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
@@ -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()