(61d00a474) v0.9.7.1
This commit is contained in:
+683
@@ -0,0 +1,683 @@
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using Barotrauma.Items.Components;
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Barotrauma.Extensions;
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namespace Barotrauma
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{
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class AIObjectiveCombat : AIObjective
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{
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public override string DebugTag => "combat";
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public override bool KeepDivingGearOn => true;
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public override bool IgnoreUnsafeHulls => true;
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private readonly CombatMode initialMode;
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private float seekWeaponsTimer;
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const float seekWeaponsInterval = 1;
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private float ignoreWeaponTimer;
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const float ignoredWeaponsClearTime = 10;
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const float coolDown = 10.0f;
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// Won't take the offensive with weapons that have lower priority than this
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const float goodWeaponPriority = 30;
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public Character Enemy { get; private set; }
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public bool HoldPosition { get; set; }
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private Item _weapon;
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private Item Weapon
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{
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get { return _weapon; }
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set
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{
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_weapon = value;
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_weaponComponent = null;
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RemoveSubObjective(ref seekAmmunition);
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}
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}
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private ItemComponent _weaponComponent;
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private ItemComponent WeaponComponent
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{
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get
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{
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if (Weapon == null) { return null; }
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if (_weaponComponent == null)
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{
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_weaponComponent =
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Weapon.GetComponent<RangedWeapon>() as ItemComponent ??
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Weapon.GetComponent<MeleeWeapon>() as ItemComponent ??
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Weapon.GetComponent<RepairTool>() as ItemComponent;
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}
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return _weaponComponent;
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}
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}
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public override bool ConcurrentObjectives => true;
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public override bool AbandonWhenCannotCompleteSubjectives => false;
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private readonly AIObjectiveFindSafety findSafety;
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private readonly HashSet<ItemComponent> weapons = new HashSet<ItemComponent>();
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private readonly HashSet<Item> ignoredWeapons = new HashSet<Item>();
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private AIObjectiveContainItem seekAmmunition;
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private AIObjectiveGoTo retreatObjective;
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private AIObjectiveGoTo followTargetObjective;
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private Hull retreatTarget;
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private float coolDownTimer;
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private IEnumerable<FarseerPhysics.Dynamics.Body> myBodies;
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private float aimTimer;
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public enum CombatMode
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{
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Defensive,
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Offensive,
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Retreat
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}
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public CombatMode Mode { get; private set; }
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public AIObjectiveCombat(Character character, Character enemy, CombatMode mode, AIObjectiveManager objectiveManager, float priorityModifier = 1)
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: base(character, objectiveManager, priorityModifier)
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{
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Enemy = enemy;
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coolDownTimer = coolDown;
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findSafety = objectiveManager.GetObjective<AIObjectiveFindSafety>();
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if (findSafety != null)
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{
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findSafety.Priority = 0;
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HumanAIController.UnreachableHulls.Clear();
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}
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Mode = mode;
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initialMode = Mode;
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if (Enemy == null)
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{
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Mode = CombatMode.Retreat;
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}
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}
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public override float GetPriority()
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{
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Priority = (Enemy != null && (Enemy.Removed || Enemy.IsDead)) ? 0 : Math.Min(100 * PriorityModifier, 100);
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return Priority;
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}
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public override void Update(float deltaTime)
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{
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base.Update(deltaTime);
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ignoreWeaponTimer -= deltaTime;
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seekWeaponsTimer -= deltaTime;
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if (ignoreWeaponTimer < 0)
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{
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ignoredWeapons.Clear();
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ignoreWeaponTimer = ignoredWeaponsClearTime;
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}
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}
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protected override bool Check()
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{
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bool completed = (Enemy != null && (Enemy.Removed || Enemy.IsDead)) || (initialMode != CombatMode.Offensive && coolDownTimer <= 0);
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if (completed)
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{
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if (objectiveManager.CurrentOrder == this && Enemy != null && Enemy.IsDead)
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{
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character.Speak(TextManager.Get("DialogTargetDown"), null, 3.0f, "targetdown", 30.0f);
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}
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if (Weapon != null)
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{
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Unequip();
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}
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}
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return completed;
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}
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protected override void Act(float deltaTime)
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{
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if (initialMode != CombatMode.Offensive)
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{
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coolDownTimer -= deltaTime;
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}
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if (seekAmmunition == null)
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{
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if (Mode != CombatMode.Retreat && TryArm() && Enemy != null && !Enemy.Removed)
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{
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OperateWeapon(deltaTime);
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}
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if (!HoldPosition && seekAmmunition == null)
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{
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Move();
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}
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}
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}
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private void Move()
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{
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switch (Mode)
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{
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case CombatMode.Offensive:
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Engage();
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break;
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case CombatMode.Defensive:
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case CombatMode.Retreat:
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Retreat();
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break;
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default:
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throw new NotImplementedException();
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}
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}
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private bool IsLoaded(ItemComponent weapon) => weapon.HasRequiredContainedItems(character, addMessage: false);
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private bool TryArm()
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{
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if (character.LockHands || Enemy == null)
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{
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Weapon = null;
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return false;
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}
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if (seekWeaponsTimer < 0)
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{
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seekWeaponsTimer = seekWeaponsInterval;
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// First go through all weapons and try to reload without seeking ammunition
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var allWeapons = GetAllWeapons().ToList();
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while (allWeapons.Any())
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{
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Weapon = GetWeapon(allWeapons, out _weaponComponent);
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if (Weapon == null)
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{
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// No weapons
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break;
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}
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if (!character.Inventory.Items.Contains(Weapon) || WeaponComponent == null)
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{
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// Not in the inventory anymore or cannot find the weapon component
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allWeapons.Remove(WeaponComponent);
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Weapon = null;
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continue;
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}
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if (initialMode == CombatMode.Offensive)
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{
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// In the offensive mode, let's ignore weapons that cannot be used in the offensive mode
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if (WeaponComponent.CombatPriority < goodWeaponPriority)
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{
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allWeapons.Remove(WeaponComponent);
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Weapon = null;
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continue;
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}
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}
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if (IsLoaded(WeaponComponent))
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{
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// All good, the weapon is loaded
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break;
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}
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if (Reload(seekAmmo: false))
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{
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// All good, reloading successful
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break;
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}
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else
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{
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// No ammo.
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allWeapons.Remove(WeaponComponent);
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Weapon = null;
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}
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}
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if (Weapon == null)
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{
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// No weapon found with the conditions above. Try again, now let's try to seek ammunition too
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Weapon = GetWeapon(out _weaponComponent);
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if (Weapon != null)
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{
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if (!CheckWeapon(seekAmmo: true))
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{
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if (seekAmmunition != null)
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{
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// No loaded weapon, but we are trying to seek ammunition.
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return false;
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}
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else
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{
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Weapon = null;
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}
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}
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}
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}
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}
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else
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{
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if (!CheckWeapon(seekAmmo: false))
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{
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Weapon = null;
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}
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}
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if (Weapon == null)
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{
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Mode = CombatMode.Retreat;
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}
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else
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{
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Mode = WeaponComponent.CombatPriority >= goodWeaponPriority ? initialMode : CombatMode.Defensive;
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}
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return Weapon != null;
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bool CheckWeapon(bool seekAmmo)
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{
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if (!character.Inventory.Items.Contains(Weapon) || WeaponComponent == null)
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{
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// Not in the inventory anymore or cannot find the weapon component
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return false;
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}
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if (!IsLoaded(WeaponComponent))
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{
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// Try reloading (and seek ammo)
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if (!Reload(seekAmmo))
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{
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return false;
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}
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}
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return true;
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};
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}
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private void OperateWeapon(float deltaTime)
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{
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switch (Mode)
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{
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case CombatMode.Offensive:
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case CombatMode.Defensive:
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if (Equip())
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{
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Attack(deltaTime);
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}
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break;
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case CombatMode.Retreat:
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break;
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default:
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throw new NotImplementedException();
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}
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}
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private Item GetWeapon(out ItemComponent weaponComponent)
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{
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GetAllWeapons();
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return GetWeapon(weapons, out weaponComponent);
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}
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private Item GetWeapon(IEnumerable<ItemComponent> weaponList, out ItemComponent weaponComponent)
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{
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weaponComponent = weaponList.OrderByDescending(w => CalculateWeaponPriority(w)).FirstOrDefault();
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if (weaponComponent == null) { return null; }
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if (weaponComponent.CombatPriority < 1) { return null; }
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return weaponComponent.Item;
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}
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private float CalculateWeaponPriority(ItemComponent weapon)
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{
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float priority = weapon.CombatPriority;
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// Halve the priority for weapons that don't have proper ammunition loaded.
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if (!weapon.HasRequiredContainedItems(character, addMessage: false))
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{
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priority /= 2;
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}
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return priority;
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}
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private HashSet<ItemComponent> GetAllWeapons()
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{
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weapons.Clear();
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foreach (var item in character.Inventory.Items)
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{
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if (item == null) { continue; }
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if (ignoredWeapons.Contains(item)) { continue; }
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SeekWeapons(item, weapons);
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if (item.OwnInventory != null)
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{
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item.OwnInventory.Items.ForEach(i => SeekWeapons(i, weapons));
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}
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}
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return weapons;
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}
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private void SeekWeapons(Item item, ICollection<ItemComponent> weaponList)
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{
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if (item == null) { return; }
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foreach (var component in item.Components)
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{
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if (component is RangedWeapon rw)
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{
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weaponList.Add(rw);
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}
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else if (component is MeleeWeapon mw)
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{
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weaponList.Add(mw);
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}
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else
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{
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var effects = component.statusEffectLists;
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if (effects != null)
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{
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foreach (var statusEffects in effects.Values)
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{
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foreach (var statusEffect in statusEffects)
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{
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if (statusEffect.Afflictions.Any())
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{
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weaponList.Add(component);
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}
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}
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}
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}
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}
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}
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}
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private void Unequip()
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{
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if (!character.LockHands && character.SelectedItems.Contains(Weapon))
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{
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if (!Weapon.AllowedSlots.Contains(InvSlotType.Any) || !character.Inventory.TryPutItem(Weapon, character, new List<InvSlotType>() { InvSlotType.Any }))
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{
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Weapon.Drop(character);
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}
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}
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}
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private bool Equip()
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{
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if (character.LockHands) { return false; }
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if (!WeaponComponent.HasRequiredContainedItems(character, addMessage: false))
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{
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return false;
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}
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if (!character.HasEquippedItem(Weapon))
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{
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Weapon.TryInteract(character, forceSelectKey: true);
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var slots = Weapon.AllowedSlots.FindAll(s => s == InvSlotType.LeftHand || s == InvSlotType.RightHand || s == (InvSlotType.LeftHand | InvSlotType.RightHand));
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if (character.Inventory.TryPutItem(Weapon, character, slots))
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{
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aimTimer = Rand.Range(0.5f, 1f);
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}
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else
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{
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Weapon = null;
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Mode = CombatMode.Retreat;
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return false;
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}
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}
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return true;
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}
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private void Retreat()
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{
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RemoveSubObjective(ref followTargetObjective);
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RemoveSubObjective(ref seekAmmunition);
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if (retreatObjective != null && retreatObjective.Target != retreatTarget)
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{
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retreatObjective = null;
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}
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if (retreatTarget == null || (retreatObjective != null && !retreatObjective.CanBeCompleted))
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{
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retreatTarget = findSafety.FindBestHull(HumanAIController.VisibleHulls);
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}
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if (retreatTarget != null && character.CurrentHull != retreatTarget)
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{
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TryAddSubObjective(ref retreatObjective, () => new AIObjectiveGoTo(retreatTarget, character, objectiveManager, false, true),
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onAbandon: () =>
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{
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if (Enemy != null && HumanAIController.VisibleHulls.Contains(Enemy.CurrentHull))
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{
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// If in the same room with an enemy -> don't try to escape because we'd want to fight it
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SteeringManager.Reset();
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RemoveSubObjective(ref retreatObjective);
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}
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else
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{
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// else abandon and fall back to find safety mode
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Abandon = true;
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}
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},
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onCompleted: () => RemoveSubObjective(ref retreatObjective));
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}
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}
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private void Engage()
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{
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if (character.LockHands || Enemy == null)
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{
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Mode = CombatMode.Retreat;
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SteeringManager.Reset();
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return;
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}
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retreatTarget = null;
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RemoveSubObjective(ref retreatObjective);
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RemoveSubObjective(ref seekAmmunition);
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if (followTargetObjective != null && followTargetObjective.Target != Enemy)
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{
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followTargetObjective = null;
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}
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TryAddSubObjective(ref followTargetObjective,
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constructor: () => new AIObjectiveGoTo(Enemy, character, objectiveManager, repeat: true, getDivingGearIfNeeded: true)
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{
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IgnoreIfTargetDead = true,
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DialogueIdentifier = "dialogcannotreachtarget",
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TargetName = Enemy.DisplayName
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},
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onAbandon: () =>
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{
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Mode = CombatMode.Defensive;
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SteeringManager.Reset();
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RemoveSubObjective(ref followTargetObjective);
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});
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if (followTargetObjective != null)
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{
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followTargetObjective.CloseEnough =
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WeaponComponent is RangedWeapon ? 1000 :
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WeaponComponent is MeleeWeapon mw ? mw.Range :
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WeaponComponent is RepairTool rt ? rt.Range : 50;
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}
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}
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/// <summary>
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/// Seeks for more ammunition. Creates a new subobjective.
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/// </summary>
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private void SeekAmmunition(string[] ammunitionIdentifiers)
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{
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retreatTarget = null;
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RemoveSubObjective(ref retreatObjective);
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RemoveSubObjective(ref followTargetObjective);
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TryAddSubObjective(ref seekAmmunition,
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constructor: () => new AIObjectiveContainItem(character, ammunitionIdentifiers, Weapon.GetComponent<ItemContainer>(), objectiveManager)
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{
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targetItemCount = Weapon.GetComponent<ItemContainer>().Capacity,
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checkInventory = false
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},
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onCompleted: () => RemoveSubObjective(ref seekAmmunition),
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onAbandon: () =>
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{
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SteeringManager.Reset();
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RemoveSubObjective(ref seekAmmunition);
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ignoredWeapons.Add(Weapon);
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Weapon = null;
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});
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}
|
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/// <summary>
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/// Reloads the ammunition found in the inventory.
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/// If seekAmmo is true, tries to get find the ammo elsewhere.
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/// </summary>
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private bool Reload(bool seekAmmo)
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{
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if (WeaponComponent == null) { return false; }
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if (!WeaponComponent.requiredItems.ContainsKey(RelatedItem.RelationType.Contained)) { return false; }
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var containedItems = Weapon.ContainedItems;
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// Drop empty ammo
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foreach (Item containedItem in containedItems)
|
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{
|
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if (containedItem == null) { continue; }
|
||||
if (containedItem.Condition <= 0)
|
||||
{
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containedItem.Drop(character);
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||||
}
|
||||
}
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||||
RelatedItem item = null;
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||||
Item ammunition = null;
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||||
string[] ammunitionIdentifiers = null;
|
||||
foreach (RelatedItem requiredItem in WeaponComponent.requiredItems[RelatedItem.RelationType.Contained])
|
||||
{
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||||
ammunition = containedItems.FirstOrDefault(it => it.Condition > 0 && requiredItem.MatchesItem(it));
|
||||
if (ammunition != null)
|
||||
{
|
||||
// Ammunition still remaining
|
||||
return true;
|
||||
}
|
||||
item = requiredItem;
|
||||
ammunitionIdentifiers = requiredItem.Identifiers;
|
||||
}
|
||||
// No ammo
|
||||
if (ammunition == null)
|
||||
{
|
||||
if (ammunitionIdentifiers != null)
|
||||
{
|
||||
// Try reload ammunition from inventory
|
||||
ammunition = character.Inventory.FindItem(i => ammunitionIdentifiers.Any(id => id == i.Prefab.Identifier || i.HasTag(id)) && i.Condition > 0, true);
|
||||
if (ammunition != null)
|
||||
{
|
||||
var container = Weapon.GetComponent<ItemContainer>();
|
||||
if (container.Item.ParentInventory == character.Inventory)
|
||||
{
|
||||
if (!container.Inventory.CanBePut(ammunition))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
character.Inventory.RemoveItem(ammunition);
|
||||
if (!container.Inventory.TryPutItem(ammunition, null))
|
||||
{
|
||||
ammunition.Drop(character);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
container.Combine(ammunition, character);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if (WeaponComponent.HasRequiredContainedItems(character, addMessage: false))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
else if (ammunition == null && !HoldPosition && initialMode == CombatMode.Offensive && seekAmmo && ammunitionIdentifiers != null)
|
||||
{
|
||||
SeekAmmunition(ammunitionIdentifiers);
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
private void Attack(float deltaTime)
|
||||
{
|
||||
float squaredDistance = Vector2.DistanceSquared(character.Position, Enemy.Position);
|
||||
character.CursorPosition = Enemy.Position;
|
||||
float engageDistance = 500;
|
||||
if (character.CurrentHull != Enemy.CurrentHull && squaredDistance > engageDistance * engageDistance) { return; }
|
||||
if (!character.CanSeeCharacter(Enemy)) { return; }
|
||||
if (Weapon.RequireAimToUse)
|
||||
{
|
||||
bool isOperatingButtons = false;
|
||||
if (SteeringManager == PathSteering)
|
||||
{
|
||||
var door = PathSteering.CurrentPath?.CurrentNode?.ConnectedDoor;
|
||||
if (door != null && !door.IsOpen)
|
||||
{
|
||||
isOperatingButtons = door.HasIntegratedButtons || door.Item.GetConnectedComponents<Controller>(true).Any();
|
||||
}
|
||||
}
|
||||
if (!isOperatingButtons)
|
||||
{
|
||||
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)
|
||||
{
|
||||
aimTimer = Rand.Range(1f, 1.5f);
|
||||
}
|
||||
if (aimTimer > 0)
|
||||
{
|
||||
aimTimer -= deltaTime;
|
||||
return;
|
||||
}
|
||||
if (WeaponComponent is MeleeWeapon meleeWeapon)
|
||||
{
|
||||
if (squaredDistance <= meleeWeapon.Range * meleeWeapon.Range)
|
||||
{
|
||||
character.SetInput(InputType.Shoot, false, true);
|
||||
Weapon.Use(deltaTime, character);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (WeaponComponent is RepairTool repairTool)
|
||||
{
|
||||
if (squaredDistance > repairTool.Range * repairTool.Range) { return; }
|
||||
}
|
||||
if (VectorExtensions.Angle(VectorExtensions.Forward(Weapon.body.TransformedRotation), Enemy.Position - Weapon.Position) < MathHelper.PiOver4)
|
||||
{
|
||||
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);
|
||||
if (pickedBody != null)
|
||||
{
|
||||
Character target = null;
|
||||
if (pickedBody.UserData is Character c)
|
||||
{
|
||||
target = c;
|
||||
}
|
||||
else if (pickedBody.UserData is Limb limb)
|
||||
{
|
||||
target = limb.character;
|
||||
}
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//private float CalculateEnemyStrength()
|
||||
//{
|
||||
// float enemyStrength = 0;
|
||||
// AttackContext currentContext = character.GetAttackContext();
|
||||
// foreach (Limb limb in Enemy.AnimController.Limbs)
|
||||
// {
|
||||
// if (limb.attack == null) continue;
|
||||
// if (!limb.attack.IsValidContext(currentContext)) { continue; }
|
||||
// if (!limb.attack.IsValidTarget(AttackTarget.Character)) { continue; }
|
||||
// enemyStrength += limb.attack.GetTotalDamage(false);
|
||||
// }
|
||||
// return enemyStrength;
|
||||
//}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user