(842e6af33) Human AI needs AITargets too (not much, but they are still useful). Therefor add Type property to AITargets, so that certain targets can be treated human only and others enemy only. Implement target filtering in the Enemy AI Controller.
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@@ -66,6 +66,22 @@ namespace Barotrauma
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public float MinSoundRange, MinSightRange;
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public float MaxSoundRange = float.MaxValue, MaxSightRange = float.MaxValue;
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public TargetType Type { get; private set; }
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public enum TargetType
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{
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Any,
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HumanOnly,
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EnemyOnly
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}
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public string SonarLabel;
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public bool Enabled = true;
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public float MinSoundRange, MinSightRange;
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public float MaxSoundRange = float.MaxValue, MaxSightRange = float.MaxValue;
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public Vector2 WorldPosition
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{
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get
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@@ -113,6 +129,11 @@ namespace Barotrauma
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MaxSightRange = element.GetAttributeFloat("maxsightrange", SightRange);
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MaxSoundRange = element.GetAttributeFloat("maxsoundrange", SoundRange);
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SonarLabel = element.GetAttributeString("sonarlabel", "");
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string typeString = element.GetAttributeString("type", "Any");
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if (Enum.TryParse(typeString, out TargetType t))
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{
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Type = t;
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}
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}
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public AITarget(Entity e, float sightRange = -1, float soundRange = 0)
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@@ -1062,6 +1062,7 @@ namespace Barotrauma
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{
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continue;
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}
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if (target.Type == AITarget.TargetType.HumanOnly) { continue; }
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// Don't attack outposts.
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if (target.Entity.Submarine != null && target.Entity.Submarine.IsOutpost) { continue; }
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@@ -21,8 +21,6 @@ namespace Barotrauma
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private Hull currentTarget;
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private float newTargetTimer;
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private bool searchingNewHull;
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private float standStillTimer;
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private float walkDuration;
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@@ -68,41 +66,11 @@ namespace Barotrauma
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}
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if (newTargetTimer <= 0.0f)
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{
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if (!searchingNewHull)
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{
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//find all available hulls first
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FindTargetHulls();
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searchingNewHull = true;
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return;
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}
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else if (targetHulls.Count > 0)
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{
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//choose a random available hull
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var randomHull = ToolBox.SelectWeightedRandom(targetHulls, hullWeights, Rand.RandSync.Unsynced);
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bool isCurrentHullOK = !HumanAIController.UnsafeHulls.Contains(character.CurrentHull) && !IsForbidden(character.CurrentHull);
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if (isCurrentHullOK)
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{
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// Check that there is no unsafe or forbidden hulls on the way to the target
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// Only do this when the current hull is ok, because otherwise the would block all paths from the current hull to the target hull.
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var path = PathSteering.PathFinder.FindPath(character.SimPosition, randomHull.SimPosition);
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if (path.Unreachable ||
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path.Nodes.Any(n => HumanAIController.UnsafeHulls.Contains(n.CurrentHull) || IsForbidden(n.CurrentHull)))
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{
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//can't go to this room, remove it from the list and try another room next frame
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int index = targetHulls.IndexOf(randomHull);
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targetHulls.RemoveAt(index);
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hullWeights.RemoveAt(index);
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PathSteering.Reset();
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return;
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}
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}
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currentTarget = randomHull;
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searchingNewHull = false;
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}
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currentTarget = FindRandomHull();
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if (currentTarget != null)
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{
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character.AIController.SelectTarget(currentTarget.AiTarget);
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string errorMsg = null;
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#if DEBUG
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bool isRoomNameFound = currentTarget.RoomName != null;
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@@ -195,27 +163,24 @@ namespace Barotrauma
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private readonly List<Hull> targetHulls = new List<Hull>(20);
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private readonly List<float> hullWeights = new List<float>(20);
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private void FindTargetHulls()
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private Hull FindRandomHull()
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{
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var idCard = character.Inventory.FindItemByIdentifier("idcard");
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Hull targetHull = null;
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bool isCurrentHullOK = !HumanAIController.UnsafeHulls.Contains(character.CurrentHull) && !IsForbidden(character.CurrentHull);
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targetHulls.Clear();
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hullWeights.Clear();
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foreach (var hull in Hull.hullList)
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//random chance of navigating back to the room where the character spawned
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if (Rand.Int(5) == 1 && idCard != null)
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{
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if (HumanAIController.UnsafeHulls.Contains(hull)) { continue; }
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if (hull.Submarine == null) { continue; }
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if (hull.Submarine.TeamID != character.TeamID) { continue; }
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// If the character is inside, only take connected hulls into account.
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if (character.Submarine != null && !character.Submarine.IsEntityFoundOnThisSub(hull, true)) { continue; }
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if (IsForbidden(hull)) { continue; }
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// Ignore hulls that are too low to stand inside
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if (character.AnimController is HumanoidAnimController animController)
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foreach (WayPoint wp in WayPoint.WayPointList)
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{
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if (hull.CeilingHeight < ConvertUnits.ToDisplayUnits(animController.HeadPosition.Value))
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if (wp.SpawnType != SpawnType.Human || wp.CurrentHull == null) { continue; }
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foreach (string tag in wp.IdCardTags)
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{
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continue;
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if (idCard.HasTag(tag))
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{
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targetHull = wp.CurrentHull;
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}
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}
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}
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if (!targetHulls.Contains(hull))
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@@ -224,7 +189,47 @@ namespace Barotrauma
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hullWeights.Add(hull.Volume);
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}
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}
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if (targetHull == null)
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{
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targetHulls.Clear();
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hullWeights.Clear();
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foreach (var hull in Hull.hullList)
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{
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if (HumanAIController.UnsafeHulls.Contains(hull)) { continue; }
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if (hull.Submarine == null) { continue; }
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if (hull.Submarine.TeamID != character.TeamID) { continue; }
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// If the character is inside, only take connected hulls into account.
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if (character.Submarine != null && !character.Submarine.IsEntityFoundOnThisSub(hull, true)) { continue; }
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if (IsForbidden(hull)) { continue; }
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// Ignore hulls that are too low to stand inside
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if (character.AnimController is HumanoidAnimController animController)
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{
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if (hull.CeilingHeight < ConvertUnits.ToDisplayUnits(animController.HeadPosition.Value))
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{
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continue;
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}
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}
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if (isCurrentHullOK)
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{
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// Check that there is no unsafe or forbidden hulls on the way to the target
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// Only do this when the current hull is ok, because otherwise the would block all paths from the current hull to the target hull.
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var path = PathSteering.PathFinder.FindPath(character.SimPosition, hull.SimPosition);
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if (path.Unreachable) { continue; }
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if (path.Nodes.Any(n => HumanAIController.UnsafeHulls.Contains(n.CurrentHull) || IsForbidden(n.CurrentHull))) { continue; }
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}
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// If we want to do a steering check, we should do it here, before setting the path
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//if (path.Cost > 1000.0f) { continue; }
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if (!targetHulls.Contains(hull))
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{
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targetHulls.Add(hull);
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hullWeights.Add(hull.Volume);
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}
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}
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return ToolBox.SelectWeightedRandom(targetHulls, hullWeights, Rand.RandSync.Unsynced);
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}
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return targetHull;
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}
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private bool IsForbidden(Hull hull)
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