.Combine(ammunition, character);
}
}
}
}
@@ -884,6 +891,15 @@ namespace Barotrauma
private void Attack(float deltaTime)
{
character.CursorPosition = Enemy.WorldPosition;
if (AimAccuracy < 1)
{
spreadTimer += deltaTime * Rand.Range(0.01f, 1f);
float shake = Rand.Range(0.95f, 1.05f);
float offsetAmount = (1 - AimAccuracy) * Rand.Range(300f, 500f);
float distanceFactor = MathUtils.InverseLerp(0, 1000 * 1000, sqrDistance);
float offset = (float)Math.Sin(spreadTimer * shake) * offsetAmount * distanceFactor;
character.CursorPosition += new Vector2(0, offset);
}
if (character.Submarine != null)
{
character.CursorPosition -= character.Submarine.Position;
@@ -894,7 +910,11 @@ namespace Barotrauma
canSeeTarget = character.CanSeeTarget(Enemy);
visibilityCheckTimer = visibilityCheckInterval;
}
if (!canSeeTarget) { return; }
if (!canSeeTarget)
{
aimTimer = Rand.Range(0.2f, 1f) / AimSpeed;
return;
}
if (Weapon.RequireAimToUse)
{
character.SetInput(InputType.Aim, false, true);
@@ -945,14 +965,12 @@ namespace Barotrauma
}
if (closeEnough)
{
SteeringManager.Reset();
character.SetInput(InputType.Shoot, false, true);
Weapon.Use(deltaTime, character);
UseWeapon(deltaTime);
}
else if (!character.IsFacing(Enemy.WorldPosition))
{
// Don't do the facing check if we are close to the target, because it easily causes the character to get stuck here when it flips around.
aimTimer = Rand.Range(1f, 1.5f);
aimTimer = Rand.Range(1f, 1.5f) / AimSpeed;
}
}
else
@@ -961,14 +979,15 @@ namespace Barotrauma
{
if (sqrDist > repairTool.Range * repairTool.Range) { return; }
}
if (VectorExtensions.Angle(VectorExtensions.Forward(Weapon.body.TransformedRotation), Enemy.Position - Weapon.Position) < MathHelper.PiOver4)
float aimFactor = MathHelper.PiOver2 * (1 - AimAccuracy);
if (VectorExtensions.Angle(VectorExtensions.Forward(Weapon.body.TransformedRotation), Enemy.Position - Weapon.Position) < MathHelper.PiOver4 + aimFactor)
{
if (myBodies == null)
{
myBodies = character.AnimController.Limbs.Select(l => l.body.FarseerBody);
}
var collisionCategories = Physics.CollisionCharacter | Physics.CollisionWall | Physics.CollisionLevel;
var pickedBody = Submarine.PickBody(Weapon.SimPosition, Enemy.SimPosition, myBodies, collisionCategories);
var pickedBody = Submarine.PickBody(Weapon.SimPosition, Enemy.SimPosition, myBodies, collisionCategories, allowInsideFixture: true);
if (pickedBody != null)
{
Character target = null;
@@ -982,24 +1001,29 @@ namespace Barotrauma
}
if (target != null && (target == Enemy || !HumanAIController.IsFriendly(target)))
{
character.SetInput(InputType.Shoot, false, true);
Weapon.Use(deltaTime, character);
float reloadTime = 0;
if (WeaponComponent is RangedWeapon rangedWeapon)
{
reloadTime = rangedWeapon.Reload;
}
if (WeaponComponent is MeleeWeapon mw)
{
reloadTime = mw.Reload;
}
aimTimer = reloadTime * Rand.Range(1f, 1.5f);
UseWeapon(deltaTime);
}
}
}
}
}
private void UseWeapon(float deltaTime)
{
character.SetInput(InputType.Shoot, false, true);
Weapon.Use(deltaTime, character);
float reloadTime = 0;
if (WeaponComponent is RangedWeapon rangedWeapon)
{
reloadTime = rangedWeapon.Reload;
}
if (WeaponComponent is MeleeWeapon mw)
{
reloadTime = mw.Reload;
}
aimTimer = Math.Max(reloadTime, reloadTime * Rand.Range(1f, 1.5f) / AimSpeed);
}
protected override void OnCompleted()
{
base.OnCompleted();
@@ -1007,6 +1031,23 @@ namespace Barotrauma
{
Unequip();
}
if (!HoldPosition)
{
SteeringManager.Reset();
}
}
protected override void OnAbandon()
{
base.OnAbandon();
if (Weapon != null)
{
Unequip();
}
if (!HoldPosition)
{
SteeringManager.Reset();
}
}
public override void Reset()
@@ -21,7 +21,8 @@ namespace Barotrauma
//can either be a tag or an identifier
public readonly string[] itemIdentifiers;
public readonly ItemContainer container;
public readonly Item item;
private readonly Item item;
public Item ItemToContain { get; private set; }
private AIObjectiveGetItem getItemObjective;
private AIObjectiveGoTo goToObjective;
@@ -30,10 +31,13 @@ namespace Barotrauma
public bool AllowToFindDivingGear { get; set; } = true;
public bool AllowDangerousPressure { get; set; }
public float ConditionLevel { get; set; }
public float ConditionLevel { get; set; } = 1;
public bool Equip { get; set; }
public bool RemoveEmpty { get; set; } = true;
public bool MoveWholeStack { get; set; }
public AIObjectiveContainItem(Character character, Item item, ItemContainer container, AIObjectiveManager objectiveManager, float priorityModifier = 1)
: base(character, objectiveManager, priorityModifier)
{
@@ -66,14 +70,14 @@ namespace Barotrauma
}
if (item != null)
{
return container.Inventory.Items.Contains(item);
return container.Inventory.Contains(item);
}
else
{
int containedItemCount = 0;
foreach (Item i in container.Inventory.Items)
foreach (Item it in container.Inventory.AllItems)
{
if (i != null && CheckItem(i))
if (CheckItem(it))
{
containedItemCount++;
}
@@ -82,7 +86,7 @@ namespace Barotrauma
}
}
private bool CheckItem(Item i) => itemIdentifiers.Any(id => i.Prefab.Identifier == id || i.HasTag(id)) && i.ConditionPercentage > ConditionLevel;
private bool CheckItem(Item i) => itemIdentifiers.Any(id => i.Prefab.Identifier == id || i.HasTag(id)) && i.ConditionPercentage >= ConditionLevel && !i.IsThisOrAnyContainerIgnoredByAI();
protected override void Act(float deltaTime)
{
@@ -91,58 +95,44 @@ namespace Barotrauma
Abandon = true;
return;
}
Item itemToContain = item ?? character.Inventory.FindItem(i => CheckItem(i) && i.Container != container.Item, recursive: true);
if (itemToContain != null)
ItemToContain = item ?? character.Inventory.FindItem(i => CheckItem(i) && i.Container != container.Item, recursive: true);
if (ItemToContain != null)
{
if (!character.CanInteractWith(itemToContain))
if (!character.CanInteractWith(ItemToContain, checkLinked: false))
{
Abandon = true;
return;
}
if (character.CanInteractWith(container.Item, out _, checkLinked: false))
if (character.CanInteractWith(container.Item, checkLinked: false))
{
if (RemoveEmpty)
{
foreach (var emptyItem in container.Inventory.Items)
{
if (emptyItem == null) { continue; }
if (emptyItem.Condition <= 0)
{
emptyItem.Drop(character);
}
}
HumanAIController.UnequipEmptyItems(container.Item);
}
// Contain the item
if (itemToContain.ParentInventory == character.Inventory)
Inventory originalInventory = ItemToContain.ParentInventory;
var slots = originalInventory?.FindIndices(ItemToContain);
if (container.Inventory.TryPutItem(ItemToContain, null))
{
if (!container.Inventory.CanBePut(itemToContain))
if (MoveWholeStack && slots != null)
{
Abandon = true;
}
else
{
character.Inventory.RemoveItem(itemToContain);
if (container.Inventory.TryPutItem(itemToContain, null))
foreach (int slot in slots)
{
IsCompleted = true;
}
else
{
itemToContain.Drop(character);
Abandon = true;
foreach (Item item in originalInventory.GetItemsAt(slot).ToList())
{
container.Inventory.TryPutItem(item, null);
}
}
IsCompleted = true;
}
}
else
{
if (container.Combine(itemToContain, character))
if (ItemToContain.ParentInventory == character.Inventory)
{
IsCompleted = true;
}
else
{
Abandon = true;
ItemToContain.Drop(character);
}
Abandon = true;
}
}
else
@@ -151,7 +141,7 @@ namespace Barotrauma
{
DialogueIdentifier = "dialogcannotreachtarget",
TargetName = container.Item.Name,
abortCondition = () => !itemToContain.IsOwnedBy(character)
abortCondition = obj => !ItemToContain.IsOwnedBy(character)
},
onAbandon: () => Abandon = true,
onCompleted: () => RemoveSubObjective(ref goToObjective));
@@ -22,8 +22,13 @@ namespace Barotrauma
public AIObjectiveGetItem GetItemObjective => getItemObjective;
public AIObjectiveContainItem ContainObjective => containObjective;
public Item TargetItem => targetItem;
public ItemContainer TargetContainer => targetContainer;
public bool Equip { get; set; }
public bool TakeWholeStack { get; set; }
/// <summary>
/// If true drops the item when containing the item fails.
/// In both cases abandons the objective.
@@ -58,12 +63,17 @@ namespace Barotrauma
protected override void Act(float deltaTime)
{
Item itemToDecontain = targetItem ?? sourceContainer.Inventory.FindItem(i => itemIdentifiers.Any(id => i.Prefab.Identifier == id || i.HasTag(id)), recursive: false);
Item itemToDecontain = targetItem ?? sourceContainer.Inventory.FindItem(i => itemIdentifiers.Any(id => i.Prefab.Identifier == id || i.HasTag(id) && !i.IgnoreByAI), recursive: false);
if (itemToDecontain == null)
{
Abandon = true;
return;
}
if (itemToDecontain.IgnoreByAI)
{
Abandon = true;
return;
}
if (targetContainer == null)
{
if (sourceContainer == null)
@@ -77,7 +87,7 @@ namespace Barotrauma
return;
}
}
else if (targetContainer.Inventory.Items.Contains(itemToDecontain))
else if (targetContainer.Inventory.Contains(itemToDecontain))
{
IsCompleted = true;
return;
@@ -85,7 +95,7 @@ namespace Barotrauma
if (getItemObjective == null && !itemToDecontain.IsOwnedBy(character))
{
TryAddSubObjective(ref getItemObjective,
constructor: () => new AIObjectiveGetItem(character, targetItem, objectiveManager, Equip),
constructor: () => new AIObjectiveGetItem(character, targetItem, objectiveManager, Equip) { TakeWholeStack = this.TakeWholeStack },
onAbandon: () => Abandon = true);
return;
}
@@ -94,6 +104,7 @@ namespace Barotrauma
TryAddSubObjective(ref containObjective,
constructor: () => new AIObjectiveContainItem(character, itemToDecontain, targetContainer, objectiveManager)
{
MoveWholeStack = TakeWholeStack,
Equip = Equip,
RemoveEmpty = false,
GetItemPriority = GetItemPriority,
@@ -35,7 +35,7 @@ namespace Barotrauma
Abandon = true;
return Priority;
}
bool isOrder = objectiveManager.IsCurrentOrder<AIObjectiveExtinguishFires>();
bool isOrder = objectiveManager.HasOrder<AIObjectiveExtinguishFires>();
if (!isOrder && Character.CharacterList.Any(c => c.CurrentHull == targetHull && !HumanAIController.IsFriendly(c) && HumanAIController.IsActive(c)))
{
// Don't go into rooms with any enemies, unless it's an order
@@ -78,14 +78,17 @@ namespace Barotrauma
{
TryAddSubObjective(ref getExtinguisherObjective, () =>
{
character.Speak(TextManager.Get("DialogFindExtinguisher"), null, 2.0f, "findextinguisher", 30.0f);
if (character.IsOnPlayerTeam && !character.HasEquippedItem("fireextinguisher", allowBroken: false))
{
character.Speak(TextManager.Get("DialogFindExtinguisher"), null, 2.0f, "findextinguisher", 30.0f);
}
var getItemObjective = new AIObjectiveGetItem(character, "fireextinguisher", objectiveManager, equip: true)
{
AllowStealing = true,
// If the item is inside an unsafe hull, decrease the priority
GetItemPriority = i => HumanAIController.UnsafeHulls.Contains(i.CurrentHull) ? 0.1f : 1
};
if (objectiveManager.IsCurrentOrder<AIObjectiveExtinguishFires>())
if (objectiveManager.HasOrder<AIObjectiveExtinguishFires>())
{
getItemObjective.Abandoned += () => character.Speak(TextManager.Get("dialogcannotfindfireextinguisher"), null, 0.0f, "dialogcannotfindfireextinguisher", 10.0f);
};
@@ -105,9 +108,13 @@ namespace Barotrauma
}
foreach (FireSource fs in targetHull.FireSources)
{
bool inRange = fs.IsInDamageRange(character, MathHelper.Clamp(fs.DamageRange * 1.5f, extinguisher.Range * 0.5f, extinguisher.Range));
bool move = !inRange || !HumanAIController.VisibleHulls.Contains(fs.Hull);
if (inRange || useExtinquisherTimer > 0.0f)
float xDist = Math.Abs(character.WorldPosition.X - fs.WorldPosition.X) - fs.DamageRange;
float yDist = Math.Abs(character.WorldPosition.Y - fs.WorldPosition.Y);
bool inRange = xDist + yDist < extinguisher.Range;
// Use the hull position, because the fire x pos is sometimes inside a wall -> the bot can't ever see it and continues running towards the wall.
ISpatialEntity lookTarget = character.CurrentHull == targetHull || character.CurrentHull.linkedTo.Contains(targetHull) ? targetHull : fs as ISpatialEntity;
bool move = !inRange || !character.CanSeeTarget(lookTarget);
if ((inRange && character.CanSeeTarget(lookTarget)) || useExtinquisherTimer > 0)
{
useExtinquisherTimer += deltaTime;
if (useExtinquisherTimer > 2.0f)
@@ -121,19 +128,7 @@ namespace Barotrauma
character.CursorPosition += VectorExtensions.Forward(extinguisherItem.body.TransformedRotation + (float)Math.Sin(sinTime) / 2, dist / 2);
if (extinguisherItem.RequireAimToUse)
{
bool isOperatingButtons = false;
if (SteeringManager == PathSteering)
{
var door = PathSteering.CurrentPath?.CurrentNode?.ConnectedDoor;
if (door != null && !door.IsOpen && !door.IsBroken)
{
isOperatingButtons = door.HasIntegratedButtons || door.Item.GetConnectedComponents<Controller>(true).Any();
}
}
if (!isOperatingButtons)
{
character.SetInput(InputType.Aim, false, true);
}
character.SetInput(InputType.Aim, false, true);
sinTime += deltaTime * 10;
}
character.SetInput(extinguisherItem.IsShootable ? InputType.Shoot : InputType.Use, false, true);
@@ -142,15 +137,11 @@ namespace Barotrauma
{
character.Speak(TextManager.GetWithVariable("DialogPutOutFire", "[roomname]", targetHull.DisplayName, true), null, 0, "putoutfire", 10.0f);
}
if (!character.CanSeeTarget(fs))
{
move = true;
}
}
if (move)
{
//go to the first firesource
if (TryAddSubObjective(ref gotoObjective, () => new AIObjectiveGoTo(fs, character, objectiveManager, closeEnough: extinguisher.Range / 2)
if (TryAddSubObjective(ref gotoObjective, () => new AIObjectiveGoTo(fs, character, objectiveManager, closeEnough: Math.Max(fs.DamageRange, extinguisher.Range * 0.7f))
{
DialogueIdentifier = "dialogcannotreachfire",
TargetName = fs.Hull.DisplayName
@@ -158,7 +149,7 @@ namespace Barotrauma
onAbandon: () => Abandon = true,
onCompleted: () => RemoveSubObjective(ref gotoObjective)))
{
gotoObjective.requiredCondition = () => HumanAIController.VisibleHulls.Contains(fs.Hull);
gotoObjective.requiredCondition = () => targetHull == null || character.CanSeeTarget(targetHull);
}
}
else
@@ -38,11 +38,19 @@ namespace Barotrauma
public static bool IsValidTarget(Hull hull, Character character)
{
if (hull == null) { return false; }
if (hull.IgnoreByAI) { return false; }
if (hull.FireSources.None()) { return false; }
if (hull.Submarine == null) { return false; }
if (character.Submarine == null) { return false; }
if (!character.Submarine.IsEntityFoundOnThisSub(hull, includingConnectedSubs: true)) { return false; }
if (hull.BallastFlora != null) { return false; }
foreach (var ballastFlora in MapCreatures.Behavior.BallastFloraBehavior.EntityList)
{
if (ballastFlora.Parent?.Submarine != character.Submarine) { continue; }
if (ballastFlora.Branches.Any(b => !b.Removed && b.Health > 0 && b.CurrentHull == hull))
{
return false;
}
}
return true;
}
}
@@ -26,7 +26,7 @@ namespace Barotrauma
protected override AIObjective ObjectiveConstructor(Character target)
{
var combatObjective = new AIObjectiveCombat(character, target, AIObjectiveCombat.CombatMode.Offensive, objectiveManager, PriorityModifier);
if (character.TeamID == Character.TeamType.FriendlyNPC && target.TeamID == Character.TeamType.Team1 && GameMain.GameSession?.GameMode is CampaignMode campaign)
if (character.TeamID == CharacterTeamType.FriendlyNPC && target.TeamID == CharacterTeamType.Team1 && GameMain.GameSession?.GameMode is CampaignMode campaign)
{
var reputation = campaign.Map?.CurrentLocation?.Reputation;
if (reputation != null && reputation.NormalizedValue < Reputation.HostileThreshold)
@@ -50,14 +50,11 @@ namespace Barotrauma
{
if (target == null || target.IsDead || target.Removed) { return false; }
if (target == character) { return false; }
if (HumanAIController.IsFriendly(character, target)) { return false; }
if (target.Submarine == null) { return false; }
if (target.Submarine.TeamID != character.TeamID) { return false; }
if (character.Submarine == null) { return false; }
if (target.CurrentHull == null) { return false; }
if (character.Submarine != null)
{
if (!character.Submarine.IsConnectedTo(target.Submarine)) { return false; }
}
if (HumanAIController.IsFriendly(character, target)) { return false; }
if (!character.Submarine.IsConnectedTo(target.Submarine)) { return false; }
return true;
}
}
@@ -1,5 +1,7 @@
using Barotrauma.Items.Components;
using Barotrauma.Extensions;
using System.Collections.Generic;
using System.Linq;
namespace Barotrauma
{
@@ -36,11 +38,11 @@ namespace Barotrauma
return;
}
targetItem = character.Inventory.FindItemByTag(gearTag, true);
if (targetItem == null || !character.HasEquippedItem(targetItem))
if (targetItem == null || !character.HasEquippedItem(targetItem) && targetItem.ContainedItems.Any(i => i.HasTag(OXYGEN_SOURCE) && i.Condition > 0))
{
TryAddSubObjective(ref getDivingGear, () =>
{
if (targetItem == null)
if (targetItem == null && character.IsOnPlayerTeam)
{
character.Speak(TextManager.Get("DialogGetDivingGear"), null, 0.0f, "getdivinggear", 30.0f);
}
@@ -56,7 +58,7 @@ namespace Barotrauma
}
else
{
if (!DropEmptyTanks(character, targetItem, out Item[] containedItems))
if (!EjectEmptyTanks(character, targetItem, out var containedItems))
{
#if DEBUG
DebugConsole.ThrowError($"{character.Name}: AIObjectiveFindDivingGear failed - the item \"" + targetItem + "\" has no proper inventory");
@@ -64,14 +66,25 @@ namespace Barotrauma
Abandon = true;
return;
}
if (containedItems.None(it => it != null && it.HasTag(OXYGEN_SOURCE) && it.Condition > MIN_OXYGEN))
float min = character.Submarine == null ? 0.01f : MIN_OXYGEN;
if (containedItems.None(it => it != null && it.HasTag(OXYGEN_SOURCE) && it.Condition > min))
{
// No valid oxygen source loaded.
// Seek oxygen that has min 10% condition left.
// Seek oxygen that has at least 10% condition left.
TryAddSubObjective(ref getOxygen, () =>
{
character.Speak(TextManager.Get("DialogGetOxygenTank"), null, 0, "getoxygentank", 30.0f);
return new AIObjectiveContainItem(character, OXYGEN_SOURCE, targetItem.GetComponent<ItemContainer>(), objectiveManager, spawnItemIfNotFound: character.TeamID == Character.TeamType.FriendlyNPC)
if (character.IsOnPlayerTeam)
{
if (HumanAIController.HasItem(character, "oxygensource", out _, conditionPercentage: min))
{
character.Speak(TextManager.Get("dialogswappingoxygentank"), null, 0, "swappingoxygentank", 30.0f);
}
else
{
character.Speak(TextManager.Get("DialogGetOxygenTank"), null, 0, "getoxygentank", 30.0f);
}
}
return new AIObjectiveContainItem(character, OXYGEN_SOURCE, targetItem.GetComponent<ItemContainer>(), objectiveManager, spawnItemIfNotFound: character.TeamID == CharacterTeamType.FriendlyNPC)
{
AllowToFindDivingGear = false,
AllowDangerousPressure = true,
@@ -80,20 +93,45 @@ namespace Barotrauma
},
onAbandon: () =>
{
int remainingTanks = ReportOxygenTankCount();
// Try to seek any oxygen sources.
TryAddSubObjective(ref getOxygen, () =>
{
return new AIObjectiveContainItem(character, OXYGEN_SOURCE, targetItem.GetComponent<ItemContainer>(), objectiveManager, spawnItemIfNotFound: character.TeamID == Character.TeamType.FriendlyNPC)
return new AIObjectiveContainItem(character, OXYGEN_SOURCE, targetItem.GetComponent<ItemContainer>(), objectiveManager, spawnItemIfNotFound: character.TeamID == CharacterTeamType.FriendlyNPC)
{
AllowToFindDivingGear = false,
AllowDangerousPressure = true,
ConditionLevel = 0
AllowDangerousPressure = true
};
},
onAbandon: () => Abandon = true,
onAbandon: () =>
{
Abandon = true;
if (remainingTanks > 0 && !HumanAIController.HasItem(character, "oxygensource", out _, conditionPercentage: 0.01f))
{
character.Speak(TextManager.Get("dialogcantfindtoxygen"), null, 0, "cantfindoxygen", 30.0f);
}
},
onCompleted: () => RemoveSubObjective(ref getOxygen));
},
onCompleted: () => RemoveSubObjective(ref getOxygen));
onCompleted: () =>
{
RemoveSubObjective(ref getOxygen);
ReportOxygenTankCount();
});
int ReportOxygenTankCount()
{
int remainingOxygenTanks = Submarine.MainSub.GetItems(false).Count(i => i.HasTag("oxygensource") && i.Condition > 1);
if (remainingOxygenTanks == 0)
{
character.Speak(TextManager.Get("DialogOutOfOxygenTanks"), null, 0.0f, "outofoxygentanks", 30.0f);
}
else if (remainingOxygenTanks < 10)
{
character.Speak(TextManager.Get("DialogLowOnOxygenTanks"), null, 0.0f, "lowonoxygentanks", 30.0f);
}
return remainingOxygenTanks;
}
}
}
}
@@ -101,21 +139,11 @@ namespace Barotrauma
/// <summary>
/// Returns false only when no inventory can be found from the item.
/// </summary>
public static bool DropEmptyTanks(Character actor, Item target, out Item[] containedItems)
public static bool EjectEmptyTanks(Character actor, Item target, out IEnumerable<Item> containedItems)
{
containedItems = target.OwnInventory?.Items;
if (containedItems == null)
{
return false;
}
foreach (Item containedItem in containedItems)
{
if (containedItem == null) { continue; }
if (containedItem.Condition <= 0.0f)
{
containedItem.Drop(actor);
}
}
containedItems = target.OwnInventory?.AllItems;
if (containedItems == null) { return false; }
AIController.UnequipEmptyItems(actor, target);
return true;
}
@@ -46,19 +46,24 @@ namespace Barotrauma
}
if (character.CurrentHull == null)
{
Priority = objectiveManager.CurrentOrder is AIObjectiveGoTo && HumanAIController.HasDivingSuit(character) ? 0 : 100;
Priority = (objectiveManager.IsCurrentOrder<AIObjectiveGoTo>() || objectiveManager.HasActiveObjective<AIObjectiveCombat>()) && HumanAIController.HasDivingSuit(character) ? 0 : 100;
}
else
{
if (HumanAIController.NeedsDivingGear(character.CurrentHull, out _) && !HumanAIController.HasDivingGear(character))
if (HumanAIController.NeedsDivingGear(character.CurrentHull, out _) && !HumanAIController.HasDivingGear(character, conditionPercentage: AIObjectiveFindDivingGear.MIN_OXYGEN))
{
Priority = 100;
}
else if (objectiveManager.IsCurrentOrder<AIObjectiveGoTo>() && 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
Priority = 0;
}
Priority = MathHelper.Clamp(Priority, 0, 100);
if (divingGearObjective != null && !divingGearObjective.IsCompleted && divingGearObjective.CanBeCompleted)
{
// Boost the priority while seeking the diving gear
Priority = Math.Max(Priority, Math.Min(AIObjectiveManager.OrderPriority + 20, 100));
Priority = Math.Max(Priority, Math.Min(AIObjectiveManager.HighestOrderPriority + 20, 100));
}
}
return Priority;
@@ -168,7 +173,7 @@ namespace Barotrauma
{
searchHullTimer = SearchHullInterval * Rand.Range(0.9f, 1.1f);
previousSafeHull = currentSafeHull;
currentSafeHull = FindBestHull(allowChangingTheSubmarine: character.TeamID != Character.TeamType.FriendlyNPC);
currentSafeHull = FindBestHull(allowChangingTheSubmarine: character.TeamID != CharacterTeamType.FriendlyNPC);
cannotFindSafeHull = currentSafeHull == null || HumanAIController.NeedsDivingGear(currentSafeHull, out _);
if (currentSafeHull == null)
{
@@ -359,7 +364,7 @@ namespace Barotrauma
hullSafety *= distanceFactor;
// If the target is not inside a friendly submarine, considerably reduce the hull safety.
// Intentionally exclude wrecks from this check
if (hull.Submarine.TeamID != character.TeamID && hull.Submarine.TeamID != Character.TeamType.FriendlyNPC)
if (hull.Submarine.TeamID != character.TeamID && hull.Submarine.TeamID != CharacterTeamType.FriendlyNPC)
{
hullSafety /= 10;
}
@@ -52,7 +52,7 @@ namespace Barotrauma
float distanceFactor = isPriority || xDist < 200 && yDist < 100 ? 1 : MathHelper.Lerp(1, 0.1f, MathUtils.InverseLerp(0, 3000, xDist + yDist * 3.0f));
float severity = isPriority ? 1 : AIObjectiveFixLeaks.GetLeakSeverity(Leak) / 100;
float reduction = isPriority ? 1 : 2;
float max = MathHelper.Min(AIObjectiveManager.OrderPriority - reduction, 90);
float max = AIObjectiveManager.LowestOrderPriority - reduction;
float devotion = CumulatedDevotion / 100;
Priority = MathHelper.Lerp(0, max, MathHelper.Clamp(devotion + (severity * distanceFactor * PriorityModifier), 0, 1));
}
@@ -64,10 +64,10 @@ namespace Barotrauma
var weldingTool = character.Inventory.FindItemByTag("weldingequipment", true);
if (weldingTool == null)
{
TryAddSubObjective(ref getWeldingTool, () => new AIObjectiveGetItem(character, "weldingequipment", objectiveManager, equip: true, spawnItemIfNotFound: character.TeamID == Character.TeamType.FriendlyNPC),
TryAddSubObjective(ref getWeldingTool, () => new AIObjectiveGetItem(character, "weldingequipment", objectiveManager, equip: true, spawnItemIfNotFound: character.TeamID == CharacterTeamType.FriendlyNPC),
onAbandon: () =>
{
if (objectiveManager.IsCurrentOrder<AIObjectiveFixLeaks>())
if (character.IsOnPlayerTeam && objectiveManager.IsCurrentOrder<AIObjectiveFixLeaks>())
{
character.Speak(TextManager.Get("dialogcannotfindweldingequipment"), null, 0.0f, "dialogcannotfindweldingequipment", 10.0f);
}
@@ -78,8 +78,7 @@ namespace Barotrauma
}
else
{
var containedItems = weldingTool.OwnInventory?.Items;
if (containedItems == null)
if (weldingTool.OwnInventory == null)
{
#if DEBUG
DebugConsole.ThrowError($"{character.Name}: AIObjectiveFixLeak failed - the item \"" + weldingTool + "\" has no proper inventory");
@@ -88,19 +87,34 @@ namespace Barotrauma
return;
}
// Drop empty tanks
foreach (Item containedItem in containedItems)
HumanAIController.UnequipEmptyItems(weldingTool);
if (weldingTool.OwnInventory.AllItems.None(i => i.HasTag("weldingfuel") && i.Condition > 0.0f))
{
if (containedItem == null) { continue; }
if (containedItem.Condition <= 0.0f)
TryAddSubObjective(ref refuelObjective, () => new AIObjectiveContainItem(character, "weldingfuel", weldingTool.GetComponent<ItemContainer>(), objectiveManager, spawnItemIfNotFound: character.TeamID == CharacterTeamType.FriendlyNPC),
onAbandon: () =>
{
Abandon = true;
ReportWeldingFuelTankCount();
},
onCompleted: () =>
{
RemoveSubObjective(ref refuelObjective);
ReportWeldingFuelTankCount();
});
void ReportWeldingFuelTankCount()
{
containedItem.Drop(character);
int remainingOxygenTanks = Submarine.MainSub.GetItems(false).Count(i => i.HasTag("weldingfuel") && i.Condition > 1);
if (remainingOxygenTanks == 0)
{
character.Speak(TextManager.Get("DialogOutOfWeldingFuel"), null, 0.0f, "outofweldingfuel", 30.0f);
}
else if (remainingOxygenTanks < 4)
{
character.Speak(TextManager.Get("DialogLowOnWeldingFuel"), null, 0.0f, "lowonweldingfuel", 30.0f);
}
}
}
if (containedItems.None(i => i != null && i.HasTag("weldingfuel") && i.Condition > 0.0f))
{
TryAddSubObjective(ref refuelObjective, () => new AIObjectiveContainItem(character, "weldingfuel", weldingTool.GetComponent<ItemContainer>(), objectiveManager, spawnItemIfNotFound: character.TeamID == Character.TeamType.FriendlyNPC),
onAbandon: () => Abandon = true,
onCompleted: () => RemoveSubObjective(ref refuelObjective));
return;
}
}
@@ -42,7 +42,7 @@ namespace Barotrauma
if (totalLeaks == 0) { return 0; }
int otherFixers = HumanAIController.CountCrew(c => c != HumanAIController && c.ObjectiveManager.IsCurrentObjective<AIObjectiveFixLeaks>() && !c.Character.IsIncapacitated, onlyBots: true);
bool anyFixers = otherFixers > 0;
if (objectiveManager.CurrentOrder == this)
if (objectiveManager.IsOrder(this))
{
float ratio = anyFixers ? totalLeaks / (float)otherFixers : 1;
return Targets.Sum(t => GetLeakSeverity(t)) * ratio;
@@ -72,7 +72,11 @@ namespace Barotrauma
{
if (gap == null) { return false; }
// Don't fix a leak on a wall section set to be ignored
if (gap.ConnectedWall?.Sections?.Any(s => s.gap == gap && s.IgnoreByAI) ?? false) { return false; }
if (gap.ConnectedWall != null)
{
if (gap.ConnectedWall.Sections.Any(s => s.gap == gap && s.IgnoreByAI)) { return false; }
if (gap.ConnectedWall.MaxHealth <= 0.0f) { return false; }
}
if (gap.ConnectedWall == null || gap.ConnectedDoor != null || gap.Open <= 0 || gap.linkedTo.All(l => l == null)) { return false; }
if (gap.Submarine == null || character.Submarine == null) { return false; }
// Don't allow going into another sub, unless it's connected and of the same team and type.
@@ -44,6 +44,8 @@ namespace Barotrauma
/// </summary>
public bool AllowStealing { get; set; }
public bool TakeWholeStack { get; set; }
public AIObjectiveGetItem(Character character, Item targetItem, AIObjectiveManager objectiveManager, bool equip = true, float priorityModifier = 1)
: base(character, objectiveManager, priorityModifier)
{
@@ -177,7 +179,7 @@ namespace Barotrauma
}
else if (moveToTarget is Item parentItem)
{
canInteract = character.CanInteractWith(parentItem, out _, checkLinked: false);
canInteract = character.CanInteractWith(parentItem, checkLinked: false);
}
if (canInteract)
{
@@ -191,8 +193,20 @@ namespace Barotrauma
return;
}
Inventory itemInventory = targetItem.ParentInventory;
var slots = itemInventory?.FindIndices(targetItem);
if (HumanAIController.TakeItem(targetItem, character.Inventory, equip, storeUnequipped: true))
{
if (TakeWholeStack && slots != null)
{
foreach (int slot in slots)
{
foreach (Item item in itemInventory.GetItemsAt(slot).ToList())
{
HumanAIController.TakeItem(item, character.Inventory, equip: false, storeUnequipped: true);
}
}
}
IsCompleted = true;
}
else
@@ -211,7 +225,16 @@ namespace Barotrauma
return new AIObjectiveGoTo(moveToTarget, character, objectiveManager, repeat: false, getDivingGearIfNeeded: AllowToFindDivingGear, closeEnough: DefaultReach)
{
// If the root container changes, the item is no longer where it was (taken by someone -> need to find another item)
abortCondition = () => targetItem == null || targetItem.GetRootInventoryOwner() != moveToTarget,
abortCondition = obj =>
{
bool abort = targetItem == null || targetItem.GetRootInventoryOwner() != moveToTarget;
if (abort)
{
// Fail silently if someone takes the suit.
obj.speakIfFails = false;
}
return abort;
},
DialogueIdentifier = "dialogcannotreachtarget",
TargetName = (moveToTarget as MapEntity)?.Name ?? (moveToTarget as Character)?.Name ?? moveToTarget.ToString()
};
@@ -256,7 +279,7 @@ namespace Barotrauma
if (mySub == null) { continue; }
if (!AllowStealing)
{
if (character.TeamID == Character.TeamType.FriendlyNPC != item.SpawnedInOutpost) { continue; }
if (character.TeamID == CharacterTeamType.FriendlyNPC != item.SpawnedInOutpost) { continue; }
}
if (!CheckItem(item)) { continue; }
if (ignoredContainerIdentifiers != null && item.Container != null)
@@ -276,6 +299,10 @@ namespace Barotrauma
itemPriority = GetItemPriority(item);
}
Entity rootInventoryOwner = item.GetRootInventoryOwner();
if (rootInventoryOwner is Item ownerItem)
{
if (!ownerItem.IsInteractable(character)) { continue; }
}
Vector2 itemPos = (rootInventoryOwner ?? item).WorldPosition;
float yDist = Math.Abs(character.WorldPosition.Y - itemPos.Y);
yDist = yDist > 100 ? yDist * 5 : 0;
@@ -308,7 +335,7 @@ namespace Barotrauma
Entity.Spawner.AddToSpawnQueue(prefab, character.Inventory, onSpawned: (Item spawnedItem) =>
{
targetItem = spawnedItem;
if (character.TeamID == Character.TeamType.FriendlyNPC && (character.Submarine?.Info.IsOutpost ?? false))
if (character.TeamID == CharacterTeamType.FriendlyNPC && (character.Submarine?.Info.IsOutpost ?? false))
{
spawnedItem.SpawnedInOutpost = true;
}
@@ -347,7 +374,7 @@ namespace Barotrauma
private bool CheckItem(Item item)
{
if (item.NonInteractable) { return false; }
if (!item.IsInteractable(character)) { return false; }
if (item.IsThisOrAnyContainerIgnoredByAI()) { return false; }
if (ignoredItems.Contains(item)) { return false; };
if (item.Condition < TargetCondition) { return false; }
@@ -2,6 +2,7 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Barotrauma.Extensions;
namespace Barotrauma
{
@@ -22,18 +23,22 @@ namespace Barotrauma
/// <summary>
/// Aborts the objective when this condition is true
/// </summary>
public Func<bool> abortCondition;
public Func<AIObjectiveGoTo, bool> abortCondition;
public Func<PathNode, bool> endNodeFilter;
public Func<float> priorityGetter;
public bool followControlledCharacter;
public bool mimic;
public bool speakIfFails = true;
public float extraDistanceWhileSwimming;
public float extraDistanceOutsideSub;
private float _closeEnough = 50;
private readonly float minDistance = 50;
private readonly float seekGapsInterval = 1;
private float seekGapsTimer;
/// <summary>
/// Display units
/// </summary>
@@ -76,7 +81,7 @@ namespace Barotrauma
public override float GetPriority()
{
bool isOrder = objectiveManager.CurrentOrder == this;
bool isOrder = objectiveManager.IsOrder(this);
if (!IsAllowed)
{
Priority = 0;
@@ -110,12 +115,14 @@ namespace Barotrauma
}
else
{
Priority = isOrder ? AIObjectiveManager.OrderPriority : 10;
Priority = isOrder ? objectiveManager.GetOrderPriority(this) : 10;
}
}
return Priority;
}
private readonly float avoidLookAheadDistance = 5;
public AIObjectiveGoTo(ISpatialEntity target, Character character, AIObjectiveManager objectiveManager, bool repeat = false, bool getDivingGearIfNeeded = true, float priorityModifier = 1, float closeEnough = 0)
: base(character, objectiveManager, priorityModifier)
{
@@ -140,10 +147,11 @@ namespace Barotrauma
private void SpeakCannotReach()
{
if (!character.IsOnPlayerTeam) { return; }
#if DEBUG
DebugConsole.NewMessage($"{character.Name}: Cannot reach the target: {Target}", Color.Yellow);
#endif
if (objectiveManager.CurrentOrder != null && DialogueIdentifier != null)
if (objectiveManager.HasOrders() && DialogueIdentifier != null && speakIfFails)
{
string msg = TargetName == null ? TextManager.Get(DialogueIdentifier, true) : TextManager.GetWithVariable(DialogueIdentifier, "[name]", TargetName, formatCapitals: !(Target is Character));
if (msg != null)
@@ -157,10 +165,9 @@ namespace Barotrauma
{
if (followControlledCharacter)
{
if (Character.Controlled == null)
if (Character.Controlled == null || !HumanAIController.IsFriendly(Character.Controlled))
{
Abandon = true;
SteeringManager.Reset();
return;
}
Target = Character.Controlled;
@@ -181,7 +188,6 @@ namespace Barotrauma
if (e.Removed)
{
Abandon = true;
SteeringManager.Reset();
return;
}
else
@@ -193,7 +199,7 @@ namespace Barotrauma
if (!followControlledCharacter)
{
// Abandon if going through unsafe paths. Note ignores unsafe nodes when following an order or when the objective is set to ignore unsafe hulls.
bool containsUnsafeNodes = HumanAIController.CurrentOrder == null && !HumanAIController.ObjectiveManager.CurrentObjective.IgnoreUnsafeHulls
bool containsUnsafeNodes = character.IsDismissed && !HumanAIController.ObjectiveManager.CurrentObjective.IgnoreUnsafeHulls
&& PathSteering != null && PathSteering.CurrentPath != null
&& PathSteering.CurrentPath.Nodes.Any(n => HumanAIController.UnsafeHulls.Contains(n.CurrentHull));
if (containsUnsafeNodes || HumanAIController.UnreachableHulls.Contains(targetHull))
@@ -208,14 +214,14 @@ namespace Barotrauma
{
Abandon = true;
}
else if (waitUntilPathUnreachable < 0)
else if (SteeringManager == PathSteering && PathSteering.CurrentPath != null && PathSteering.CurrentPath.Unreachable && !PathSteering.IsPathDirty)
{
if (SteeringManager == PathSteering && PathSteering.CurrentPath != null && PathSteering.CurrentPath.Unreachable && !PathSteering.IsPathDirty)
SteeringManager.Reset();
if (waitUntilPathUnreachable < 0)
{
if (repeat)
{
SpeakCannotReach();
SteeringManager.Reset();
}
else
{
@@ -223,12 +229,7 @@ namespace Barotrauma
}
}
}
if (Abandon)
{
SpeakCannotReach();
SteeringManager.Reset();
}
else
if (!Abandon)
{
if (getDivingGearIfNeeded && !character.LockHands)
{
@@ -248,13 +249,14 @@ namespace Barotrauma
}
}
bool needsEquipment = false;
float minOxygen = character.Submarine == null ? 0 : AIObjectiveFindDivingGear.MIN_OXYGEN;
if (needsDivingSuit)
{
needsEquipment = !HumanAIController.HasDivingSuit(character, AIObjectiveFindDivingGear.MIN_OXYGEN);
needsEquipment = !HumanAIController.HasDivingSuit(character, minOxygen);
}
else if (needsDivingGear)
{
needsEquipment = !HumanAIController.HasDivingGear(character, AIObjectiveFindDivingGear.MIN_OXYGEN);
needsEquipment = !HumanAIController.HasDivingGear(character, minOxygen);
}
if (needsEquipment)
{
@@ -286,52 +288,134 @@ namespace Barotrauma
}
}
}
if (!character.AnimController.InWater)
if (character.AnimController.InWater)
{
useScooter = false;
checkScooterTimer = 0;
}
else if (checkScooterTimer <= 0)
{
useScooter = false;
checkScooterTimer = checkScooterTime;
string scooterTag = "scooter";
string batteryTag = "mobilebattery";
Item scooter = null;
bool isScooterEquipped = false;
float closeEnough = 250;
float squaredDistance = Vector2.DistanceSquared(character.WorldPosition, Target.WorldPosition);
bool shouldUseScooter = squaredDistance > closeEnough * closeEnough && (!mimic ||
(Target is Character targetCharacter && targetCharacter.HasEquippedItem(scooterTag, allowBroken: false)) || squaredDistance > Math.Pow(closeEnough * 2, 2));
if (HumanAIController.HasItem(character, scooterTag, out IEnumerable<Item> equippedScooters, batteryTag, requireEquipped: true))
if (character.CurrentHull == null)
{
scooter = equippedScooters.FirstOrDefault();
isScooterEquipped = scooter != null;
}
else if (shouldUseScooter && HumanAIController.HasItem(character, scooterTag, out IEnumerable<Item> scooters, batteryTag, requireEquipped: false))
{
scooter = scooters.FirstOrDefault();
if (scooter != null)
if (seekGapsTimer > 0)
{
isScooterEquipped = HumanAIController.TakeItem(scooter, character.Inventory, equip: true, dropOtherIfCannotMove: false, allowSwapping: true, storeUnequipped: false);
}
}
if (scooter != null && isScooterEquipped)
{
if (shouldUseScooter)
{
useScooter = true;
seekGapsTimer -= deltaTime;
}
else
{
// Unequip
character.Inventory.TryPutItem(scooter, character, CharacterInventory.anySlot);
SeekGaps(maxDistance: 500);
seekGapsTimer = seekGapsInterval * Rand.Range(0.1f, 1.1f);
if (TargetGap != null)
{
// Check that nothing is blocking the way
Vector2 rayStart = character.SimPosition;
Vector2 rayEnd = TargetGap.SimPosition;
if (TargetGap.Submarine != null && character.Submarine == null)
{
rayStart -= TargetGap.Submarine.SimPosition;
}
else if (TargetGap.Submarine == null && character.Submarine != null)
{
rayEnd -= character.Submarine.SimPosition;
}
var closestBody = Submarine.CheckVisibility(rayStart, rayEnd, ignoreSubs: true);
if (closestBody != null)
{
TargetGap = null;
}
}
}
}
else
{
TargetGap = null;
}
if (TargetGap != null)
{
if (TargetGap.FlowTargetHull != null && HumanAIController.SteerThroughGap(TargetGap, TargetGap.FlowTargetHull.WorldPosition, deltaTime))
{
SteeringManager.SteeringAvoid(deltaTime, avoidLookAheadDistance, weight: 1);
return;
}
else
{
TargetGap = null;
}
}
if (checkScooterTimer <= 0)
{
useScooter = false;
checkScooterTimer = checkScooterTime;
string scooterTag = "scooter";
string batteryTag = "mobilebattery";
Item scooter = null;
float closeEnough = 250;
float squaredDistance = Vector2.DistanceSquared(character.WorldPosition, Target.WorldPosition);
bool shouldUseScooter = squaredDistance > closeEnough * closeEnough && (!mimic ||
(Target is Character targetCharacter && targetCharacter.HasEquippedItem(scooterTag, allowBroken: false)) || squaredDistance > Math.Pow(closeEnough * 2, 2));
if (HumanAIController.HasItem(character, scooterTag, out IEnumerable<Item> equippedScooters, recursive: false, requireEquipped: true))
{
// Currently equipped scooter
scooter = equippedScooters.FirstOrDefault();
}
else if (shouldUseScooter)
{
bool hasBattery = false;
if (HumanAIController.HasItem(character, scooterTag, out IEnumerable<Item> nonEquippedScooters, containedTag: batteryTag, conditionPercentage: 1, requireEquipped: false))
{
// Non-equipped scooter with a battery
scooter = nonEquippedScooters.FirstOrDefault();
hasBattery = true;
}
else if (HumanAIController.HasItem(character, scooterTag, out IEnumerable<Item> _nonEquippedScooters, requireEquipped: false))
{
// Non-equipped scooter without a battery
scooter = _nonEquippedScooters.FirstOrDefault();
// Non-recursive so that the bots won't take batteries from other items. Also means that they can't find batteries inside containers. Not sure how to solve this.
hasBattery = HumanAIController.HasItem(character, batteryTag, out _, requireEquipped: false, conditionPercentage: 1, recursive: false);
}
if (scooter != null && hasBattery)
{
// Equip only if we have a battery available
HumanAIController.TakeItem(scooter, character.Inventory, equip: true, dropOtherIfCannotMove: false, allowSwapping: true, storeUnequipped: false);
}
}
bool isScooterEquipped = scooter != null && character.HasEquippedItem(scooter);
if (scooter != null && isScooterEquipped)
{
if (shouldUseScooter)
{
useScooter = true;
// Check the battery
if (scooter.ContainedItems.None(i => i.Condition > 0))
{
// Try to switch batteries
if (HumanAIController.HasItem(character, batteryTag, out IEnumerable<Item> batteries, conditionPercentage: 1, recursive: false))
{
scooter.ContainedItems.ForEachMod(emptyBattery => character.Inventory.TryPutItem(emptyBattery, character, CharacterInventory.anySlot));
if (!scooter.Combine(batteries.OrderByDescending(b => b.Condition).First(), character))
{
useScooter = false;
}
}
else
{
useScooter = false;
}
}
}
if (!useScooter)
{
// Unequip
character.Inventory.TryPutItem(scooter, character, CharacterInventory.anySlot);
}
}
}
else
{
checkScooterTimer -= deltaTime;
}
}
else
{
checkScooterTimer -= deltaTime;
TargetGap = null;
useScooter = false;
checkScooterTimer = 0;
}
if (SteeringManager == PathSteering)
{
@@ -347,7 +431,7 @@ namespace Barotrauma
nodeFilter,
CheckVisibility);
if (!isInside && PathSteering.CurrentPath == null || PathSteering.IsPathDirty || PathSteering.CurrentPath.Unreachable)
if (!isInside && (PathSteering.CurrentPath == null || PathSteering.IsPathDirty || PathSteering.CurrentPath.Unreachable))
{
if (useScooter)
{
@@ -358,7 +442,7 @@ namespace Barotrauma
SteeringManager.SteeringManual(deltaTime, Vector2.Normalize(Target.WorldPosition - character.WorldPosition));
if (character.AnimController.InWater)
{
SteeringManager.SteeringAvoid(deltaTime, lookAheadDistance: 5, weight: 2);
SteeringManager.SteeringAvoid(deltaTime, avoidLookAheadDistance, weight: 2);
}
}
}
@@ -378,7 +462,7 @@ namespace Barotrauma
SteeringManager.SteeringSeek(character.GetRelativeSimPosition(Target), 10);
if (character.AnimController.InWater)
{
SteeringManager.SteeringAvoid(deltaTime, lookAheadDistance: 5, weight: 15);
SteeringManager.SteeringAvoid(deltaTime, avoidLookAheadDistance, weight: 15);
}
}
}
@@ -439,6 +523,27 @@ namespace Barotrauma
return null;
}
public Gap TargetGap { get; private set; }
private void SeekGaps(float maxDistance)
{
Gap selectedGap = null;
float selectedDistance = -1;
foreach (Gap gap in Gap.GapList)
{
if (gap.Open < 1) { continue; }
if (gap.FlowTargetHull == null) { continue; }
if (gap.Submarine != Target.Submarine) { continue; }
float distance = Vector2.DistanceSquared(character.WorldPosition, gap.WorldPosition);
if (distance > maxDistance * maxDistance) { continue; }
if (selectedGap == null || distance < selectedDistance)
{
selectedGap = gap;
selectedDistance = distance;
}
}
TargetGap = selectedGap;
}
public bool IsCloseEnough
{
get
@@ -465,7 +570,7 @@ namespace Barotrauma
Abandon = true;
return false;
}
if (abortCondition != null && abortCondition())
if (abortCondition != null && abortCondition(this))
{
Abandon = true;
return false;
@@ -507,12 +612,13 @@ namespace Barotrauma
{
PathSteering.ResetPath();
}
SpeakCannotReach();
base.OnAbandon();
}
private void StopMovement()
{
character.AIController.SteeringManager.Reset();
SteeringManager.Reset();
if (Target != null)
{
character.AnimController.TargetDir = Target.WorldPosition.X > character.WorldPosition.X ? Direction.Right : Direction.Left;
@@ -530,6 +636,8 @@ namespace Barotrauma
{
base.Reset();
findDivingGear = null;
seekGapsTimer = 0;
TargetGap = null;
}
}
}
@@ -21,9 +21,9 @@ namespace Barotrauma
set
{
behavior = value;
if (behavior == BehaviorType.StayInHull && character.TeamID != Character.TeamType.FriendlyNPC)
if (behavior == BehaviorType.StayInHull && TargetHull == null)
{
DebugConsole.NewMessage($"AIObjectiveIdle.BehaviorType.StayInHull is implemented only for outpost NPCs. Using passive behavior for {character.Name} ({character.Info.Job.Prefab.Identifier})", color: Color.Red);
DebugConsole.AddWarning($"Trying to set a character's behavior type to StayInHull, but target hull is not set. {character.Name} ({character.Info.Job.Prefab.Identifier})");
behavior = BehaviorType.Passive;
}
switch (behavior)
@@ -203,7 +203,7 @@ namespace Barotrauma
if (currentTarget != null && !currentTargetIsInvalid)
{
if (character.TeamID == Character.TeamType.FriendlyNPC)
if (character.TeamID == CharacterTeamType.FriendlyNPC)
{
if (currentTarget.Submarine.TeamID != character.TeamID)
{
@@ -260,7 +260,7 @@ namespace Barotrauma
{
//choose a random available hull
currentTarget = ToolBox.SelectWeightedRandom(targetHulls, hullWeights, Rand.RandSync.Unsynced);
bool isInWrongSub = character.TeamID == Character.TeamType.FriendlyNPC && character.Submarine.TeamID != character.TeamID;
bool isInWrongSub = character.TeamID == CharacterTeamType.FriendlyNPC && character.Submarine.TeamID != character.TeamID;
bool isCurrentHullAllowed = !isInWrongSub && !IsForbidden(character.CurrentHull);
var path = PathSteering.PathFinder.FindPath(character.SimPosition, currentTarget.SimPosition, errorMsgStr: $"AIObjectiveIdle {character.DisplayName}", nodeFilter: node =>
{
@@ -319,14 +319,14 @@ namespace Barotrauma
public void Wander(float deltaTime)
{
if (character.IsClimbing) { return; }
if (!character.AnimController.InWater)
var currentHull = character.CurrentHull;
if (!character.AnimController.InWater && currentHull != null)
{
standStillTimer -= deltaTime;
if (standStillTimer > 0.0f)
{
walkDuration = Rand.Range(walkDurationMin, walkDurationMax);
var currentHull = character.CurrentHull;
if (currentHull != null && currentHull.Rect.Width > IndoorsSteeringManager.smallRoomSize / 2 && tooCloseCharacter == null)
if (currentHull.Rect.Width > IndoorsSteeringManager.smallRoomSize / 2 && tooCloseCharacter == null)
{
foreach (Character c in Character.CharacterList)
{
@@ -402,6 +402,14 @@ namespace Barotrauma
PathSteering.Wander(deltaTime);
}
public void FaceTargetAndWait(ISpatialEntity target, float waitTime)
{
standStillTimer = waitTime;
HumanAIController.FaceTarget(target);
currentTarget = null;
SetTargetTimerHigh();
}
private void FindTargetHulls()
{
targetHulls.Clear();
@@ -411,7 +419,7 @@ namespace Barotrauma
if (HumanAIController.UnsafeHulls.Contains(hull)) { continue; }
if (hull.Submarine == null) { continue; }
if (character.Submarine == null) { break; }
if (character.TeamID == Character.TeamType.FriendlyNPC)
if (character.TeamID == CharacterTeamType.FriendlyNPC)
{
if (hull.Submarine.TeamID != character.TeamID)
{
@@ -487,7 +495,7 @@ namespace Barotrauma
foreach (Item item in Item.ItemList)
{
if (item.CurrentHull != hull) { continue; }
if (AIObjectiveCleanupItems.IsValidTarget(item, character) && !ignoredItems.Contains(item))
if (AIObjectiveCleanupItems.IsValidTarget(item, character, checkInventory: true) && !ignoredItems.Contains(item))
{
itemsToClean.Add(item);
}
@@ -139,13 +139,13 @@ namespace Barotrauma
}
else
{
if (objectiveManager.CurrentOrder == this)
if (objectiveManager.IsOrder(this))
{
Priority = ForceOrderPriority ? AIObjectiveManager.OrderPriority : targetValue;
Priority = ForceOrderPriority ? objectiveManager.GetOrderPriority(this) : targetValue;
}
else
{
float max = MathHelper.Min(AIObjectiveManager.OrderPriority - 1, 90);
float max = AIObjectiveManager.LowestOrderPriority - 1;
float value = MathHelper.Clamp((CumulatedDevotion + (targetValue * PriorityModifier)) / 100, 0, 1);
Priority = MathHelper.Lerp(0, max, value);
}
@@ -167,7 +167,7 @@ namespace Barotrauma
foreach (T target in GetList())
{
// The bots always find targets when the objective is an order.
if (objectiveManager.CurrentOrder != this)
if (!objectiveManager.IsOrder(this))
{
// Battery or pump states cannot currently be reported (not implemented) and therefore we must ignore them -> the bots always know if they require attention.
bool ignore = this is AIObjectiveChargeBatteries || this is AIObjectivePumpWater;
@@ -1,6 +1,6 @@
using Barotrauma.Extensions;
using Barotrauma.Items.Components;
using Barotrauma.Networking;
using Barotrauma.Networking; // used by the server
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
@@ -10,8 +10,8 @@ namespace Barotrauma
{
class AIObjectiveManager
{
// TODO: expose
public const float OrderPriority = 70;
public const float HighestOrderPriority = 70;
public const float LowestOrderPriority = 60;
public const float RunPriority = 50;
// Constantly increases the priority of the selected objective, unless overridden
public const float baseDevotion = 5;
@@ -25,7 +25,6 @@ namespace Barotrauma
public HumanAIController HumanAIController => character.AIController as HumanAIController;
private float _waitTimer;
/// <summary>
/// When set above zero, the character will stand still doing nothing until the timer runs out. Does not affect orders, find safety or combat.
@@ -39,26 +38,25 @@ namespace Barotrauma
}
}
public AIObjective CurrentOrder { get; private set; }
public List<OrderInfo> CurrentOrders { get; } = new List<OrderInfo>();
/// <summary>
/// The AIObjective in <see cref="CurrentOrders"/> with the highest <see cref="AIObjective.Priority"/>
/// </summary>
public AIObjective CurrentOrder
{
get
{
return ForcedOrder ?? currentOrder;
}
private set
{
currentOrder = value;
}
}
private AIObjective currentOrder;
public AIObjective ForcedOrder { get; private set; }
public AIObjective CurrentObjective { get; private set; }
public bool IsCurrentOrder<T>() where T : AIObjective => CurrentOrder is T;
public bool IsCurrentObjective<T>() where T : AIObjective => CurrentObjective is T;
public bool IsActiveObjective<T>() where T : AIObjective => GetActiveObjective() is T;
public AIObjective GetActiveObjective() => CurrentObjective?.GetActiveObjective();
/// <summary>
/// Returns the last active objective of the specific type.
/// </summary>
public T GetActiveObjective<T>() where T : AIObjective => CurrentObjective?.GetSubObjectivesRecursive(includingSelf: true).LastOrDefault(so => so is T) as T;
/// <summary>
/// Returns all active objectives of the specific type. Creates a new collection -> don't use too frequently.
/// </summary>
public IEnumerable<T> GetActiveObjectives<T>() where T : AIObjective => CurrentObjective?.GetSubObjectivesRecursive(includingSelf: true).Where(so => so is T).Select(so => so as T);
public bool HasActiveObjective<T>() where T : AIObjective => CurrentObjective is T || CurrentObjective != null && CurrentObjective.GetSubObjectivesRecursive().Any(so => so is T);
public AIObjectiveManager(Character character)
{
this.character = character;
@@ -127,10 +125,14 @@ namespace Barotrauma
{
var orderPrefab = Order.GetPrefab(autonomousObjective.identifier);
if (orderPrefab == null) { throw new Exception($"Could not find a matching prefab by the identifier: '{autonomousObjective.identifier}'"); }
var item = orderPrefab.MustSetTarget ? orderPrefab.GetMatchingItems(character.Submarine, mustBelongToPlayerSub: false, requiredTeam: character.Info.TeamID)?.GetRandom() : null;
Item item = null;
if (orderPrefab.MustSetTarget)
{
item = orderPrefab.GetMatchingItems(character.Submarine, mustBelongToPlayerSub: false, requiredTeam: character.Info.TeamID, interactableFor: character)?.GetRandom();
}
var order = new Order(orderPrefab, item ?? character.CurrentHull as Entity, orderPrefab.GetTargetItemComponent(item), orderGiver: character);
if (order == null) { continue; }
if (autonomousObjective.ignoreAtOutpost && Level.IsLoadedOutpost && character.TeamID != Character.TeamType.FriendlyNPC) { continue; }
if (autonomousObjective.ignoreAtOutpost && Level.IsLoadedOutpost && character.TeamID != CharacterTeamType.FriendlyNPC) { continue; }
var objective = CreateObjective(order, autonomousObjective.option, character, isAutonomous: true, autonomousObjective.priorityModifier);
if (objective != null && objective.CanBeCompleted)
{
@@ -196,21 +198,34 @@ namespace Barotrauma
public void UpdateObjectives(float deltaTime)
{
if (CurrentOrder != null)
UpdateOrderObjective(ForcedOrder);
if (CurrentOrders.Any())
{
foreach(var order in CurrentOrders)
{
var orderObjective = order.Objective;
UpdateOrderObjective(orderObjective);
}
}
void UpdateOrderObjective(AIObjective orderObjective)
{
if (orderObjective == null) { return; }
#if DEBUG
// Note: don't automatically remove orders here. Removing orders needs to be done via dismissing.
if (CurrentOrder.IsCompleted)
if (orderObjective.IsCompleted)
{
DebugConsole.NewMessage($"{character.Name}: ORDER {CurrentOrder.DebugTag} IS COMPLETED. CURRENTLY ALL ORDERS SHOULD BE LOOPING.", Color.Red);
DebugConsole.NewMessage($"{character.Name}: ORDER {orderObjective.DebugTag} IS COMPLETED. CURRENTLY ALL ORDERS SHOULD BE LOOPING.", Color.Red);
}
else if (!CurrentOrder.CanBeCompleted)
else if (!orderObjective.CanBeCompleted)
{
DebugConsole.NewMessage($"{character.Name}: ORDER {CurrentOrder.DebugTag}, CANNOT BE COMPLETED.", Color.Red);
DebugConsole.NewMessage($"{character.Name}: ORDER {orderObjective.DebugTag}, CANNOT BE COMPLETED.", Color.Red);
}
#endif
CurrentOrder.Update(deltaTime);
orderObjective.Update(deltaTime);
}
if (WaitTimer > 0)
{
WaitTimer -= deltaTime;
@@ -244,7 +259,29 @@ namespace Barotrauma
public void SortObjectives()
{
CurrentOrder?.GetPriority();
ForcedOrder?.GetPriority();
AIObjective orderWithHighestPriority = null;
float highestPriority = 0;
foreach (var currentOrder in CurrentOrders)
{
var orderObjective = currentOrder.Objective;
if (orderObjective == null) { continue; }
orderObjective.GetPriority();
if (orderWithHighestPriority == null || orderObjective.Priority > highestPriority)
{
orderWithHighestPriority = orderObjective;
highestPriority = orderObjective.Priority;
}
}
#if SERVER
if (orderWithHighestPriority != null && orderWithHighestPriority != currentOrder)
{
GameMain.NetworkMember.CreateEntityEvent(character, new object[] { NetEntityEvent.Type.ObjectiveManagerOrderState });
}
#endif
CurrentOrder = orderWithHighestPriority;
for (int i = Objectives.Count - 1; i >= 0; i--)
{
Objectives[i].GetPriority();
@@ -253,6 +290,7 @@ namespace Barotrauma
{
Objectives.Sort((x, y) => y.Priority.CompareTo(x.Priority));
}
GetCurrentObjective()?.SortSubObjectives();
}
@@ -268,12 +306,18 @@ namespace Barotrauma
}
}
public void SetOrder(AIObjective objective)
public void SetForcedOrder(AIObjective objective)
{
CurrentOrder = objective;
ForcedOrder = objective;
}
public void SetOrder(Order order, string option, Character orderGiver)
public void ClearForcedOrder()
{
ForcedOrder = null;
}
private CoroutineHandle speakRoutine;
public void SetOrder(Order order, string option, int priority, Character orderGiver, bool speak)
{
if (character.IsDead)
{
@@ -284,8 +328,53 @@ namespace Barotrauma
#endif
}
ClearIgnored();
CurrentOrder = CreateObjective(order, option, orderGiver, isAutonomous: false);
if (CurrentOrder == null)
if (order == null || order.Identifier == "dismissed")
{
if (!string.IsNullOrEmpty(option))
{
if (CurrentOrders.Any(o => o.MatchesDismissedOrder(option)))
{
var dismissedOrderInfo = CurrentOrders.First(o => o.MatchesDismissedOrder(option));
CurrentOrders.Remove(dismissedOrderInfo);
}
}
else
{
CurrentOrders.Clear();
}
}
// Make sure the order priorities reflect those set by the player
for (int i = CurrentOrders.Count - 1; i >= 0; i--)
{
var currentOrder = CurrentOrders[i];
if (currentOrder.Objective == null || currentOrder.MatchesOrder(order, option))
{
CurrentOrders.RemoveAt(i);
continue;
}
var currentOrderInfo = character.GetCurrentOrder(currentOrder.Order, currentOrder.OrderOption);
if (currentOrderInfo.HasValue)
{
int currentPriority = currentOrderInfo.Value.ManualPriority;
if (currentOrder.ManualPriority != currentPriority)
{
CurrentOrders[i] = new OrderInfo(currentOrder, currentPriority);
}
}
else
{
CurrentOrders.RemoveAt(i);
}
}
var newCurrentOrder = CreateObjective(order, option, orderGiver, isAutonomous: false);
if (newCurrentOrder != null)
{
CurrentOrders.Add(new OrderInfo(order, option, priority, newCurrentOrder));
}
if (!HasOrders())
{
// Recreate objectives, because some of them may be removed, if impossible to complete (e.g. due to path finding)
CreateAutonomousObjectives();
@@ -293,13 +382,57 @@ namespace Barotrauma
else
{
// This should be redundant, because all the objectives are reset when they are selected as active.
CurrentOrder.Reset();
newCurrentOrder?.Reset();
if (speak && character.IsOnPlayerTeam)
{
character.Speak(TextManager.Get("DialogAffirmative"), null, 1.0f);
//if (speakRoutine != null)
//{
// CoroutineManager.StopCoroutines(speakRoutine);
//}
//speakRoutine = CoroutineManager.InvokeAfter(() =>
//{
// if (GameMain.GameSession == null || Level.Loaded == null) { return; }
// if (newCurrentOrder != null && character.SpeechImpediment < 100.0f)
// {
// if (newCurrentOrder is AIObjectiveRepairItems repairItems && repairItems.Targets.None())
// {
// character.Speak(TextManager.Get("DialogNoRepairTargets"), null, 3.0f, "norepairtargets");
// }
// else if (newCurrentOrder is AIObjectiveChargeBatteries chargeBatteries && chargeBatteries.Targets.None())
// {
// character.Speak(TextManager.Get("DialogNoBatteries"), null, 3.0f, "nobatteries");
// }
// else if (newCurrentOrder is AIObjectiveExtinguishFires extinguishFires && extinguishFires.Targets.None())
// {
// character.Speak(TextManager.Get("DialogNoFire"), null, 3.0f, "nofire");
// }
// else if (newCurrentOrder is AIObjectiveFixLeaks fixLeaks && fixLeaks.Targets.None())
// {
// character.Speak(TextManager.Get("DialogNoLeaks"), null, 3.0f, "noleaks");
// }
// else if (newCurrentOrder is AIObjectiveFightIntruders fightIntruders && fightIntruders.Targets.None())
// {
// character.Speak(TextManager.Get("DialogNoEnemies"), null, 3.0f, "noenemies");
// }
// else if (newCurrentOrder is AIObjectiveRescueAll rescueAll && rescueAll.Targets.None())
// {
// character.Speak(TextManager.Get("DialogNoRescueTargets"), null, 3.0f, "norescuetargets");
// }
// else if (newCurrentOrder is AIObjectivePumpWater pumpWater && pumpWater.Targets.None())
// {
// character.Speak(TextManager.Get("DialogNoPumps"), null, 3.0f, "nopumps");
// }
// }
//}, 3);
}
}
}
public AIObjective CreateObjective(Order order, string option, Character orderGiver, bool isAutonomous, float priorityModifier = 1)
{
if (order == null) { return null; }
if (order == null || order.Identifier == "dismissed") { return null; }
AIObjective newObjective;
switch (order.Identifier.ToLowerInvariant())
{
@@ -320,8 +453,7 @@ namespace Barotrauma
case "wait":
newObjective = new AIObjectiveGoTo(order.TargetSpatialEntity ?? character, character, this, repeat: true, priorityModifier: priorityModifier)
{
AllowGoingOutside = order.TargetSpatialEntity == null ? character.CurrentHull == null :
character.Submarine == null || character.Submarine != order.TargetSpatialEntity.Submarine
AllowGoingOutside = character.Submarine == null || (order.TargetSpatialEntity != null && character.Submarine != order.TargetSpatialEntity.Submarine)
};
break;
case "fixleaks":
@@ -345,7 +477,7 @@ namespace Barotrauma
case "pumpwater":
if (order.TargetItemComponent is Pump targetPump)
{
if (order.TargetItemComponent.Item.NonInteractable) { return null; }
if (!order.TargetItemComponent.Item.IsInteractable(character)) { return null; }
newObjective = new AIObjectiveOperateItem(targetPump, character, this, option, false, priorityModifier: priorityModifier)
{
IsLoop = true,
@@ -370,7 +502,7 @@ namespace Barotrauma
var steering = (order?.TargetEntity as Item)?.GetComponent<Steering>();
if (steering != null) { steering.PosToMaintain = steering.Item.Submarine?.WorldPosition; }
if (order.TargetItemComponent == null) { return null; }
if (order.TargetItemComponent.Item.NonInteractable) { return null; }
if (!order.TargetItemComponent.Item.IsInteractable(character)) { return null; }
newObjective = new AIObjectiveOperateItem(order.TargetItemComponent, character, this, option,
requireEquip: false, useController: order.UseController, controller: order.ConnectedController, priorityModifier: priorityModifier)
{
@@ -383,7 +515,7 @@ namespace Barotrauma
newObjective = new AIObjectiveOperateItem(order.TargetItemComponent, character, this, option, false, priorityModifier: priorityModifier)
{
IsLoop = false,
Override = character.CurrentOrder != null,
Override = !character.IsDismissed,
completionCondition = () =>
{
if (float.TryParse(option, out float pct))
@@ -403,11 +535,26 @@ namespace Barotrauma
};
break;
case "cleanupitems":
newObjective = new AIObjectiveCleanupItems(character, this, priorityModifier, order.TargetEntity as Item);
if (order.TargetEntity is Item targetItem)
{
if (targetItem.HasTag("allowcleanup") && targetItem.ParentInventory == null && targetItem.OwnInventory != null)
{
// Target all items inside the container
newObjective = new AIObjectiveCleanupItems(character, this, targetItem.OwnInventory.AllItems, priorityModifier);
}
else
{
newObjective = new AIObjectiveCleanupItems(character, this, targetItem, priorityModifier);
}
}
else
{
newObjective = new AIObjectiveCleanupItems(character, this, priorityModifier: priorityModifier);
}
break;
default:
if (order.TargetItemComponent == null) { return null; }
if (order.TargetItemComponent.Item.NonInteractable) { return null; }
if (!order.TargetItemComponent.Item.IsInteractable(character)) { return null; }
newObjective = new AIObjectiveOperateItem(order.TargetItemComponent, character, this, option,
requireEquip: false, useController: order.UseController, controller: order.ConnectedController, priorityModifier: priorityModifier)
{
@@ -421,21 +568,9 @@ namespace Barotrauma
return newObjective;
}
private void DismissSelf()
{
#if CLIENT
if (GameMain.GameSession?.CrewManager != null && GameMain.GameSession.CrewManager.IsSinglePlayer)
{
GameMain.GameSession?.CrewManager?.SetCharacterOrder(character, Order.GetPrefab("dismissed"), null, character);
}
#else
GameMain.Server?.SendOrderChatMessage(new OrderChatMessage(Order.GetPrefab("dismissed"), null, null, character, character));
#endif
}
private bool IsAllowedToWait()
{
if (CurrentOrder != null) { return false; }
if (HasOrders()) { return false; }
if (CurrentObjective is AIObjectiveCombat || CurrentObjective is AIObjectiveFindSafety) { return false; }
if (character.AnimController.InWater) { return false; }
if (character.IsClimbing) { return false; }
@@ -446,5 +581,61 @@ namespace Barotrauma
if (AIObjectiveIdle.IsForbidden(character.CurrentHull)) { return false; }
return true;
}
public bool IsCurrentOrder<T>() where T : AIObjective => CurrentOrder is T;
public bool IsCurrentObjective<T>() where T : AIObjective => CurrentObjective is T;
public bool IsActiveObjective<T>() where T : AIObjective => GetActiveObjective() is T;
public AIObjective GetActiveObjective() => CurrentObjective?.GetActiveObjective();
/// <summary>
/// Returns the last active objective of the specific type.
/// </summary>
public T GetActiveObjective<T>() where T : AIObjective => CurrentObjective?.GetSubObjectivesRecursive(includingSelf: true).LastOrDefault(so => so is T) as T;
/// <summary>
/// Returns all active objectives of the specific type. Creates a new collection -> don't use too frequently.
/// </summary>
public IEnumerable<T> GetActiveObjectives<T>() where T : AIObjective => CurrentObjective?.GetSubObjectivesRecursive(includingSelf: true).Where(so => so is T).Select(so => so as T);
public bool HasActiveObjective<T>() where T : AIObjective => CurrentObjective is T || CurrentObjective != null && CurrentObjective.GetSubObjectivesRecursive().Any(so => so is T);
public bool IsOrder(AIObjective objective)
{
return objective == ForcedOrder || CurrentOrders.Any(o => o.Objective == objective);
}
public bool HasOrders()
{
return ForcedOrder != null || CurrentOrders.Any();
}
public bool HasOrder<T>() where T : AIObjective
{
return ForcedOrder is T || CurrentOrders.Any(o => o.Objective is T);
}
public float GetOrderPriority(AIObjective objective)
{
if (objective == ForcedOrder) { return HighestOrderPriority; }
var currentOrder = CurrentOrders.FirstOrDefault(o => o.Objective == objective);
if (currentOrder.Objective == null)
{
return HighestOrderPriority;
}
else if (currentOrder.ManualPriority > 0)
{
return MathHelper.Lerp(LowestOrderPriority, HighestOrderPriority, MathUtils.InverseLerp(1, CharacterInfo.HighestManualOrderPriority, currentOrder.ManualPriority));
}
#if DEBUG
DebugConsole.AddWarning("Error in order priority: shouldn't return 0!");
#endif
return 0;
}
public OrderInfo? GetCurrentOrderInfo()
{
if (currentOrder == null) { return null; }
return CurrentOrders.FirstOrDefault(o => o.Objective == CurrentOrder);
}
}
}
@@ -36,7 +36,7 @@ namespace Barotrauma
public override float GetPriority()
{
bool isOrder = objectiveManager.CurrentOrder == this;
bool isOrder = objectiveManager.IsOrder(this);
if (!IsAllowed || character.LockHands)
{
Priority = 0;
@@ -51,7 +51,7 @@ namespace Barotrauma
{
if (isOrder)
{
Priority = AIObjectiveManager.OrderPriority;
Priority = objectiveManager.GetOrderPriority(this);
}
ItemComponent target = GetTarget();
Item targetItem = target?.Item;
@@ -69,7 +69,7 @@ namespace Barotrauma
{
if (!isOrder)
{
if (reactor.LastUserWasPlayer && character.TeamID != Character.TeamType.FriendlyNPC ||
if (reactor.LastUserWasPlayer && character.TeamID != CharacterTeamType.FriendlyNPC ||
HumanAIController.IsTrueForAnyCrewMember(c =>
c.ObjectiveManager.CurrentOrder is AIObjectiveOperateItem operateOrder && operateOrder.GetTarget() == target))
{
@@ -89,11 +89,16 @@ namespace Barotrauma
case "powerup":
// Check that we don't already have another order that is targeting the same item.
// Without this the autonomous objective will tell the bot to turn the reactor on again.
if (objectiveManager.CurrentOrder is AIObjectiveOperateItem operateOrder && operateOrder != this && operateOrder.GetTarget() == target && operateOrder.Option != Option)
if (IsAnotherOrderTargetingSameItem(objectiveManager.ForcedOrder) || objectiveManager.CurrentOrders.Any(o => IsAnotherOrderTargetingSameItem(o.Objective)))
{
Priority = 0;
return Priority;
}
bool IsAnotherOrderTargetingSameItem(AIObjective objective)
{
return objective is AIObjectiveOperateItem operateObjective && operateObjective != this && operateObjective.GetTarget() == target && operateObjective.Option != Option;
}
break;
}
}
@@ -101,20 +106,30 @@ namespace Barotrauma
targetItem.Submarine != character.Submarine && !isOrder ||
targetItem.CurrentHull.FireSources.Any() ||
HumanAIController.IsItemOperatedByAnother(target, out _) ||
Character.CharacterList.Any(c => c.CurrentHull == targetItem.CurrentHull && !HumanAIController.IsFriendly(c) && HumanAIController.IsActive(c)))
Character.CharacterList.Any(c => c.CurrentHull == targetItem.CurrentHull && !HumanAIController.IsFriendly(c) && HumanAIController.IsActive(c))
|| component.Item.IgnoreByAI || (useController && controller.Item.IgnoreByAI))
{
Priority = 0;
}
else
{
float value = CumulatedDevotion + (AIObjectiveManager.OrderPriority * PriorityModifier);
float max = isOrder ? MathHelper.Min(AIObjectiveManager.OrderPriority, 90) : AIObjectiveManager.RunPriority - 1;
if (!isOrder && reactor != null && reactor.PowerOn && Option == "powerup")
if (isOrder)
{
// Decrease the priority when targeting a reactor that is already on.
value /= 2;
float max = objectiveManager.GetOrderPriority(this);
float value = CumulatedDevotion + (max * PriorityModifier);
Priority = MathHelper.Clamp(value, 0, max);
}
else
{
float value = CumulatedDevotion + (AIObjectiveManager.LowestOrderPriority * PriorityModifier);
float max = AIObjectiveManager.LowestOrderPriority - 1;
if (reactor != null && reactor.PowerOn && Option == "powerup")
{
// Decrease the priority when targeting a reactor that is already on.
value /= 2;
}
Priority = MathHelper.Clamp(value, 0, max);
}
Priority = MathHelper.Clamp(value, 0, max);
}
}
return Priority;
@@ -137,7 +152,7 @@ namespace Barotrauma
throw new Exception("target null");
#endif
}
else if (target.Item.NonInteractable)
else if (!target.Item.IsInteractable(character))
{
Abandon = true;
}
@@ -153,25 +168,13 @@ namespace Barotrauma
ItemComponent target = GetTarget();
if (useController && controller == null)
{
character.Speak(TextManager.GetWithVariable("DialogCantFindController", "[item]", component.Item.Name, true), null, 2.0f, "cantfindcontroller", 30.0f);
if (character.IsOnPlayerTeam)
{
character.Speak(TextManager.GetWithVariable("DialogCantFindController", "[item]", component.Item.Name, true), null, 2.0f, "cantfindcontroller", 30.0f);
}
Abandon = true;
return;
}
// If this is not an order...
if (objectiveManager.CurrentOrder != this)
{
// Don't allow to operate an item that someone with a better skills already operates
if (HumanAIController.IsItemOperatedByAnother(target, out _))
{
// Don't abandon
return;
}
if (component.Item.IgnoreByAI || (useController && controller.Item.IgnoreByAI))
{
Abandon = true;
return;
}
}
if (operateTarget != null)
{
if (HumanAIController.IsTrueForAnyCrewMember(other => other != HumanAIController && other.ObjectiveManager.GetActiveObjective() is AIObjectiveOperateItem operateObjective && operateObjective.operateTarget == operateTarget))
@@ -215,7 +218,7 @@ namespace Barotrauma
Abandon = true;
return;
}
else if (!character.Inventory.Items.Contains(component.Item))
else if (!character.Inventory.Contains(component.Item))
{
TryAddSubObjective(ref getItemObjective, () => new AIObjectiveGetItem(character, component.Item, objectiveManager, equip: true),
onAbandon: () => Abandon = true,
@@ -241,13 +244,14 @@ namespace Barotrauma
continue;
}
//equip slot already taken
if (character.Inventory.Items[i] != null)
var existingItem = character.Inventory.GetItemAt(i);
if (existingItem != null)
{
//try to put the item in an Any slot, and drop it if that fails
if (!character.Inventory.Items[i].AllowedSlots.Contains(InvSlotType.Any) ||
!character.Inventory.TryPutItem(character.Inventory.Items[i], character, new List<InvSlotType>() { InvSlotType.Any }))
if (!existingItem.AllowedSlots.Contains(InvSlotType.Any) ||
!character.Inventory.TryPutItem(existingItem, character, new List<InvSlotType>() { InvSlotType.Any }))
{
character.Inventory.Items[i].Drop(character);
existingItem.Drop(character);
}
}
if (character.Inventory.TryPutItem(component.Item, i, true, false, character))
@@ -28,7 +28,7 @@ namespace Barotrauma
{
if (pump == null) { return false; }
if (pump.Item.IgnoreByAI) { return false; }
if (pump.Item.NonInteractable) { return false; }
if (!pump.Item.IsInteractable(character)) { return false; }
if (pump.Item.HasTag("ballast")) { return false; }
if (pump.Item.Submarine == null) { return false; }
if (pump.Item.CurrentHull == null) { return false; }
@@ -33,10 +33,14 @@ namespace Barotrauma
public override float GetPriority()
{
if (!IsAllowed)
if (!IsAllowed || Item.IgnoreByAI)
{
Priority = 0;
Abandon = true;
if (IsRepairing())
{
Item.Repairables.ForEach(r => r.StopRepairing(character));
}
return Priority;
}
// TODO: priority list?
@@ -55,13 +59,13 @@ namespace Barotrauma
float dist = Math.Abs(character.WorldPosition.X - Item.WorldPosition.X) + yDist;
distanceFactor = MathHelper.Lerp(1, 0.25f, MathUtils.InverseLerp(0, 4000, dist));
}
float requiredSuccessFactor = objectiveManager.IsCurrentOrder<AIObjectiveRepairItems>() ? 0 : AIObjectiveRepairItems.RequiredSuccessFactor;
float requiredSuccessFactor = objectiveManager.HasOrder<AIObjectiveRepairItems>() ? 0 : AIObjectiveRepairItems.RequiredSuccessFactor;
float severity = isPriority ? 1 : AIObjectiveRepairItems.GetTargetPriority(Item, character, requiredSuccessFactor) / 100;
bool isSelected = IsRepairing();
float selectedBonus = isSelected ? 100 - MaxDevotion : 0;
float devotion = (CumulatedDevotion + selectedBonus) / 100;
float reduction = isPriority ? 1 : isSelected ? 2 : 3;
float max = MathHelper.Min(AIObjectiveManager.OrderPriority - reduction, 90);
float max = AIObjectiveManager.LowestOrderPriority - reduction;
Priority = MathHelper.Lerp(0, max, MathHelper.Clamp(devotion + (severity * distanceFactor * PriorityModifier), 0, 1));
}
return Priority;
@@ -70,7 +74,7 @@ namespace Barotrauma
protected override bool Check()
{
IsCompleted = Item.IsFullCondition;
if (IsCompleted && IsRepairing())
if (character.IsOnPlayerTeam && IsCompleted && IsRepairing())
{
character.Speak(TextManager.GetWithVariable("DialogItemRepaired", "[itemname]", Item.Name, true), null, 0.0f, "itemrepaired", 10.0f);
}
@@ -93,7 +97,10 @@ namespace Barotrauma
var getItemObjective = new AIObjectiveGetItem(character, requiredItem.Identifiers, objectiveManager, true);
if (objectiveManager.IsCurrentOrder<AIObjectiveRepairItems>())
{
getItemObjective.Abandoned += () => character.Speak(TextManager.Get("dialogcannotfindrequireditemtorepair"), null, 0.0f, "dialogcannotfindrequireditemtorepair", 10.0f);
if (character.IsOnPlayerTeam)
{
getItemObjective.Abandoned += () => character.Speak(TextManager.Get("dialogcannotfindrequireditemtorepair"), null, 0.0f, "dialogcannotfindrequireditemtorepair", 10.0f);
}
}
subObjectives.Add(getItemObjective);
}
@@ -107,8 +114,7 @@ namespace Barotrauma
}
if (repairTool != null)
{
var containedItems = repairTool.Item.OwnInventory?.Items;
if (containedItems == null)
if (repairTool.Item.OwnInventory == null)
{
#if DEBUG
DebugConsole.ThrowError($"{character.Name}: AIObjectiveRepairItem failed - the item \"" + repairTool + "\" has no proper inventory");
@@ -116,27 +122,20 @@ namespace Barotrauma
Abandon = true;
return;
}
// Drop empty tanks
foreach (Item containedItem in containedItems)
{
if (containedItem == null) { continue; }
if (containedItem.Condition <= 0.0f)
{
containedItem.Drop(character);
}
}
// Eject empty tanks
HumanAIController.UnequipEmptyItems(repairTool.Item);
RelatedItem item = null;
Item fuel = null;
foreach (RelatedItem requiredItem in repairTool.requiredItems[RelatedItem.RelationType.Contained])
{
item = requiredItem;
fuel = containedItems.FirstOrDefault(it => it != null && it.Condition > 0.0f && requiredItem.MatchesItem(it));
fuel = repairTool.Item.OwnInventory.AllItems.FirstOrDefault(it => it.Condition > 0.0f && requiredItem.MatchesItem(it));
if (fuel != null) { break; }
}
if (fuel == null)
{
RemoveSubObjective(ref goToObjective);
TryAddSubObjective(ref refuelObjective, () => new AIObjectiveContainItem(character, item.Identifiers, repairTool.Item.GetComponent<ItemContainer>(), objectiveManager, spawnItemIfNotFound: character.TeamID == Character.TeamType.FriendlyNPC),
TryAddSubObjective(ref refuelObjective, () => new AIObjectiveContainItem(character, item.Identifiers, repairTool.Item.GetComponent<ItemContainer>(), objectiveManager, spawnItemIfNotFound: character.TeamID == CharacterTeamType.FriendlyNPC),
onCompleted: () => RemoveSubObjective(ref refuelObjective),
onAbandon: () => Abandon = true);
return;
@@ -178,7 +177,7 @@ namespace Barotrauma
}
if (Abandon)
{
if (IsRepairing())
if (character.IsOnPlayerTeam && IsRepairing())
{
character.Speak(TextManager.GetWithVariable("DialogCannotRepair", "[itemname]", Item.Name, true), null, 0.0f, "cannotrepair", 10.0f);
}
@@ -213,7 +212,7 @@ namespace Barotrauma
onAbandon: () =>
{
Abandon = true;
if (IsRepairing())
if (character.IsOnPlayerTeam && IsRepairing())
{
character.Speak(TextManager.GetWithVariable("DialogCannotRepair", "[itemname]", Item.Name, true), null, 0.0f, "cannotrepair", 10.0f);
}
@@ -229,7 +228,7 @@ namespace Barotrauma
{
foreach (RelatedItem requiredItem in kvp.Value)
{
foreach (var item in character.Inventory.Items)
foreach (var item in character.Inventory.AllItems)
{
if (requiredItem.MatchesItem(item))
{
@@ -104,7 +104,7 @@ namespace Barotrauma
}
bool anyFixers = otherFixers > 0;
float ratio = anyFixers ? items / (float)otherFixers : 1;
if (objectiveManager.CurrentOrder == this)
if (objectiveManager.IsOrder(this))
{
return Targets.Sum(t => 100 - t.ConditionPercentage);
}
@@ -149,7 +149,7 @@ namespace Barotrauma
{
if (item == null) { return false; }
if (item.IgnoreByAI) { return false; }
if (item.NonInteractable) { return false; }
if (!item.IsInteractable(character)) { return false; }
if (item.IsFullCondition) { return false; }
if (item.CurrentHull == null) { return false; }
if (item.Submarine == null || character.Submarine == null) { return false; }
@@ -85,7 +85,7 @@ namespace Barotrauma
Item suit = suits.FirstOrDefault();
if (suit != null)
{
AIObjectiveFindDivingGear.DropEmptyTanks(character, suit, out _);
AIObjectiveFindDivingGear.EjectEmptyTanks(character, suit, out _);
}
}
else if (HumanAIController.HasItem(targetCharacter, AIObjectiveFindDivingGear.LIGHT_DIVING_GEAR, out IEnumerable<Item> masks, requireEquipped: true))
@@ -93,7 +93,7 @@ namespace Barotrauma
Item mask = masks.FirstOrDefault();
if (mask != null)
{
AIObjectiveFindDivingGear.DropEmptyTanks(character, mask, out _);
AIObjectiveFindDivingGear.EjectEmptyTanks(character, mask, out _);
}
}
bool ShouldRemoveDivingSuit() => targetCharacter.OxygenAvailable < CharacterHealth.InsufficientOxygenThreshold && targetCharacter.CurrentHull?.LethalPressure <= 0;
@@ -101,7 +101,7 @@ namespace Barotrauma
{
suits.ForEach(suit => suit.Drop(character));
}
else if (suits.Any() && suits.None(s => s.OwnInventory?.Items != null && s.OwnInventory.Items.Any(it => it != null && it.HasTag(AIObjectiveFindDivingGear.OXYGEN_SOURCE) && it.ConditionPercentage > 0)))
else if (suits.Any() && suits.None(s => s.OwnInventory?.AllItems != null && s.OwnInventory.AllItems.Any(it => it.HasTag(AIObjectiveFindDivingGear.OXYGEN_SOURCE) && it.ConditionPercentage > 0)))
{
// The target has a suit equipped with an empty oxygen tank.
// Can't remove the suit, because the target needs it.
@@ -322,7 +322,7 @@ namespace Barotrauma
{
itemListStr = string.Join(" or ", string.Join(", ", itemNameList.Take(itemNameList.Count - 1)), itemNameList.Last());
}
if (targetCharacter != character)
if (targetCharacter != character && character.IsOnPlayerTeam)
{
character.Speak(TextManager.GetWithVariables("DialogListRequiredTreatments", new string[2] { "[targetname]", "[treatmentlist]" },
new string[2] { targetCharacter.Name, itemListStr }, new bool[2] { false, true }),
@@ -331,9 +331,16 @@ namespace Barotrauma
character.DeselectCharacter();
RemoveSubObjective(ref getItemObjective);
TryAddSubObjective(ref getItemObjective,
constructor: () => new AIObjectiveGetItem(character, suitableItemIdentifiers.ToArray(), objectiveManager, equip: true, spawnItemIfNotFound: character.TeamID == Character.TeamType.FriendlyNPC),
constructor: () => new AIObjectiveGetItem(character, suitableItemIdentifiers.ToArray(), objectiveManager, equip: true, spawnItemIfNotFound: character.TeamID == CharacterTeamType.FriendlyNPC),
onCompleted: () => RemoveSubObjective(ref getItemObjective),
onAbandon: () => RemoveSubObjective(ref getItemObjective));
onAbandon: () =>
{
Abandon = true;
if (character != targetCharacter && character.IsOnPlayerTeam)
{
character.Speak(TextManager.GetWithVariable("dialogcannottreatpatient", "[name]", targetCharacter.DisplayName, formatCapitals: false), identifier: "cannottreatpatient", minDurationBetweenSimilar: 20.0f);
}
});
}
}
}
@@ -380,7 +387,7 @@ namespace Barotrauma
return false;
}
bool isCompleted = AIObjectiveRescueAll.GetVitalityFactor(targetCharacter) >= AIObjectiveRescueAll.GetVitalityThreshold(objectiveManager, character, targetCharacter);
if (isCompleted && targetCharacter != character)
if (isCompleted && targetCharacter != character && character.IsOnPlayerTeam)
{
character.Speak(TextManager.GetWithVariable("DialogTargetHealed", "[targetname]", targetCharacter.Name),
null, 1.0f, "targethealed" + targetCharacter.Name, 60.0f);
@@ -427,6 +434,13 @@ namespace Barotrauma
replaceOxygenObjective = null;
safeHull = null;
ignoreOxygen = false;
character.SelectedCharacter = null;
}
public override void OnDeselected()
{
character.SelectedCharacter = null;
base.OnDeselected();
}
}
}
@@ -14,7 +14,7 @@ namespace Barotrauma
public override bool AllowInAnySub => true;
private const float vitalityThreshold = 75;
private const float vitalityThresholdForOrders = 85;
private const float vitalityThresholdForOrders = 90;
public static float GetVitalityThreshold(AIObjectiveManager manager, Character character, Character target)
{
if (manager == null)
@@ -23,7 +23,10 @@ namespace Barotrauma
}
else
{
return character == target || manager.CurrentOrder is AIObjectiveRescueAll ? vitalityThresholdForOrders : vitalityThreshold;
// When targeting player characters, always treat them when ordered, else use the threshold so that minor/non-severe damage is ignored.
// If we ignore any damage when the player orders a bot to do healings, it's observed to cause confusion among the players.
// On the other hand, if the bots too eagerly heal characters when it's not nevessary, it's inefficient and can feel frustrating, because it can't be controlled.
return character == target || manager.CurrentOrder is AIObjectiveRescueAll ? (target.IsPlayer ? 100 : vitalityThresholdForOrders) : vitalityThreshold;
}
}
@@ -37,7 +40,7 @@ namespace Barotrauma
protected override float TargetEvaluation()
{
if (Targets.None()) { return 100; }
if (objectiveManager.CurrentOrder != this)
if (!objectiveManager.IsOrder(this))
{
if (!character.IsMedic && HumanAIController.IsTrueForAnyCrewMember(c => c != HumanAIController && c.Character.IsMedic && !c.Character.IsUnconscious))
{
@@ -19,27 +19,62 @@ namespace Barotrauma
struct OrderInfo
{
public string ComponentIdentifier { get; set; }
public Order Order { get; private set; }
public string OrderOption { get; private set; }
public Order Order { get; }
public string OrderOption { get; }
public int ManualPriority { get; }
public OrderType Type { get; }
public AIObjective Objective { get; }
public bool IsCurrentOrder => Type == OrderType.Current;
public OrderInfo(Order order, string orderOption)
public enum OrderType
{
Current,
Previous
}
private OrderInfo(Order order, string orderOption, int manualPriority, OrderType orderType, AIObjective objective)
{
ComponentIdentifier = "currentorder";
Order = order;
OrderOption = orderOption;
ManualPriority = Math.Min(manualPriority, CharacterInfo.HighestManualOrderPriority);
Type = orderType;
Objective = objective;
}
public OrderInfo(OrderInfo orderInfo)
{
ComponentIdentifier = "previousorder";
Order = orderInfo.Order;
OrderOption = orderInfo.OrderOption;
}
public OrderInfo(Order order, string orderOption, int manualPriority) : this(order, orderOption, manualPriority, OrderType.Current, null) { }
public OrderInfo(Order order, string orderOption, int manualPriority, AIObjective objective) : this(order, orderOption, manualPriority, OrderType.Current, objective) { }
public OrderInfo(OrderInfo orderInfo, int manualPriority) : this(orderInfo.Order, orderInfo.OrderOption, manualPriority, orderInfo.Type, orderInfo.Objective) { }
public OrderInfo(OrderInfo orderInfo, OrderType type) : this(orderInfo.Order, orderInfo.OrderOption, orderInfo.ManualPriority, type, orderInfo.Objective) { }
public bool MatchesOrder(string orderIdentifier, string orderOption) =>
(orderIdentifier == Order?.Identifier || (string.IsNullOrEmpty(orderIdentifier) && string.IsNullOrEmpty(Order?.Identifier))) &&
(orderOption == OrderOption || (string.IsNullOrEmpty(orderOption) && string.IsNullOrEmpty(OrderOption)));
public bool MatchesOrder(Order order, string option) =>
order.Identifier == Order.Identifier &&
option == OrderOption;
MatchesOrder(order?.Identifier, option);
public bool MatchesOrder(OrderInfo orderInfo) =>
MatchesOrder(orderInfo.Order?.Identifier, orderInfo.OrderOption);
public bool MatchesDismissedOrder(string dismissOrderOption)
{
string[] dismissedOrder = dismissOrderOption?.Split('.');
if (dismissedOrder != null && dismissedOrder.Length > 0)
{
string dismissedOrderIdentifier = dismissedOrder.Length > 0 ? dismissedOrder[0] : null;
if (dismissedOrderIdentifier == null || dismissedOrderIdentifier != Order?.Identifier) { return false; }
string dismissedOrderOption = dismissedOrder.Length > 1 ? dismissedOrder[1] : null;
if (dismissedOrderOption == null && string.IsNullOrEmpty(OrderOption)) { return true; }
return dismissedOrderOption == OrderOption;
}
else
{
return false;
}
}
}
class Order
@@ -59,6 +94,10 @@ namespace Barotrauma
public Order Prefab { get; private set; }
public readonly string Name;
/// <summary>
/// Name that can be used with the contextual version of the order
/// </summary>
public readonly string ContextualName;
public readonly Sprite SymbolSprite;
@@ -97,7 +136,6 @@ namespace Barotrauma
public bool TargetAllCharacters { get; }
public bool IsReport => TargetAllCharacters && !MustSetTarget;
public readonly float FadeOutTime;
public Entity TargetEntity;
@@ -119,9 +157,9 @@ namespace Barotrauma
private readonly Dictionary<string, Sprite> minimapIcons;
public Dictionary<string, Sprite> MinimapIcons => IsPrefab ? minimapIcons : Prefab.minimapIcons;
public readonly float Weight;
public readonly bool MustSetTarget;
public readonly string AppropriateSkill;
public readonly bool Hidden;
public bool HasOptions => (IsPrefab ? Options : Prefab.Options).Length > 1;
public bool IsPrefab { get; private set; }
@@ -159,6 +197,11 @@ namespace Barotrauma
public int? WallSectionIndex { get; }
public bool IsIgnoreOrder { get; }
/// <summary>
/// Should the order icon be drawn when the order target is inside a container
/// </summary>
public bool DrawIconWhenContained { get; }
public static void Init()
{
Prefabs = new Dictionary<string, Order>();
@@ -239,7 +282,8 @@ namespace Barotrauma
private Order(XElement orderElement)
{
Identifier = orderElement.GetAttributeString("identifier", "");
Name = TextManager.Get("OrderName." + Identifier, true) ?? "Name not found";
Name = TextManager.Get("OrderName." + Identifier, returnNull: true) ?? "Name not found";
ContextualName = TextManager.Get("OrderNameContextual." + Identifier, returnNull: true) ?? Name;
string targetItemType = orderElement.GetAttributeString("targetitemtype", "");
if (!string.IsNullOrWhiteSpace(targetItemType))
@@ -267,6 +311,7 @@ namespace Barotrauma
if (!string.IsNullOrWhiteSpace(category)) { this.Category = (OrderCategory)Enum.Parse(typeof(OrderCategory), category, true); }
MustSetTarget = orderElement.GetAttributeBool("mustsettarget", false);
AppropriateSkill = orderElement.GetAttributeString("appropriateskill", null);
Hidden = orderElement.GetAttributeBool("hidden", false);
var optionNames = TextManager.Get("OrderOptions." + Identifier, true)?.Split(',', '') ??
orderElement.GetAttributeStringArray("optionnames", new string[0]);
@@ -315,6 +360,7 @@ namespace Barotrauma
IsPrefab = true;
MustManuallyAssign = orderElement.GetAttributeBool("mustmanuallyassign", false);
IsIgnoreOrder = Identifier == "ignorethis" || Identifier == "unignorethis";
DrawIconWhenContained = orderElement.GetAttributeBool("displayiconwhencontained", false);
}
/// <summary>
@@ -324,23 +370,26 @@ namespace Barotrauma
{
Prefab = prefab.Prefab ?? prefab;
Name = prefab.Name;
Identifier = prefab.Identifier;
ItemComponentType = prefab.ItemComponentType;
CanTypeBeSubclass = prefab.CanTypeBeSubclass;
TargetItems = prefab.TargetItems;
Options = prefab.Options;
SymbolSprite = prefab.SymbolSprite;
Color = prefab.Color;
UseController = prefab.UseController;
TargetAllCharacters = prefab.TargetAllCharacters;
AppropriateJobs = prefab.AppropriateJobs;
FadeOutTime = prefab.FadeOutTime;
MustSetTarget = prefab.MustSetTarget;
AppropriateSkill = prefab.AppropriateSkill;
Category = prefab.Category;
MustManuallyAssign = prefab.MustManuallyAssign;
IsIgnoreOrder = prefab.IsIgnoreOrder;
Name = prefab.Name;
ContextualName = prefab.ContextualName;
Identifier = prefab.Identifier;
ItemComponentType = prefab.ItemComponentType;
CanTypeBeSubclass = prefab.CanTypeBeSubclass;
TargetItems = prefab.TargetItems;
Options = prefab.Options;
SymbolSprite = prefab.SymbolSprite;
Color = prefab.Color;
UseController = prefab.UseController;
TargetAllCharacters = prefab.TargetAllCharacters;
AppropriateJobs = prefab.AppropriateJobs;
FadeOutTime = prefab.FadeOutTime;
MustSetTarget = prefab.MustSetTarget;
AppropriateSkill = prefab.AppropriateSkill;
Category = prefab.Category;
MustManuallyAssign = prefab.MustManuallyAssign;
IsIgnoreOrder = prefab.IsIgnoreOrder;
DrawIconWhenContained = prefab.DrawIconWhenContained;
Hidden = prefab.Hidden;
OrderGiver = orderGiver;
TargetEntity = targetEntity;
@@ -351,9 +400,7 @@ namespace Barotrauma
ConnectedController = targetItem.Item?.FindController();
if (ConnectedController == null)
{
#if DEBUG
throw new Exception("Tried to use controller, but couldn't find one");
#endif
DebugConsole.AddWarning("AI: Tried to use a controller for operating an item, but couldn't find any.");
UseController = false;
}
}
@@ -400,7 +447,7 @@ namespace Barotrauma
orderOption ??= "";
string messageTag = (givingOrderToSelf && !TargetAllCharacters ? "OrderDialogSelf." : "OrderDialog.") + Identifier;
if (!string.IsNullOrEmpty(orderOption)) { messageTag += "." + orderOption; }
if (Identifier != "dismissed" && !string.IsNullOrEmpty(orderOption)) { messageTag += "." + orderOption; }
if (targetCharacterName == null) { targetCharacterName = ""; }
if (targetRoomName == null) { targetRoomName = ""; }
@@ -433,7 +480,8 @@ namespace Barotrauma
return firstMatchingComponent != null;
}
public List<Item> GetMatchingItems(Submarine submarine, bool mustBelongToPlayerSub, Character.TeamType? requiredTeam = null)
/// <param name="interactableFor">Only returns items which are interactable for this character</param>
public List<Item> GetMatchingItems(Submarine submarine, bool mustBelongToPlayerSub, CharacterTeamType? requiredTeam = null, Character interactableFor = null)
{
List<Item> matchingItems = new List<Item>();
if (submarine == null) { return matchingItems; }
@@ -456,16 +504,23 @@ namespace Barotrauma
{
matchingItems.RemoveAll(i => i.Components.None(c => c.GetType() == ItemComponentType) && !i.TryFindController(out _));
}
if (interactableFor != null)
{
matchingItems.RemoveAll(it => !it.IsInteractable(interactableFor) ||
(UseController && it.FindController() is Controller c && !c.Item.IsInteractable(interactableFor)));
}
}
return matchingItems;
}
public List<Item> GetMatchingItems(bool mustBelongToPlayerSub)
/// <param name="interactableFor">Only returns items which are interactable for this character</param>
public List<Item> GetMatchingItems(bool mustBelongToPlayerSub, Character interactableFor = null)
{
Submarine submarine = Character.Controlled != null && Character.Controlled.TeamID == Character.TeamType.Team2 && Submarine.MainSubs.Length > 1 ?
Submarine submarine = Character.Controlled != null && Character.Controlled.TeamID == CharacterTeamType.Team2 && Submarine.MainSubs.Length > 1 ?
Submarine.MainSubs[1] :
Submarine.MainSub;
return GetMatchingItems(submarine, mustBelongToPlayerSub);
return GetMatchingItems(submarine, mustBelongToPlayerSub, interactableFor: interactableFor);
}
public string GetOptionName(string id)
@@ -478,5 +533,23 @@ namespace Barotrauma
if (index < 0 || index >= Options.Length) { return null; }
return GetOptionName(Options[index]);
}
/// <summary>
/// Used to create the order option for the Dismiss order to know which order it targets
/// </summary>
/// <param name="orderInfo">The order to target with the dismiss order</param>
public static string GetDismissOrderOption(OrderInfo orderInfo)
{
if (orderInfo.Order != null)
{
string option = orderInfo.Order.Identifier;
if (!string.IsNullOrEmpty(orderInfo.OrderOption))
{
option += $".{orderInfo.OrderOption}";
}
return option;
}
return "";
}
}
}
@@ -254,11 +254,8 @@ namespace Barotrauma
{
if (AiController.Character.Inventory != null)
{
var items = AiController.Character.Inventory.Items;
for (int i = 0; i < items.Length; i++)
foreach (Item item in AiController.Character.Inventory.AllItems)
{
var item = items[i];
if (item == null) { continue; }
var tag = item.GetComponent<NameTag>();
if (tag != null && !string.IsNullOrWhiteSpace(tag.WrittenName))
{
@@ -358,7 +355,7 @@ namespace Barotrauma
XElement petElement = new XElement("pet",
new XAttribute("speciesname", c.SpeciesName),
new XAttribute("ownerid", petBehavior.Owner?.ID ?? Entity.NullEntityID),
new XAttribute("ownerhash", petBehavior.Owner?.Info?.GetIdentifier() ?? 0),
new XAttribute("seed", c.Seed));
var petBehaviorElement = new XElement("petbehavior",
@@ -387,16 +384,19 @@ namespace Barotrauma
{
string speciesName = subElement.GetAttributeString("speciesname", "");
string seed = subElement.GetAttributeString("seed", "123");
ushort ownerID = (ushort)subElement.GetAttributeInt("ownerid", 0);
int ownerHash = subElement.GetAttributeInt("ownerhash", 0);
Vector2 spawnPos = Vector2.Zero;
Character owner = Entity.FindEntityByID(ownerID) as Character;
if (owner != null)
Character owner = Character.CharacterList.Find(c => c.Info?.GetIdentifier() == ownerHash);
if (owner != null && owner.Submarine?.Info.Type == SubmarineType.Player)
{
spawnPos = owner.WorldPosition;
}
else
{
var spawnPoint = WayPoint.WayPointList.Where(wp => wp.SpawnType == SpawnType.Human && wp.Submarine?.Info.Type == SubmarineType.Player).GetRandom();
//try to find a spawnpoint in the main sub
var spawnPoint = WayPoint.WayPointList.Where(wp => wp.SpawnType == SpawnType.Human && wp.Submarine == Submarine.MainSub).GetRandom();
//if not found, try any player sub (shuttle/drone etc)
spawnPoint ??= WayPoint.WayPointList.Where(wp => wp.SpawnType == SpawnType.Human && wp.Submarine?.Info.Type == SubmarineType.Player).GetRandom();
spawnPos = spawnPoint?.WorldPosition ?? Submarine.MainSub.WorldPosition;
}
var pet = Character.Create(speciesName, spawnPos, seed);
@@ -94,20 +94,24 @@ namespace Barotrauma
{
Vector2 targetVel = target - host.SimPosition;
if (targetVel.LengthSquared() < 0.00001f) return Vector2.Zero;
if (targetVel.LengthSquared() < 0.00001f) { return Vector2.Zero; }
targetVel = Vector2.Normalize(targetVel) * weight;
Vector2 newSteering = targetVel - host.Steering;
// TODO: the code below doesn't quite work as it should, and I'm not sure what the purpose of it is/was.
// So, we'll just return the targetVel for now, as it produces smooth results.
return targetVel;
if (newSteering == Vector2.Zero) return Vector2.Zero;
//Vector2 newSteering = targetVel - host.Steering;
float steeringSpeed = (newSteering + host.Steering).Length();
if (steeringSpeed > Math.Abs(weight))
{
newSteering = Vector2.Normalize(newSteering) * Math.Abs(weight);
}
//if (newSteering == Vector2.Zero) return Vector2.Zero;
return newSteering;
//float steeringSpeed = (newSteering + host.Steering).Length();
//if (steeringSpeed > Math.Abs(weight))
//{
// newSteering = Vector2.Normalize(newSteering) * Math.Abs(weight);
//}
//return newSteering;
}
protected virtual Vector2 DoSteeringWander(float weight)
@@ -35,7 +35,7 @@ namespace Barotrauma
private static IEnumerable<MapEntity> GetThalamusEntities(Submarine wreck, string tag) => MapEntity.mapEntityList.Where(e => e.Submarine == wreck && e.prefab != null && IsThalamus(e.prefab, tag));
private static bool IsThalamus(MapEntityPrefab entityPrefab, string tag) => entityPrefab.Category == MapEntityCategory.Thalamus || entityPrefab.Tags.Contains(tag);
private static bool IsThalamus(MapEntityPrefab entityPrefab, string tag) => entityPrefab.HasSubCategory("thalamus") || entityPrefab.Tags.Contains(tag);
public WreckAI(Submarine wreck)
{
@@ -131,7 +131,7 @@ namespace Barotrauma
if (container == null) { continue; }
for (int i = 0; i < container.Inventory.Capacity; i++)
{
if (container.Inventory.Items[i] != null) { continue; }
if (container.Inventory.GetItemAt(i) != null) { continue; }
if (MapEntityPrefab.List.GetRandom(e => e is ItemPrefab i && container.CanBeContained(i) &&
Config.ForbiddenAmmunition.None(id => id.Equals(i.Identifier, StringComparison.OrdinalIgnoreCase)), Rand.RandSync.Server) is ItemPrefab ammoPrefab)
{
@@ -246,7 +246,7 @@ namespace Barotrauma
initialCellsSpawned = true;
}
private void Kill()
public void Kill()
{
thalamusItems.ForEach(i => i.Condition = 0);
foreach (var turret in turrets)
@@ -319,25 +319,33 @@ namespace Barotrauma
private readonly List<Hull> populatedHulls = new List<Hull>();
private float cellSpawnTimer;
private float CellSpawnTime => Config.AgentSpawnDelay;
private float CellSpawnRandomFactor => Config.AgentSpawnDelayRandomFactor;
private int MinCellsPerBrainRoom => Config.MinAgentsPerBrainRoom;
private int MaxCellsPerRoom => Config.MaxAgentsPerRoom;
private int MinCellsOutside => Config.MinAgentsOutside;
private int MaxCellsOutside => Config.MaxAgentsOutside;
private int MinCellsInside => Config.MinAgentsInside;
private int MaxCellsInside => Config.MaxAgentsInside;
private int MaxCellCount => Config.MaxAgentCount;
private int MinCellsPerBrainRoom => CalculateCellCount(0, Config.MinAgentsPerBrainRoom);
private int MaxCellsPerRoom => CalculateCellCount(1, Config.MaxAgentsPerRoom);
private int MinCellsOutside => CalculateCellCount(0, Config.MinAgentsOutside);
private int MaxCellsOutside => CalculateCellCount(0, Config.MaxAgentsOutside);
private int MinCellsInside => CalculateCellCount(2, Config.MinAgentsInside);
private int MaxCellsInside => CalculateCellCount(3, Config.MaxAgentsInside);
private int MaxCellCount => CalculateCellCount(5, Config.MaxAgentCount);
private float MinWaterLevel => Config.MinWaterLevel;
private int CalculateCellCount(int minValue, int maxValue)
{
if (maxValue == 0) { return 0; }
return (int)Math.Round(MathHelper.Lerp(minValue, maxValue, Level.Loaded.Difficulty * 0.01f * Config.AgentSpawnCountDifficultyMultiplier));
}
private float GetSpawnTime() =>
Math.Max(Config.AgentSpawnDelay * Rand.Range(Config.AgentSpawnDelayRandomFactor, 1 + Config.AgentSpawnDelayRandomFactor)
/ (Math.Max(Level.Loaded.Difficulty, 1) * 0.01f * Config.AgentSpawnDelayDifficultyMultiplier), Config.AgentSpawnDelay);
void UpdateReinforcements(float deltaTime)
{
if (protectiveCells.Count >= MaxCellCount || spawnOrgans.Count == 0) { return; }
if (spawnOrgans.Count == 0) { return; }
cellSpawnTimer -= deltaTime;
if (cellSpawnTimer < 0)
{
TrySpawnCell(out _, spawnOrgans.GetRandom());
cellSpawnTimer = CellSpawnTime * Rand.Range(CellSpawnRandomFactor, 1 + CellSpawnRandomFactor);
cellSpawnTimer = GetSpawnTime();
}
}
@@ -364,7 +372,7 @@ namespace Barotrauma
cell = Character.Create(Config.DefensiveAgent, targetEntity.WorldPosition, ToolBox.RandomSeed(8), hasAi: true, createNetworkEvent: true);
protectiveCells.Add(cell);
cell.OnDeath += OnCellDeath;
cellSpawnTimer = CellSpawnTime * Rand.Range(CellSpawnRandomFactor, 1 + CellSpawnRandomFactor);
cellSpawnTimer = GetSpawnTime();
return true;
}
@@ -42,6 +42,12 @@ namespace Barotrauma
[Serialize(0.5f, false)]
public float AgentSpawnDelayRandomFactor { get; private set; }
[Serialize(1f, false)]
public float AgentSpawnDelayDifficultyMultiplier { get; private set; }
[Serialize(1f, false)]
public float AgentSpawnCountDifficultyMultiplier { get; private set; }
[Serialize(0, false)]
public int MinAgentsPerBrainRoom { get; private set; }