(965c31410a) Unstable v0.10.4.0
This commit is contained in:
+354
-117
@@ -1,9 +1,9 @@
|
||||
using Barotrauma.Items.Components;
|
||||
using Barotrauma.Extensions;
|
||||
using Barotrauma.Items.Components;
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Barotrauma.Extensions;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
@@ -18,13 +18,17 @@ namespace Barotrauma
|
||||
private readonly CombatMode initialMode;
|
||||
|
||||
private float seekWeaponsTimer;
|
||||
const float seekWeaponsInterval = 1;
|
||||
private readonly float seekWeaponsInterval = 1;
|
||||
private float ignoreWeaponTimer;
|
||||
const float ignoredWeaponsClearTime = 10;
|
||||
private readonly float ignoredWeaponsClearTime = 10;
|
||||
|
||||
const float coolDown = 10.0f;
|
||||
// Won't take the offensive with weapons that have lower priority than this
|
||||
const float goodWeaponPriority = 30;
|
||||
// Won't (by default) start the offensive with weapons that have lower priority than this
|
||||
private readonly float goodWeaponPriority = 30;
|
||||
|
||||
private readonly float arrestHoldFireTime = 8;
|
||||
private float holdFireTimer;
|
||||
private bool hasAimed;
|
||||
private bool isLethalWeapon;
|
||||
|
||||
public Character Enemy { get; private set; }
|
||||
public bool HoldPosition { get; set; }
|
||||
@@ -37,6 +41,7 @@ namespace Barotrauma
|
||||
{
|
||||
_weapon = value;
|
||||
_weaponComponent = null;
|
||||
hasAimed = false;
|
||||
RemoveSubObjective(ref seekAmmunition);
|
||||
}
|
||||
}
|
||||
@@ -73,16 +78,36 @@ namespace Barotrauma
|
||||
private IEnumerable<FarseerPhysics.Dynamics.Body> myBodies;
|
||||
private float aimTimer;
|
||||
|
||||
private bool canSeeTarget;
|
||||
private float visibilityCheckTimer;
|
||||
private readonly float visibilityCheckInterval = 0.2f;
|
||||
|
||||
/// <summary>
|
||||
/// Aborts the objective when this condition is true
|
||||
/// </summary>
|
||||
public Func<bool> abortCondition;
|
||||
|
||||
public bool allowHoldFire;
|
||||
|
||||
/// <summary>
|
||||
/// Don't start using a weapon if this condition is true
|
||||
/// </summary>
|
||||
public Func<bool> holdFireCondition;
|
||||
|
||||
public enum CombatMode
|
||||
{
|
||||
Defensive,
|
||||
Offensive,
|
||||
Arrest,
|
||||
Retreat
|
||||
}
|
||||
|
||||
public CombatMode Mode { get; private set; }
|
||||
|
||||
public AIObjectiveCombat(Character character, Character enemy, CombatMode mode, AIObjectiveManager objectiveManager, float priorityModifier = 1)
|
||||
private bool IsOffensiveOrArrest => initialMode == CombatMode.Offensive || initialMode == CombatMode.Arrest;
|
||||
private bool TargetEliminated => Enemy == null || Enemy.Removed || Enemy.IsUnconscious;
|
||||
|
||||
public AIObjectiveCombat(Character character, Character enemy, CombatMode mode, AIObjectiveManager objectiveManager, float priorityModifier = 1, float coolDown = 10.0f)
|
||||
: base(character, objectiveManager, priorityModifier)
|
||||
{
|
||||
Enemy = enemy;
|
||||
@@ -103,7 +128,16 @@ namespace Barotrauma
|
||||
|
||||
public override float GetPriority()
|
||||
{
|
||||
Priority = (Enemy != null && (Enemy.Removed || Enemy.IsDead)) ? 0 : Math.Min(100 * PriorityModifier, 100);
|
||||
if (character.TeamID == Character.TeamType.FriendlyNPC && Enemy != null)
|
||||
{
|
||||
if (Enemy.Submarine == null || (Enemy.Submarine.TeamID != character.TeamID && Enemy.Submarine != character.Submarine))
|
||||
{
|
||||
Priority = 0;
|
||||
return Priority;
|
||||
}
|
||||
}
|
||||
float damageFactor = MathUtils.InverseLerp(0.0f, 5.0f, HumanAIController.GetDamageDoneByAttacker(Enemy) / 100.0f);
|
||||
Priority = TargetEliminated ? 0 : Math.Min((95 + damageFactor) * PriorityModifier, 100);
|
||||
return Priority;
|
||||
}
|
||||
|
||||
@@ -121,43 +155,55 @@ namespace Barotrauma
|
||||
|
||||
protected override bool Check()
|
||||
{
|
||||
if (initialMode == CombatMode.Offensive && Mode != CombatMode.Offensive)
|
||||
if (IsOffensiveOrArrest && Mode != initialMode)
|
||||
{
|
||||
Abandon = true;
|
||||
SteeringManager.Reset();
|
||||
return false;
|
||||
}
|
||||
bool completed = (Enemy != null && (Enemy.Removed || Enemy.IsDead)) || (initialMode != CombatMode.Offensive && coolDownTimer <= 0);
|
||||
if (completed)
|
||||
{
|
||||
if (objectiveManager.CurrentOrder == this && Enemy != null && Enemy.IsDead)
|
||||
{
|
||||
character.Speak(TextManager.Get("DialogTargetDown"), null, 3.0f, "targetdown", 30.0f);
|
||||
}
|
||||
if (Weapon != null)
|
||||
{
|
||||
Unequip();
|
||||
}
|
||||
}
|
||||
return completed;
|
||||
return IsEnemyDisabled || (!IsOffensiveOrArrest && coolDownTimer <= 0);
|
||||
}
|
||||
|
||||
private bool IsEnemyDisabled => Enemy == null || Enemy.Removed || Enemy.IsDead;
|
||||
|
||||
protected override void Act(float deltaTime)
|
||||
{
|
||||
if (initialMode != CombatMode.Offensive)
|
||||
if (abortCondition != null && abortCondition())
|
||||
{
|
||||
Abandon = true;
|
||||
SteeringManager.Reset();
|
||||
return;
|
||||
}
|
||||
if (!IsOffensiveOrArrest)
|
||||
{
|
||||
coolDownTimer -= deltaTime;
|
||||
}
|
||||
if (seekAmmunition == null)
|
||||
{
|
||||
if (Mode != CombatMode.Retreat && TryArm() && Enemy != null && !Enemy.Removed)
|
||||
if (Mode != CombatMode.Retreat && TryArm() && !IsEnemyDisabled)
|
||||
{
|
||||
OperateWeapon(deltaTime);
|
||||
}
|
||||
if (!HoldPosition && seekAmmunition == null)
|
||||
if (!HoldPosition)
|
||||
{
|
||||
Move(deltaTime);
|
||||
}
|
||||
switch (Mode)
|
||||
{
|
||||
case CombatMode.Offensive:
|
||||
if (TargetEliminated && objectiveManager.IsCurrentOrder<AIObjectiveFightIntruders>())
|
||||
{
|
||||
// TODO: enable
|
||||
//character.Speak(TextManager.Get("DialogTargetDown"), null, 3.0f, "targetdown", 30.0f);
|
||||
}
|
||||
break;
|
||||
case CombatMode.Arrest:
|
||||
if (HumanAIController.HasItem(Enemy, "handlocker", out _, requireEquipped: true))
|
||||
{
|
||||
IsCompleted = true;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -166,6 +212,7 @@ namespace Barotrauma
|
||||
switch (Mode)
|
||||
{
|
||||
case CombatMode.Offensive:
|
||||
case CombatMode.Arrest:
|
||||
Engage();
|
||||
break;
|
||||
case CombatMode.Defensive:
|
||||
@@ -190,7 +237,7 @@ namespace Barotrauma
|
||||
{
|
||||
seekWeaponsTimer = seekWeaponsInterval;
|
||||
// First go through all weapons and try to reload without seeking ammunition
|
||||
var allWeapons = GetAllWeapons().ToList();
|
||||
var allWeapons = GetAllWeapons();
|
||||
while (allWeapons.Any())
|
||||
{
|
||||
Weapon = GetWeapon(allWeapons, out _weaponComponent);
|
||||
@@ -206,16 +253,6 @@ namespace Barotrauma
|
||||
Weapon = null;
|
||||
continue;
|
||||
}
|
||||
if (initialMode == CombatMode.Offensive)
|
||||
{
|
||||
// In the offensive mode, let's ignore weapons that cannot be used in the offensive mode
|
||||
if (WeaponComponent.CombatPriority < goodWeaponPriority)
|
||||
{
|
||||
allWeapons.Remove(WeaponComponent);
|
||||
Weapon = null;
|
||||
continue;
|
||||
}
|
||||
}
|
||||
if (IsLoaded(WeaponComponent))
|
||||
{
|
||||
// All good, the weapon is loaded
|
||||
@@ -253,6 +290,10 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
}
|
||||
if (Weapon == null)
|
||||
{
|
||||
Mode = CombatMode.Retreat;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -261,14 +302,6 @@ namespace Barotrauma
|
||||
Weapon = null;
|
||||
}
|
||||
}
|
||||
if (Weapon == null)
|
||||
{
|
||||
Mode = CombatMode.Retreat;
|
||||
}
|
||||
else
|
||||
{
|
||||
Mode = WeaponComponent.CombatPriority >= goodWeaponPriority ? initialMode : CombatMode.Defensive;
|
||||
}
|
||||
return Weapon != null;
|
||||
|
||||
bool CheckWeapon(bool seekAmmo)
|
||||
@@ -296,6 +329,7 @@ namespace Barotrauma
|
||||
{
|
||||
case CombatMode.Offensive:
|
||||
case CombatMode.Defensive:
|
||||
case CombatMode.Arrest:
|
||||
if (Equip())
|
||||
{
|
||||
Attack(deltaTime);
|
||||
@@ -308,29 +342,163 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
private Item GetWeapon(out ItemComponent weaponComponent)
|
||||
{
|
||||
GetAllWeapons();
|
||||
return GetWeapon(weapons, out weaponComponent);
|
||||
}
|
||||
private Item GetWeapon(out ItemComponent weaponComponent) => GetWeapon(GetAllWeapons(), out weaponComponent);
|
||||
|
||||
private Item GetWeapon(IEnumerable<ItemComponent> weaponList, out ItemComponent weaponComponent)
|
||||
{
|
||||
weaponComponent = weaponList.OrderByDescending(w => CalculateWeaponPriority(w)).FirstOrDefault();
|
||||
if (weaponComponent == null) { return null; }
|
||||
if (weaponComponent.CombatPriority < 1) { return null; }
|
||||
return weaponComponent.Item;
|
||||
}
|
||||
|
||||
private float CalculateWeaponPriority(ItemComponent weapon)
|
||||
{
|
||||
float priority = weapon.CombatPriority;
|
||||
// Halve the priority for weapons that don't have proper ammunition loaded.
|
||||
if (!weapon.HasRequiredContainedItems(character, addMessage: false))
|
||||
weaponComponent = null;
|
||||
float bestPriority = 0;
|
||||
float lethalDmg = -1;
|
||||
foreach (var weapon in weaponList)
|
||||
{
|
||||
priority /= 2;
|
||||
// By default, the bots won't go offensive with bad weapons, unless they are close to the enemy or ordered to fight enemies.
|
||||
// NPC characters ignore this check.
|
||||
if ((initialMode == CombatMode.Offensive || initialMode == CombatMode.Arrest) && character.TeamID != Character.TeamType.FriendlyNPC)
|
||||
{
|
||||
if (!objectiveManager.IsCurrentOrder<AIObjectiveFightIntruders>() && !EnemyIsClose())
|
||||
{
|
||||
if (weapon.CombatPriority < goodWeaponPriority)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
float priority = weapon.CombatPriority;
|
||||
if (!IsLoaded(weapon))
|
||||
{
|
||||
if (weapon is RangedWeapon && EnemyIsClose())
|
||||
{
|
||||
// Close to the enemy. Ignore weapons that don't have any ammunition (-> Don't seek ammo).
|
||||
continue;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Halve the priority for weapons that don't have proper ammunition loaded.
|
||||
priority /= 2;
|
||||
}
|
||||
}
|
||||
if (Enemy.Stun > 1)
|
||||
{
|
||||
// Enemy is stunned, reduce the priority of stunner weapons.
|
||||
Attack attack = GetAttackDefinition(weapon);
|
||||
if (attack != null)
|
||||
{
|
||||
lethalDmg = attack.GetTotalDamage();
|
||||
float max = lethalDmg + 1;
|
||||
if (weapon.Item.HasTag("stunner"))
|
||||
{
|
||||
priority = max;
|
||||
}
|
||||
else
|
||||
{
|
||||
float stunDmg = ApproximateStunDamage(weapon, attack);
|
||||
float diff = stunDmg - lethalDmg;
|
||||
priority = Math.Clamp(priority - Math.Max(diff * 2, 0), min: 1, max);
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (Mode == CombatMode.Arrest)
|
||||
{
|
||||
// Enemy is not stunned, increase the priority of stunner weapons and decrease the priority of lethal weapons.
|
||||
if (weapon.Item.HasTag("stunner"))
|
||||
{
|
||||
priority *= 2;
|
||||
}
|
||||
else
|
||||
{
|
||||
Attack attack = GetAttackDefinition(weapon);
|
||||
if (attack != null)
|
||||
{
|
||||
lethalDmg = attack.GetTotalDamage();
|
||||
float stunDmg = ApproximateStunDamage(weapon, attack);
|
||||
float diff = stunDmg - lethalDmg;
|
||||
if (diff < 0)
|
||||
{
|
||||
priority /= 2;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if (priority > bestPriority)
|
||||
{
|
||||
weaponComponent = weapon;
|
||||
bestPriority = priority;
|
||||
}
|
||||
}
|
||||
if (weaponComponent == null) { return null; }
|
||||
if (bestPriority < 1) { return null; }
|
||||
if (Mode == CombatMode.Arrest)
|
||||
{
|
||||
if (weaponComponent.Item.HasTag("stunner"))
|
||||
{
|
||||
isLethalWeapon = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (lethalDmg < 0)
|
||||
{
|
||||
lethalDmg = GetLethalDamage(weaponComponent);
|
||||
}
|
||||
isLethalWeapon = lethalDmg > 1;
|
||||
}
|
||||
if (allowHoldFire && !hasAimed && holdFireTimer <= 0)
|
||||
{
|
||||
holdFireTimer = arrestHoldFireTime * Rand.Range(0.75f, 1.25f);
|
||||
}
|
||||
}
|
||||
return weaponComponent.Item;
|
||||
|
||||
bool EnemyIsClose() => character.CurrentHull == Enemy.CurrentHull || Vector2.DistanceSquared(character.Position, Enemy.Position) < 500;
|
||||
|
||||
Attack GetAttackDefinition(ItemComponent weapon)
|
||||
{
|
||||
Attack attack = null;
|
||||
if (weapon is MeleeWeapon meleeWeapon)
|
||||
{
|
||||
attack = meleeWeapon.Attack;
|
||||
}
|
||||
else if (weapon is RangedWeapon rangedWeapon)
|
||||
{
|
||||
attack = rangedWeapon.FindProjectile(triggerOnUseOnContainers: false)?.Attack;
|
||||
}
|
||||
return attack;
|
||||
}
|
||||
|
||||
float GetLethalDamage(ItemComponent weapon)
|
||||
{
|
||||
float lethalDmg = 0;
|
||||
Attack attack = GetAttackDefinition(weapon);
|
||||
if (attack != null)
|
||||
{
|
||||
lethalDmg = attack.GetTotalDamage();
|
||||
}
|
||||
return lethalDmg;
|
||||
}
|
||||
|
||||
float ApproximateStunDamage(ItemComponent weapon, Attack attack)
|
||||
{
|
||||
// Try to reduce the priority using the actual damage values and status effects.
|
||||
// This is an approximation, because we can't check the status effect conditions here.
|
||||
// The result might be incorrect if there is a high stun effect that's only applied in certain conditions.
|
||||
var statusEffects = attack.StatusEffects.Where(se => !se.HasConditions && se.type == ActionType.OnUse && se.HasRequiredItems(character));
|
||||
if (weapon.statusEffectLists != null && weapon.statusEffectLists.TryGetValue(ActionType.OnUse, out List<StatusEffect> hitEffects))
|
||||
{
|
||||
statusEffects = statusEffects.Concat(hitEffects);
|
||||
}
|
||||
float afflictionsStun = attack.Afflictions.Keys.Sum(a => a.Identifier == "stun" ? a.Strength : 0);
|
||||
float effectsStun = statusEffects.None() ? 0 : statusEffects.Max(se =>
|
||||
{
|
||||
float stunAmount = 0;
|
||||
var stunAffliction = se.Afflictions.Find(a => a.Identifier == "stun");
|
||||
if (stunAffliction != null)
|
||||
{
|
||||
stunAmount = stunAffliction.Strength;
|
||||
}
|
||||
return stunAmount;
|
||||
});
|
||||
return attack.Stun + afflictionsStun + effectsStun;
|
||||
}
|
||||
return priority;
|
||||
}
|
||||
|
||||
private HashSet<ItemComponent> GetAllWeapons()
|
||||
@@ -354,30 +522,9 @@ namespace Barotrauma
|
||||
if (item == null) { return; }
|
||||
foreach (var component in item.Components)
|
||||
{
|
||||
if (component is RangedWeapon rw)
|
||||
if (component.CombatPriority > 0)
|
||||
{
|
||||
weaponList.Add(rw);
|
||||
}
|
||||
else if (component is MeleeWeapon mw)
|
||||
{
|
||||
weaponList.Add(mw);
|
||||
}
|
||||
else
|
||||
{
|
||||
var effects = component.statusEffectLists;
|
||||
if (effects != null)
|
||||
{
|
||||
foreach (var statusEffects in effects.Values)
|
||||
{
|
||||
foreach (var statusEffect in statusEffects)
|
||||
{
|
||||
if (statusEffect.Afflictions.Any())
|
||||
{
|
||||
weaponList.Add(component);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
weaponList.Add(component);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -423,11 +570,11 @@ namespace Barotrauma
|
||||
|
||||
private void Retreat(float deltaTime)
|
||||
{
|
||||
RemoveSubObjective(ref followTargetObjective);
|
||||
RemoveFollowTarget();
|
||||
RemoveSubObjective(ref seekAmmunition);
|
||||
if (retreatObjective != null && retreatObjective.Target != retreatTarget)
|
||||
{
|
||||
retreatObjective = null;
|
||||
RemoveSubObjective(ref retreatObjective);
|
||||
}
|
||||
if (retreatTarget == null || (retreatObjective != null && !retreatObjective.CanBeCompleted))
|
||||
{
|
||||
@@ -437,7 +584,7 @@ namespace Barotrauma
|
||||
}
|
||||
else
|
||||
{
|
||||
retreatTarget = findSafety.FindBestHull(HumanAIController.VisibleHulls);
|
||||
retreatTarget = findSafety.FindBestHull(HumanAIController.VisibleHulls, allowChangingTheSubmarine: character.TeamID != Character.TeamType.FriendlyNPC);
|
||||
findHullTimer = findHullInterval * Rand.Range(0.9f, 1.1f);
|
||||
}
|
||||
}
|
||||
@@ -454,7 +601,6 @@ namespace Barotrauma
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
// else abandon and fall back to find safety mode
|
||||
Abandon = true;
|
||||
}
|
||||
@@ -476,10 +622,10 @@ namespace Barotrauma
|
||||
RemoveSubObjective(ref seekAmmunition);
|
||||
if (followTargetObjective != null && followTargetObjective.Target != Enemy)
|
||||
{
|
||||
followTargetObjective = null;
|
||||
RemoveFollowTarget();
|
||||
}
|
||||
TryAddSubObjective(ref followTargetObjective,
|
||||
constructor: () => new AIObjectiveGoTo(Enemy, character, objectiveManager, repeat: true, getDivingGearIfNeeded: true)
|
||||
constructor: () => new AIObjectiveGoTo(Enemy, character, objectiveManager, repeat: true, getDivingGearIfNeeded: true, closeEnough: 50)
|
||||
{
|
||||
IgnoreIfTargetDead = true,
|
||||
DialogueIdentifier = "dialogcannotreachtarget",
|
||||
@@ -490,7 +636,30 @@ namespace Barotrauma
|
||||
Abandon = true;
|
||||
SteeringManager.Reset();
|
||||
});
|
||||
if (followTargetObjective != null)
|
||||
if (followTargetObjective == null) { return; }
|
||||
if (Mode == CombatMode.Arrest && Enemy.Stun > 2)
|
||||
{
|
||||
if (HumanAIController.HasItem(character, "handlocker", out Item handCuffs))
|
||||
{
|
||||
if (!arrestingRegistered)
|
||||
{
|
||||
arrestingRegistered = true;
|
||||
followTargetObjective.Completed += OnArrestTargetReached;
|
||||
}
|
||||
followTargetObjective.CloseEnough = 100;
|
||||
}
|
||||
else
|
||||
{
|
||||
RemoveFollowTarget();
|
||||
SteeringManager.Reset();
|
||||
}
|
||||
}
|
||||
else if (WeaponComponent == null)
|
||||
{
|
||||
RemoveFollowTarget();
|
||||
SteeringManager.Reset();
|
||||
}
|
||||
else
|
||||
{
|
||||
followTargetObjective.CloseEnough =
|
||||
WeaponComponent is RangedWeapon ? 1000 :
|
||||
@@ -499,6 +668,48 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
private bool arrestingRegistered;
|
||||
|
||||
private void RemoveFollowTarget()
|
||||
{
|
||||
if (arrestingRegistered)
|
||||
{
|
||||
followTargetObjective.Completed -= OnArrestTargetReached;
|
||||
}
|
||||
RemoveSubObjective(ref followTargetObjective);
|
||||
arrestingRegistered = false;
|
||||
}
|
||||
|
||||
private void OnArrestTargetReached()
|
||||
{
|
||||
if (HumanAIController.HasItem(character, "handlocker", out Item handCuffs) && Enemy.Stun > 0 && character.CanInteractWith(Enemy))
|
||||
{
|
||||
if (HumanAIController.TryToMoveItem(handCuffs, Enemy.Inventory))
|
||||
{
|
||||
handCuffs.Equip(Enemy);
|
||||
}
|
||||
else
|
||||
{
|
||||
#if DEBUG
|
||||
DebugConsole.NewMessage($"{character.Name}: Failed to handcuff the target.", Color.Red);
|
||||
#endif
|
||||
}
|
||||
// Confiscate stolen goods.
|
||||
foreach (var item in Enemy.Inventory.Items)
|
||||
{
|
||||
if (item == null || item == handCuffs) { continue; }
|
||||
if (item.StolenDuringRound)
|
||||
{
|
||||
item.Drop(character);
|
||||
character.Inventory.TryPutItem(item, character, new List<InvSlotType>() { InvSlotType.Any });
|
||||
}
|
||||
}
|
||||
// TODO: enable
|
||||
//character.Speak(TextManager.Get("DialogTargetArrested"), null, 3.0f, "targetarrested", 30.0f);
|
||||
IsCompleted = true;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Seeks for more ammunition. Creates a new subobjective.
|
||||
/// </summary>
|
||||
@@ -506,7 +717,7 @@ namespace Barotrauma
|
||||
{
|
||||
retreatTarget = null;
|
||||
RemoveSubObjective(ref retreatObjective);
|
||||
RemoveSubObjective(ref followTargetObjective);
|
||||
RemoveFollowTarget();
|
||||
TryAddSubObjective(ref seekAmmunition,
|
||||
constructor: () => new AIObjectiveContainItem(character, ammunitionIdentifiers, Weapon.GetComponent<ItemContainer>(), objectiveManager)
|
||||
{
|
||||
@@ -588,7 +799,7 @@ namespace Barotrauma
|
||||
{
|
||||
return true;
|
||||
}
|
||||
else if (ammunition == null && !HoldPosition && initialMode == CombatMode.Offensive && seekAmmo && ammunitionIdentifiers != null)
|
||||
else if (ammunition == null && !HoldPosition && IsOffensiveOrArrest && seekAmmo && ammunitionIdentifiers != null)
|
||||
{
|
||||
SeekAmmunition(ammunitionIdentifiers);
|
||||
}
|
||||
@@ -598,46 +809,64 @@ namespace Barotrauma
|
||||
private void Attack(float deltaTime)
|
||||
{
|
||||
character.CursorPosition = Enemy.Position;
|
||||
if (!character.CanSeeCharacter(Enemy)) { return; }
|
||||
visibilityCheckTimer -= deltaTime;
|
||||
if (visibilityCheckTimer <= 0.0f)
|
||||
{
|
||||
canSeeTarget = character.CanSeeTarget(Enemy);
|
||||
visibilityCheckTimer = visibilityCheckInterval;
|
||||
}
|
||||
if (!canSeeTarget) { return; }
|
||||
if (Weapon.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);
|
||||
}
|
||||
bool isFacing = character.AnimController.Dir > 0 && Enemy.WorldPosition.X > character.WorldPosition.X || character.AnimController.Dir < 0 && Enemy.WorldPosition.X < character.WorldPosition.X;
|
||||
if (!isFacing)
|
||||
hasAimed = true;
|
||||
if (holdFireTimer > 0)
|
||||
{
|
||||
aimTimer = Rand.Range(1f, 1.5f);
|
||||
holdFireTimer -= deltaTime;
|
||||
return;
|
||||
}
|
||||
if (aimTimer > 0)
|
||||
{
|
||||
aimTimer -= deltaTime;
|
||||
return;
|
||||
}
|
||||
if (Mode == CombatMode.Arrest && isLethalWeapon && Enemy.Stun > 0) { return; }
|
||||
if (holdFireCondition != null && holdFireCondition()) { return; }
|
||||
float sqrDist = Vector2.DistanceSquared(character.Position, Enemy.Position);
|
||||
if (!character.IsFacing(Enemy.WorldPosition))
|
||||
{
|
||||
aimTimer = Rand.Range(1f, 1.5f);
|
||||
return;
|
||||
}
|
||||
if (WeaponComponent is MeleeWeapon meleeWeapon)
|
||||
{
|
||||
if (Vector2.DistanceSquared(character.Position, Enemy.Position) <= meleeWeapon.Range * meleeWeapon.Range)
|
||||
float sqrRange = meleeWeapon.Range * meleeWeapon.Range;
|
||||
if (character.AnimController.InWater)
|
||||
{
|
||||
character.SetInput(InputType.Shoot, false, true);
|
||||
Weapon.Use(deltaTime, character);
|
||||
if (sqrDist > sqrRange) { return; }
|
||||
}
|
||||
else
|
||||
{
|
||||
// It's possible that the center point of the creature is out of reach, but we could still hit the character.
|
||||
float xDiff = Math.Abs(Enemy.WorldPosition.X - character.WorldPosition.X);
|
||||
if (xDiff > meleeWeapon.Range) { return; }
|
||||
float yDiff = Math.Abs(Enemy.WorldPosition.Y - character.WorldPosition.Y);
|
||||
if (yDiff > Math.Max(meleeWeapon.Range, 100)) { return; }
|
||||
if (Enemy.WorldPosition.Y < character.WorldPosition.Y && yDiff > 25)
|
||||
{
|
||||
// The target is probably knocked down? -> try to reach it by crouching.
|
||||
HumanAIController.AnimController.Crouching = true;
|
||||
}
|
||||
}
|
||||
character.SetInput(InputType.Shoot, false, true);
|
||||
Weapon.Use(deltaTime, character);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (WeaponComponent is RepairTool repairTool)
|
||||
{
|
||||
if (Vector2.DistanceSquared(character.Position, Enemy.Position) > repairTool.Range * repairTool.Range) { return; }
|
||||
if (sqrDist > repairTool.Range * repairTool.Range) { return; }
|
||||
}
|
||||
if (VectorExtensions.Angle(VectorExtensions.Forward(Weapon.body.TransformedRotation), Enemy.Position - Weapon.Position) < MathHelper.PiOver4)
|
||||
{
|
||||
@@ -645,7 +874,6 @@ namespace Barotrauma
|
||||
{
|
||||
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);
|
||||
if (pickedBody != null)
|
||||
@@ -679,6 +907,15 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
protected override void OnCompleted()
|
||||
{
|
||||
base.OnCompleted();
|
||||
if (Weapon != null)
|
||||
{
|
||||
Unequip();
|
||||
}
|
||||
}
|
||||
|
||||
//private float CalculateEnemyStrength()
|
||||
//{
|
||||
// float enemyStrength = 0;
|
||||
|
||||
Reference in New Issue
Block a user