AI combat, misc AI improvements, characters can't get stuck inside doors

This commit is contained in:
Regalis
2015-12-03 18:34:35 +02:00
parent 11857f894b
commit 5bcdfa2b56
36 changed files with 461 additions and 292 deletions
@@ -0,0 +1,132 @@
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Barotrauma
{
class AIObjectiveCombat : AIObjective
{
const float CoolDown = 10.0f;
private Character enemy;
private AIObjectiveFindSafety escapeObjective;
float coolDownTimer;
private readonly float enemyStrength;
public AIObjectiveCombat (Character character, Character enemy)
: base(character, "")
{
this.enemy = enemy;
foreach (Limb limb in enemy.AnimController.Limbs)
{
if (limb.attack == null) continue;
enemyStrength += limb.attack.GetDamage(1.0f);
}
coolDownTimer = CoolDown;
}
protected override void Act(float deltaTime)
{
coolDownTimer -= deltaTime;
var weapon = character.Inventory.FindItem("weapon");
if (weapon==null)
{
Escape(deltaTime);
}
else
{
if (!character.SelectedItems.Contains(weapon))
{
character.Inventory.TryPutItem(weapon, 3, false);
weapon.Equip(character);
}
character.CursorPosition = enemy.Position;
character.SetInput(InputType.Aim, false, true);
Vector2 enemyDiff = Vector2.Normalize(enemy.Position - character.Position);
float weaponAngle = ((weapon.body.Dir == 1.0f) ? weapon.body.Rotation : weapon.body.Rotation - MathHelper.Pi);
Vector2 weaponDir = new Vector2((float)Math.Cos(weaponAngle), (float)Math.Sin(weaponAngle));
if (Vector2.Dot(enemyDiff, weaponDir)<0.9f) return;
List<FarseerPhysics.Dynamics.Body> ignoredBodies = new List<FarseerPhysics.Dynamics.Body>();
foreach (Limb limb in character.AnimController.Limbs)
{
ignoredBodies.Add(limb.body.FarseerBody);
}
var pickedBody = Submarine.PickBody(character.SimPosition, enemy.SimPosition, ignoredBodies);
if (pickedBody != null && pickedBody.UserData as Limb == null) return;
weapon.Use(deltaTime, character);
}
}
private void Escape(float deltaTime)
{
if (escapeObjective == null)
{
escapeObjective = new AIObjectiveFindSafety(character);
}
if (enemy.AnimController.CurrentHull == character.AnimController.CurrentHull)
{
escapeObjective.OverrideCurrentHullSafety = 0.0f;
}
else
{
escapeObjective.OverrideCurrentHullSafety = null;
}
escapeObjective.TryComplete(deltaTime);
if (Vector2.Distance(character.SimPosition, enemy.SimPosition) < 3.0f)
{
character.AIController.SteeringManager.SteeringManual(deltaTime, character.SimPosition - enemy.SimPosition);
}
else
{
coolDownTimer = CoolDown;
}
}
public override bool IsCompleted()
{
return enemy.IsDead || coolDownTimer <= 0.0f;
}
public override float GetPriority(Character character)
{
//clamp the strength to the health of this character
//(it doesn't make a difference whether the enemy does 200 or 600 damage, it's one hit kill anyway)
float enemyDanger = Math.Min(enemyStrength, character.Health) + enemy.Health / 10.0f;
EnemyAIController enemyAI = enemy.AIController as EnemyAIController;
if (enemyAI != null)
{
if (enemyAI.SelectedAiTarget == character.AiTarget) enemyDanger *= 2.0f;
}
return Math.Max(enemyDanger, 30.0f);
}
public override bool IsDuplicate(AIObjective otherObjective)
{
AIObjectiveCombat objective = otherObjective as AIObjectiveCombat;
if (objective == null) return false;
return objective.enemy == enemy;
}
}
}
@@ -17,6 +17,7 @@ namespace Barotrauma
bool isCompleted;
public bool IgnoreAlreadyContainedItems;
public AIObjectiveContainItem(Character character, string itemName, ItemContainer container)
: base (character, "")
@@ -47,14 +48,16 @@ namespace Barotrauma
var itemToContain = character.Inventory.FindItem(itemName);
if (itemToContain == null)
{
AddSubObjective(new AIObjectiveGetItem(character, itemName));
var getItem = new AIObjectiveGetItem(character, itemName);
getItem.IgnoreContainedItems = IgnoreAlreadyContainedItems;
AddSubObjective(getItem);
return;
}
if (Vector2.Distance(character.SimPosition, container.Item.SimPosition) > container.Item.PickDistance
|| !container.Item.IsInsideTrigger(character.Position))
&& !container.Item.IsInsideTrigger(character.Position))
{
AddSubObjective(new AIObjectiveGoTo(container.Item.SimPosition, character));
AddSubObjective(new AIObjectiveGoTo(container.Item, character));
return;
}
@@ -65,7 +68,9 @@ namespace Barotrauma
public override bool IsDuplicate(AIObjective otherObjective)
{
AIObjectiveContainItem objective = otherObjective as AIObjectiveContainItem;
return (objective != null);
if (objective == null) return false;
return objective.itemName == itemName && objective.container == container;
}
@@ -11,13 +11,15 @@ namespace Barotrauma
const float SearchHullInterval = 3.0f;
const float MinSafety = 50.0f;
AIObjectiveGoTo gotoObjective;
private AIObjectiveGoTo goToObjective;
private List<Hull> unreachable;
float currenthullSafety;
float searchHullTimer;
private float currenthullSafety;
private float searchHullTimer;
public float? OverrideCurrentHullSafety;
public AIObjectiveFindSafety(Character character)
: base(character, "")
@@ -27,20 +29,24 @@ namespace Barotrauma
protected override void Act(float deltaTime)
{
if (character.AnimController.CurrentHull == null || GetHullSafety(character.AnimController.CurrentHull) > MinSafety)
currenthullSafety = OverrideCurrentHullSafety == null ?
GetHullSafety(character.AnimController.CurrentHull) : (float)OverrideCurrentHullSafety;
if (character.AnimController.CurrentHull == null || currenthullSafety > MinSafety)
{
character.AIController.SteeringManager.SteeringSeek(character.AnimController.CurrentHull.SimPosition);
character.AIController.SelectTarget(null);
gotoObjective = null;
goToObjective = null;
return;
}
if (searchHullTimer>0.0f)
{
searchHullTimer -= deltaTime;
return;
//return;
}
else
{
@@ -67,37 +73,35 @@ namespace Barotrauma
if (bestHull != null)
{
var path = pathSteering.PathFinder.FindPath(character.SimPosition, bestHull.SimPosition);
if (pathSteering.CurrentPath != null && pathSteering.CurrentPath.Cost < path.Cost && !pathSteering.CurrentPath.Unreachable && gotoObjective!=null)
{
return;
}
else
{
pathSteering.SetPath(path);
}
//var path = pathSteering.PathFinder.FindPath(character.SimPosition, bestHull.SimPosition);
//if (pathSteering.CurrentPath == null || (pathSteering.CurrentPath.NextNode==null && pathSteering.CurrentPath.Cost > path.Cost) ||
// pathSteering.CurrentPath.Unreachable || goToObjective==null)
//{
//pathSteering.SetPath(path);
goToObjective = new AIObjectiveGoTo(bestHull, character);
//}
gotoObjective = new AIObjectiveGoTo(bestHull, character);
//character.AIController.SelectTarget(bestHull.AiTarget);
//haracter.AIController.SelectTarget(bestHull.AiTarget);
}
searchHullTimer = SearchHullInterval;
}
if (gotoObjective != null)
if (goToObjective != null)
{
var pathSteering = character.AIController.SteeringManager as IndoorsSteeringManager;
if (pathSteering!=null && pathSteering.CurrentPath!= null &&
pathSteering.CurrentPath.Unreachable && !unreachable.Contains(gotoObjective.Target))
pathSteering.CurrentPath.Unreachable && !unreachable.Contains(goToObjective.Target))
{
unreachable.Add(gotoObjective.Target as Hull);
unreachable.Add(goToObjective.Target as Hull);
}
goToObjective.TryComplete(deltaTime);
}
gotoObjective.TryComplete(deltaTime);
}
public override bool IsDuplicate(AIObjective otherObjective)
@@ -125,7 +129,7 @@ namespace Barotrauma
float safety = 100.0f - fireAmount;
if (waterPercentage > 30.0f) safety -= waterPercentage;
if (hull.OxygenPercentage < 30.0f) safety -= (30.0f-hull.OxygenPercentage)*3.0f;
if (hull.OxygenPercentage < 30.0f) safety -= (30.0f-hull.OxygenPercentage)*5.0f;
return safety;
}
@@ -16,11 +16,14 @@ namespace Barotrauma
private bool canBeCompleted;
public bool IgnoreContainedItems;
public override bool CanBeCompleted
{
get { return canBeCompleted; }
}
public AIObjectiveGetItem(Character character, string itemName)
: base (character, "")
{
@@ -39,7 +42,6 @@ namespace Barotrauma
{
targetItem.Pick(character, false, true);
}
return;
}
if (currSearchIndex >= Item.ItemList.Count)
@@ -47,20 +49,23 @@ namespace Barotrauma
canBeCompleted = false;
return;
}
if (Item.ItemList[currSearchIndex].HasTag(itemName) || Item.ItemList[currSearchIndex].Name == itemName)
{
targetItem = Item.ItemList[currSearchIndex];
while (targetItem.container != null)
{
targetItem = targetItem.container;
}
subObjectives.Add(new AIObjectiveGoTo(targetItem.Position, character));
}
currSearchIndex++;
if (!Item.ItemList[currSearchIndex].HasTag(itemName) && Item.ItemList[currSearchIndex].Name != itemName) return;
if (IgnoreContainedItems && Item.ItemList[currSearchIndex].container != null) return;
targetItem = Item.ItemList[currSearchIndex];
Item moveToTarget = targetItem;
while (moveToTarget.container != null)
{
moveToTarget = moveToTarget.container;
}
subObjectives.Add(new AIObjectiveGoTo(moveToTarget, character));
}
public override bool IsDuplicate(AIObjective otherObjective)
@@ -35,14 +35,15 @@ namespace Barotrauma
: base (character, "")
{
this.target = target;
this.repeat = false;
this.repeat = repeat;
}
public AIObjectiveGoTo(Vector2 targetPos, Character character)
public AIObjectiveGoTo(Vector2 simPos, Character character, bool repeat = false)
: base(character, "")
{
this.targetPos = targetPos;
this.targetPos = simPos;
this.repeat = repeat;
}
protected override void Act(float deltaTime)
@@ -8,6 +8,8 @@ namespace Barotrauma
{
class AIObjectiveIdle : AIObjective
{
const float WallAvoidDistance = 150.0f;
AITarget currentTarget;
private float newTargetTimer;
@@ -33,40 +35,30 @@ namespace Barotrauma
{
currentTarget = FindRandomTarget();
if (currentTarget!=null)
if (currentTarget != null)
{
var path = pathSteering.PathFinder.FindPath(character.SimPosition, currentTarget.SimPosition);
if (path.Cost > 200.0f)
{
return;
}
else
{
pathSteering.SetPath(path);
}
if (path.Cost > 200.0f) return;
pathSteering.SetPath(path);
}
newTargetTimer = currentTarget == null ? 5.0f : 10.0f;
}
else
{
newTargetTimer -= deltaTime;
}
if (currentTarget == null) return;
newTargetTimer -= deltaTime;
//wander randomly if reached the end of the path or the target is unreachable
if (pathSteering!=null && pathSteering.CurrentPath != null &&
(pathSteering.CurrentPath.NextNode == null || pathSteering.CurrentPath.Unreachable))
if (pathSteering==null || (pathSteering.CurrentPath != null &&
(pathSteering.CurrentPath.NextNode == null || pathSteering.CurrentPath.Unreachable)))
{
if (character.Position.X < character.AnimController.CurrentHull.Rect.X + 200.0f)
//steer away from edges of the hull
if (character.Position.X < character.AnimController.CurrentHull.Rect.X + WallAvoidDistance)
{
pathSteering.SteeringManual(deltaTime, Vector2.UnitX);
}
else if (character.Position.X > character.AnimController.CurrentHull.Rect.Right - 200.0f)
else if (character.Position.X > character.AnimController.CurrentHull.Rect.Right - WallAvoidDistance)
{
pathSteering.SteeringManual(deltaTime, -Vector2.UnitX);
}
@@ -75,8 +67,8 @@ namespace Barotrauma
return;
}
if (currentTarget == null) return;
character.AIController.SteeringManager.SteeringSeek(currentTarget.SimPosition);
}
private AITarget FindRandomTarget()
@@ -111,7 +103,7 @@ namespace Barotrauma
public override bool IsDuplicate(AIObjective otherObjective)
{
return true;
return (otherObjective as AIObjectiveIdle != null);
}
}
}
@@ -88,6 +88,9 @@ namespace Barotrauma
case "follow":
currentOrder = new AIObjectiveGoTo(Character.Controlled, character, true);
break;
case "wait":
currentOrder = new AIObjectiveGoTo(character.SimPosition, character, true);
break;
default:
if (order.TargetItem == null) return;