v0.12.0.2

This commit is contained in:
Joonas Rikkonen
2021-02-10 17:08:21 +02:00
parent 5c80a59bdd
commit 694cdfee7b
353 changed files with 12897 additions and 5028 deletions
@@ -1,18 +1,17 @@
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using Barotrauma.Items.Components;
using System.Linq;
namespace Barotrauma
{
public enum AIState { Idle, Attack, Escape, Eat, Flee, Avoid, Aggressive, PassiveAggressive, Protect, Observe, Freeze, Follow }
abstract partial class AIController : ISteerable
{
public bool Enabled;
public readonly Character Character;
private AIState state;
// Update only when the value changes, not when it keeps the same.
protected AITarget _lastAiTarget;
// Updated each time the value is updated (also when the value is the same).
@@ -74,25 +73,6 @@ namespace Barotrauma
get { return true; }
}
public virtual AIObjectiveManager ObjectiveManager
{
get { return null; }
}
public AIState State
{
get { return state; }
set
{
if (state == value) { return; }
PreviousState = state;
OnStateChanged(state, value);
state = value;
}
}
public AIState PreviousState { get; protected set; }
private IEnumerable<Hull> visibleHulls;
private float hullVisibilityTimer;
const float hullVisibilityInterval = 0.5f;
@@ -112,6 +92,9 @@ namespace Barotrauma
}
}
protected bool HasValidPath(bool requireNonDirty = false) =>
steeringManager is IndoorsSteeringManager pathSteering && pathSteering.CurrentPath != null && !pathSteering.CurrentPath.Finished && !pathSteering.CurrentPath.Unreachable && (!requireNonDirty || !pathSteering.IsPathDirty);
public AIController (Character c)
{
Character = c;
@@ -149,8 +132,152 @@ namespace Barotrauma
public void FaceTarget(ISpatialEntity target) => Character.AnimController.TargetDir = target.WorldPosition.X > Character.WorldPosition.X ? Direction.Right : Direction.Left;
public bool IsSteeringThroughGap { get; protected set; }
public virtual bool SteerThroughGap(Structure wall, WallSection section, Vector2 targetWorldPos, float deltaTime)
{
if (wall == null) { return false; }
if (section == null) { return false; }
Gap gap = section.gap;
if (gap == null) { return false; }
float maxDistance = Math.Min(wall.Rect.Width, wall.Rect.Height);
if (Vector2.DistanceSquared(Character.WorldPosition, targetWorldPos) > maxDistance * maxDistance) { return false; }
Hull targetHull = gap.FlowTargetHull;
if (targetHull == null) { return false; }
if (wall.IsHorizontal)
{
targetWorldPos.Y = targetHull.WorldRect.Y - targetHull.Rect.Height / 2;
}
else
{
targetWorldPos.X = targetHull.WorldRect.Center.X;
}
return SteerThroughGap(gap, targetWorldPos, deltaTime, maxDistance: -1);
}
public virtual bool SteerThroughGap(Gap gap, Vector2 targetWorldPos, float deltaTime, float maxDistance = -1)
{
Hull targetHull = gap.FlowTargetHull;
if (targetHull == null) { return false; }
if (maxDistance > 0)
{
if (Vector2.DistanceSquared(Character.WorldPosition, targetWorldPos) > maxDistance * maxDistance) { return false; }
}
if (SteeringManager is IndoorsSteeringManager pathSteering)
{
pathSteering.ResetPath();
}
SteeringManager.SteeringManual(deltaTime, Vector2.Normalize(targetWorldPos - Character.WorldPosition));
return true;
}
public bool CanPassThroughHole(Structure wall, int sectionIndex, int requiredHoleCount)
{
if (!wall.SectionBodyDisabled(sectionIndex)) { return false; }
int holeCount = 1;
for (int j = sectionIndex - 1; j > sectionIndex - requiredHoleCount; j--)
{
if (wall.SectionBodyDisabled(j))
{
holeCount++;
}
else
{
break;
}
}
for (int j = sectionIndex + 1; j < sectionIndex + requiredHoleCount; j++)
{
if (wall.SectionBodyDisabled(j))
{
holeCount++;
}
else
{
break;
}
}
return holeCount >= requiredHoleCount;
}
protected bool IsWallDisabled(Structure wall)
{
bool isDisabled = true;
for (int i = 0; i < wall.Sections.Length; i++)
{
if (!wall.SectionBodyDisabled(i))
{
isDisabled = false;
break;
}
}
return isDisabled;
}
private readonly HashSet<Item> unequippedItems = new HashSet<Item>();
public bool TakeItem(Item item, Inventory targetInventory, bool equip, bool dropOtherIfCannotMove = true, bool allowSwapping = false, bool storeUnequipped = false)
{
var pickable = item.GetComponent<Pickable>();
if (pickable == null) { return false; }
if (item.ParentInventory is ItemInventory itemInventory)
{
if (!itemInventory.Container.HasRequiredItems(Character, addMessage: false)) { return false; }
}
if (equip)
{
int targetSlot = -1;
//check if all the slots required by the item are free
foreach (InvSlotType slots in pickable.AllowedSlots)
{
if (slots.HasFlag(InvSlotType.Any)) { continue; }
for (int i = 0; i < targetInventory.Capacity; i++)
{
if (targetInventory is CharacterInventory characterInventory)
{
//slot not needed by the item, continue
if (!slots.HasFlag(characterInventory.SlotTypes[i])) { continue; }
}
targetSlot = i;
//slot free, continue
var otherItem = targetInventory.GetItemAt(i);
if (otherItem == null) { continue; }
//try to move the existing item to LimbSlot.Any and continue if successful
if (otherItem.AllowedSlots.Contains(InvSlotType.Any) && targetInventory.TryPutItem(otherItem, Character, CharacterInventory.anySlot))
{
if (storeUnequipped && targetInventory.Owner == Character)
{
unequippedItems.Add(otherItem);
}
continue;
}
if (dropOtherIfCannotMove)
{
//if everything else fails, simply drop the existing item
otherItem.Drop(Character);
}
}
}
return targetInventory.TryPutItem(item, targetSlot, allowSwapping, allowCombine: false, Character);
}
else
{
return targetInventory.TryPutItem(item, Character, CharacterInventory.anySlot);
}
}
public void ReequipUnequipped()
{
foreach (var item in unequippedItems)
{
if (item != null && !item.Removed && Character.HasItem(item))
{
TakeItem(item, Character.Inventory, equip: true, dropOtherIfCannotMove: true, allowSwapping: true, storeUnequipped: false);
}
}
unequippedItems.Clear();
}
protected virtual void OnStateChanged(AIState from, AIState to) { }
protected virtual void OnTargetChanged(AITarget previousTarget, AITarget newTarget) { }
}
}
@@ -10,30 +10,32 @@ using System.Linq;
namespace Barotrauma
{
public enum AIState { Idle, Attack, Escape, Eat, Flee, Avoid, Aggressive, PassiveAggressive, Protect, Observe, Freeze, Follow }
partial class EnemyAIController : AIController
{
public static bool DisableEnemyAI;
private AIState _state;
public AIState State
{
get { return _state; }
set
{
if (_state == value) { return; }
PreviousState = _state;
OnStateChanged(_state, value);
_state = value;
}
}
public AIState PreviousState { get; private set; }
/// <summary>
/// Enable the character to attack the outposts and the characters inside them. Disabled by default in normal levels, enabled in outpost levels.
/// </summary>
public bool TargetOutposts;
// TODO: use a struct?
class WallTarget
{
public Vector2 Position;
public Structure Structure;
public int SectionIndex;
public WallTarget(Vector2 position, Structure structure = null, int sectionIndex = -1)
{
Position = position;
Structure = structure;
SectionIndex = sectionIndex;
}
}
private readonly float updateTargetsInterval = 1;
private readonly float updateMemoriesInverval = 1;
private readonly float attackLimbResetInterval = 2;
@@ -56,9 +58,6 @@ namespace Barotrauma
private FishAnimController FishAnimController => Character.AnimController as FishAnimController;
//a point in a wall which the Character is currently targeting
private WallTarget wallTarget;
//the limb selected for the current attack
private Limb _attackingLimb;
public Limb AttackingLimb
@@ -159,6 +158,11 @@ namespace Barotrauma
}
}
private readonly float maxSteeringBuffer = 5000;
private readonly float minSteeringBuffer = 500;
private readonly float steeringBufferIncreaseSpeed = 100;
private float steeringBuffer;
public EnemyAIController(Character c, string seed) : base(c)
{
if (c.IsHuman)
@@ -168,10 +172,9 @@ namespace Barotrauma
if (Character.Params.Group.Equals("human", StringComparison.OrdinalIgnoreCase))
{
// Pet
Character.TeamID = Character.TeamType.FriendlyNPC;
Character.TeamID = CharacterTeamType.FriendlyNPC;
}
CharacterPrefab prefab = CharacterPrefab.FindBySpeciesName(c.SpeciesName);
var mainElement = prefab.XDocument.Root.IsOverride() ? prefab.XDocument.Root.FirstElement() : prefab.XDocument.Root;
var mainElement = c.Params.OriginalElement.IsOverride() ? c.Params.OriginalElement.FirstElement() : c.Params.OriginalElement;
targetMemories = new Dictionary<AITarget, AITargetMemory>();
steeringManager = outsideSteering;
//allow targeting outposts and outpost NPCs in outpost levels
@@ -188,7 +191,7 @@ namespace Barotrauma
if (aiElements.Count == 0)
{
DebugConsole.ThrowError("Error in file \"" + prefab.FilePath + "\" - no AI element found.");
DebugConsole.ThrowError("Error in file \"" + c.Params.File + "\" - no AI element found.");
outsideSteering = new SteeringManager(this);
insideSteering = new IndoorsSteeringManager(this, false, false);
return;
@@ -229,7 +232,7 @@ namespace Barotrauma
ReevaluateAttacks();
outsideSteering = new SteeringManager(this);
insideSteering = new IndoorsSteeringManager(this, false, canAttackDoors);
insideSteering = new IndoorsSteeringManager(this, Character.IsHumanoid, canAttackDoors);
steeringManager = outsideSteering;
State = AIState.Idle;
@@ -242,7 +245,24 @@ namespace Barotrauma
myBodies = Character.AnimController.Limbs.Select(l => l.body.FarseerBody);
}
public CharacterParams.AIParams AIParams => Character.Params.AI;
private CharacterParams.AIParams _aiParams;
public CharacterParams.AIParams AIParams
{
get
{
if (_aiParams == null)
{
_aiParams = Character.Params.AI;
if (_aiParams == null)
{
DebugConsole.ThrowError($"No AI Params defined for {Character.SpeciesName}. AI disabled.");
Enabled = false;
_aiParams = new CharacterParams.AIParams(null, Character.Params);
}
}
return _aiParams;
}
}
private CharacterParams.TargetParams GetTargetParams(string targetTag) => AIParams.GetTarget(targetTag, false);
private CharacterParams.TargetParams GetTargetParams(AITarget aiTarget) => GetTargetParams(GetTargetingTag(aiTarget));
private string GetTargetingTag(AITarget aiTarget)
@@ -321,7 +341,7 @@ namespace Barotrauma
}
private float movementMargin;
public override void Update(float deltaTime)
{
if (DisableEnemyAI) { return; }
@@ -341,14 +361,23 @@ namespace Barotrauma
ignorePlatforms = height < allowedJumpHeight;
}
}
if (Character.IsClimbing && PathSteering.IsNextLadderSameAsCurrent)
{
Character.AnimController.TargetMovement = new Vector2(0.0f, Math.Sign(Character.AnimController.TargetMovement.Y));
}
}
Character.AnimController.IgnorePlatforms = ignorePlatforms;
//clients get the facing direction from the server
if (Character.AnimController is HumanoidAnimController &&
if (Math.Abs(Character.AnimController.movement.X) > 0.1f && !Character.AnimController.InWater &&
(GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer || Character.Controlled == Character))
{
if (Math.Abs(Character.AnimController.movement.X) > 0.1f && !Character.AnimController.InWater)
if (SelectedAiTarget?.Entity != null || escapeTarget != null)
{
Entity t = SelectedAiTarget?.Entity ?? escapeTarget;
float referencePos = Vector2.DistanceSquared(Character.WorldPosition, t.WorldPosition) > 100 * 100 && HasValidPath(true) ? PathSteering.CurrentPath.CurrentNode.WorldPosition.X : t.WorldPosition.X;
Character.AnimController.TargetDir = Character.WorldPosition.X < referencePos ? Direction.Right : Direction.Left;
}
else
{
Character.AnimController.TargetDir = Character.AnimController.movement.X > 0.0f ? Direction.Right : Direction.Left;
}
@@ -389,7 +418,7 @@ namespace Barotrauma
FadeMemories(updateMemoriesInverval);
updateMemoriesTimer = updateMemoriesInverval;
}
if (Character.HealthPercentage <= FleeHealthThreshold && SelectedAiTarget != null &&
if (Math.Max(Character.HealthPercentage, 0) < FleeHealthThreshold && SelectedAiTarget != null &&
SelectedAiTarget.Entity is Character target && (target.IsHuman && CanPerceive(SelectedAiTarget) || IsBeingChasedBy(target)))
{
// Keep fleeing if being chased
@@ -408,7 +437,7 @@ namespace Barotrauma
UpdateTargets(Character, out targetingParams);
if (!IsLatchedOnSub)
{
UpdateWallTarget();
UpdateWallTarget(requiredHoleCount);
}
updateTargetsTimer = updateTargetsInterval * Rand.Range(0.75f, 1.25f);
if (SelectedAiTarget == null)
@@ -423,21 +452,48 @@ namespace Barotrauma
}
}
if (Character.CurrentHull == null)
if (AIParams.Infiltrate)
{
if (steeringManager != outsideSteering)
bool IsCloseEnoughToTargetSub(float threshold) => SelectedAiTarget?.Entity?.Submarine is Submarine sub && sub != null && Vector2.DistanceSquared(Character.WorldPosition, sub.WorldPosition) < MathUtils.Pow(Math.Max(sub.Borders.Size.X, sub.Borders.Size.Y) / 2 + threshold, 2);
if (Character.Submarine != null || HasValidPath() && IsCloseEnoughToTargetSub(maxSteeringBuffer) || IsCloseEnoughToTargetSub(steeringBuffer))
{
outsideSteering.Reset();
if (steeringManager != insideSteering)
{
insideSteering.Reset();
}
steeringManager = insideSteering;
steeringBuffer += steeringBufferIncreaseSpeed * deltaTime;
}
steeringManager = outsideSteering;
else
{
if (steeringManager != outsideSteering)
{
outsideSteering.Reset();
}
steeringManager = outsideSteering;
steeringBuffer = minSteeringBuffer;
}
steeringBuffer = Math.Clamp(steeringBuffer, minSteeringBuffer, maxSteeringBuffer);
}
else
{
if (steeringManager != insideSteering)
if (Character.Submarine != null)
{
insideSteering.Reset();
if (steeringManager != insideSteering)
{
insideSteering.Reset();
}
steeringManager = insideSteering;
}
else
{
if (steeringManager != outsideSteering)
{
outsideSteering.Reset();
}
steeringManager = outsideSteering;
}
steeringManager = insideSteering;
}
bool useSteeringLengthAsMovementSpeed = State == AIState.Idle && Character.AnimController.InWater;
@@ -519,12 +575,24 @@ namespace Barotrauma
}
if (State == AIState.Protect)
{
if (SelectedAiTarget.Entity is Character targetCharacter && targetCharacter.LastAttacker is Character attacker && !attacker.Removed && !attacker.IsDead)
if (SelectedAiTarget.Entity is Character targetCharacter)
{
// Attack the character that attacked the target we are protecting
ChangeTargetState(attacker, AIState.Attack, selectedTargetingParams.Priority * 2);
SelectTarget(attacker.AiTarget);
return;
bool IsValid(Character.Attacker a)
{
Character c = a.Character;
if (c.IsDead || c.Removed) { return false; }
if (!IsFriendly(Character, c)) { return true; }
// Only apply the threshold to friendly characters
return a.Damage >= selectedTargetingParams.Threshold;
}
Character attacker = targetCharacter.LastAttackers.LastOrDefault(IsValid)?.Character;
if (attacker != null)
{
// Attack the character that attacked the target we are protecting
ChangeTargetState(attacker, AIState.Attack, selectedTargetingParams.Priority * 2);
SelectTarget(attacker.AiTarget);
return;
}
}
}
float sqrDist = Vector2.DistanceSquared(WorldPosition, SelectedAiTarget.WorldPosition);
@@ -622,8 +690,8 @@ namespace Barotrauma
Character.AnimController.TargetMovement = Character.ApplyMovementLimits(Steering, targetMovement);
if (Character.CurrentHull != null && Character.AnimController.InWater)
{
// Halve the swimming speed inside the sub
Character.AnimController.TargetMovement *= 0.5f;
// Limit the swimming speed inside the sub.
Character.AnimController.TargetMovement = Character.AnimController.TargetMovement.ClampLength(5);
}
}
@@ -691,6 +759,8 @@ namespace Barotrauma
#endregion
#region Escape
private readonly float escapeTargetSeekInterval = 2;
private float escapeTimer;
private Gap escapeTarget;
private bool allGapsSearched;
private readonly HashSet<Gap> unreachableGaps = new HashSet<Gap>();
@@ -707,35 +777,62 @@ namespace Barotrauma
}
IndoorsSteeringManager pathSteering = SteeringManager as IndoorsSteeringManager;
bool hasValidPath = pathSteering?.CurrentPath != null && !pathSteering.IsPathDirty && !pathSteering.CurrentPath.Unreachable;
if (allGapsSearched)
{
escapeTimer -= deltaTime;
if (escapeTimer <= 0)
{
allGapsSearched = false;
}
}
if (Character.CurrentHull != null && pathSteering != null)
{
// Seek exit if inside
if (!allGapsSearched)
{
float closestDistance = 0;
foreach (Gap gap in Gap.GapList)
{
if (gap == null || gap.Removed) { continue; }
if (escapeTarget == gap) { continue; }
if (unreachableGaps.Contains(gap)) { continue; }
if (gap.Submarine != Character.Submarine) { continue; }
if (gap.Open < 1 || gap.IsRoomToRoom) { continue; }
bool canGetThrough = ConvertUnits.ToDisplayUnits(colliderWidth) < gap.Size;
if (!canGetThrough) { continue; }
if (escapeTarget == null)
if (gap.IsRoomToRoom) { continue; }
float multiplier = 1;
var door = gap.ConnectedDoor;
if (door != null)
{
escapeTarget = gap;
if (!door.CanBeTraversed)
{
if (!door.HasAccess(Character))
{
if (!canAttackDoors) { continue; }
// Treat doors that don't have access to like they were farther, because it will take time to break them.
multiplier = 5;
}
}
}
else if (gap.FlowTargetHull == Character.CurrentHull)
else
{
if (gap.Open < 1) { continue; }
bool canGetThrough = ConvertUnits.ToDisplayUnits(colliderWidth) < gap.Size;
if (!canGetThrough) { continue; }
}
if (gap.FlowTargetHull == Character.CurrentHull)
{
// If the gap is in the same room, it's close enough.
escapeTarget = gap;
break;
}
else if (Vector2.DistanceSquared(Character.SimPosition, gap.SimPosition) < Vector2.DistanceSquared(Character.SimPosition, escapeTarget.SimPosition))
float distance = Vector2.DistanceSquared(Character.WorldPosition, gap.WorldPosition) * multiplier;
if (escapeTarget == null || distance < closestDistance)
{
escapeTarget = gap;
closestDistance = distance;
}
}
allGapsSearched = true;
escapeTimer = escapeTargetSeekInterval;
}
else if (escapeTarget != null && escapeTarget.FlowTargetHull != Character.CurrentHull)
{
@@ -760,36 +857,25 @@ namespace Barotrauma
Vector2 escapeDir = Vector2.Normalize(SelectedAiTarget != null ? WorldPosition - SelectedAiTarget.WorldPosition : Character.AnimController.TargetMovement);
if (!MathUtils.IsValid(escapeDir)) { escapeDir = Vector2.UnitY; }
SteeringManager.SteeringManual(deltaTime, escapeDir);
return;
}
else if (pathSteering != null)
{
if (canAttackDoors && hasValidPath)
if (hasValidPath && canAttackDoors)
{
var door = pathSteering.CurrentPath.CurrentNode?.ConnectedDoor ?? pathSteering.CurrentPath.NextNode?.ConnectedDoor;
if (door != null && !door.IsOpen && !door.IsBroken)
if (door != null && !door.CanBeTraversed && !door.HasAccess(Character))
{
if (SelectedAiTarget != door.Item.AiTarget)
if (SelectedAiTarget != door.Item.AiTarget || State != AIState.Attack)
{
SelectTarget(door.Item.AiTarget);
SelectTarget(door.Item.AiTarget, selectedTargetMemory.Priority);
State = AIState.Attack;
return;
}
}
else
{
SteeringManager.SteeringSeek(escapeTarget.SimPosition, 5);
}
}
else
{
SteeringManager.SteeringSeek(escapeTarget.SimPosition, 5);
}
}
else
{
SteeringManager.SteeringSeek(escapeTarget.SimPosition, 10);
SteeringManager.SteeringAvoid(deltaTime, lookAheadDistance: avoidLookAheadDistance, weight: 15);
}
SteeringManager.SteeringSeek(escapeTarget.SimPosition, 10);
}
else
{
@@ -860,49 +946,9 @@ namespace Barotrauma
if (Character.AnimController.CanEnterSubmarine)
{
//targeting a wall section that can be passed through -> steer manually through the hole
if (wallTarget != null && wallTarget.SectionIndex > -1 && CanPassThroughHole(wallTarget.Structure, wallTarget.SectionIndex))
if (TrySteerThroughGaps(deltaTime))
{
WallSection section = wallTarget.Structure.GetSection(wallTarget.SectionIndex);
Vector2 targetPos = wallTarget.Structure.SectionPosition(wallTarget.SectionIndex, true);
if (section?.gap != null && SteerThroughGap(wallTarget.Structure, section, targetPos, deltaTime))
{
return;
}
}
else if (SelectedAiTarget.Entity is Structure wall)
{
for (int i = 0; i < wall.Sections.Length; i++)
{
WallSection section = wall.Sections[i];
if (CanPassThroughHole(wall, i) && section?.gap != null)
{
if (SteerThroughGap(wall, section, wall.SectionPosition(i, true), deltaTime))
{
return;
}
}
}
}
else if (SelectedAiTarget.Entity is Item i)
{
var door = i.GetComponent<Door>();
// Steer through the door manually if it's open or broken
// Don't try to enter dry hulls if cannot walk or if the gap is too narrow
if (door?.LinkedGap?.FlowTargetHull != null && !door.LinkedGap.IsRoomToRoom && (door.IsOpen || door.IsBroken))
{
if (Character.AnimController.CanWalk || door.LinkedGap.FlowTargetHull.WaterPercentage > 25)
{
if (door.LinkedGap.Size > ConvertUnits.ToDisplayUnits(colliderWidth))
{
LatchOntoAI?.DeattachFromBody(reset: true, cooldown: 2);
Character.AnimController.ReleaseStuckLimbs();
var velocity = Vector2.Normalize(door.LinkedGap.FlowTargetHull.WorldPosition - Character.WorldPosition);
steeringManager.SteeringManual(deltaTime, velocity);
return;
}
}
}
return;
}
}
else if (SelectedAiTarget.Entity is Structure w && wallTarget == null)
@@ -932,12 +978,6 @@ namespace Barotrauma
}
}
if (Math.Abs(Character.AnimController.movement.X) > 0.1f && !Character.AnimController.InWater &&
(GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer || Character.Controlled == Character))
{
Character.AnimController.TargetDir = Character.WorldPosition.X < attackWorldPos.X ? Direction.Right : Direction.Left;
}
bool canAttack = true;
bool pursue = false;
if (IsCoolDownRunning)
@@ -1119,30 +1159,34 @@ namespace Barotrauma
}
canAttack = AttackingLimb != null && AttackingLimb.attack.CoolDownTimer <= 0;
}
if (!Character.AnimController.SimplePhysicsEnabled && SelectedAiTarget.Entity.Submarine != null && Character.Submarine == null && (!canAttackDoors || !canAttackWalls || !AIParams.TargetOuterWalls))
if (!AIParams.Infiltrate)
{
if (wallTarget == null && Vector2.DistanceSquared(Character.WorldPosition, attackWorldPos) < 2000 * 2000)
if (!Character.AnimController.SimplePhysicsEnabled && SelectedAiTarget.Entity.Submarine != null && Character.Submarine == null && (!canAttackDoors || !canAttackWalls || !AIParams.TargetOuterWalls))
{
// Check that we are not bumping into a door or a wall
Vector2 rayStart = SimPosition;
if (Character.Submarine == null)
if (wallTarget == null && Vector2.DistanceSquared(Character.WorldPosition, attackWorldPos) < 2000 * 2000)
{
rayStart -= SelectedAiTarget.Entity.Submarine.SimPosition;
}
Vector2 dir = SelectedAiTarget.WorldPosition - WorldPosition;
Vector2 rayEnd = rayStart + dir.ClampLength(Character.AnimController.Collider.GetLocalFront().Length() * 2);
Body closestBody = Submarine.CheckVisibility(rayStart, rayEnd, ignoreSubs: true);
if (Submarine.LastPickedFraction != 1.0f && closestBody != null &&
(!AIParams.TargetOuterWalls || !canAttackWalls && closestBody.UserData is Structure s && s.Submarine != null || !canAttackDoors && closestBody.UserData is Item i && i.Submarine != null && i.GetComponent<Door>() != null))
{
// Target is unreachable, there's a door or wall ahead
State = AIState.Idle;
IgnoreTarget(SelectedAiTarget);
ResetAITarget();
return;
// Check that we are not bumping into a door or a wall
Vector2 rayStart = SimPosition;
if (Character.Submarine == null)
{
rayStart -= SelectedAiTarget.Entity.Submarine.SimPosition;
}
Vector2 dir = SelectedAiTarget.WorldPosition - WorldPosition;
Vector2 rayEnd = rayStart + dir.ClampLength(Character.AnimController.Collider.GetLocalFront().Length() * 2);
Body closestBody = Submarine.CheckVisibility(rayStart, rayEnd, ignoreSubs: true);
if (Submarine.LastPickedFraction != 1.0f && closestBody != null &&
(!AIParams.TargetOuterWalls || !canAttackWalls && closestBody.UserData is Structure s && s.Submarine != null || !canAttackDoors && closestBody.UserData is Item i && i.Submarine != null && i.GetComponent<Door>() != null))
{
// Target is unreachable, there's a door or wall ahead
State = AIState.Idle;
IgnoreTarget(SelectedAiTarget);
ResetAITarget();
return;
}
}
}
}
float distance = 0;
Limb attackTargetLimb = null;
Character targetCharacter = SelectedAiTarget.Entity as Character;
@@ -1202,6 +1246,16 @@ namespace Barotrauma
// Check that we can reach the target
distance = toTarget.Length();
canAttack = distance < AttackingLimb.attack.Range;
// Crouch if the target is down (only humanoids), so that we can reach it.
if (Character.AnimController is HumanoidAnimController humanoidAnimController && distance < AttackingLimb.attack.Range * 2)
{
if (Math.Abs(toTarget.Y) > AttackingLimb.attack.Range / 2 && Math.Abs(toTarget.X) <= AttackingLimb.attack.Range)
{
humanoidAnimController.Crouching = true;
}
}
if (canAttack)
{
if (AttackingLimb.attack.Ranged)
@@ -1303,26 +1357,27 @@ namespace Barotrauma
if (targetCharacter == null || targetCharacter.CurrentHull != Character.CurrentHull)
{
var door = pathSteering.CurrentPath.CurrentNode?.ConnectedDoor ?? pathSteering.CurrentPath.NextNode?.ConnectedDoor;
if (door != null && !door.IsOpen && !door.IsBroken)
if (door != null && !door.CanBeTraversed && !door.HasAccess(Character))
{
if (door.Item.AiTarget != null && SelectedAiTarget != door.Item.AiTarget)
{
SelectTarget(door.Item.AiTarget, selectedTargetMemory.Priority);
State = AIState.Attack;
return;
}
}
}
}
// Steer towards the target if in the same room and swimming
if ((Character.AnimController.InWater || pursue || !Character.AnimController.CanWalk) &&
(targetCharacter != null && VisibleHulls.Contains(targetCharacter.CurrentHull) || Character.CanSeeTarget(SelectedAiTarget.Entity)))
if (Character.CurrentHull != null && ((Character.AnimController.InWater || pursue || !Character.AnimController.CanWalk) &&
(targetCharacter != null && VisibleHulls.Contains(targetCharacter.CurrentHull))))
{
Vector2 myPos = Character.AnimController.SimplePhysicsEnabled ? Character.SimPosition : steeringLimb.SimPosition;
SteeringManager.SteeringManual(deltaTime, Vector2.Normalize(steerPos - myPos));
}
else
{
SteeringManager.SteeringSeek(steerPos, 2);
pathSteering.SteeringSeek(steerPos, 2, startNodeFilter: n => (n.Waypoint.CurrentHull == null) == (Character.CurrentHull == null), checkVisiblity: true);
// Switch to Idle when cannot reach the target and if cannot damage the walls
if ((!canAttackWalls || wallTarget == null) && !pathSteering.IsPathDirty && pathSteering.CurrentPath.Unreachable)
{
@@ -1363,6 +1418,16 @@ namespace Barotrauma
}
if (canAttack)
{
if (SelectedAiTarget.Entity is Item targetItem)
{
var door = targetItem.GetComponent<Door>();
if (door != null && door.CanBeTraversed)
{
ResetAITarget();
State = PreviousState;
return;
}
}
if (!UpdateLimbAttack(deltaTime, AttackingLimb, attackSimPos, distance, attackTargetLimb))
{
IgnoreTarget(SelectedAiTarget);
@@ -1370,38 +1435,6 @@ namespace Barotrauma
}
}
public bool IsSteeringThroughGap { get; private set; }
private bool SteerThroughGap(Structure wall, WallSection section, Vector2 targetWorldPos, float deltaTime)
{
IsSteeringThroughGap = true;
wallTarget = null;
LatchOntoAI?.DeattachFromBody(reset: true, cooldown: 2);
Character.AnimController.ReleaseStuckLimbs();
Hull targetHull = section.gap?.FlowTargetHull;
float maxDistance = Math.Min(wall.Rect.Width, wall.Rect.Height);
if (Vector2.DistanceSquared(Character.WorldPosition, targetWorldPos) > maxDistance * maxDistance)
{
return false;
}
if (targetHull != null)
{
// If already inside, target the hull, else target the wall.
SelectedAiTarget = Character.CurrentHull != null ? targetHull.AiTarget : wall.AiTarget;
if (wall.IsHorizontal)
{
targetWorldPos.Y = targetHull.WorldRect.Y - targetHull.Rect.Height / 2;
}
else
{
targetWorldPos.X = targetHull.WorldRect.Center.X;
}
steeringManager.SteeringManual(deltaTime, Vector2.Normalize(targetWorldPos - Character.WorldPosition));
SteeringManager.SteeringAvoid(deltaTime, lookAheadDistance: avoidLookAheadDistance, weight: 15);
return true;
}
return false;
}
private readonly List<Limb> attackLimbs = new List<Limb>();
private readonly List<float> weights = new List<float>();
private Limb GetAttackLimb(Vector2 attackWorldPos, Limb ignoredLimb = null)
@@ -1471,106 +1504,6 @@ namespace Barotrauma
}
}
private void UpdateWallTarget()
{
wallTarget = null;
if (SelectedAiTarget == null) { return; }
if (SelectedAiTarget.Entity == null) { return; }
//check if there's a wall between the target and the Character
Vector2 rayStart = SimPosition;
Vector2 rayEnd = SelectedAiTarget.SimPosition;
if (SelectedAiTarget.Entity.Submarine != null && Character.Submarine == null)
{
rayStart -= SelectedAiTarget.Entity.Submarine.SimPosition;
}
else if (SelectedAiTarget.Entity.Submarine == null && Character.Submarine != null)
{
rayEnd -= Character.Submarine.SimPosition;
}
Body closestBody = Submarine.CheckVisibility(rayStart, rayEnd, ignoreSubs: true, ignoreSensors: CanEnterSubmarine, ignoreDisabledWalls: CanEnterSubmarine);
if (Submarine.LastPickedFraction != 1.0f && closestBody != null)
{
if (closestBody.UserData is Structure wall && wall.Submarine != null && (wall.Submarine.Info.IsPlayer || wall.Submarine.Info.IsOutpost && TargetOutposts))
{
int sectionIndex = wall.FindSectionIndex(ConvertUnits.ToDisplayUnits(Submarine.LastPickedPosition));
float sectionDamage = wall.SectionDamage(sectionIndex);
for (int i = sectionIndex - 2; i <= sectionIndex + 2; i++)
{
if (wall.SectionBodyDisabled(i))
{
if (Character.AnimController.CanEnterSubmarine && CanPassThroughHole(wall, i))
{
sectionIndex = i;
break;
}
else
{
//otherwise ignore and keep breaking other sections
continue;
}
}
if (wall.SectionDamage(i) > sectionDamage)
{
sectionIndex = i;
}
}
Vector2 sectionPos = wall.SectionPosition(sectionIndex);
Vector2 attachTargetNormal;
if (wall.IsHorizontal)
{
attachTargetNormal = new Vector2(0.0f, Math.Sign(WorldPosition.Y - wall.WorldPosition.Y));
sectionPos.Y += (wall.BodyHeight <= 0.0f ? wall.Rect.Height : wall.BodyHeight) / 2 * attachTargetNormal.Y;
}
else
{
attachTargetNormal = new Vector2(Math.Sign(WorldPosition.X - wall.WorldPosition.X), 0.0f);
sectionPos.X += (wall.BodyWidth <= 0.0f ? wall.Rect.Width : wall.BodyWidth) / 2 * attachTargetNormal.X;
}
LatchOntoAI?.SetAttachTarget(wall, ConvertUnits.ToSimUnits(sectionPos), attachTargetNormal);
if (Character.AnimController.CanEnterSubmarine || !wall.SectionBodyDisabled(sectionIndex) && !IsWallDisabled(wall))
{
if (AIParams.TargetOuterWalls || wall.prefab.Tags.Contains("inner") || wall.Submarine != null && wall.Submarine == Character.Submarine)
{
if (wall.NoAITarget && Character.AnimController.CanEnterSubmarine)
{
// Blocked by a wall that shouldn't be targeted. The main intention here is to prevents monsters from entering the the tail and the nose pieces.
IgnoreTarget(SelectedAiTarget);
ResetAITarget();
}
else
{
wallTarget = new WallTarget(sectionPos, wall, sectionIndex);
}
}
}
}
if (!Character.AnimController.CanEnterSubmarine && wallTarget == null)
{
if (closestBody.UserData is Structure w && w.Submarine != null || closestBody.UserData is Item i && i.Submarine != null)
{
// Cannot reach the target, because it's blocked by a disabled wall or a door
State = AIState.Idle;
IgnoreTarget(SelectedAiTarget);
ResetAITarget();
}
}
}
}
private bool IsWallDisabled(Structure wall)
{
bool isDisabled = true;
for (int i = 0; i < wall.Sections.Length; i++)
{
if (!wall.SectionBodyDisabled(i))
{
isDisabled = false;
break;
}
}
return isDisabled;
}
public override void OnAttacked(Character attacker, AttackResult attackResult)
{
float reactionTime = Rand.Range(0.1f, 0.3f);
@@ -1603,7 +1536,7 @@ namespace Barotrauma
if (!isFriendly && attackResult.Damage > 0.0f)
{
bool canAttack = attacker.Submarine == Character.Submarine && canAttackCharacters || attacker.Submarine != null && canAttackWalls;
if (Character.Params.AI.AttackWhenProvoked && canAttack)
if (AIParams.AttackWhenProvoked && canAttack)
{
if (attacker.IsHusk)
{
@@ -1661,7 +1594,7 @@ namespace Barotrauma
// Only allow to react once. Otherwise would attack the target with only a fraction of a cooldown
bool retaliate = !isFriendly && SelectedAiTarget != attacker.AiTarget && attacker.Submarine == Character.Submarine;
bool avoidGunFire = Character.Params.AI.AvoidGunfire && attacker.Submarine != Character.Submarine;
bool avoidGunFire = AIParams.AvoidGunfire && attacker.Submarine != Character.Submarine;
if (State == AIState.Attack && !IsCoolDownRunning)
{
@@ -1686,7 +1619,7 @@ namespace Barotrauma
avoidTimer = AIParams.AvoidTime * Rand.Range(0.75f, 1.25f);
SelectTarget(attacker.AiTarget);
}
if (Character.HealthPercentage <= FleeHealthThreshold)
if (Math.Max(Character.HealthPercentage, 0) < FleeHealthThreshold)
{
State = AIState.Flee;
avoidTimer = AIParams.MinFleeTime * Rand.Range(0.75f, 1.25f);
@@ -1707,6 +1640,7 @@ namespace Barotrauma
if (aiTarget != null && SelectedAiTarget != aiTarget)
{
SelectTarget(aiTarget, GetTargetMemory(SelectedAiTarget, true).Priority);
State = AIState.Attack;
}
}
IDamageable damageTarget = wallTarget != null ? wallTarget.Structure : SelectedAiTarget.Entity as IDamageable;
@@ -1974,7 +1908,7 @@ namespace Barotrauma
bool targetingFromOutsideToInside = item.CurrentHull != null && character.CurrentHull == null;
if (targetingFromOutsideToInside)
{
if (door != null && !canAttackDoors || !canAttackWalls)
if (door != null && (!canAttackDoors && !AIParams.Infiltrate) || !canAttackWalls)
{
// Can't reach
continue;
@@ -2122,16 +2056,14 @@ namespace Barotrauma
bool isOutdoor = door.LinkedGap?.FlowTargetHull != null && !door.LinkedGap.IsRoomToRoom;
// Ignore inner doors when outside
if (character.CurrentHull == null && !isOutdoor) { continue; }
bool isOpen = door.IsOpen || door.IsBroken;
if (!isOpen && !canAttackDoors || (isOutdoor && !AIParams.TargetOuterWalls))
bool isOpen = door.CanBeTraversed;
if (!isOpen)
{
// Ignore doors that are not open if cannot attack doors or shouldn't target outer doors.
continue;
if (!canAttackDoors || isOutdoor && !AIParams.TargetOuterWalls) { continue; }
}
if (isOpen && (!Character.AnimController.CanEnterSubmarine || !AggressiveBoarding))
else if (!Character.AnimController.CanEnterSubmarine)
{
// Ignore broken and open doors
// Aggressive boarders don't ignore open doors, because they use them for getting in.
// Ignore broken and open doors, if cannot enter submarine
continue;
}
if (AggressiveBoarding)
@@ -2157,8 +2089,9 @@ namespace Barotrauma
if (targetingTag == null) { continue; }
var targetParams = GetTargetParams(targetingTag);
if (targetParams == null) { continue; }
if (targetParams.IgnoreWhileInside && character.CurrentHull != null) { continue; }
if (targetParams.IgnoreWhileOutside && character.CurrentHull == null) { continue; }
if (targetParams.IgnoreInside && character.CurrentHull != null) { continue; }
if (targetParams.IgnoreOutside && character.CurrentHull == null) { continue; }
if (targetParams.IgnoreIncapacitated && targetCharacter != null && targetCharacter.IsIncapacitated) { continue; }
if (targetParams.State == AIState.Observe || targetParams.State == AIState.Eat)
{
if (targetCharacter != null && targetCharacter.Submarine != Character.Submarine)
@@ -2270,7 +2203,7 @@ namespace Barotrauma
foreach (var gap in Character.CurrentHull.ConnectedGaps)
{
var door = gap.ConnectedDoor;
if (door == null || !door.IsOpen && !door.IsBroken)
if (door == null)
{
var wall = gap.ConnectedWall;
if (wall != null)
@@ -2293,7 +2226,7 @@ namespace Barotrauma
newTarget = aiTarget;
selectedTargetMemory = targetMemory;
targetValue = valueModifier;
targetingParams = GetTargetParams(targetingTag);
targetingParams = targetParams;
}
}
@@ -2332,6 +2265,149 @@ namespace Barotrauma
return SelectedAiTarget;
}
class WallTarget
{
public Vector2 Position;
public Structure Structure;
public int SectionIndex;
public WallTarget(Vector2 position, Structure structure = null, int sectionIndex = -1)
{
Position = position;
Structure = structure;
SectionIndex = sectionIndex;
}
}
private WallTarget wallTarget;
private void UpdateWallTarget(int requiredHoleCount)
{
wallTarget = null;
if (State == AIState.Flee || State == AIState.Escape) { return; }
if (AIParams.Infiltrate && HasValidPath(requireNonDirty: true)) { return; }
if (SelectedAiTarget == null) { return; }
if (SelectedAiTarget.Entity == null) { return; }
Vector2 rayStart = SimPosition;
Vector2 rayEnd = SelectedAiTarget.SimPosition;
if (SelectedAiTarget.Entity.Submarine != null && Character.Submarine == null)
{
rayStart -= SelectedAiTarget.Entity.Submarine.SimPosition;
}
else if (SelectedAiTarget.Entity.Submarine == null && Character.Submarine != null)
{
rayEnd -= Character.Submarine.SimPosition;
}
Body closestBody = Submarine.CheckVisibility(rayStart, rayEnd, ignoreSubs: true, ignoreSensors: CanEnterSubmarine, ignoreDisabledWalls: CanEnterSubmarine);
if (Submarine.LastPickedFraction != 1.0f && closestBody != null)
{
if (closestBody.UserData is Structure wall && wall.Submarine != null && (Character.IsBot || wall.Submarine.Info.IsPlayer || wall.Submarine.Info.IsOutpost && TargetOutposts))
{
int sectionIndex = wall.FindSectionIndex(ConvertUnits.ToDisplayUnits(Submarine.LastPickedPosition));
float sectionDamage = wall.SectionDamage(sectionIndex);
for (int i = sectionIndex - 2; i <= sectionIndex + 2; i++)
{
if (wall.SectionBodyDisabled(i))
{
if (Character.AnimController.CanEnterSubmarine && CanPassThroughHole(wall, i, requiredHoleCount))
{
sectionIndex = i;
break;
}
else
{
// Ignore and keep breaking other sections
continue;
}
}
if (wall.SectionDamage(i) > sectionDamage)
{
sectionIndex = i;
}
}
Vector2 sectionPos = wall.SectionPosition(sectionIndex);
Vector2 attachTargetNormal;
if (wall.IsHorizontal)
{
attachTargetNormal = new Vector2(0.0f, Math.Sign(WorldPosition.Y - wall.WorldPosition.Y));
sectionPos.Y += (wall.BodyHeight <= 0.0f ? wall.Rect.Height : wall.BodyHeight) / 2 * attachTargetNormal.Y;
}
else
{
attachTargetNormal = new Vector2(Math.Sign(WorldPosition.X - wall.WorldPosition.X), 0.0f);
sectionPos.X += (wall.BodyWidth <= 0.0f ? wall.Rect.Width : wall.BodyWidth) / 2 * attachTargetNormal.X;
}
LatchOntoAI?.SetAttachTarget(wall, ConvertUnits.ToSimUnits(sectionPos), attachTargetNormal);
if (Character.AnimController.CanEnterSubmarine || !wall.SectionBodyDisabled(sectionIndex) && !IsWallDisabled(wall))
{
if (AIParams.TargetOuterWalls || wall.prefab.Tags.Contains("inner") || wall.Submarine != null && wall.Submarine == Character.Submarine)
{
if (wall.NoAITarget && Character.AnimController.CanEnterSubmarine)
{
// Blocked by a wall that shouldn't be targeted. The main intention here is to prevents monsters from entering the the tail and the nose pieces.
IgnoreTarget(SelectedAiTarget);
ResetAITarget();
}
else
{
wallTarget = new WallTarget(sectionPos, wall, sectionIndex);
}
}
}
}
if (!Character.AnimController.CanEnterSubmarine && wallTarget == null)
{
if (closestBody.UserData is Structure w && w.Submarine != null || closestBody.UserData is Item i && i.Submarine != null)
{
// Cannot reach the target, because it's blocked by a disabled wall or a door
State = AIState.Idle;
IgnoreTarget(SelectedAiTarget);
ResetAITarget();
}
}
}
}
private bool TrySteerThroughGaps(float deltaTime)
{
if (wallTarget != null && wallTarget.SectionIndex > -1 && CanPassThroughHole(wallTarget.Structure, wallTarget.SectionIndex, requiredHoleCount))
{
WallSection section = wallTarget.Structure.GetSection(wallTarget.SectionIndex);
Vector2 targetPos = wallTarget.Structure.SectionPosition(wallTarget.SectionIndex, true);
return section?.gap != null && SteerThroughGap(wallTarget.Structure, section, targetPos, deltaTime);
}
else if (SelectedAiTarget != null)
{
if (SelectedAiTarget.Entity is Structure wall)
{
for (int i = 0; i < wall.Sections.Length; i++)
{
WallSection section = wall.Sections[i];
if (CanPassThroughHole(wall, i, requiredHoleCount) && section?.gap != null)
{
return SteerThroughGap(wall, section, wall.SectionPosition(i, true), deltaTime);
}
}
}
else if (SelectedAiTarget.Entity is Item i)
{
var door = i.GetComponent<Door>();
// Don't try to enter dry hulls if cannot walk or if the gap is too narrow
if (door?.LinkedGap?.FlowTargetHull != null && !door.LinkedGap.IsRoomToRoom && door.CanBeTraversed)
{
if (Character.AnimController.CanWalk || door.LinkedGap.FlowTargetHull.WaterPercentage > 25)
{
if (door.LinkedGap.Size > ConvertUnits.ToDisplayUnits(colliderWidth))
{
return SteerThroughGap(door.LinkedGap, door.LinkedGap.FlowTargetHull.WorldPosition, deltaTime, maxDistance: 100);
}
}
}
}
}
return false;
}
private AITargetMemory GetTargetMemory(AITarget target, bool addIfNotFound)
{
if (!targetMemories.TryGetValue(target, out AITargetMemory memory))
@@ -2631,28 +2707,38 @@ namespace Barotrauma
}
}
public bool CanPassThroughHole(Structure wall, int sectionIndex)
public override bool SteerThroughGap(Structure wall, WallSection section, Vector2 targetWorldPos, float deltaTime)
{
if (!wall.SectionBodyDisabled(sectionIndex)) return false;
int holeCount = 1;
for (int j = sectionIndex - 1; j > sectionIndex - requiredHoleCount; j--)
wallTarget = null;
LatchOntoAI?.DeattachFromBody(reset: true, cooldown: 2);
Character.AnimController.ReleaseStuckLimbs();
bool success = base.SteerThroughGap(wall, section, targetWorldPos, deltaTime);
if (success)
{
if (wall.SectionBodyDisabled(j))
holeCount++;
else
break;
// If already inside, target the hull, else target the wall.
SelectedAiTarget = Character.CurrentHull != null ? section.gap.AiTarget : wall.AiTarget;
SteeringManager.SteeringAvoid(deltaTime, avoidLookAheadDistance, weight: 1);
}
for (int j = sectionIndex + 1; j < sectionIndex + requiredHoleCount; j++)
{
if (wall.SectionBodyDisabled(j))
holeCount++;
else
break;
}
return holeCount >= requiredHoleCount;
IsSteeringThroughGap = success;
return success;
}
public override bool SteerThroughGap(Gap gap, Vector2 targetWorldPos, float deltaTime, float maxDistance = -1)
{
wallTarget = null;
LatchOntoAI?.DeattachFromBody(reset: true, cooldown: 2);
Character.AnimController.ReleaseStuckLimbs();
bool success = base.SteerThroughGap(gap, targetWorldPos, deltaTime, maxDistance);
if (success)
{
SteeringManager.SteeringAvoid(deltaTime, avoidLookAheadDistance, weight: 1);
}
IsSteeringThroughGap = success;
return success;
}
public bool CanPassThroughHole(Structure wall, int sectionIndex) => CanPassThroughHole(wall, sectionIndex, requiredHoleCount);
private readonly List<Limb> targetLimbs = new List<Limb>();
public Limb GetTargetLimb(Limb attackLimb, Character target, LimbType targetLimbType = LimbType.None)
{
@@ -29,7 +29,9 @@ namespace Barotrauma
private float flipTimer;
private const float FlipInterval = 0.5f;
public static float HULL_SAFETY_THRESHOLD = 50;
public const float HULL_SAFETY_THRESHOLD = 40;
public const float HULL_LOW_OXYGEN_PERCENTAGE = 30;
private static readonly float characterWaitOnSwitch = 5;
public readonly HashSet<Hull> UnreachableHulls = new HashSet<Hull>();
@@ -60,10 +62,7 @@ namespace Barotrauma
public IndoorsSteeringManager PathSteering => insideSteering as IndoorsSteeringManager;
public HumanoidAnimController AnimController => Character.AnimController as HumanoidAnimController;
public override AIObjectiveManager ObjectiveManager
{
get { return objectiveManager; }
}
public AIObjectiveManager ObjectiveManager => objectiveManager;
public Order CurrentOrder
{
@@ -79,9 +78,7 @@ namespace Barotrauma
public float CurrentHullSafety { get; private set; } = 100;
private readonly Dictionary<Character, float> damageDoneByAttacker = new Dictionary<Character, float>();
private readonly HashSet<Character> attackers = new HashSet<Character>();
private readonly Dictionary<Character, float> structureDamageAccumulator = new Dictionary<Character, float>();
private readonly Dictionary<Hull, HullSafety> knownHulls = new Dictionary<Hull, HullSafety>();
private class HullSafety
{
@@ -132,22 +129,6 @@ namespace Barotrauma
{
if (DisableCrewAI || Character.Removed) { return; }
//slowly forget about damage done by attackers
foreach (Character enemy in attackers)
{
float cumulativeDamage = damageDoneByAttacker[enemy];
if (cumulativeDamage > 0)
{
float reduction = deltaTime;
if (cumulativeDamage < 2)
{
// If the damage is very low, let's not forget so quickly, or we can't cumulate the damage from repair tools (high frequency, low damage)
reduction *= 0.5f;
}
damageDoneByAttacker[enemy] -= reduction;
}
}
bool isIncapacitated = Character.IsIncapacitated;
if (freezeAI && !isIncapacitated)
{
@@ -188,7 +169,7 @@ namespace Barotrauma
}
bool IsCloseEnoughToTargetSub(float threshold) => SelectedAiTarget?.Entity?.Submarine is Submarine sub && sub != null && Vector2.DistanceSquared(Character.WorldPosition, sub.WorldPosition) < MathUtils.Pow(Math.Max(sub.Borders.Size.X, sub.Borders.Size.Y) / 2 + threshold, 2);
bool hasValidPath = steeringManager is IndoorsSteeringManager pathSteering && pathSteering.CurrentPath != null && !pathSteering.CurrentPath.Finished && !pathSteering.CurrentPath.Unreachable;
bool hasValidPath = HasValidPath();
if (Character.Submarine == null && hasValidPath)
{
@@ -259,7 +240,7 @@ namespace Barotrauma
{
if (Character.CurrentHull != null)
{
if (Character.TeamID == Character.TeamType.FriendlyNPC)
if (Character.TeamID == CharacterTeamType.FriendlyNPC)
{
// Outpost npcs don't inform each other about threads, like crew members do.
VisibleHulls.ForEach(h => RefreshHullSafety(h));
@@ -386,10 +367,11 @@ namespace Barotrauma
if (isCarrying)
{
if (findItemState != FindItemState.OtherItem)
if (findItemState == FindItemState.DivingSuit && ObjectiveManager.IsCurrentObjective<AIObjectiveIdle>())
{
if (ObjectiveManager.GetActiveObjective() is AIObjectiveGoTo gotoObjective && NeedsDivingGearOnPath(gotoObjective))
{
// Don't try to put the diving suit in a locker if the suit would be needed in any hull in the path to the locker.
gotoObjective.Abandon = true;
}
}
@@ -414,7 +396,7 @@ namespace Barotrauma
{
shouldKeepTheGearOn = false;
}
else if (Character.CurrentHull.Oxygen < CharacterHealth.LowOxygenThreshold)
else if (Character.CurrentHull.OxygenPercentage < HULL_LOW_OXYGEN_PERCENTAGE + 10)
{
shouldKeepTheGearOn = true;
}
@@ -558,39 +540,37 @@ namespace Barotrauma
// Other items
if (isCarrying) { return; }
if (!ObjectiveManager.CurrentObjective.AllowAutomaticItemUnequipping || !ObjectiveManager.GetActiveObjective().AllowAutomaticItemUnequipping) { return; }
foreach (var item in Character.Inventory.Items)
if (findItemState == FindItemState.None || findItemState == FindItemState.OtherItem)
{
if (item == null) { continue; }
if (Character.HasEquippedItem(item) &&
(Character.Inventory.IsInLimbSlot(item, InvSlotType.RightHand) ||
Character.Inventory.IsInLimbSlot(item, InvSlotType.LeftHand) ||
Character.Inventory.IsInLimbSlot(item, InvSlotType.RightHand | InvSlotType.LeftHand)))
for (int i = 0; i < 2; i++)
{
var hand = i == 0 ? InvSlotType.RightHand : InvSlotType.LeftHand;
Item item = Character.Inventory.GetItemInLimbSlot(hand);
if (item == null) { continue; }
if (!item.AllowedSlots.Contains(InvSlotType.Any) || !Character.Inventory.TryPutItem(item, Character, new List<InvSlotType>() { InvSlotType.Any }))
{
if (findItemState == FindItemState.None || findItemState == FindItemState.OtherItem)
findItemState = FindItemState.OtherItem;
if (FindSuitableContainer(item, out Item targetContainer))
{
findItemState = FindItemState.OtherItem;
if (FindSuitableContainer(item, out Item targetContainer))
findItemState = FindItemState.None;
itemIndex = 0;
if (targetContainer != null)
{
findItemState = FindItemState.None;
itemIndex = 0;
if (targetContainer != null)
var decontainObjective = new AIObjectiveDecontainItem(Character, item, ObjectiveManager, targetContainer: targetContainer.GetComponent<ItemContainer>());
decontainObjective.Abandoned += () =>
{
var decontainObjective = new AIObjectiveDecontainItem(Character, item, ObjectiveManager, targetContainer: targetContainer.GetComponent<ItemContainer>());
decontainObjective.Abandoned += () =>
{
ReequipUnequipped();
IgnoredItems.Add(targetContainer);
};
ObjectiveManager.CurrentObjective.AddSubObjective(decontainObjective, addFirst: true);
return;
}
else
{
item.Drop(Character);
HandleRelocation(item);
}
ReequipUnequipped();
IgnoredItems.Add(targetContainer);
};
ObjectiveManager.CurrentObjective.AddSubObjective(decontainObjective, addFirst: true);
return;
}
else
{
item.Drop(Character);
HandleRelocation(item);
}
}
}
@@ -602,7 +582,7 @@ namespace Barotrauma
private void HandleRelocation(Item item)
{
if (item.Submarine?.TeamID == Character.TeamType.FriendlyNPC)
if (item.Submarine?.TeamID == CharacterTeamType.FriendlyNPC)
{
if (itemsToRelocate.Contains(item)) { return; }
itemsToRelocate.Add(item);
@@ -627,7 +607,7 @@ namespace Barotrauma
{
if (item.ParentInventory.Owner is Character c)
{
if (c.TeamID == Character.TeamType.Team1 || c.TeamID == Character.TeamType.Team2)
if (c.TeamID == CharacterTeamType.Team1 || c.TeamID == CharacterTeamType.Team2)
{
// Taken by a player/bot (if npc or monster would take the item, we'd probably still want it to spawn back to the main sub.
return;
@@ -654,18 +634,6 @@ namespace Barotrauma
}
}
public void ReequipUnequipped()
{
foreach (var item in unequippedItems)
{
if (item != null && !item.Removed && Character.HasItem(item))
{
TakeItem(item, Character.Inventory, equip: true, dropOtherIfCannotMove: true, allowSwapping: true, storeUnequipped: false);
}
}
unequippedItems.Clear();
}
private enum FindItemState
{
None,
@@ -681,23 +649,23 @@ namespace Barotrauma
public static bool FindSuitableContainer(Character character, Item containableItem, List<Item> ignoredItems, ref int itemIndex, out Item suitableContainer)
{
suitableContainer = null;
if (character.FindItem(ref itemIndex, out Item targetContainer, ignoredItems: ignoredItems, customPriorityFunction: i =>
if (character.FindItem(ref itemIndex, out Item targetContainer, ignoredItems: ignoredItems, positionalReference: containableItem, customPriorityFunction: i =>
{
if (i.IsThisOrAnyContainerIgnoredByAI()) { return 0; }
var container = i.GetComponent<ItemContainer>();
if (container == null) { return 0; }
if (container.Inventory.IsFull()) { return 0; }
if (!container.Inventory.CanBePut(containableItem)) { return 0; }
if (container.ShouldBeContained(containableItem, out bool isRestrictionsDefined))
{
if (isRestrictionsDefined)
{
return 4;
return 10;
}
else
{
if (containableItem.Prefab.IsContainerPreferred(container, out bool isPreferencesDefined, out bool isSecondary))
if (containableItem.IsContainerPreferred(container, out bool isPreferencesDefined, out bool isSecondary))
{
return isPreferencesDefined ? isSecondary ? 2 : 3 : 1;
return isPreferencesDefined ? isSecondary ? 2 : 5 : 1;
}
else
{
@@ -749,6 +717,18 @@ namespace Barotrauma
targetHull = hull;
}
}
foreach (var ballastFlora in MapCreatures.Behavior.BallastFloraBehavior.EntityList)
{
if (ballastFlora.Parent?.Submarine != Character.Submarine) { continue; }
if (!ballastFlora.HasBrokenThrough) { continue; }
// Don't react to the first two branches, because they are usually in the very edges of the room.
if (ballastFlora.Branches.Count(b => !b.Removed && b.Health > 0 && b.CurrentHull == hull) > 2)
{
var orderPrefab = Order.GetPrefab("reportballastflora");
newOrder = new Order(orderPrefab, hull, null, orderGiver: Character);
targetHull = hull;
}
}
if (!isFighting)
{
foreach (var gap in hull.ConnectedGaps)
@@ -798,7 +778,7 @@ namespace Barotrauma
}
if (newOrder != null)
{
if (Character.TeamID == Character.TeamType.FriendlyNPC)
if (Character.TeamID == CharacterTeamType.FriendlyNPC)
{
Character.Speak(newOrder.GetChatMessage("", targetHull?.DisplayName, givingOrderToSelf: false), ChatMessageType.Default,
identifier: newOrder.Prefab.Identifier + (targetHull?.DisplayName ?? "null"),
@@ -837,8 +817,8 @@ namespace Barotrauma
Character.Speak(TextManager.Get("DialogBleeding"), null, Rand.Range(0.5f, 5.0f), "bleeding", 30.0f);
}
if (Character.PressureTimer > 50.0f && Character.CurrentHull != null)
{
if (Character.PressureTimer > 50.0f && Character.CurrentHull?.DisplayName != null)
{
Character.Speak(TextManager.GetWithVariable("DialogPressure", "[roomname]", Character.CurrentHull.DisplayName, true), null, Rand.Range(0.5f, 5.0f), "pressure", 30.0f);
}
}
@@ -895,15 +875,6 @@ namespace Barotrauma
if (totalDamage <= 0.01f) { return; }
if (Character.IsBot)
{
if (attacker != null)
{
if (!damageDoneByAttacker.ContainsKey(attacker))
{
damageDoneByAttacker[attacker] = 0.0f;
}
damageDoneByAttacker[attacker] += totalDamage;
attackers.Add(attacker);
}
if (!freezeAI && !Character.IsDead && Character.IsIncapacitated)
{
// Removes the combat objective and resets all objectives.
@@ -953,7 +924,7 @@ namespace Barotrauma
foreach (Character otherCharacter in Character.CharacterList)
{
if (otherCharacter == Character || otherCharacter.IsDead || otherCharacter.IsUnconscious || otherCharacter.Removed ||
otherCharacter.Info?.Job == null || otherCharacter.TeamID != Character.TeamType.FriendlyNPC ||
otherCharacter.Info?.Job == null || otherCharacter.TeamID != CharacterTeamType.FriendlyNPC ||
!(otherCharacter.AIController is HumanAIController otherHumanAI) ||
otherCharacter.IsInstigator)
{
@@ -1045,7 +1016,7 @@ namespace Barotrauma
// The guards don't react when the player attacks instigators.
return c.IsSecurity ? AIObjectiveCombat.CombatMode.None : (Character.CombatAction != null ? Character.CombatAction.WitnessReaction : AIObjectiveCombat.CombatMode.Retreat);
}
else if (attacker.TeamID == Character.TeamType.FriendlyNPC)
else if (attacker.TeamID == CharacterTeamType.FriendlyNPC)
{
if (c.IsSecurity)
{
@@ -1078,7 +1049,7 @@ namespace Barotrauma
}
}
private void AddCombatObjective(AIObjectiveCombat.CombatMode mode, Character attacker, float delay = 0, Func<bool> abortCondition = null, Action onAbort = null, bool allowHoldFire = false)
private void AddCombatObjective(AIObjectiveCombat.CombatMode mode, Character attacker, float delay = 0, Func<bool> abortCondition = null, Action onAbort = null, Action onCompleted = null, bool allowHoldFire = false)
{
if (mode == AIObjectiveCombat.CombatMode.None) { return; }
if (Character.IsDead || Character.IsIncapacitated) { return; }
@@ -1117,49 +1088,19 @@ namespace Barotrauma
{
objective.Abandoned += onAbort;
}
if (onCompleted != null)
{
objective.Completed += onCompleted;
}
return objective;
}
}
public void SetOrder(Order order, string option, Character orderGiver, bool speak = true)
{
CurrentOrderOption = option;
CurrentOrder = order;
objectiveManager.SetOrder(order, option, orderGiver);
if (ObjectiveManager.CurrentOrder != null && speak && Character.SpeechImpediment < 100.0f)
{
if (ObjectiveManager.CurrentOrder is AIObjectiveRepairItems repairItems && repairItems.Targets.None())
{
Character.Speak(TextManager.Get("DialogNoRepairTargets"), null, 3.0f, "norepairtargets");
}
else if (ObjectiveManager.CurrentOrder is AIObjectiveChargeBatteries chargeBatteries && chargeBatteries.Targets.None())
{
Character.Speak(TextManager.Get("DialogNoBatteries"), null, 3.0f, "nobatteries");
}
else if (ObjectiveManager.CurrentOrder is AIObjectiveExtinguishFires extinguishFires && extinguishFires.Targets.None())
{
Character.Speak(TextManager.Get("DialogNoFire"), null, 3.0f, "nofire");
}
else if (ObjectiveManager.CurrentOrder is AIObjectiveFixLeaks fixLeaks && fixLeaks.Targets.None())
{
Character.Speak(TextManager.Get("DialogNoLeaks"), null, 3.0f, "noleaks");
}
else if (ObjectiveManager.CurrentOrder is AIObjectiveFightIntruders fightIntruders && fightIntruders.Targets.None())
{
Character.Speak(TextManager.Get("DialogNoEnemies"), null, 3.0f, "noenemies");
}
else if (ObjectiveManager.CurrentOrder is AIObjectiveRescueAll rescueAll && rescueAll.Targets.None())
{
Character.Speak(TextManager.Get("DialogNoRescueTargets"), null, 3.0f, "norescuetargets");
}
else if (ObjectiveManager.CurrentOrder is AIObjectivePumpWater pumpWater && pumpWater.Targets.None())
{
Character.Speak(TextManager.Get("DialogNoPumps"), null, 3.0f, "nopumps");
}
else
{
Character.Speak(TextManager.Get("DialogAffirmative"), null, 1.0f);
}
}
objectiveManager.SetOrder(order, option, orderGiver, speak);
}
public override void SelectTarget(AITarget target)
@@ -1213,56 +1154,6 @@ namespace Barotrauma
return true;
}
private readonly HashSet<Item> unequippedItems = new HashSet<Item>();
public bool TakeItem(Item item, Inventory targetInventory, bool equip, bool dropOtherIfCannotMove = true, bool allowSwapping = false, bool storeUnequipped = false)
{
var pickable = item.GetComponent<Pickable>();
if (item.ParentInventory is ItemInventory itemInventory)
{
if (!itemInventory.Container.HasRequiredItems(Character, addMessage: false)) { return false; }
}
if (equip)
{
int targetSlot = -1;
//check if all the slots required by the item are free
foreach (InvSlotType slots in pickable.AllowedSlots)
{
if (slots.HasFlag(InvSlotType.Any)) { continue; }
for (int i = 0; i < targetInventory.Items.Length; i++)
{
if (targetInventory is CharacterInventory characterInventory)
{
//slot not needed by the item, continue
if (!slots.HasFlag(characterInventory.SlotTypes[i])) { continue; }
}
targetSlot = i;
//slot free, continue
var otherItem = targetInventory.Items[i];
if (otherItem == null) { continue; }
//try to move the existing item to LimbSlot.Any and continue if successful
if (otherItem.AllowedSlots.Contains(InvSlotType.Any) && targetInventory.TryPutItem(otherItem, Character, CharacterInventory.anySlot))
{
if (storeUnequipped && targetInventory.Owner == Character)
{
unequippedItems.Add(otherItem);
}
continue;
}
if (dropOtherIfCannotMove)
{
//if everything else fails, simply drop the existing item
otherItem.Drop(Character);
}
}
}
return targetInventory.TryPutItem(item, targetSlot, allowSwapping, allowCombine: false, Character);
}
else
{
return targetInventory.TryPutItem(item, Character, CharacterInventory.anySlot);
}
}
public static bool NeedsDivingGear(Hull hull, out bool needsSuit)
{
needsSuit = false;
@@ -1274,7 +1165,7 @@ namespace Barotrauma
needsSuit = true;
return true;
}
if (hull.WaterPercentage > 60 || hull.Oxygen < CharacterHealth.LowOxygenThreshold)
if (hull.WaterPercentage > 60 || hull.OxygenPercentage < HULL_LOW_OXYGEN_PERCENTAGE + 1)
{
return true;
}
@@ -1294,20 +1185,118 @@ namespace Barotrauma
public static bool HasDivingMask(Character character, float conditionPercentage = 0) => HasItem(character, AIObjectiveFindDivingGear.LIGHT_DIVING_GEAR, out _, AIObjectiveFindDivingGear.OXYGEN_SOURCE, conditionPercentage, requireEquipped: true);
private static List<Item> matchingItems = new List<Item>();
public static bool HasItem(Character character, string tagOrIdentifier, out IEnumerable<Item> items, string containedTag = null, float conditionPercentage = 0, bool requireEquipped = false)
/// <summary>
/// Note: uses a single list for matching items. The item is reused each time when the method is called. So if you use the method twice, and then refer to the first items, you'll actually get the second.
/// To solve this, create a copy of the collection or change the code so that you first handle the first items and only after that query for the next items.
/// </summary>
public static bool HasItem(Character character, string tagOrIdentifier, out IEnumerable<Item> items, string containedTag = null, float conditionPercentage = 0, bool requireEquipped = false, bool recursive = true, Func<Item, bool> predicate = null)
{
matchingItems.Clear();
items = matchingItems;
if (character == null) { return false; }
if (character.Inventory == null) { return false; }
matchingItems = character.Inventory.FindAllItems(i => i.Prefab.Identifier == tagOrIdentifier || i.HasTag(tagOrIdentifier), recursive: true, matchingItems);
items = matchingItems;
return matchingItems.Any(i => i != null &&
matchingItems = character.Inventory.FindAllItems(i => (i.Prefab.Identifier == tagOrIdentifier || i.HasTag(tagOrIdentifier)) &&
i.ConditionPercentage >= conditionPercentage &&
(!requireEquipped || character.HasEquippedItem(i)) &&
(containedTag == null ||
(i.OwnInventory?.Items != null &&
i.OwnInventory.Items.Any(it => it != null && it.HasTag(containedTag) && it.ConditionPercentage > conditionPercentage))));
(predicate == null || predicate(i)), recursive, matchingItems);
items = matchingItems;
return matchingItems.Any(i => i != null && (containedTag == null || i.ContainedItems.Any(it => it.HasTag(containedTag) && it.ConditionPercentage > conditionPercentage)));
}
public static void StructureDamaged(Structure structure, float damageAmount, Character character)
{
const float MaxDamagePerSecond = 5.0f;
const float MaxDamagePerFrame = MaxDamagePerSecond * (float)Timing.Step;
const float WarningThreshold = 5.0f;
const float ArrestThreshold = 20.0f;
const float KillThreshold = 50.0f;
if (character == null || damageAmount <= 0.0f) { return; }
if (structure?.Submarine == null || !structure.Submarine.Info.IsOutpost || character.TeamID == structure.Submarine.TeamID) { return; }
//structure not indestructible = something that's "meant" to be destroyed, like an ice wall in mines
if (!structure.Prefab.IndestructibleInOutposts) { return; }
bool someoneSpoke = false;
float maxAccumulatedDamage = 0.0f;
foreach (Character otherCharacter in Character.CharacterList)
{
if (otherCharacter == character || otherCharacter.TeamID == character.TeamID || otherCharacter.IsDead ||
otherCharacter.Info?.Job == null ||
!(otherCharacter.AIController is HumanAIController otherHumanAI) ||
!otherHumanAI.VisibleHulls.Contains(character.CurrentHull))
{
continue;
}
if (!otherCharacter.CanSeeCharacter(character)) { continue; }
if (!otherHumanAI.structureDamageAccumulator.ContainsKey(character)) { otherHumanAI.structureDamageAccumulator.Add(character, 0.0f); }
float prevAccumulatedDamage = otherHumanAI.structureDamageAccumulator[character];
otherHumanAI.structureDamageAccumulator[character] += MathHelper.Clamp(damageAmount, -MaxDamagePerFrame, MaxDamagePerFrame);
float accumulatedDamage = Math.Max(otherHumanAI.structureDamageAccumulator[character], maxAccumulatedDamage);
maxAccumulatedDamage = Math.Max(accumulatedDamage, maxAccumulatedDamage);
if (GameMain.GameSession?.Campaign?.Map?.CurrentLocation != null)
{
var reputationLoss = damageAmount * Reputation.ReputationLossPerWallDamage;
GameMain.GameSession.Campaign.Map.CurrentLocation.Reputation.Value -= reputationLoss;
}
if (accumulatedDamage <= WarningThreshold) { return; }
if (accumulatedDamage > WarningThreshold && prevAccumulatedDamage <= WarningThreshold &&
!someoneSpoke && !character.IsIncapacitated && character.Stun <= 0.0f)
{
//if the damage is still fairly low, wait and see if the character keeps damaging the walls to the point where we need to intervene
if (accumulatedDamage < ArrestThreshold)
{
if (otherHumanAI.ObjectiveManager.IsCurrentObjective<AIObjectiveIdle>())
{
(otherHumanAI.ObjectiveManager.CurrentObjective as AIObjectiveIdle)?.FaceTargetAndWait(character, 5.0f);
}
}
otherCharacter.Speak(TextManager.Get("dialogdamagewallswarning"), null, Rand.Range(0.5f, 1.0f), "damageoutpostwalls", 10.0f);
someoneSpoke = true;
}
// React if we are security
if ((accumulatedDamage > ArrestThreshold && prevAccumulatedDamage <= ArrestThreshold) ||
(accumulatedDamage > KillThreshold && prevAccumulatedDamage <= KillThreshold))
{
var combatMode = accumulatedDamage > KillThreshold ? AIObjectiveCombat.CombatMode.Offensive : AIObjectiveCombat.CombatMode.Arrest;
if (!TriggerSecurity(otherHumanAI, combatMode))
{
// Else call the others
foreach (Character security in Character.CharacterList.Where(c => c.TeamID == otherCharacter.TeamID).OrderByDescending(c => Vector2.DistanceSquared(character.WorldPosition, c.WorldPosition)))
{
if (!TriggerSecurity(security.AIController as HumanAIController, combatMode))
{
// Only alert one guard at a time
return;
}
}
}
}
}
bool TriggerSecurity(HumanAIController humanAI, AIObjectiveCombat.CombatMode combatMode)
{
if (humanAI == null) { return false; }
if (!humanAI.Character.IsSecurity) { return false; }
if (humanAI.ObjectiveManager.IsCurrentObjective<AIObjectiveCombat>()) { return false; }
humanAI.AddCombatObjective(combatMode, character, delay: GetReactionTime(), allowHoldFire: true, onCompleted: () =>
{
//if the target is arrested successfully, reset the damage accumulator
foreach (Character anyCharacter in Character.CharacterList)
{
if (anyCharacter.AIController is HumanAIController anyAI)
{
anyAI.structureDamageAccumulator?.Remove(character);
}
}
});
return true;
}
}
public static void ItemTaken(Item item, Character character)
@@ -1316,7 +1305,7 @@ namespace Barotrauma
Character thief = character;
bool someoneSpoke = false;
if (item.SpawnedInOutpost && thief.TeamID != Character.TeamType.FriendlyNPC && !item.HasTag("handlocker"))
if (item.SpawnedInOutpost && thief.TeamID != CharacterTeamType.FriendlyNPC && !item.HasTag("handlocker"))
{
foreach (Character otherCharacter in Character.CharacterList)
{
@@ -1495,11 +1484,13 @@ namespace Barotrauma
humanAI.ObjectiveManager.GetObjective<T1>()?.ReportedTargets.Remove(target));
}
public float GetDamageDoneByAttacker(Character attacker)
public float GetDamageDoneByAttacker(Character otherCharacter)
{
if (!damageDoneByAttacker.TryGetValue(attacker, out float dmg))
float dmg = 0;
Character.Attacker attacker = Character.LastAttackers.LastOrDefault(a => a.Character == otherCharacter);
if (attacker != null)
{
dmg = 0;
dmg = attacker.Damage;
}
return dmg;
}
@@ -1550,9 +1541,10 @@ namespace Barotrauma
{
if (hull == null) { return 0; }
if (hull.LethalPressure > 0 && character.PressureProtection <= 0) { return 0; }
// TODO: take the visiblehulls into account?
float oxygenFactor = ignoreOxygen ? 1 : MathHelper.Lerp(0.25f, 1, hull.OxygenPercentage / 100);
float waterFactor = ignoreWater ? 1 : MathHelper.Lerp(1, 0.25f, hull.WaterPercentage / 100);
// Oxygen factor should be 1 with 70% oxygen or more and 0.1 when the oxygen level is 30% or lower.
// With insufficient oxygen, the safety of the hull should be 39, all the other factors aside. So, just below the HULL_SAFETY_THRESHOLD.
float oxygenFactor = ignoreOxygen ? 1 : MathHelper.Lerp((HULL_SAFETY_THRESHOLD - 1) / 100, 1, MathUtils.InverseLerp(HULL_LOW_OXYGEN_PERCENTAGE, 100 - HULL_LOW_OXYGEN_PERCENTAGE, hull.OxygenPercentage));
float waterFactor = ignoreWater ? 1 : MathHelper.Lerp(1, HULL_SAFETY_THRESHOLD / 2 / 100, hull.WaterPercentage / 100);
if (!character.NeedsAir)
{
oxygenFactor = 1;
@@ -1637,7 +1629,7 @@ namespace Barotrauma
if (!teamGood) { return false; }
bool speciesGood = other.SpeciesName == me.SpeciesName || other.Params.CompareGroup(me.Params.Group);
if (!speciesGood) { return false; }
if (me.TeamID == Character.TeamType.FriendlyNPC && other.TeamID == Character.TeamType.Team1 && GameMain.GameSession?.GameMode is CampaignMode campaign)
if (me.TeamID == CharacterTeamType.FriendlyNPC && other.TeamID == CharacterTeamType.Team1 && GameMain.GameSession?.GameMode is CampaignMode campaign)
{
var reputation = campaign.Map?.CurrentLocation?.Reputation;
if (reputation != null && reputation.NormalizedValue < Reputation.HostileThreshold)
@@ -1651,7 +1643,7 @@ namespace Barotrauma
private static bool IsOnFriendlyTeam(GameMode mode, Character me, Character other)
{
// Only enemies are in the Team "None"
bool friendlyTeam = me.TeamID != Character.TeamType.None && other.TeamID != Character.TeamType.None;
bool friendlyTeam = me.TeamID != CharacterTeamType.None && other.TeamID != CharacterTeamType.None;
// When playing a combat mission, we need to be on the same team to be friendlies
if (friendlyTeam && mode is MissionMode mm && mm.Mission is CombatMission)
{
@@ -50,9 +50,9 @@ namespace Barotrauma
/// Returns true if the current or the next node is in ladders.
/// </summary>
public bool InLadders =>
currentPath != null &&
currentPath.CurrentNode != null && (currentPath.CurrentNode.Ladders != null && !currentPath.CurrentNode.Ladders.Item.NonInteractable ||
(currentPath.NextNode != null && currentPath.NextNode.Ladders != null && !currentPath.NextNode.Ladders.Item.NonInteractable));
currentPath != null && currentPath.CurrentNode != null &&
(currentPath.CurrentNode.Ladders != null && currentPath.CurrentNode.Ladders.Item.IsInteractable(character) ||
(currentPath.NextNode != null && currentPath.NextNode.Ladders != null && currentPath.NextNode.Ladders.Item.IsInteractable(character)));
/// <summary>
/// Returns true if any node in the path is in stairs
@@ -70,7 +70,7 @@ namespace Barotrauma
if (currentPath.NextNode == null) { return false; }
var currentLadder = currentPath.CurrentNode.Ladders;
if (currentLadder == null) { return false; }
if (currentLadder.Item.NonInteractable) { return false; }
if (!currentLadder.Item.IsInteractable(character)) { return false; }
var nextLadder = GetNextLadder();
return nextLadder != null && nextLadder == currentLadder;
}
@@ -123,7 +123,7 @@ namespace Barotrauma
{
if (currentPath == null) { return null; }
if (currentPath.NextNode == null) { return null; }
if (currentPath.NextNode.Ladders != null && !currentPath.NextNode.Ladders.Item.NonInteractable)
if (currentPath.NextNode.Ladders != null && currentPath.NextNode.Ladders.Item.IsInteractable(character))
{
return currentPath.NextNode.Ladders;
}
@@ -134,7 +134,7 @@ namespace Barotrauma
{
var node = currentPath.Nodes[index];
if (node == null) { return null; }
if (node.Ladders != null && !node.Ladders.Item.NonInteractable)
if (node.Ladders != null && node.Ladders.Item.IsInteractable(character))
{
return node.Ladders;
}
@@ -146,7 +146,7 @@ namespace Barotrauma
{
node = currentPath.Nodes[index];
if (node == null) { return null; }
if (node.Ladders != null && !node.Ladders.Item.NonInteractable)
if (node.Ladders != null && node.Ladders.Item.IsInteractable(character))
{
return node.Ladders;
}
@@ -295,7 +295,7 @@ namespace Barotrauma
// Only humanoids can climb ladders
bool canClimb = character.AnimController is HumanoidAnimController && !character.LockHands;
Ladder currentLadder = currentPath.CurrentNode.Ladders;
if (currentLadder != null && currentLadder.Item.NonInteractable)
if (currentLadder != null && !currentLadder.Item.IsInteractable(character))
{
currentLadder = null;
}
@@ -303,7 +303,7 @@ namespace Barotrauma
var ladders = currentLadder ?? nextLadder;
if (canClimb && !isDiving && ladders != null && character.SelectedConstruction != ladders.Item)
{
if (IsNextNodeLadder || currentPath.CurrentIndex == currentPath.Nodes.Count - 1)
if (IsNextNodeLadder || currentPath.Finished)
{
if (character.CanInteractWith(ladders.Item))
{
@@ -361,7 +361,7 @@ namespace Barotrauma
nextLadder.Item.TryInteract(character, false, true);
}
}
if (nextLadder != null || isAboveFloor)
if (isAboveFloor || nextLadderSameAsCurrent)
{
currentPath.SkipToNextNode();
}
@@ -387,8 +387,7 @@ namespace Barotrauma
character.SelectedConstruction = null;
}
var door = currentPath.CurrentNode.ConnectedDoor;
bool blockedByDoor = door != null && !door.IsOpen && !door.IsBroken;
if (!blockedByDoor)
if (door == null || door.CanBeTraversed)
{
float multiplier = MathHelper.Lerp(1, 10, MathHelper.Clamp(collider.LinearVelocity.Length() / 10, 0, 1));
float targetDistance = collider.GetSize().X * multiplier;
@@ -421,10 +420,9 @@ namespace Barotrauma
bool isAboveFeet = currentPath.CurrentNode.SimPosition.Y > colliderBottom.Y;
bool isNotTooHigh = currentPath.CurrentNode.SimPosition.Y < colliderBottom.Y + characterHeight;
var door = currentPath.CurrentNode.ConnectedDoor;
bool blockedByDoor = door != null && !door.IsOpen && !door.IsBroken;
float margin = MathHelper.Lerp(1, 10, MathHelper.Clamp(Math.Abs(velocity.X) / 10, 0, 1));
float targetDistance = Math.Max(collider.radius * margin, minWidth);
if (horizontalDistance < targetDistance && isAboveFeet && isNotTooHigh && !blockedByDoor)
if (horizontalDistance < targetDistance && isAboveFeet && isNotTooHigh && (door == null || door.CanBeTraversed))
{
currentPath.SkipToNextNode();
}
@@ -438,18 +436,20 @@ namespace Barotrauma
private bool CanAccessDoor(Door door, Func<Controller, bool> buttonFilter = null)
{
if (door.IsOpen) { return true; }
if (door.Item.NonInteractable) { return false; }
if (CanBreakDoors) { return true; }
if (door.IsStuck || door.IsJammed) { return false; }
if (!canOpenDoors || character.LockHands) { return false; }
if (door.IsOpen || door.IsBroken) { return true; }
if (!door.Item.IsInteractable(character)) { return false; }
if (!CanBreakDoors)
{
if (door.IsStuck || door.IsJammed) { return false; }
if (!canOpenDoors || character.LockHands) { return false; }
}
if (door.HasIntegratedButtons)
{
return door.CanBeOpenedWithoutTools(character);
return door.HasAccess(character) || CanBreakDoors;
}
else
{
return door.Item.GetConnectedComponents<Controller>(true).Any(b => !b.Item.NonInteractable && b.HasAccess(character) && (buttonFilter == null || buttonFilter(b)));
return door.Item.GetConnectedComponents<Controller>(true).Any(b => b.HasAccess(character) && (buttonFilter == null || buttonFilter(b))) || CanBreakDoors;
}
}
@@ -624,18 +624,19 @@ namespace Barotrauma
}
}
bool nextNodeAboveWaterLevel = nextNode.Waypoint.CurrentHull != null && nextNode.Waypoint.CurrentHull.Surface < nextNode.Waypoint.Position.Y;
//non-humanoids can't climb up ladders
if (!(character.AnimController is HumanoidAnimController))
{
if (node.Waypoint.Ladders != null && nextNode.Waypoint.Ladders != null && (nextNode.Waypoint.Ladders.Item.NonInteractable || character.LockHands)||
if (node.Waypoint.Ladders != null && nextNode.Waypoint.Ladders != null && (!nextNode.Waypoint.Ladders.Item.IsInteractable(character) || character.LockHands)||
(nextNode.Position.Y - node.Position.Y > 1.0f && //more than one sim unit to climb up
nextNode.Waypoint.CurrentHull != null && nextNode.Waypoint.CurrentHull.Surface < nextNode.Waypoint.Position.Y)) //upper node not underwater
nextNodeAboveWaterLevel)) //upper node not underwater
{
return null;
}
}
if (node.Waypoint != null && node.Waypoint.CurrentHull != null)
if (node.Waypoint.CurrentHull != null)
{
var hull = node.Waypoint.CurrentHull;
if (hull.FireSources.Count > 0)
@@ -645,23 +646,26 @@ namespace Barotrauma
penalty += fs.Size.X * 10.0f;
}
}
if (character.NeedsAir && hull.WaterVolume / hull.Rect.Width > 100.0f)
if (character.NeedsAir)
{
if (!HumanAIController.HasDivingSuit(character))
if (hull.WaterVolume / hull.Rect.Width > 100.0f)
{
penalty += 500.0f;
if (!HumanAIController.HasDivingSuit(character))
{
penalty += 500.0f;
}
}
if (character.PressureProtection < 10.0f && hull.WaterVolume > hull.Volume)
{
penalty += 1000.0f;
}
}
if (character.PressureProtection < 10.0f && hull.WaterVolume > hull.Volume)
{
penalty += 1000.0f;
}
}
float yDist = Math.Abs(node.Position.Y - nextNode.Position.Y);
if (node.Waypoint.Ladders == null && nextNode.Waypoint.Ladders == null)
{
penalty += yDist * 10.0f;
float yDist = Math.Abs(node.Position.Y - nextNode.Position.Y);
if (nextNodeAboveWaterLevel && node.Waypoint.Ladders == null && nextNode.Waypoint.Ladders == null && node.Waypoint.Stairs == null && nextNode.Waypoint.Stairs == null)
{
penalty += yDist * 10.0f;
}
}
return penalty;
@@ -178,7 +178,7 @@ namespace Barotrauma
{
if (Timing.TotalTime < GameMain.GameSession.RoundStartTime + 120.0f &&
speaker?.CurrentHull != null &&
speaker.TeamID == Character.TeamType.FriendlyNPC &&
speaker.TeamID == CharacterTeamType.FriendlyNPC &&
Character.CharacterList.Any(c => c.TeamID != speaker.TeamID && c.CurrentHull == speaker.CurrentHull))
{
currentFlags.Add("EnterOutpost");
@@ -213,7 +213,7 @@ namespace Barotrauma
}
}
if (speaker.TeamID == Character.TeamType.FriendlyNPC && speaker.Submarine != null && speaker.Submarine.Info.IsOutpost)
if (speaker.TeamID == CharacterTeamType.FriendlyNPC && speaker.Submarine != null && speaker.Submarine.Info.IsOutpost)
{
currentFlags.Add("OutpostNPC");
}
@@ -220,7 +220,7 @@ namespace Barotrauma
{
if (!AllowOutsideSubmarine && character.Submarine == null) { return false; }
if (AllowInAnySub) { return true; }
if (AllowInFriendlySubs && character.Submarine.TeamID == Character.TeamType.FriendlyNPC) { return true; }
if (AllowInFriendlySubs && character.Submarine.TeamID == CharacterTeamType.FriendlyNPC) { return true; }
return character.Submarine.TeamID == character.TeamID || character.Submarine.DockedTo.Any(sub => sub.TeamID == character.TeamID);
}
}
@@ -21,7 +21,7 @@ namespace Barotrauma
if (battery == null) { return false; }
var item = battery.Item;
if (item.IgnoreByAI) { return false; }
if (item.NonInteractable) { return false; }
if (!item.IsInteractable(character)) { return false; }
if (item.Submarine == null) { return false; }
if (item.CurrentHull == null) { return false; }
if (item.Submarine.TeamID != character.TeamID) { return false; }
@@ -58,6 +58,11 @@ namespace Barotrauma
{
// Only continue when the get item sub objectives have been completed.
if (subObjectives.Any()) { return; }
if (item.IgnoreByAI)
{
Abandon = true;
return;
}
if (HumanAIController.FindSuitableContainer(character, item, ignoredContainers, ref itemIndex, out Item suitableContainer))
{
itemIndex = 0;
@@ -12,15 +12,24 @@ namespace Barotrauma
public override bool AllowAutomaticItemUnequipping => false;
public override bool ForceOrderPriority => false;
public readonly Item prioritizedItem;
public readonly List<Item> prioritizedItems = new List<Item>();
public AIObjectiveCleanupItems(Character character, AIObjectiveManager objectiveManager, float priorityModifier = 1, Item prioritizedItem = null)
public AIObjectiveCleanupItems(Character character, AIObjectiveManager objectiveManager, Item prioritizedItem = null, float priorityModifier = 1)
: base(character, objectiveManager, priorityModifier)
{
this.prioritizedItem = prioritizedItem;
if (prioritizedItem != null)
{
prioritizedItems.Add(prioritizedItem);
}
}
protected override float TargetEvaluation() => Targets.Any() ? AIObjectiveManager.RunPriority - 1 : 0;
public AIObjectiveCleanupItems(Character character, AIObjectiveManager objectiveManager, IEnumerable<Item> prioritizedItems, float priorityModifier = 1)
: base(character, objectiveManager, priorityModifier)
{
this.prioritizedItems.AddRange(prioritizedItems.Where(i => i != null));
}
protected override float TargetEvaluation() => Targets.Any() ? (objectiveManager.CurrentOrder == this ? AIObjectiveManager.OrderPriority : AIObjectiveManager.RunPriority - 1) : 0;
protected override bool Filter(Item target)
{
@@ -38,7 +47,7 @@ namespace Barotrauma
protected override AIObjective ObjectiveConstructor(Item item)
=> new AIObjectiveCleanupItem(item, character, objectiveManager, priorityModifier: PriorityModifier)
{
IsPriority = prioritizedItem == item
IsPriority = prioritizedItems.Contains(item)
};
protected override void OnObjectiveCompleted(AIObjective objective, Item target)
@@ -56,12 +65,19 @@ namespace Barotrauma
return true;
}
public static bool IsValidContainer(Item item, Character character) =>
!item.IgnoreByAI && item.IsInteractable(character) && item.HasTag("allowcleanup") && item.ParentInventory == null && item.OwnInventory != null && item.OwnInventory.AllItems.Any() && IsItemInsideValidSubmarine(item, character);
public static bool IsValidTarget(Item item, Character character, bool checkInventory)
{
if (item == null) { return false; }
if (item.IgnoreByAI) { return false; }
if (item.NonInteractable) { return false; }
if (item.ParentInventory != null) { return false; }
if (!item.IsInteractable(character)) { return false; }
if (item.SpawnedInOutpost) { return false; }
if (item.ParentInventory != null)
{
if (item.Container == null || !IsValidContainer(item.Container, character)) { return false; }
}
if (character != null && !IsItemInsideValidSubmarine(item, character)) { return false; }
var pickable = item.GetComponent<Pickable>();
if (pickable == null) { return false; }
@@ -96,18 +112,16 @@ namespace Barotrauma
{
foreach (var slotType in inv.SlotTypes)
{
if (allowedSlot.HasFlag(slotType))
if (!allowedSlot.HasFlag(slotType)) { continue; }
for (int i = 0; i < inv.Capacity; i++)
{
for (int i = 0; i < inv.Capacity; i++)
canEquip = true;
if (allowedSlot.HasFlag(inv.SlotTypes[i]) && inv.GetItemAt(i) != null)
{
canEquip = true;
if (allowedSlot.HasFlag(inv.SlotTypes[i]) && inv.Items[i] != null)
{
canEquip = false;
break;
}
canEquip = false;
break;
}
}
}
}
}
}
@@ -140,7 +140,7 @@ namespace Barotrauma
public override float GetPriority()
{
if (character.TeamID == Character.TeamType.FriendlyNPC && Enemy != null)
if (character.TeamID == CharacterTeamType.FriendlyNPC && Enemy != null)
{
if (Enemy.Submarine == null || (Enemy.Submarine.TeamID != character.TeamID && Enemy.Submarine != character.Submarine))
{
@@ -238,7 +238,9 @@ namespace Barotrauma
}
}
private bool IsLoaded(ItemComponent weapon) => weapon.HasRequiredContainedItems(character, addMessage: false);
private bool IsLoaded(ItemComponent weapon, bool checkContainedItems = true) =>
weapon.HasRequiredContainedItems(character, addMessage: false) &&
(!checkContainedItems || weapon.Item.OwnInventory == null || weapon.Item.OwnInventory.AllItems.Any(i => i.Condition > 0));
private bool TryArm()
{
@@ -260,21 +262,21 @@ namespace Barotrauma
// No weapons
break;
}
if (!character.Inventory.Items.Contains(Weapon) || WeaponComponent == null)
if (!character.Inventory.Contains(Weapon) || WeaponComponent == null)
{
// Not in the inventory anymore or cannot find the weapon component
allWeapons.Remove(WeaponComponent);
Weapon = null;
continue;
}
if (IsLoaded(WeaponComponent))
if (IsLoaded(WeaponComponent, checkContainedItems: true))
{
// All good, the weapon is loaded
break;
}
if (Reload(seekAmmo: false))
{
// All good, reloading successful
// All good, we can use the weapon.
break;
}
else
@@ -304,7 +306,7 @@ namespace Barotrauma
}
}
}
bool isAllowedToSeekWeapons = !EnemyIsClose() && character.TeamID != Character.TeamType.FriendlyNPC && IsOffensiveOrArrest;
bool isAllowedToSeekWeapons = !EnemyIsClose() && character.TeamID != CharacterTeamType.FriendlyNPC && IsOffensiveOrArrest;
if (!isAllowedToSeekWeapons)
{
if (WeaponComponent == null)
@@ -369,7 +371,7 @@ namespace Barotrauma
bool CheckWeapon(bool seekAmmo)
{
if (!character.Inventory.Items.Contains(Weapon) || WeaponComponent == null)
if (!character.Inventory.Contains(Weapon) || WeaponComponent == null)
{
// Not in the inventory anymore or cannot find the weapon component
return false;
@@ -564,21 +566,20 @@ namespace Barotrauma
container.ContainableItems.Any(containable => containable.Identifiers.Any(id => id.Equals(mobileBatteryTag))));
// If there's no such container, assume that the melee weapon can stun without a battery.
return containers.None() || containers.Any(container =>
(container as ItemContainer)?.Inventory.Items.Any(i => i != null && i.HasTag(mobileBatteryTag) && i.Condition > 0.0f) ?? false);
(container as ItemContainer)?.Inventory.AllItems.Any(i => i != null && i.HasTag(mobileBatteryTag) && i.Condition > 0.0f) ?? false);
}
}
private HashSet<ItemComponent> FindWeaponsFromInventory()
{
weapons.Clear();
foreach (var item in character.Inventory.Items)
foreach (var item in character.Inventory.AllItems)
{
if (item == null) { continue; }
if (ignoredWeapons.Contains(item)) { continue; }
GetWeapons(item, weapons);
if (item.OwnInventory != null)
{
item.OwnInventory.Items.ForEach(i => GetWeapons(i, weapons));
item.OwnInventory.AllItems.ForEach(i => GetWeapons(i, weapons));
}
}
return weapons;
@@ -598,7 +599,7 @@ namespace Barotrauma
private void Unequip()
{
if (!character.LockHands && character.SelectedItems.Contains(Weapon))
if (!character.LockHands && character.HeldItems.Contains(Weapon))
{
if (!Weapon.AllowedSlots.Contains(InvSlotType.Any) || !character.Inventory.TryPutItem(Weapon, character, new List<InvSlotType>() { InvSlotType.Any }))
{
@@ -617,7 +618,7 @@ namespace Barotrauma
if (!character.HasEquippedItem(Weapon))
{
Weapon.TryInteract(character, forceSelectKey: true);
var slots = Weapon.AllowedSlots.FindAll(s => s == InvSlotType.LeftHand || s == InvSlotType.RightHand || s == (InvSlotType.LeftHand | InvSlotType.RightHand));
var slots = Weapon.AllowedSlots.Where(s => s == InvSlotType.LeftHand || s == InvSlotType.RightHand || s == (InvSlotType.LeftHand | InvSlotType.RightHand));
if (character.Inventory.TryPutItem(Weapon, character, slots))
{
aimTimer = Rand.Range(0.5f, 1f);
@@ -651,7 +652,7 @@ namespace Barotrauma
}
else
{
retreatTarget = findSafety.FindBestHull(HumanAIController.VisibleHulls, allowChangingTheSubmarine: character.TeamID != Character.TeamType.FriendlyNPC);
retreatTarget = findSafety.FindBestHull(HumanAIController.VisibleHulls, allowChangingTheSubmarine: character.TeamID != CharacterTeamType.FriendlyNPC);
findHullTimer = findHullInterval * Rand.Range(0.9f, 1.1f);
}
}
@@ -724,7 +725,7 @@ namespace Barotrauma
}
else
{
if (character.TeamID == Character.TeamType.FriendlyNPC)
if (character.TeamID == CharacterTeamType.FriendlyNPC)
{
ItemPrefab prefab = ItemPrefab.Find(null, "handcuffs");
if (prefab != null)
@@ -769,9 +770,9 @@ namespace Barotrauma
#endif
}
// Confiscate stolen goods.
foreach (var item in Enemy.Inventory.Items)
foreach (var item in Enemy.Inventory.AllItemsMod)
{
if (item == null || item == handCuffs) { continue; }
if (item == handCuffs) { continue; }
if (item.StolenDuringRound)
{
item.Drop(character);
@@ -814,33 +815,50 @@ namespace Barotrauma
/// </summary>
private bool Reload(bool seekAmmo)
{
if (WeaponComponent == null) { return false; }
if (!WeaponComponent.requiredItems.ContainsKey(RelatedItem.RelationType.Contained)) { return false; }
var containedItems = Weapon.OwnInventory?.Items;
if (containedItems == null) { return true; }
// Drop empty ammo
foreach (Item containedItem in containedItems)
if (WeaponComponent == null) { return false; }
if (Weapon.OwnInventory == null) { return true; }
// Eject empty ammo
if (Weapon.OwnInventory.AllItems.Any(it => it.Condition <= 0.0f))
{
if (containedItem == null) { continue; }
if (containedItem.Condition <= 0)
foreach (Item containedItem in Weapon.OwnInventory.AllItemsMod)
{
containedItem.Drop(character);
if (containedItem.Condition <= 0)
{
if (character.Submarine == null)
{
// If we are outside of main sub, try to put the ammo in the inventory instead dropping it in the sea.
if (character.Inventory.TryPutItem(containedItem, character, CharacterInventory.anySlot))
{
continue;
}
}
containedItem.Drop(character);
}
}
}
RelatedItem item = null;
Item ammunition = null;
string[] ammunitionIdentifiers = null;
foreach (RelatedItem requiredItem in WeaponComponent.requiredItems[RelatedItem.RelationType.Contained])
if (WeaponComponent.requiredItems.ContainsKey(RelatedItem.RelationType.Contained))
{
ammunition = containedItems.FirstOrDefault(it => it != null && it.Condition > 0 && requiredItem.MatchesItem(it));
if (ammunition != null)
foreach (RelatedItem requiredItem in WeaponComponent.requiredItems[RelatedItem.RelationType.Contained])
{
// Ammunition still remaining
return true;
ammunition = Weapon.OwnInventory.AllItems.FirstOrDefault(it => it.Condition > 0 && requiredItem.MatchesItem(it));
if (ammunition != null)
{
// Ammunition still remaining
return true;
}
item = requiredItem;
ammunitionIdentifiers = requiredItem.Identifiers;
}
item = requiredItem;
ammunitionIdentifiers = requiredItem.Identifiers;
}
else if (WeaponComponent is MeleeWeapon meleeWeapon)
{
ammunitionIdentifiers = meleeWeapon.PreferredContainedItems;
}
// No ammo
if (ammunition == null)
{
@@ -67,14 +67,14 @@ namespace Barotrauma
}
if (item != null)
{
return container.Inventory.Items.Contains(item);
return container.Inventory.Contains(item);
}
else
{
int containedItemCount = 0;
foreach (Item i in container.Inventory.Items)
foreach (Item it in container.Inventory.AllItems)
{
if (i != null && CheckItem(i))
if (CheckItem(it))
{
containedItemCount++;
}
@@ -83,7 +83,7 @@ namespace Barotrauma
}
}
private bool CheckItem(Item i) => itemIdentifiers.Any(id => i.Prefab.Identifier == id || i.HasTag(id)) && i.ConditionPercentage >= ConditionLevel;
private bool CheckItem(Item i) => itemIdentifiers.Any(id => i.Prefab.Identifier == id || i.HasTag(id)) && i.ConditionPercentage >= ConditionLevel && !i.IsThisOrAnyContainerIgnoredByAI();
protected override void Act(float deltaTime)
{
@@ -102,11 +102,10 @@ namespace Barotrauma
}
if (character.CanInteractWith(container.Item, checkLinked: false))
{
if (RemoveEmpty)
if (RemoveEmpty && container.Inventory.AllItems.Any(it => it.Condition <= 0.0f))
{
foreach (var emptyItem in container.Inventory.Items)
foreach (var emptyItem in container.Inventory.AllItemsMod)
{
if (emptyItem == null) { continue; }
if (emptyItem.Condition <= 0)
{
emptyItem.Drop(character);
@@ -58,12 +58,17 @@ namespace Barotrauma
protected override void Act(float deltaTime)
{
Item itemToDecontain = targetItem ?? sourceContainer.Inventory.FindItem(i => itemIdentifiers.Any(id => i.Prefab.Identifier == id || i.HasTag(id)), recursive: false);
Item itemToDecontain = targetItem ?? sourceContainer.Inventory.FindItem(i => itemIdentifiers.Any(id => i.Prefab.Identifier == id || i.HasTag(id) && !i.IgnoreByAI), recursive: false);
if (itemToDecontain == null)
{
Abandon = true;
return;
}
if (itemToDecontain.IgnoreByAI)
{
Abandon = true;
return;
}
if (targetContainer == null)
{
if (sourceContainer == null)
@@ -77,7 +82,7 @@ namespace Barotrauma
return;
}
}
else if (targetContainer.Inventory.Items.Contains(itemToDecontain))
else if (targetContainer.Inventory.Contains(itemToDecontain))
{
IsCompleted = true;
return;
@@ -111,9 +111,10 @@ namespace Barotrauma
float xDist = Math.Abs(character.WorldPosition.X - fs.WorldPosition.X) - fs.DamageRange;
float yDist = Math.Abs(character.WorldPosition.Y - fs.WorldPosition.Y);
bool inRange = xDist + yDist < extinguisher.Range;
bool canSee = HumanAIController.VisibleHulls.Contains(fs.Hull) || character.CanSeeTarget(fs);
bool move = !inRange || !canSee;
if ((inRange && canSee) || useExtinquisherTimer > 0)
// Use the hull position, because the fire x pos is sometimes inside a wall -> the bot can't ever see it and continues running towards the wall.
ISpatialEntity lookTarget = character.CurrentHull == targetHull || character.CurrentHull.linkedTo.Contains(targetHull) ? targetHull : fs as ISpatialEntity;
bool move = !inRange || !character.CanSeeTarget(lookTarget);
if ((inRange && character.CanSeeTarget(lookTarget)) || useExtinquisherTimer > 0)
{
useExtinquisherTimer += deltaTime;
if (useExtinquisherTimer > 2.0f)
@@ -148,7 +149,7 @@ namespace Barotrauma
onAbandon: () => Abandon = true,
onCompleted: () => RemoveSubObjective(ref gotoObjective)))
{
gotoObjective.requiredCondition = () => HumanAIController.VisibleHulls.Contains(fs.Hull);
gotoObjective.requiredCondition = () => targetHull == null || character.CanSeeTarget(targetHull);
}
}
else
@@ -38,7 +38,6 @@ namespace Barotrauma
public static bool IsValidTarget(Hull hull, Character character)
{
if (hull == null) { return false; }
if (hull.IgnoreByAI) { return false; }
if (hull.FireSources.None()) { return false; }
if (hull.Submarine == null) { return false; }
if (character.Submarine == null) { return false; }
@@ -26,7 +26,7 @@ namespace Barotrauma
protected override AIObjective ObjectiveConstructor(Character target)
{
var combatObjective = new AIObjectiveCombat(character, target, AIObjectiveCombat.CombatMode.Offensive, objectiveManager, PriorityModifier);
if (character.TeamID == Character.TeamType.FriendlyNPC && target.TeamID == Character.TeamType.Team1 && GameMain.GameSession?.GameMode is CampaignMode campaign)
if (character.TeamID == CharacterTeamType.FriendlyNPC && target.TeamID == CharacterTeamType.Team1 && GameMain.GameSession?.GameMode is CampaignMode campaign)
{
var reputation = campaign.Map?.CurrentLocation?.Reputation;
if (reputation != null && reputation.NormalizedValue < Reputation.HostileThreshold)
@@ -1,5 +1,6 @@
using Barotrauma.Items.Components;
using Barotrauma.Extensions;
using System.Collections.Generic;
namespace Barotrauma
{
@@ -56,7 +57,7 @@ namespace Barotrauma
}
else
{
if (!DropEmptyTanks(character, targetItem, out Item[] containedItems))
if (!EjectEmptyTanks(character, targetItem, out var containedItems))
{
#if DEBUG
DebugConsole.ThrowError($"{character.Name}: AIObjectiveFindDivingGear failed - the item \"" + targetItem + "\" has no proper inventory");
@@ -70,8 +71,11 @@ namespace Barotrauma
// Seek oxygen that has min 10% condition left.
TryAddSubObjective(ref getOxygen, () =>
{
character.Speak(TextManager.Get("DialogGetOxygenTank"), null, 0, "getoxygentank", 30.0f);
return new AIObjectiveContainItem(character, OXYGEN_SOURCE, targetItem.GetComponent<ItemContainer>(), objectiveManager, spawnItemIfNotFound: character.TeamID == Character.TeamType.FriendlyNPC)
if (!HumanAIController.HasItem(character, "oxygensource", out _, conditionPercentage: 10))
{
character.Speak(TextManager.Get("DialogGetOxygenTank"), null, 0, "getoxygentank", 30.0f);
}
return new AIObjectiveContainItem(character, OXYGEN_SOURCE, targetItem.GetComponent<ItemContainer>(), objectiveManager, spawnItemIfNotFound: character.TeamID == CharacterTeamType.FriendlyNPC)
{
AllowToFindDivingGear = false,
AllowDangerousPressure = true,
@@ -83,7 +87,7 @@ namespace Barotrauma
// Try to seek any oxygen sources.
TryAddSubObjective(ref getOxygen, () =>
{
return new AIObjectiveContainItem(character, OXYGEN_SOURCE, targetItem.GetComponent<ItemContainer>(), objectiveManager, spawnItemIfNotFound: character.TeamID == Character.TeamType.FriendlyNPC)
return new AIObjectiveContainItem(character, OXYGEN_SOURCE, targetItem.GetComponent<ItemContainer>(), objectiveManager, spawnItemIfNotFound: character.TeamID == CharacterTeamType.FriendlyNPC)
{
AllowToFindDivingGear = false,
AllowDangerousPressure = true
@@ -100,18 +104,22 @@ namespace Barotrauma
/// <summary>
/// Returns false only when no inventory can be found from the item.
/// </summary>
public static bool DropEmptyTanks(Character actor, Item target, out Item[] containedItems)
public static bool EjectEmptyTanks(Character actor, Item target, out IEnumerable<Item> containedItems)
{
containedItems = target.OwnInventory?.Items;
if (containedItems == null)
containedItems = target.OwnInventory?.AllItems;
if (containedItems == null) { return false; }
foreach (Item containedItem in target.OwnInventory.AllItemsMod)
{
return false;
}
foreach (Item containedItem in containedItems)
{
if (containedItem == null) { continue; }
if (containedItem.Condition <= 0.0f)
{
if (actor.Submarine == null)
{
// If we are outside of main sub, try to put the tank in the inventory instead dropping it in the sea.
if (actor.Inventory.TryPutItem(containedItem, actor, CharacterInventory.anySlot))
{
continue;
}
}
containedItem.Drop(actor);
}
}
@@ -168,7 +168,7 @@ namespace Barotrauma
{
searchHullTimer = SearchHullInterval * Rand.Range(0.9f, 1.1f);
previousSafeHull = currentSafeHull;
currentSafeHull = FindBestHull(allowChangingTheSubmarine: character.TeamID != Character.TeamType.FriendlyNPC);
currentSafeHull = FindBestHull(allowChangingTheSubmarine: character.TeamID != CharacterTeamType.FriendlyNPC);
cannotFindSafeHull = currentSafeHull == null || HumanAIController.NeedsDivingGear(currentSafeHull, out _);
if (currentSafeHull == null)
{
@@ -359,7 +359,7 @@ namespace Barotrauma
hullSafety *= distanceFactor;
// If the target is not inside a friendly submarine, considerably reduce the hull safety.
// Intentionally exclude wrecks from this check
if (hull.Submarine.TeamID != character.TeamID && hull.Submarine.TeamID != Character.TeamType.FriendlyNPC)
if (hull.Submarine.TeamID != character.TeamID && hull.Submarine.TeamID != CharacterTeamType.FriendlyNPC)
{
hullSafety /= 10;
}
@@ -64,7 +64,7 @@ namespace Barotrauma
var weldingTool = character.Inventory.FindItemByTag("weldingequipment", true);
if (weldingTool == null)
{
TryAddSubObjective(ref getWeldingTool, () => new AIObjectiveGetItem(character, "weldingequipment", objectiveManager, equip: true, spawnItemIfNotFound: character.TeamID == Character.TeamType.FriendlyNPC),
TryAddSubObjective(ref getWeldingTool, () => new AIObjectiveGetItem(character, "weldingequipment", objectiveManager, equip: true, spawnItemIfNotFound: character.TeamID == CharacterTeamType.FriendlyNPC),
onAbandon: () =>
{
if (objectiveManager.IsCurrentOrder<AIObjectiveFixLeaks>())
@@ -78,8 +78,7 @@ namespace Barotrauma
}
else
{
var containedItems = weldingTool.OwnInventory?.Items;
if (containedItems == null)
if (weldingTool.OwnInventory == null)
{
#if DEBUG
DebugConsole.ThrowError($"{character.Name}: AIObjectiveFixLeak failed - the item \"" + weldingTool + "\" has no proper inventory");
@@ -88,17 +87,20 @@ namespace Barotrauma
return;
}
// Drop empty tanks
foreach (Item containedItem in containedItems)
if (weldingTool.OwnInventory.AllItems.Any(it => it.Condition <= 0.0f))
{
if (containedItem == null) { continue; }
if (containedItem.Condition <= 0.0f)
foreach (Item containedItem in weldingTool.OwnInventory.AllItemsMod)
{
containedItem.Drop(character);
if (containedItem.Condition <= 0.0f)
{
containedItem.Drop(character);
}
}
}
if (containedItems.None(i => i != null && i.HasTag("weldingfuel") && i.Condition > 0.0f))
if (weldingTool.OwnInventory.AllItems.None(i => i.HasTag("weldingfuel") && i.Condition > 0.0f))
{
TryAddSubObjective(ref refuelObjective, () => new AIObjectiveContainItem(character, "weldingfuel", weldingTool.GetComponent<ItemContainer>(), objectiveManager, spawnItemIfNotFound: character.TeamID == Character.TeamType.FriendlyNPC),
TryAddSubObjective(ref refuelObjective, () => new AIObjectiveContainItem(character, "weldingfuel", weldingTool.GetComponent<ItemContainer>(), objectiveManager, spawnItemIfNotFound: character.TeamID == CharacterTeamType.FriendlyNPC),
onAbandon: () => Abandon = true,
onCompleted: () => RemoveSubObjective(ref refuelObjective));
return;
@@ -177,7 +177,7 @@ namespace Barotrauma
}
else if (moveToTarget is Item parentItem)
{
canInteract = character.CanInteractWith(parentItem, out _, checkLinked: false);
canInteract = character.CanInteractWith(parentItem, checkLinked: false);
}
if (canInteract)
{
@@ -256,7 +256,7 @@ namespace Barotrauma
if (mySub == null) { continue; }
if (!AllowStealing)
{
if (character.TeamID == Character.TeamType.FriendlyNPC != item.SpawnedInOutpost) { continue; }
if (character.TeamID == CharacterTeamType.FriendlyNPC != item.SpawnedInOutpost) { continue; }
}
if (!CheckItem(item)) { continue; }
if (ignoredContainerIdentifiers != null && item.Container != null)
@@ -276,6 +276,10 @@ namespace Barotrauma
itemPriority = GetItemPriority(item);
}
Entity rootInventoryOwner = item.GetRootInventoryOwner();
if (rootInventoryOwner is Item ownerItem)
{
if (!ownerItem.IsInteractable(character)) { continue; }
}
Vector2 itemPos = (rootInventoryOwner ?? item).WorldPosition;
float yDist = Math.Abs(character.WorldPosition.Y - itemPos.Y);
yDist = yDist > 100 ? yDist * 5 : 0;
@@ -308,7 +312,7 @@ namespace Barotrauma
Entity.Spawner.AddToSpawnQueue(prefab, character.Inventory, onSpawned: (Item spawnedItem) =>
{
targetItem = spawnedItem;
if (character.TeamID == Character.TeamType.FriendlyNPC && (character.Submarine?.Info.IsOutpost ?? false))
if (character.TeamID == CharacterTeamType.FriendlyNPC && (character.Submarine?.Info.IsOutpost ?? false))
{
spawnedItem.SpawnedInOutpost = true;
}
@@ -347,7 +351,7 @@ namespace Barotrauma
private bool CheckItem(Item item)
{
if (item.NonInteractable) { return false; }
if (!item.IsInteractable(character)) { return false; }
if (item.IsThisOrAnyContainerIgnoredByAI()) { return false; }
if (ignoredItems.Contains(item)) { return false; };
if (item.Condition < TargetCondition) { return false; }
@@ -2,6 +2,7 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Barotrauma.Extensions;
namespace Barotrauma
{
@@ -34,6 +35,9 @@ namespace Barotrauma
public float extraDistanceOutsideSub;
private float _closeEnough = 50;
private readonly float minDistance = 50;
private readonly float seekGapsInterval = 1;
private float seekGapsTimer;
/// <summary>
/// Display units
/// </summary>
@@ -116,6 +120,8 @@ namespace Barotrauma
return Priority;
}
private readonly float avoidLookAheadDistance = 5;
public AIObjectiveGoTo(ISpatialEntity target, Character character, AIObjectiveManager objectiveManager, bool repeat = false, bool getDivingGearIfNeeded = true, float priorityModifier = 1, float closeEnough = 0)
: base(character, objectiveManager, priorityModifier)
{
@@ -208,14 +214,14 @@ namespace Barotrauma
{
Abandon = true;
}
else if (waitUntilPathUnreachable < 0)
else if (SteeringManager == PathSteering && PathSteering.CurrentPath != null && PathSteering.CurrentPath.Unreachable && !PathSteering.IsPathDirty)
{
if (SteeringManager == PathSteering && PathSteering.CurrentPath != null && PathSteering.CurrentPath.Unreachable && !PathSteering.IsPathDirty)
SteeringManager.Reset();
if (waitUntilPathUnreachable < 0)
{
if (repeat)
{
SpeakCannotReach();
SteeringManager.Reset();
}
else
{
@@ -223,12 +229,7 @@ namespace Barotrauma
}
}
}
if (Abandon)
{
SpeakCannotReach();
SteeringManager.Reset();
}
else
if (!Abandon)
{
if (getDivingGearIfNeeded && !character.LockHands)
{
@@ -286,52 +287,134 @@ namespace Barotrauma
}
}
}
if (!character.AnimController.InWater)
if (character.AnimController.InWater)
{
useScooter = false;
checkScooterTimer = 0;
}
else if (checkScooterTimer <= 0)
{
useScooter = false;
checkScooterTimer = checkScooterTime;
string scooterTag = "scooter";
string batteryTag = "mobilebattery";
Item scooter = null;
bool isScooterEquipped = false;
float closeEnough = 250;
float squaredDistance = Vector2.DistanceSquared(character.WorldPosition, Target.WorldPosition);
bool shouldUseScooter = squaredDistance > closeEnough * closeEnough && (!mimic ||
(Target is Character targetCharacter && targetCharacter.HasEquippedItem(scooterTag, allowBroken: false)) || squaredDistance > Math.Pow(closeEnough * 2, 2));
if (HumanAIController.HasItem(character, scooterTag, out IEnumerable<Item> equippedScooters, batteryTag, requireEquipped: true))
if (character.CurrentHull == null)
{
scooter = equippedScooters.FirstOrDefault();
isScooterEquipped = scooter != null;
}
else if (shouldUseScooter && HumanAIController.HasItem(character, scooterTag, out IEnumerable<Item> scooters, batteryTag, requireEquipped: false))
{
scooter = scooters.FirstOrDefault();
if (scooter != null)
if (seekGapsTimer > 0)
{
isScooterEquipped = HumanAIController.TakeItem(scooter, character.Inventory, equip: true, dropOtherIfCannotMove: false, allowSwapping: true, storeUnequipped: false);
}
}
if (scooter != null && isScooterEquipped)
{
if (shouldUseScooter)
{
useScooter = true;
seekGapsTimer -= deltaTime;
}
else
{
// Unequip
character.Inventory.TryPutItem(scooter, character, CharacterInventory.anySlot);
SeekGaps(maxDistance: 500);
seekGapsTimer = seekGapsInterval * Rand.Range(0.1f, 1.1f);
if (TargetGap != null)
{
// Check that nothing is blocking the way
Vector2 rayStart = character.SimPosition;
Vector2 rayEnd = TargetGap.SimPosition;
if (TargetGap.Submarine != null && character.Submarine == null)
{
rayStart -= TargetGap.Submarine.SimPosition;
}
else if (TargetGap.Submarine == null && character.Submarine != null)
{
rayEnd -= character.Submarine.SimPosition;
}
var closestBody = Submarine.CheckVisibility(rayStart, rayEnd, ignoreSubs: true);
if (closestBody != null)
{
TargetGap = null;
}
}
}
}
else
{
TargetGap = null;
}
if (TargetGap != null)
{
if (TargetGap.FlowTargetHull != null && HumanAIController.SteerThroughGap(TargetGap, TargetGap.FlowTargetHull.WorldPosition, deltaTime))
{
SteeringManager.SteeringAvoid(deltaTime, avoidLookAheadDistance, weight: 1);
return;
}
else
{
TargetGap = null;
}
}
if (checkScooterTimer <= 0)
{
useScooter = false;
checkScooterTimer = checkScooterTime;
string scooterTag = "scooter";
string batteryTag = "mobilebattery";
Item scooter = null;
float closeEnough = 250;
float squaredDistance = Vector2.DistanceSquared(character.WorldPosition, Target.WorldPosition);
bool shouldUseScooter = squaredDistance > closeEnough * closeEnough && (!mimic ||
(Target is Character targetCharacter && targetCharacter.HasEquippedItem(scooterTag, allowBroken: false)) || squaredDistance > Math.Pow(closeEnough * 2, 2));
if (HumanAIController.HasItem(character, scooterTag, out IEnumerable<Item> equippedScooters, recursive: false, requireEquipped: true))
{
// Currently equipped scooter
scooter = equippedScooters.FirstOrDefault();
}
else if (shouldUseScooter)
{
bool hasBattery = false;
if (HumanAIController.HasItem(character, scooterTag, out IEnumerable<Item> nonEquippedScooters, containedTag: batteryTag, conditionPercentage: 1, requireEquipped: false))
{
// Non-equipped scooter with a battery
scooter = nonEquippedScooters.FirstOrDefault();
hasBattery = true;
}
else if (HumanAIController.HasItem(character, scooterTag, out IEnumerable<Item> _nonEquippedScooters, requireEquipped: false))
{
// Non-equipped scooter without a battery
scooter = _nonEquippedScooters.FirstOrDefault();
// Non-recursive so that the bots won't take batteries from other items. Also means that they can't find batteries inside containers. Not sure how to solve this.
hasBattery = HumanAIController.HasItem(character, batteryTag, out _, requireEquipped: false, conditionPercentage: 1, recursive: false);
}
if (scooter != null && hasBattery)
{
// Equip only if we have a battery available
HumanAIController.TakeItem(scooter, character.Inventory, equip: true, dropOtherIfCannotMove: false, allowSwapping: true, storeUnequipped: false);
}
}
bool isScooterEquipped = scooter != null && character.HasEquippedItem(scooter);
if (scooter != null && isScooterEquipped)
{
if (shouldUseScooter)
{
useScooter = true;
// Check the battery
if (scooter.ContainedItems.None(i => i.Condition > 0))
{
// Try to switch batteries
if (HumanAIController.HasItem(character, batteryTag, out IEnumerable<Item> batteries, conditionPercentage: 1, recursive: false))
{
scooter.ContainedItems.ForEachMod(emptyBattery => character.Inventory.TryPutItem(emptyBattery, character, CharacterInventory.anySlot));
if (!scooter.Combine(batteries.OrderByDescending(b => b.Condition).First(), character))
{
useScooter = false;
}
}
else
{
useScooter = false;
}
}
}
if (!useScooter)
{
// Unequip
character.Inventory.TryPutItem(scooter, character, CharacterInventory.anySlot);
}
}
}
else
{
checkScooterTimer -= deltaTime;
}
}
else
{
checkScooterTimer -= deltaTime;
TargetGap = null;
useScooter = false;
checkScooterTimer = 0;
}
if (SteeringManager == PathSteering)
{
@@ -347,7 +430,7 @@ namespace Barotrauma
nodeFilter,
CheckVisibility);
if (!isInside && PathSteering.CurrentPath == null || PathSteering.IsPathDirty || PathSteering.CurrentPath.Unreachable)
if (!isInside && (PathSteering.CurrentPath == null || PathSteering.IsPathDirty || PathSteering.CurrentPath.Unreachable))
{
if (useScooter)
{
@@ -358,7 +441,7 @@ namespace Barotrauma
SteeringManager.SteeringManual(deltaTime, Vector2.Normalize(Target.WorldPosition - character.WorldPosition));
if (character.AnimController.InWater)
{
SteeringManager.SteeringAvoid(deltaTime, lookAheadDistance: 5, weight: 2);
SteeringManager.SteeringAvoid(deltaTime, avoidLookAheadDistance, weight: 2);
}
}
}
@@ -378,7 +461,7 @@ namespace Barotrauma
SteeringManager.SteeringSeek(character.GetRelativeSimPosition(Target), 10);
if (character.AnimController.InWater)
{
SteeringManager.SteeringAvoid(deltaTime, lookAheadDistance: 5, weight: 15);
SteeringManager.SteeringAvoid(deltaTime, avoidLookAheadDistance, weight: 15);
}
}
}
@@ -439,6 +522,27 @@ namespace Barotrauma
return null;
}
public Gap TargetGap { get; private set; }
private void SeekGaps(float maxDistance)
{
Gap selectedGap = null;
float selectedDistance = -1;
foreach (Gap gap in Gap.GapList)
{
if (gap.Open < 1) { continue; }
if (gap.FlowTargetHull == null) { continue; }
if (gap.Submarine != Target.Submarine) { continue; }
float distance = Vector2.DistanceSquared(character.WorldPosition, gap.WorldPosition);
if (distance > maxDistance * maxDistance) { continue; }
if (selectedGap == null || distance < selectedDistance)
{
selectedGap = gap;
selectedDistance = distance;
}
}
TargetGap = selectedGap;
}
public bool IsCloseEnough
{
get
@@ -507,6 +611,7 @@ namespace Barotrauma
{
PathSteering.ResetPath();
}
SpeakCannotReach();
base.OnAbandon();
}
@@ -530,6 +635,8 @@ namespace Barotrauma
{
base.Reset();
findDivingGear = null;
seekGapsTimer = 0;
TargetGap = null;
}
}
}
@@ -21,7 +21,7 @@ namespace Barotrauma
set
{
behavior = value;
if (behavior == BehaviorType.StayInHull && character.TeamID != Character.TeamType.FriendlyNPC)
if (behavior == BehaviorType.StayInHull && character.TeamID != CharacterTeamType.FriendlyNPC)
{
DebugConsole.NewMessage($"AIObjectiveIdle.BehaviorType.StayInHull is implemented only for outpost NPCs. Using passive behavior for {character.Name} ({character.Info.Job.Prefab.Identifier})", color: Color.Red);
behavior = BehaviorType.Passive;
@@ -203,7 +203,7 @@ namespace Barotrauma
if (currentTarget != null && !currentTargetIsInvalid)
{
if (character.TeamID == Character.TeamType.FriendlyNPC)
if (character.TeamID == CharacterTeamType.FriendlyNPC)
{
if (currentTarget.Submarine.TeamID != character.TeamID)
{
@@ -260,7 +260,7 @@ namespace Barotrauma
{
//choose a random available hull
currentTarget = ToolBox.SelectWeightedRandom(targetHulls, hullWeights, Rand.RandSync.Unsynced);
bool isInWrongSub = character.TeamID == Character.TeamType.FriendlyNPC && character.Submarine.TeamID != character.TeamID;
bool isInWrongSub = character.TeamID == CharacterTeamType.FriendlyNPC && character.Submarine.TeamID != character.TeamID;
bool isCurrentHullAllowed = !isInWrongSub && !IsForbidden(character.CurrentHull);
var path = PathSteering.PathFinder.FindPath(character.SimPosition, currentTarget.SimPosition, errorMsgStr: $"AIObjectiveIdle {character.DisplayName}", nodeFilter: node =>
{
@@ -402,6 +402,14 @@ namespace Barotrauma
PathSteering.Wander(deltaTime);
}
public void FaceTargetAndWait(ISpatialEntity target, float waitTime)
{
standStillTimer = waitTime;
HumanAIController.FaceTarget(target);
currentTarget = null;
SetTargetTimerHigh();
}
private void FindTargetHulls()
{
targetHulls.Clear();
@@ -411,7 +419,7 @@ namespace Barotrauma
if (HumanAIController.UnsafeHulls.Contains(hull)) { continue; }
if (hull.Submarine == null) { continue; }
if (character.Submarine == null) { break; }
if (character.TeamID == Character.TeamType.FriendlyNPC)
if (character.TeamID == CharacterTeamType.FriendlyNPC)
{
if (hull.Submarine.TeamID != character.TeamID)
{
@@ -127,10 +127,14 @@ namespace Barotrauma
{
var orderPrefab = Order.GetPrefab(autonomousObjective.identifier);
if (orderPrefab == null) { throw new Exception($"Could not find a matching prefab by the identifier: '{autonomousObjective.identifier}'"); }
var item = orderPrefab.MustSetTarget ? orderPrefab.GetMatchingItems(character.Submarine, mustBelongToPlayerSub: false, requiredTeam: character.Info.TeamID)?.GetRandom() : null;
Item item = null;
if (orderPrefab.MustSetTarget)
{
item = orderPrefab.GetMatchingItems(character.Submarine, mustBelongToPlayerSub: false, requiredTeam: character.Info.TeamID, interactableFor: character)?.GetRandom();
}
var order = new Order(orderPrefab, item ?? character.CurrentHull as Entity, orderPrefab.GetTargetItemComponent(item), orderGiver: character);
if (order == null) { continue; }
if (autonomousObjective.ignoreAtOutpost && Level.IsLoadedOutpost && character.TeamID != Character.TeamType.FriendlyNPC) { continue; }
if (autonomousObjective.ignoreAtOutpost && Level.IsLoadedOutpost && character.TeamID != CharacterTeamType.FriendlyNPC) { continue; }
var objective = CreateObjective(order, autonomousObjective.option, character, isAutonomous: true, autonomousObjective.priorityModifier);
if (objective != null && objective.CanBeCompleted)
{
@@ -273,7 +277,8 @@ namespace Barotrauma
CurrentOrder = objective;
}
public void SetOrder(Order order, string option, Character orderGiver)
private CoroutineHandle speakRoutine;
public void SetOrder(Order order, string option, Character orderGiver, bool speak)
{
if (character.IsDead)
{
@@ -294,6 +299,49 @@ namespace Barotrauma
{
// This should be redundant, because all the objectives are reset when they are selected as active.
CurrentOrder.Reset();
if (speak)
{
character.Speak(TextManager.Get("DialogAffirmative"), null, 1.0f);
if (speakRoutine != null)
{
CoroutineManager.StopCoroutines(speakRoutine);
}
speakRoutine = CoroutineManager.InvokeAfter(() =>
{
if (GameMain.GameSession == null || Level.Loaded == null) { return; }
if (CurrentOrder != null && character.SpeechImpediment < 100.0f)
{
if (CurrentOrder is AIObjectiveRepairItems repairItems && repairItems.Targets.None())
{
character.Speak(TextManager.Get("DialogNoRepairTargets"), null, 3.0f, "norepairtargets");
}
else if (CurrentOrder is AIObjectiveChargeBatteries chargeBatteries && chargeBatteries.Targets.None())
{
character.Speak(TextManager.Get("DialogNoBatteries"), null, 3.0f, "nobatteries");
}
else if (CurrentOrder is AIObjectiveExtinguishFires extinguishFires && extinguishFires.Targets.None())
{
character.Speak(TextManager.Get("DialogNoFire"), null, 3.0f, "nofire");
}
else if (CurrentOrder is AIObjectiveFixLeaks fixLeaks && fixLeaks.Targets.None())
{
character.Speak(TextManager.Get("DialogNoLeaks"), null, 3.0f, "noleaks");
}
else if (CurrentOrder is AIObjectiveFightIntruders fightIntruders && fightIntruders.Targets.None())
{
character.Speak(TextManager.Get("DialogNoEnemies"), null, 3.0f, "noenemies");
}
else if (CurrentOrder is AIObjectiveRescueAll rescueAll && rescueAll.Targets.None())
{
character.Speak(TextManager.Get("DialogNoRescueTargets"), null, 3.0f, "norescuetargets");
}
else if (CurrentOrder is AIObjectivePumpWater pumpWater && pumpWater.Targets.None())
{
character.Speak(TextManager.Get("DialogNoPumps"), null, 3.0f, "nopumps");
}
}
}, 3);
}
}
}
@@ -320,8 +368,7 @@ namespace Barotrauma
case "wait":
newObjective = new AIObjectiveGoTo(order.TargetSpatialEntity ?? character, character, this, repeat: true, priorityModifier: priorityModifier)
{
AllowGoingOutside = order.TargetSpatialEntity == null ? character.CurrentHull == null :
character.Submarine == null || character.Submarine != order.TargetSpatialEntity.Submarine
AllowGoingOutside = character.Submarine == null || (order.TargetSpatialEntity != null && character.Submarine != order.TargetSpatialEntity.Submarine)
};
break;
case "fixleaks":
@@ -345,7 +392,7 @@ namespace Barotrauma
case "pumpwater":
if (order.TargetItemComponent is Pump targetPump)
{
if (order.TargetItemComponent.Item.NonInteractable) { return null; }
if (!order.TargetItemComponent.Item.IsInteractable(character)) { return null; }
newObjective = new AIObjectiveOperateItem(targetPump, character, this, option, false, priorityModifier: priorityModifier)
{
IsLoop = true,
@@ -370,7 +417,7 @@ namespace Barotrauma
var steering = (order?.TargetEntity as Item)?.GetComponent<Steering>();
if (steering != null) { steering.PosToMaintain = steering.Item.Submarine?.WorldPosition; }
if (order.TargetItemComponent == null) { return null; }
if (order.TargetItemComponent.Item.NonInteractable) { return null; }
if (!order.TargetItemComponent.Item.IsInteractable(character)) { return null; }
newObjective = new AIObjectiveOperateItem(order.TargetItemComponent, character, this, option,
requireEquip: false, useController: order.UseController, controller: order.ConnectedController, priorityModifier: priorityModifier)
{
@@ -403,11 +450,26 @@ namespace Barotrauma
};
break;
case "cleanupitems":
newObjective = new AIObjectiveCleanupItems(character, this, priorityModifier, order.TargetEntity as Item);
if (order.TargetEntity is Item targetItem)
{
if (targetItem.HasTag("allowcleanup") && targetItem.ParentInventory == null && targetItem.OwnInventory != null)
{
// Target all items inside the container
newObjective = new AIObjectiveCleanupItems(character, this, targetItem.OwnInventory.AllItems, priorityModifier);
}
else
{
newObjective = new AIObjectiveCleanupItems(character, this, targetItem, priorityModifier);
}
}
else
{
newObjective = new AIObjectiveCleanupItems(character, this, priorityModifier: priorityModifier);
}
break;
default:
if (order.TargetItemComponent == null) { return null; }
if (order.TargetItemComponent.Item.NonInteractable) { return null; }
if (!order.TargetItemComponent.Item.IsInteractable(character)) { return null; }
newObjective = new AIObjectiveOperateItem(order.TargetItemComponent, character, this, option,
requireEquip: false, useController: order.UseController, controller: order.ConnectedController, priorityModifier: priorityModifier)
{
@@ -69,7 +69,7 @@ namespace Barotrauma
{
if (!isOrder)
{
if (reactor.LastUserWasPlayer && character.TeamID != Character.TeamType.FriendlyNPC ||
if (reactor.LastUserWasPlayer && character.TeamID != CharacterTeamType.FriendlyNPC ||
HumanAIController.IsTrueForAnyCrewMember(c =>
c.ObjectiveManager.CurrentOrder is AIObjectiveOperateItem operateOrder && operateOrder.GetTarget() == target))
{
@@ -101,7 +101,8 @@ namespace Barotrauma
targetItem.Submarine != character.Submarine && !isOrder ||
targetItem.CurrentHull.FireSources.Any() ||
HumanAIController.IsItemOperatedByAnother(target, out _) ||
Character.CharacterList.Any(c => c.CurrentHull == targetItem.CurrentHull && !HumanAIController.IsFriendly(c) && HumanAIController.IsActive(c)))
Character.CharacterList.Any(c => c.CurrentHull == targetItem.CurrentHull && !HumanAIController.IsFriendly(c) && HumanAIController.IsActive(c))
|| component.Item.IgnoreByAI || (useController && controller.Item.IgnoreByAI))
{
Priority = 0;
}
@@ -137,7 +138,7 @@ namespace Barotrauma
throw new Exception("target null");
#endif
}
else if (target.Item.NonInteractable)
else if (!target.Item.IsInteractable(character))
{
Abandon = true;
}
@@ -157,21 +158,6 @@ namespace Barotrauma
Abandon = true;
return;
}
// If this is not an order...
if (objectiveManager.CurrentOrder != this)
{
// Don't allow to operate an item that someone with a better skills already operates
if (HumanAIController.IsItemOperatedByAnother(target, out _))
{
// Don't abandon
return;
}
if (component.Item.IgnoreByAI || (useController && controller.Item.IgnoreByAI))
{
Abandon = true;
return;
}
}
if (operateTarget != null)
{
if (HumanAIController.IsTrueForAnyCrewMember(other => other != HumanAIController && other.ObjectiveManager.GetActiveObjective() is AIObjectiveOperateItem operateObjective && operateObjective.operateTarget == operateTarget))
@@ -215,7 +201,7 @@ namespace Barotrauma
Abandon = true;
return;
}
else if (!character.Inventory.Items.Contains(component.Item))
else if (!character.Inventory.Contains(component.Item))
{
TryAddSubObjective(ref getItemObjective, () => new AIObjectiveGetItem(character, component.Item, objectiveManager, equip: true),
onAbandon: () => Abandon = true,
@@ -241,13 +227,14 @@ namespace Barotrauma
continue;
}
//equip slot already taken
if (character.Inventory.Items[i] != null)
var existingItem = character.Inventory.GetItemAt(i);
if (existingItem != null)
{
//try to put the item in an Any slot, and drop it if that fails
if (!character.Inventory.Items[i].AllowedSlots.Contains(InvSlotType.Any) ||
!character.Inventory.TryPutItem(character.Inventory.Items[i], character, new List<InvSlotType>() { InvSlotType.Any }))
if (!existingItem.AllowedSlots.Contains(InvSlotType.Any) ||
!character.Inventory.TryPutItem(existingItem, character, new List<InvSlotType>() { InvSlotType.Any }))
{
character.Inventory.Items[i].Drop(character);
existingItem.Drop(character);
}
}
if (character.Inventory.TryPutItem(component.Item, i, true, false, character))
@@ -28,7 +28,7 @@ namespace Barotrauma
{
if (pump == null) { return false; }
if (pump.Item.IgnoreByAI) { return false; }
if (pump.Item.NonInteractable) { return false; }
if (!pump.Item.IsInteractable(character)) { return false; }
if (pump.Item.HasTag("ballast")) { return false; }
if (pump.Item.Submarine == null) { return false; }
if (pump.Item.CurrentHull == null) { return false; }
@@ -33,10 +33,14 @@ namespace Barotrauma
public override float GetPriority()
{
if (!IsAllowed)
if (!IsAllowed || Item.IgnoreByAI)
{
Priority = 0;
Abandon = true;
if (IsRepairing())
{
Item.Repairables.ForEach(r => r.StopRepairing(character));
}
return Priority;
}
// TODO: priority list?
@@ -107,8 +111,7 @@ namespace Barotrauma
}
if (repairTool != null)
{
var containedItems = repairTool.Item.OwnInventory?.Items;
if (containedItems == null)
if (repairTool.Item.OwnInventory == null)
{
#if DEBUG
DebugConsole.ThrowError($"{character.Name}: AIObjectiveRepairItem failed - the item \"" + repairTool + "\" has no proper inventory");
@@ -116,27 +119,39 @@ namespace Barotrauma
Abandon = true;
return;
}
// Drop empty tanks
foreach (Item containedItem in containedItems)
// Eject empty tanks
if (repairTool.Item.OwnInventory.AllItems.Any(it => it.Condition <= 0.0f))
{
if (containedItem == null) { continue; }
if (containedItem.Condition <= 0.0f)
foreach (Item containedItem in repairTool.Item.OwnInventory.AllItemsMod)
{
containedItem.Drop(character);
if (containedItem == null) { continue; }
if (containedItem.Condition <= 0.0f)
{
if (character.Submarine == null)
{
// If we are outside of main sub, try to put the tank in the inventory instead dropping it in the sea.
if (character.Inventory.TryPutItem(containedItem, character, CharacterInventory.anySlot))
{
continue;
}
}
containedItem.Drop(character);
}
}
}
RelatedItem item = null;
Item fuel = null;
foreach (RelatedItem requiredItem in repairTool.requiredItems[RelatedItem.RelationType.Contained])
{
item = requiredItem;
fuel = containedItems.FirstOrDefault(it => it != null && it.Condition > 0.0f && requiredItem.MatchesItem(it));
fuel = repairTool.Item.OwnInventory.AllItems.FirstOrDefault(it => it.Condition > 0.0f && requiredItem.MatchesItem(it));
if (fuel != null) { break; }
}
if (fuel == null)
{
RemoveSubObjective(ref goToObjective);
TryAddSubObjective(ref refuelObjective, () => new AIObjectiveContainItem(character, item.Identifiers, repairTool.Item.GetComponent<ItemContainer>(), objectiveManager, spawnItemIfNotFound: character.TeamID == Character.TeamType.FriendlyNPC),
TryAddSubObjective(ref refuelObjective, () => new AIObjectiveContainItem(character, item.Identifiers, repairTool.Item.GetComponent<ItemContainer>(), objectiveManager, spawnItemIfNotFound: character.TeamID == CharacterTeamType.FriendlyNPC),
onCompleted: () => RemoveSubObjective(ref refuelObjective),
onAbandon: () => Abandon = true);
return;
@@ -229,7 +244,7 @@ namespace Barotrauma
{
foreach (RelatedItem requiredItem in kvp.Value)
{
foreach (var item in character.Inventory.Items)
foreach (var item in character.Inventory.AllItems)
{
if (requiredItem.MatchesItem(item))
{
@@ -149,7 +149,7 @@ namespace Barotrauma
{
if (item == null) { return false; }
if (item.IgnoreByAI) { return false; }
if (item.NonInteractable) { return false; }
if (!item.IsInteractable(character)) { return false; }
if (item.IsFullCondition) { return false; }
if (item.CurrentHull == null) { return false; }
if (item.Submarine == null || character.Submarine == null) { return false; }
@@ -85,7 +85,7 @@ namespace Barotrauma
Item suit = suits.FirstOrDefault();
if (suit != null)
{
AIObjectiveFindDivingGear.DropEmptyTanks(character, suit, out _);
AIObjectiveFindDivingGear.EjectEmptyTanks(character, suit, out _);
}
}
else if (HumanAIController.HasItem(targetCharacter, AIObjectiveFindDivingGear.LIGHT_DIVING_GEAR, out IEnumerable<Item> masks, requireEquipped: true))
@@ -93,7 +93,7 @@ namespace Barotrauma
Item mask = masks.FirstOrDefault();
if (mask != null)
{
AIObjectiveFindDivingGear.DropEmptyTanks(character, mask, out _);
AIObjectiveFindDivingGear.EjectEmptyTanks(character, mask, out _);
}
}
bool ShouldRemoveDivingSuit() => targetCharacter.OxygenAvailable < CharacterHealth.InsufficientOxygenThreshold && targetCharacter.CurrentHull?.LethalPressure <= 0;
@@ -101,7 +101,7 @@ namespace Barotrauma
{
suits.ForEach(suit => suit.Drop(character));
}
else if (suits.Any() && suits.None(s => s.OwnInventory?.Items != null && s.OwnInventory.Items.Any(it => it != null && it.HasTag(AIObjectiveFindDivingGear.OXYGEN_SOURCE) && it.ConditionPercentage > 0)))
else if (suits.Any() && suits.None(s => s.OwnInventory?.AllItems != null && s.OwnInventory.AllItems.Any(it => it.HasTag(AIObjectiveFindDivingGear.OXYGEN_SOURCE) && it.ConditionPercentage > 0)))
{
// The target has a suit equipped with an empty oxygen tank.
// Can't remove the suit, because the target needs it.
@@ -331,9 +331,13 @@ namespace Barotrauma
character.DeselectCharacter();
RemoveSubObjective(ref getItemObjective);
TryAddSubObjective(ref getItemObjective,
constructor: () => new AIObjectiveGetItem(character, suitableItemIdentifiers.ToArray(), objectiveManager, equip: true, spawnItemIfNotFound: character.TeamID == Character.TeamType.FriendlyNPC),
constructor: () => new AIObjectiveGetItem(character, suitableItemIdentifiers.ToArray(), objectiveManager, equip: true, spawnItemIfNotFound: character.TeamID == CharacterTeamType.FriendlyNPC),
onCompleted: () => RemoveSubObjective(ref getItemObjective),
onAbandon: () => RemoveSubObjective(ref getItemObjective));
onAbandon: () =>
{
Abandon = true;
character.Speak(TextManager.GetWithVariable("dialogcannottreatpatient", "[name]", targetCharacter.DisplayName, formatCapitals: false), identifier: "cannottreatpatient", minDurationBetweenSimilar: 20.0f);
});
}
}
}
@@ -427,6 +431,13 @@ namespace Barotrauma
replaceOxygenObjective = null;
safeHull = null;
ignoreOxygen = false;
character.SelectedCharacter = null;
}
public override void OnDeselected()
{
character.SelectedCharacter = null;
base.OnDeselected();
}
}
}
@@ -14,7 +14,7 @@ namespace Barotrauma
public override bool AllowInAnySub => true;
private const float vitalityThreshold = 75;
private const float vitalityThresholdForOrders = 85;
private const float vitalityThresholdForOrders = 90;
public static float GetVitalityThreshold(AIObjectiveManager manager, Character character, Character target)
{
if (manager == null)
@@ -23,7 +23,10 @@ namespace Barotrauma
}
else
{
return character == target || manager.CurrentOrder is AIObjectiveRescueAll ? vitalityThresholdForOrders : vitalityThreshold;
// When targeting player characters, always treat them when ordered, else use the threshold so that minor/non-severe damage is ignored.
// If we ignore any damage when the player orders a bot to do healings, it's observed to cause confusion among the players.
// On the other hand, if the bots too eagerly heal characters when it's not nevessary, it's inefficient and can feel frustrating, because it can't be controlled.
return character == target || manager.CurrentOrder is AIObjectiveRescueAll ? (target.IsPlayer ? 100 : vitalityThresholdForOrders) : vitalityThreshold;
}
}
@@ -59,6 +59,10 @@ namespace Barotrauma
public Order Prefab { get; private set; }
public readonly string Name;
/// <summary>
/// Name that can be used with the contextual version of the order
/// </summary>
public readonly string ContextualName;
public readonly Sprite SymbolSprite;
@@ -97,7 +101,6 @@ namespace Barotrauma
public bool TargetAllCharacters { get; }
public bool IsReport => TargetAllCharacters && !MustSetTarget;
public readonly float FadeOutTime;
public Entity TargetEntity;
@@ -119,9 +122,9 @@ namespace Barotrauma
private readonly Dictionary<string, Sprite> minimapIcons;
public Dictionary<string, Sprite> MinimapIcons => IsPrefab ? minimapIcons : Prefab.minimapIcons;
public readonly float Weight;
public readonly bool MustSetTarget;
public readonly string AppropriateSkill;
public readonly bool Hidden;
public bool HasOptions => (IsPrefab ? Options : Prefab.Options).Length > 1;
public bool IsPrefab { get; private set; }
@@ -159,6 +162,11 @@ namespace Barotrauma
public int? WallSectionIndex { get; }
public bool IsIgnoreOrder { get; }
/// <summary>
/// Should the order icon be drawn when the order target is inside a container
/// </summary>
public bool DrawIconWhenContained { get; }
public static void Init()
{
Prefabs = new Dictionary<string, Order>();
@@ -239,7 +247,8 @@ namespace Barotrauma
private Order(XElement orderElement)
{
Identifier = orderElement.GetAttributeString("identifier", "");
Name = TextManager.Get("OrderName." + Identifier, true) ?? "Name not found";
Name = TextManager.Get("OrderName." + Identifier, returnNull: true) ?? "Name not found";
ContextualName = TextManager.Get("OrderNameContextual." + Identifier, returnNull: true) ?? Name;
string targetItemType = orderElement.GetAttributeString("targetitemtype", "");
if (!string.IsNullOrWhiteSpace(targetItemType))
@@ -267,6 +276,7 @@ namespace Barotrauma
if (!string.IsNullOrWhiteSpace(category)) { this.Category = (OrderCategory)Enum.Parse(typeof(OrderCategory), category, true); }
MustSetTarget = orderElement.GetAttributeBool("mustsettarget", false);
AppropriateSkill = orderElement.GetAttributeString("appropriateskill", null);
Hidden = orderElement.GetAttributeBool("hidden", false);
var optionNames = TextManager.Get("OrderOptions." + Identifier, true)?.Split(',', '') ??
orderElement.GetAttributeStringArray("optionnames", new string[0]);
@@ -315,6 +325,7 @@ namespace Barotrauma
IsPrefab = true;
MustManuallyAssign = orderElement.GetAttributeBool("mustmanuallyassign", false);
IsIgnoreOrder = Identifier == "ignorethis" || Identifier == "unignorethis";
DrawIconWhenContained = orderElement.GetAttributeBool("displayiconwhencontained", false);
}
/// <summary>
@@ -324,23 +335,26 @@ namespace Barotrauma
{
Prefab = prefab.Prefab ?? prefab;
Name = prefab.Name;
Identifier = prefab.Identifier;
ItemComponentType = prefab.ItemComponentType;
CanTypeBeSubclass = prefab.CanTypeBeSubclass;
TargetItems = prefab.TargetItems;
Options = prefab.Options;
SymbolSprite = prefab.SymbolSprite;
Color = prefab.Color;
UseController = prefab.UseController;
TargetAllCharacters = prefab.TargetAllCharacters;
AppropriateJobs = prefab.AppropriateJobs;
FadeOutTime = prefab.FadeOutTime;
MustSetTarget = prefab.MustSetTarget;
AppropriateSkill = prefab.AppropriateSkill;
Category = prefab.Category;
MustManuallyAssign = prefab.MustManuallyAssign;
IsIgnoreOrder = prefab.IsIgnoreOrder;
Name = prefab.Name;
ContextualName = prefab.ContextualName;
Identifier = prefab.Identifier;
ItemComponentType = prefab.ItemComponentType;
CanTypeBeSubclass = prefab.CanTypeBeSubclass;
TargetItems = prefab.TargetItems;
Options = prefab.Options;
SymbolSprite = prefab.SymbolSprite;
Color = prefab.Color;
UseController = prefab.UseController;
TargetAllCharacters = prefab.TargetAllCharacters;
AppropriateJobs = prefab.AppropriateJobs;
FadeOutTime = prefab.FadeOutTime;
MustSetTarget = prefab.MustSetTarget;
AppropriateSkill = prefab.AppropriateSkill;
Category = prefab.Category;
MustManuallyAssign = prefab.MustManuallyAssign;
IsIgnoreOrder = prefab.IsIgnoreOrder;
DrawIconWhenContained = prefab.DrawIconWhenContained;
Hidden = prefab.Hidden;
OrderGiver = orderGiver;
TargetEntity = targetEntity;
@@ -351,9 +365,7 @@ namespace Barotrauma
ConnectedController = targetItem.Item?.FindController();
if (ConnectedController == null)
{
#if DEBUG
throw new Exception("Tried to use controller, but couldn't find one");
#endif
DebugConsole.AddWarning("AI: Tried to use a controller for operating an item, but couldn't find any.");
UseController = false;
}
}
@@ -433,7 +445,8 @@ namespace Barotrauma
return firstMatchingComponent != null;
}
public List<Item> GetMatchingItems(Submarine submarine, bool mustBelongToPlayerSub, Character.TeamType? requiredTeam = null)
/// <param name="interactableFor">Only returns items which are interactable for this character</param>
public List<Item> GetMatchingItems(Submarine submarine, bool mustBelongToPlayerSub, CharacterTeamType? requiredTeam = null, Character interactableFor = null)
{
List<Item> matchingItems = new List<Item>();
if (submarine == null) { return matchingItems; }
@@ -456,16 +469,23 @@ namespace Barotrauma
{
matchingItems.RemoveAll(i => i.Components.None(c => c.GetType() == ItemComponentType) && !i.TryFindController(out _));
}
if (interactableFor != null)
{
matchingItems.RemoveAll(it => !it.IsInteractable(interactableFor) ||
(UseController && it.FindController() is Controller c && !c.Item.IsInteractable(interactableFor)));
}
}
return matchingItems;
}
public List<Item> GetMatchingItems(bool mustBelongToPlayerSub)
/// <param name="interactableFor">Only returns items which are interactable for this character</param>
public List<Item> GetMatchingItems(bool mustBelongToPlayerSub, Character interactableFor = null)
{
Submarine submarine = Character.Controlled != null && Character.Controlled.TeamID == Character.TeamType.Team2 && Submarine.MainSubs.Length > 1 ?
Submarine submarine = Character.Controlled != null && Character.Controlled.TeamID == CharacterTeamType.Team2 && Submarine.MainSubs.Length > 1 ?
Submarine.MainSubs[1] :
Submarine.MainSub;
return GetMatchingItems(submarine, mustBelongToPlayerSub);
return GetMatchingItems(submarine, mustBelongToPlayerSub, interactableFor: interactableFor);
}
public string GetOptionName(string id)
@@ -254,11 +254,8 @@ namespace Barotrauma
{
if (AiController.Character.Inventory != null)
{
var items = AiController.Character.Inventory.Items;
for (int i = 0; i < items.Length; i++)
foreach (Item item in AiController.Character.Inventory.AllItems)
{
var item = items[i];
if (item == null) { continue; }
var tag = item.GetComponent<NameTag>();
if (tag != null && !string.IsNullOrWhiteSpace(tag.WrittenName))
{
@@ -358,7 +355,7 @@ namespace Barotrauma
XElement petElement = new XElement("pet",
new XAttribute("speciesname", c.SpeciesName),
new XAttribute("ownerid", petBehavior.Owner?.ID ?? Entity.NullEntityID),
new XAttribute("ownerhash", petBehavior.Owner?.Info?.GetIdentifier() ?? 0),
new XAttribute("seed", c.Seed));
var petBehaviorElement = new XElement("petbehavior",
@@ -387,16 +384,19 @@ namespace Barotrauma
{
string speciesName = subElement.GetAttributeString("speciesname", "");
string seed = subElement.GetAttributeString("seed", "123");
ushort ownerID = (ushort)subElement.GetAttributeInt("ownerid", 0);
int ownerHash = subElement.GetAttributeInt("ownerhash", 0);
Vector2 spawnPos = Vector2.Zero;
Character owner = Entity.FindEntityByID(ownerID) as Character;
if (owner != null)
Character owner = Character.CharacterList.Find(c => c.Info?.GetIdentifier() == ownerHash);
if (owner != null && owner.Submarine?.Info.Type == SubmarineType.Player)
{
spawnPos = owner.WorldPosition;
}
else
{
var spawnPoint = WayPoint.WayPointList.Where(wp => wp.SpawnType == SpawnType.Human && wp.Submarine?.Info.Type == SubmarineType.Player).GetRandom();
//try to find a spawnpoint in the main sub
var spawnPoint = WayPoint.WayPointList.Where(wp => wp.SpawnType == SpawnType.Human && wp.Submarine == Submarine.MainSub).GetRandom();
//if not found, try any player sub (shuttle/drone etc)
spawnPoint ??= WayPoint.WayPointList.Where(wp => wp.SpawnType == SpawnType.Human && wp.Submarine?.Info.Type == SubmarineType.Player).GetRandom();
spawnPos = spawnPoint?.WorldPosition ?? Submarine.MainSub.WorldPosition;
}
var pet = Character.Create(speciesName, spawnPos, seed);
@@ -131,7 +131,7 @@ namespace Barotrauma
if (container == null) { continue; }
for (int i = 0; i < container.Inventory.Capacity; i++)
{
if (container.Inventory.Items[i] != null) { continue; }
if (container.Inventory.GetItemAt(i) != null) { continue; }
if (MapEntityPrefab.List.GetRandom(e => e is ItemPrefab i && container.CanBeContained(i) &&
Config.ForbiddenAmmunition.None(id => id.Equals(i.Identifier, StringComparison.OrdinalIgnoreCase)), Rand.RandSync.Server) is ItemPrefab ammoPrefab)
{
@@ -319,25 +319,33 @@ namespace Barotrauma
private readonly List<Hull> populatedHulls = new List<Hull>();
private float cellSpawnTimer;
private float CellSpawnTime => Config.AgentSpawnDelay;
private float CellSpawnRandomFactor => Config.AgentSpawnDelayRandomFactor;
private int MinCellsPerBrainRoom => Config.MinAgentsPerBrainRoom;
private int MaxCellsPerRoom => Config.MaxAgentsPerRoom;
private int MinCellsOutside => Config.MinAgentsOutside;
private int MaxCellsOutside => Config.MaxAgentsOutside;
private int MinCellsInside => Config.MinAgentsInside;
private int MaxCellsInside => Config.MaxAgentsInside;
private int MaxCellCount => Config.MaxAgentCount;
private int MinCellsPerBrainRoom => CalculateCellCount(0, Config.MinAgentsPerBrainRoom);
private int MaxCellsPerRoom => CalculateCellCount(1, Config.MaxAgentsPerRoom);
private int MinCellsOutside => CalculateCellCount(0, Config.MinAgentsOutside);
private int MaxCellsOutside => CalculateCellCount(0, Config.MaxAgentsOutside);
private int MinCellsInside => CalculateCellCount(2, Config.MinAgentsInside);
private int MaxCellsInside => CalculateCellCount(3, Config.MaxAgentsInside);
private int MaxCellCount => CalculateCellCount(5, Config.MaxAgentCount);
private float MinWaterLevel => Config.MinWaterLevel;
private int CalculateCellCount(int minValue, int maxValue)
{
if (maxValue == 0) { return 0; }
return (int)Math.Round(MathHelper.Lerp(minValue, maxValue, Level.Loaded.Difficulty * 0.01f * Config.AgentSpawnCountDifficultyMultiplier));
}
private float GetSpawnTime() =>
Math.Max(Config.AgentSpawnDelay * Rand.Range(Config.AgentSpawnDelayRandomFactor, 1 + Config.AgentSpawnDelayRandomFactor)
/ (Math.Max(Level.Loaded.Difficulty, 1) * 0.01f * Config.AgentSpawnDelayDifficultyMultiplier), Config.AgentSpawnDelay);
void UpdateReinforcements(float deltaTime)
{
if (protectiveCells.Count >= MaxCellCount || spawnOrgans.Count == 0) { return; }
if (spawnOrgans.Count == 0) { return; }
cellSpawnTimer -= deltaTime;
if (cellSpawnTimer < 0)
{
TrySpawnCell(out _, spawnOrgans.GetRandom());
cellSpawnTimer = CellSpawnTime * Rand.Range(CellSpawnRandomFactor, 1 + CellSpawnRandomFactor);
cellSpawnTimer = GetSpawnTime();
}
}
@@ -364,7 +372,7 @@ namespace Barotrauma
cell = Character.Create(Config.DefensiveAgent, targetEntity.WorldPosition, ToolBox.RandomSeed(8), hasAi: true, createNetworkEvent: true);
protectiveCells.Add(cell);
cell.OnDeath += OnCellDeath;
cellSpawnTimer = CellSpawnTime * Rand.Range(CellSpawnRandomFactor, 1 + CellSpawnRandomFactor);
cellSpawnTimer = GetSpawnTime();
return true;
}
@@ -42,6 +42,12 @@ namespace Barotrauma
[Serialize(0.5f, false)]
public float AgentSpawnDelayRandomFactor { get; private set; }
[Serialize(1f, false)]
public float AgentSpawnDelayDifficultyMultiplier { get; private set; }
[Serialize(1f, false)]
public float AgentSpawnCountDifficultyMultiplier { get; private set; }
[Serialize(0, false)]
public int MinAgentsPerBrainRoom { get; private set; }
@@ -20,8 +20,8 @@ namespace Barotrauma
get { return aiController; }
}
public AICharacter(string speciesName, Vector2 position, string seed, CharacterInfo characterInfo = null, bool isNetworkPlayer = false, RagdollParams ragdoll = null)
: base(speciesName, position, seed, characterInfo, id: Entity.NullEntityID, isRemotePlayer: isNetworkPlayer, ragdollParams: ragdoll)
public AICharacter(CharacterPrefab prefab, string speciesName, Vector2 position, string seed, CharacterInfo characterInfo = null, bool isNetworkPlayer = false, RagdollParams ragdoll = null)
: base(prefab, speciesName, position, seed, characterInfo, id: Entity.NullEntityID, isRemotePlayer: isNetworkPlayer, ragdollParams: ragdoll)
{
InitProjSpecific();
}
@@ -1,6 +1,5 @@
using Barotrauma.Networking;
using FarseerPhysics;
using FarseerPhysics.Dynamics.Joints;
using Microsoft.Xna.Framework;
using System;
using System.Linq;
@@ -23,7 +22,11 @@ namespace Barotrauma
{
if (_ragdollParams == null)
{
_ragdollParams = FishRagdollParams.GetDefaultRagdollParams(character.SpeciesName);
_ragdollParams = FishRagdollParams.GetDefaultRagdollParams(character.VariantOf ?? character.SpeciesName);
if (character.VariantOf != null)
{
_ragdollParams.ApplyVariantScale(character.Params.VariantFile);
}
}
return _ragdollParams;
}
@@ -338,9 +341,21 @@ namespace Barotrauma
float dragForce = MathHelper.Clamp(eatSpeed * 10, 0, 40);
if (dragForce > 0.1f)
{
target.AnimController.MainLimb.MoveToPos(mouthPos, (float)(Math.Sin(eatTimer) + dragForce));
Vector2 targetPos = mouthPos;
if (target.Submarine != null && character.Submarine == null)
{
targetPos -= target.Submarine.SimPosition;
}
else if (target.Submarine == null && character.Submarine != null)
{
targetPos += character.Submarine.SimPosition;
}
target.AnimController.MainLimb.body.SmoothRotate(mouthLimb.Rotation, dragForce * 2);
target.AnimController.Collider.MoveToPos(mouthPos, (float)(Math.Sin(eatTimer) + dragForce));
if (!target.AnimController.SimplePhysicsEnabled)
{
target.AnimController.MainLimb.MoveToPos(targetPos, (float)(Math.Sin(eatTimer) + dragForce));
}
target.AnimController.Collider.MoveToPos(targetPos, (float)(Math.Sin(eatTimer) + dragForce));
}
if (InWater)
@@ -26,7 +26,7 @@ namespace Barotrauma
{
if (_ragdollParams == null)
{
_ragdollParams = RagdollParams.GetDefaultRagdollParams<HumanRagdollParams>(character.SpeciesName);
_ragdollParams = RagdollParams.GetDefaultRagdollParams<HumanRagdollParams>(character.VariantOf ?? character.SpeciesName);
}
return _ragdollParams;
}
@@ -201,6 +201,8 @@ namespace Barotrauma
public float LegBendTorque => CurrentGroundedParams.LegBendTorque * RagdollParams.JointScale;
public Vector2 HandMoveOffset => CurrentGroundedParams.HandMoveOffset * RagdollParams.JointScale;
public float LockFlippingUntil;
public override Vector2 AimSourceSimPos
{
get
@@ -518,7 +520,7 @@ namespace Barotrauma
break;
}
if (TargetDir != dir && !IsStuck)
if (Timing.TotalTime > LockFlippingUntil && TargetDir != dir && !IsStuck)
{
Flip();
}
@@ -1459,7 +1461,7 @@ namespace Barotrauma
target.CharacterHealth.CalculateVitality();
if (wasCritical && target.Vitality > 0.0f && Timing.TotalTime > lastReviveTime + 10.0f)
{
character.Info.IncreaseSkillLevel("medical", SkillSettings.Current.SkillIncreasePerCprRevive, character.WorldPosition + Vector2.UnitY * 150.0f);
character.Info.IncreaseSkillLevel("medical", SkillSettings.Current.SkillIncreasePerCprRevive, character.Position + Vector2.UnitY * 150.0f);
SteamAchievementManager.OnCharacterRevived(target, character);
lastReviveTime = (float)Timing.TotalTime;
#if SERVER
@@ -1467,7 +1469,7 @@ namespace Barotrauma
#endif
//reset attacker, we don't want the character to start attacking us
//because we caused a bit of damage to them during CPR
if (target.LastAttacker == character) { target.LastAttacker = null; }
target.ForgiveAttacker(character);
}
}
}
@@ -1771,13 +1773,13 @@ namespace Barotrauma
Vector2 transformedHoldPos = rightShoulder.WorldAnchorA;
if (itemPos == Vector2.Zero || isClimbing || usingController)
{
if (character.SelectedItems[0] == item)
if (character.Inventory?.GetItemInLimbSlot(InvSlotType.RightHand) == item)
{
if (rightHand == null || rightHand.IsSevered) { return; }
transformedHoldPos = rightHand.PullJointWorldAnchorA - transformedHandlePos[0];
itemAngle = (rightHand.Rotation + (holdAngle - MathHelper.PiOver2) * Dir);
}
else if (character.SelectedItems[1] == item)
else if (character.Inventory?.GetItemInLimbSlot(InvSlotType.LeftHand) == item)
{
if (leftHand == null || leftHand.IsSevered) { return; }
transformedHoldPos = leftHand.PullJointWorldAnchorA - transformedHandlePos[1];
@@ -1786,13 +1788,13 @@ namespace Barotrauma
}
else
{
if (character.SelectedItems[0] == item)
if (character.Inventory?.GetItemInLimbSlot(InvSlotType.RightHand) == item)
{
if (rightHand == null || rightHand.IsSevered) { return; }
transformedHoldPos = rightShoulder.WorldAnchorA;
rightHand.Disabled = true;
}
if (character.SelectedItems[1] == item)
if (character.Inventory?.GetItemInLimbSlot(InvSlotType.LeftHand) == item)
{
if (leftHand == null || leftHand.IsSevered) { return; }
transformedHoldPos = leftShoulder.WorldAnchorA;
@@ -1805,7 +1807,7 @@ namespace Barotrauma
item.body.ResetDynamics();
Vector2 currItemPos = (character.SelectedItems[0] == item) ?
Vector2 currItemPos = (character.Inventory?.GetItemInLimbSlot(InvSlotType.RightHand) == item) ?
rightHand.PullJointWorldAnchorA - transformedHandlePos[0] :
leftHand.PullJointWorldAnchorA - transformedHandlePos[1];
@@ -1853,15 +1855,14 @@ namespace Barotrauma
}
}
item.SetTransform(currItemPos, itemAngle + itemAngleRelativeToHoldAngle * Dir, setPrevTransform: false);
item.SetTransform(currItemPos, itemAngle + itemAngleRelativeToHoldAngle * Dir, setPrevTransform: false);
if (!isClimbing && !character.IsIncapacitated)
if (!isClimbing && !character.IsIncapacitated && itemPos != Vector2.Zero)
{
for (int i = 0; i < 2; i++)
{
if (character.SelectedItems[i] != item || itemPos == Vector2.Zero) { continue; }
Limb hand = (i == 0) ? rightHand : leftHand;
HandIK(hand, transformedHoldPos + transformedHandlePos[i]);
if (!character.Inventory.IsInLimbSlot(item, i == 0 ? InvSlotType.RightHand : InvSlotType.LeftHand)) { continue; }
HandIK(i == 0 ? rightHand : leftHand, transformedHoldPos + transformedHandlePos[i]);
}
}
}
@@ -2032,16 +2033,13 @@ namespace Barotrauma
Matrix torsoTransform = Matrix.CreateRotationZ(torso.Rotation);
for (int i = 0; i < character.SelectedItems.Length; i++)
foreach (Item heldItem in character.HeldItems)
{
if (i == 1 && character.SelectedItems[0] == character.SelectedItems[1])
if (heldItem?.body != null && !heldItem.Removed && heldItem.GetComponent<Holdable>() != null)
{
break;
}
if (character.SelectedItems[i]?.body != null && !character.SelectedItems[i].Removed && character.SelectedItems[i].GetComponent<Holdable>() != null)
{
character.SelectedItems[i].FlipX(relativeToSub: false);
heldItem.FlipX(relativeToSub: false);
}
heldItem.FlipX(relativeToSub: false);
}
foreach (Limb limb in Limbs)
@@ -758,11 +758,11 @@ namespace Barotrauma
limb.IsSevered = true;
if (limb.type == LimbType.RightHand)
{
character.SelectedItems[0]?.Drop(character);
character.Inventory?.GetItemInLimbSlot(InvSlotType.RightHand)?.Drop(character);
}
else if (limb.type == LimbType.LeftHand)
{
character.SelectedItems[1]?.Drop(character);
character.Inventory?.GetItemInLimbSlot(InvSlotType.LeftHand)?.Drop(character);
}
}
@@ -121,11 +121,26 @@ namespace Barotrauma
[Serialize(false, true), Editable]
public bool FullSpeedAfterAttack { get; private set; }
private float _structureDamage;
[Serialize(0.0f, true), Editable(MinValueFloat = 0.0f, MaxValueFloat = 10000.0f)]
public float StructureDamage { get; set; }
public float StructureDamage
{
get => _structureDamage * DamageMultiplier;
set => _structureDamage = value;
}
private float _itemDamage;
[Serialize(0.0f, true), Editable(MinValueFloat = 0.0f, MaxValueFloat = 1000.0f)]
public float ItemDamage { get; set; }
public float ItemDamage
{
get =>_itemDamage * DamageMultiplier;
set => _itemDamage = value;
}
/// <summary>
/// Currently only used with variants. Used for multiplying all the damage.
/// </summary>
public float DamageMultiplier { get; set; } = 1;
[Serialize(0.0f, true), Editable(MinValueFloat = 0.0f, MaxValueFloat = 1000.0f)]
public float LevelWallDamage { get; set; }
@@ -280,7 +295,7 @@ namespace Barotrauma
{
totalDamage += affliction.GetVitalityDecrease(null);
}
return totalDamage;
return totalDamage * DamageMultiplier;
}
public Attack(float damage, float bleedingDamage, float burnDamage, float structureDamage, float itemDamage, float range = 0.0f)
@@ -1,6 +1,5 @@
using Barotrauma.Networking;
using FarseerPhysics;
using FarseerPhysics.Dynamics.Joints;
using Microsoft.Xna.Framework;
using System;
using Barotrauma.IO;
@@ -16,6 +15,14 @@ using System.Text;
namespace Barotrauma
{
public enum CharacterTeamType
{
None = 0,
Team1 = 1,
Team2 = 2,
FriendlyNPC = 3
}
partial class Character : Entity, IDamageable, ISerializableEntity, IClientSerializable, IServerSerializable
{
public static List<Character> CharacterList = new List<Character>();
@@ -101,18 +108,9 @@ namespace Barotrauma
}
protected Key[] keys;
private readonly Item[] selectedItems;
public enum TeamType
{
None,
Team1,
Team2,
FriendlyNPC
}
private TeamType teamID;
public TeamType TeamID
private CharacterTeamType teamID;
public CharacterTeamType TeamID
{
get { return teamID; }
set
@@ -122,6 +120,8 @@ namespace Barotrauma
}
}
public bool IsOnPlayerTeam => TeamID == CharacterTeamType.Team1 || TeamID == CharacterTeamType.Team2;
public bool IsInstigator => CombatAction != null && CombatAction.IsInstigator;
public CombatAction CombatAction;
@@ -135,7 +135,25 @@ namespace Barotrauma
public readonly string Seed;
protected Item focusedItem;
private Character selectedCharacter, selectedBy;
public Character LastAttacker;
private const int maxLastAttackerCount = 4;
public class Attacker
{
public Character Character;
public float Damage;
}
private readonly List<Attacker> lastAttackers = new List<Attacker>();
public IEnumerable<Attacker> LastAttackers
{
get { return lastAttackers; }
}
public Character LastAttacker
{
get { return lastAttackers.Count > 0 ? lastAttackers[lastAttackers.Count - 1].Character : null; }
}
public Entity LastDamageSource;
public float InvisibleTimer;
@@ -260,6 +278,8 @@ namespace Barotrauma
}
}
public string VariantOf { get; private set; }
public string Name
{
get
@@ -429,6 +449,20 @@ namespace Barotrauma
}
}
/// <summary>
/// Items the character has in their hand slots. Doesn't return nulls and only returns items held in both hands once.
/// </summary>
public IEnumerable<Item> HeldItems
{
get
{
var item1 = Inventory?.GetItemInLimbSlot(InvSlotType.RightHand);
var item2 = Inventory?.GetItemInLimbSlot(InvSlotType.LeftHand);
if (item1 != null) { yield return item1; }
if (item2 != null && item2 != item1) { yield return item2; }
}
}
private float lowPassMultiplier;
public float LowPassMultiplier
{
@@ -445,7 +479,7 @@ namespace Barotrauma
}
set
{
obstructVisionAmount = 1.0f;
obstructVisionAmount = value ? 1.0f : 0.0f;
}
}
@@ -498,6 +532,8 @@ namespace Barotrauma
get { return oxygenAvailable; }
set { oxygenAvailable = MathHelper.Clamp(value, 0.0f, 100.0f); }
}
public bool UseHullOxygen { get; set; } = true;
public float Stun
{
@@ -575,9 +611,12 @@ namespace Barotrauma
set;
}
public Item[] SelectedItems
/// <summary>
/// Current speed of the character's collider. Can be used by status effects to check if the character is moving.
/// </summary>
public float CurrentSpeed
{
get { return selectedItems; }
get { return AnimController?.Collider?.LinearVelocity.Length() ?? 0.0f; }
}
private Item _selectedConstruction;
@@ -620,7 +659,23 @@ namespace Barotrauma
get { return null; }
}
public bool IsDead { get; private set; }
private bool isDead;
public bool IsDead
{
get { return isDead; }
set
{
if (isDead == value) { return; }
if (value)
{
Kill(CauseOfDeathType.Unknown, causeOfDeathAffliction: null);
}
else
{
Revive();
}
}
}
public bool IsObserving => AIController is EnemyAIController enemyAI && enemyAI.Enabled && enemyAI.State == AIState.Observe;
@@ -666,7 +721,7 @@ namespace Barotrauma
}
else
{
return (IsDead || Stun > 0.0f || LockHands || IsIncapacitated);
return IsDead || Stun > 0.0f || LockHands || IsIncapacitated;
}
}
set { canInventoryBeAccessed = value; }
@@ -680,6 +735,8 @@ namespace Barotrauma
}
}
public bool InWater => AnimController?.InWater ?? false;
public bool GodMode = false;
public CampaignMode.InteractionType CampaignInteractionType;
@@ -770,7 +827,8 @@ namespace Barotrauma
speciesName = Path.GetFileNameWithoutExtension(speciesName).ToLowerInvariant();
}
if (CharacterPrefab.FindBySpeciesName(speciesName) == null)
var prefab = CharacterPrefab.FindBySpeciesName(speciesName);
if (prefab == null)
{
DebugConsole.ThrowError($"Failed to create character \"{speciesName}\". Matching prefab not found.\n" + Environment.StackTrace);
return null;
@@ -779,21 +837,21 @@ namespace Barotrauma
Character newCharacter = null;
if (!speciesName.Equals(CharacterPrefab.HumanSpeciesName, StringComparison.OrdinalIgnoreCase))
{
var aiCharacter = new AICharacter(speciesName, position, seed, characterInfo, isRemotePlayer, ragdoll);
var aiCharacter = new AICharacter(prefab, speciesName, position, seed, characterInfo, isRemotePlayer, ragdoll);
var ai = new EnemyAIController(aiCharacter, seed);
aiCharacter.SetAI(ai);
newCharacter = aiCharacter;
}
else if (hasAi)
{
var aiCharacter = new AICharacter(speciesName, position, seed, characterInfo, isRemotePlayer, ragdoll);
var aiCharacter = new AICharacter(prefab, speciesName, position, seed, characterInfo, isRemotePlayer, ragdoll);
var ai = new HumanAIController(aiCharacter);
aiCharacter.SetAI(ai);
newCharacter = aiCharacter;
}
else
{
newCharacter = new Character(speciesName, position, seed, characterInfo, id: id, isRemotePlayer: isRemotePlayer, ragdollParams: ragdoll);
newCharacter = new Character(prefab, speciesName, position, seed, characterInfo, id: id, isRemotePlayer: isRemotePlayer, ragdollParams: ragdoll);
}
float healthRegen = newCharacter.Params.Health.ConstantHealthRegeneration;
@@ -833,16 +891,14 @@ namespace Barotrauma
return newCharacter;
}
protected Character(string speciesName, Vector2 position, string seed, CharacterInfo characterInfo = null, ushort id = Entity.NullEntityID, bool isRemotePlayer = false, RagdollParams ragdollParams = null)
protected Character(CharacterPrefab prefab, string speciesName, Vector2 position, string seed, CharacterInfo characterInfo = null, ushort id = Entity.NullEntityID, bool isRemotePlayer = false, RagdollParams ragdollParams = null)
: base(null, id)
{
prefab = CharacterPrefab.FindBySpeciesName(speciesName);
VariantOf = prefab.VariantOf;
this.Seed = seed;
this.prefab = prefab;
MTRandom random = new MTRandom(ToolBox.StringToInt(seed));
selectedItems = new Item[2];
IsRemotePlayer = isRemotePlayer;
oxygenAvailable = 100.0f;
@@ -851,11 +907,19 @@ namespace Barotrauma
lowPassMultiplier = 1.0f;
Properties = SerializableProperty.GetProperties(this);
Params = new CharacterParams(prefab.FilePath);
Info = characterInfo;
speciesName = VariantOf ?? speciesName;
if (speciesName.Equals(CharacterPrefab.HumanSpeciesName, StringComparison.OrdinalIgnoreCase))
{
if (VariantOf != null)
{
DebugConsole.ThrowError("The variant system does not yet support humans, sorry. It does support other humanoids though!");
}
if (characterInfo == null)
{
Info = new CharacterInfo(CharacterPrefab.HumanSpeciesName);
@@ -873,6 +937,10 @@ namespace Barotrauma
}
var rootElement = prefab.XDocument.Root;
if (VariantOf != null)
{
rootElement = CharacterPrefab.FindBySpeciesName(VariantOf)?.XDocument?.Root;
}
var mainElement = rootElement.IsOverride() ? rootElement.FirstElement() : rootElement;
InitProjSpecific(mainElement);
@@ -897,6 +965,36 @@ namespace Barotrauma
break;
}
}
if (Params.VariantFile != null)
{
XElement overrideElement = Params.VariantFile.Root;
// Only override if the override file contains matching elements
if (overrideElement.GetChildElement("inventory") != null)
{
inventoryElements.Clear();
inventoryCommonness.Clear();
foreach (XElement subElement in overrideElement.GetChildElements("inventory"))
{
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "inventory":
inventoryElements.Add(subElement);
inventoryCommonness.Add(subElement.GetAttributeFloat("commonness", 1.0f));
break;
}
}
}
if (overrideElement.GetChildElement("health") != null)
{
healthElements.Clear();
healthCommonness.Clear();
foreach (XElement subElement in overrideElement.GetChildElements("health"))
{
healthElements.Add(subElement);
healthCommonness.Add(subElement.GetAttributeFloat("commonness", 1.0f));
}
}
}
if (inventoryElements.Count > 0)
{
@@ -910,9 +1008,14 @@ namespace Barotrauma
}
else
{
CharacterHealth = new CharacterHealth(
healthElements.Count == 1 ? healthElements[0] : ToolBox.SelectWeightedRandom(healthElements, healthCommonness, random),
this);
var selectedHealthElement = healthElements.Count == 1 ? healthElements[0] : ToolBox.SelectWeightedRandom(healthElements, healthCommonness, random);
// If there's no limb elements defined in the override variant, let's use the limb health definitions of the original file.
var limbHealthElement = selectedHealthElement;
if (Params.VariantFile != null && limbHealthElement.GetChildElement("limb") == null)
{
limbHealthElement = Params.OriginalElement.GetChildElement("health");
}
CharacterHealth = new CharacterHealth(selectedHealthElement, this, limbHealthElement);
}
if (Params.Husk)
@@ -928,6 +1031,7 @@ namespace Barotrauma
DebugConsole.ThrowError("Cannot find a husk infection that matches this species! Please add the speciesnames as 'targets' in the husk affliction prefab definition!");
// Crashes if we fail to create a ragdoll -> Let's just use some ragdoll so that the user sees the error msg.
nonHuskedSpeciesName = IsHumanoid ? CharacterPrefab.HumanSpeciesName : "crawler";
speciesName = nonHuskedSpeciesName;
}
else
{
@@ -1161,7 +1265,7 @@ namespace Barotrauma
{
if (info?.Job == null || spawnPoint == null) { return; }
foreach (Item item in Inventory.Items)
foreach (Item item in Inventory.AllItems)
{
if (item?.Prefab.Identifier != "idcard") { continue; }
foreach (string s in spawnPoint.IdCardTags)
@@ -1558,12 +1662,8 @@ namespace Barotrauma
if (SelectedConstruction == null || !SelectedConstruction.Prefab.DisableItemUsageWhenSelected)
{
for (int i = 0; i < selectedItems.Length; i++)
foreach (Item item in HeldItems)
{
if (selectedItems[i] == null) { continue; }
if (i == 1 && selectedItems[0] == selectedItems[1]) { continue; }
var item = selectedItems[i];
if (item == null) { continue; }
if (IsKeyDown(InputType.Aim) || !item.RequireAimToSecondaryUse)
{
item.SecondaryUse(deltaTime, this);
@@ -1712,7 +1812,7 @@ namespace Barotrauma
var door = item.GetComponent<Door>();
if (door != null)
{
return !door.IsOpen && !door.IsBroken;
return !door.CanBeTraversed;
}
}
return false;
@@ -1739,7 +1839,7 @@ namespace Barotrauma
Structure wall = closestBody.UserData as Structure;
Item item = closestBody.UserData as Item;
Door door = item?.GetComponent<Door>();
return (wall == null || !wall.CastShadow) && (door == null || door.IsOpen || door.IsBroken);
return (wall == null || !wall.CastShadow) && (door == null || door.CanBeTraversed);
}
/// <summary>
@@ -1754,9 +1854,8 @@ namespace Barotrauma
if (Inventory == null) { return false; }
for (int i = 0; i < Inventory.Capacity; i++)
{
if (Inventory.Items[i] == item && Inventory.SlotTypes[i] != InvSlotType.Any) { return true; }
if (Inventory.SlotTypes[i] != InvSlotType.Any && Inventory.GetItemAt(i) == item) { return true; }
}
return false;
}
@@ -1765,55 +1864,15 @@ namespace Barotrauma
if (Inventory == null) { return false; }
for (int i = 0; i < Inventory.Capacity; i++)
{
if (Inventory.SlotTypes[i] == InvSlotType.Any || Inventory.Items[i] == null) { continue; }
if (!allowBroken && Inventory.Items[i].Condition <= 0.0f) { continue; }
if (Inventory.Items[i].Prefab.Identifier == tagOrIdentifier || Inventory.Items[i].HasTag(tagOrIdentifier)) { return true; }
if (Inventory.SlotTypes[i] == InvSlotType.Any) { continue; }
var item = Inventory.GetItemAt(i);
if (item == null) { continue; }
if (!allowBroken && item.Condition <= 0.0f) { continue; }
if (item.Prefab.Identifier == tagOrIdentifier || item.HasTag(tagOrIdentifier)) { return true; }
}
return false;
}
public bool HasSelectedItem(Item item)
{
return selectedItems.Contains(item);
}
public bool TrySelectItem(Item item)
{
bool rightHand = Inventory.IsInLimbSlot(item, InvSlotType.RightHand);
bool leftHand = Inventory.IsInLimbSlot(item, InvSlotType.LeftHand);
bool selected = false;
if (rightHand && (selectedItems[0] == null || selectedItems[0] == item))
{
selectedItems[0] = item;
selected = true;
}
if (leftHand && (selectedItems[1] == null || selectedItems[1] == item))
{
selectedItems[1] = item;
selected = true;
}
return selected;
}
public bool TrySelectItem(Item item, int index)
{
if (selectedItems[index] != null) { return false; }
selectedItems[index] = item;
return true;
}
public void DeselectItem(Item item)
{
for (int i = 0; i < selectedItems.Length; i++)
{
if (selectedItems[i] == item) selectedItems[i] = null;
}
}
public bool CanAccessInventory(Inventory inventory)
{
if (!CanInteract || inventory.Locked) { return false; }
@@ -1848,7 +1907,7 @@ namespace Barotrauma
/// </summary>
public bool FindItem(ref int itemIndex, out Item targetItem, IEnumerable<string> identifiers = null, bool ignoreBroken = true,
IEnumerable<Item> ignoredItems = null, IEnumerable<string> ignoredContainerIdentifiers = null,
Func<Item, bool> customPredicate = null, Func<Item, float> customPriorityFunction = null, float maxItemDistance = 10000)
Func<Item, bool> customPredicate = null, Func<Item, float> customPriorityFunction = null, float maxItemDistance = 10000, ISpatialEntity positionalReference = null)
{
if (itemIndex == 0)
{
@@ -1859,7 +1918,7 @@ namespace Barotrauma
{
itemIndex++;
var item = Item.ItemList[itemIndex];
if (item.NonInteractable) { continue; }
if (!item.IsInteractable(this)) { continue; }
if (ignoredItems != null && ignoredItems.Contains(item)) { continue; }
if (item.Submarine == null) { continue; }
if (item.Submarine.TeamID != TeamID) { continue; }
@@ -1879,10 +1938,15 @@ namespace Barotrauma
float itemPriority = customPriorityFunction != null ? customPriorityFunction(item) : 1;
if (itemPriority <= 0) { continue; }
Entity rootInventoryOwner = item.GetRootInventoryOwner();
if (rootInventoryOwner is Item ownerItem)
{
if (!ownerItem.IsInteractable(this)) { continue; }
}
Vector2 itemPos = (rootInventoryOwner ?? item).WorldPosition;
float yDist = Math.Abs(WorldPosition.Y - itemPos.Y);
Vector2 refPos = positionalReference != null ? positionalReference.WorldPosition : WorldPosition;
float yDist = Math.Abs(refPos.Y - itemPos.Y);
yDist = yDist > 100 ? yDist * 5 : 0;
float dist = Math.Abs(WorldPosition.X - itemPos.X) + yDist;
float dist = Math.Abs(refPos.X - itemPos.X) + yDist;
float distanceFactor = MathHelper.Lerp(1, 0, MathUtils.InverseLerp(0, maxItemDistance, dist));
itemPriority *= distanceFactor;
if (itemPriority > _selectedItemPriority)
@@ -1924,7 +1988,7 @@ namespace Barotrauma
#if CLIENT
if (Screen.Selected == GameMain.SubEditorScreen) { hidden = false; }
#endif
if (!CanInteract || hidden || item.NonInteractable) { return false; }
if (!CanInteract || hidden || !item.IsInteractable(this)) { return false; }
if (item.ParentInventory != null)
{
@@ -2115,7 +2179,7 @@ namespace Barotrauma
FocusedCharacter = CanInteract ? FindCharacterAtPosition(mouseSimPos) : null;
if (FocusedCharacter != null && !CanSeeCharacter(FocusedCharacter)) { FocusedCharacter = null; }
float aimAssist = GameMain.Config.AimAssistAmount * (AnimController.InWater ? 1.5f : 1.0f);
if (SelectedItems.Any(it => it?.GetComponent<Wire>()?.IsActive ?? false))
if (HeldItems.Any(it => it?.GetComponent<Wire>()?.IsActive ?? false))
{
//disable aim assist when rewiring to make it harder to accidentally select items when adding wire nodes
aimAssist = 0.0f;
@@ -2350,10 +2414,9 @@ namespace Barotrauma
if (Inventory != null)
{
foreach (Item item in Inventory.Items)
foreach (Item item in Inventory.AllItems)
{
if (item == null || item.body == null || item.body.Enabled) { continue; }
if (item.body == null || item.body.Enabled) { continue; }
item.SetTransform(SimPosition, 0.0f);
item.Submarine = Submarine;
}
@@ -2361,10 +2424,11 @@ namespace Barotrauma
HideFace = false;
UpdateSightRange(deltaTime);
UpdateSoundRange(deltaTime);
UpdateAttackers(deltaTime);
if (IsDead) { return; }
if (GameMain.NetworkMember != null)
@@ -2523,6 +2587,56 @@ namespace Barotrauma
partial void SetOrderProjSpecific(Order order, string orderOption);
public void AddAttacker(Character character, float damage)
{
Attacker attacker = lastAttackers.FirstOrDefault(a => a.Character == character);
if (attacker != null)
{
lastAttackers.Remove(attacker);
}
else
{
attacker = new Attacker { Character = character };
}
if (lastAttackers.Count > maxLastAttackerCount)
{
lastAttackers.RemoveRange(0, lastAttackers.Count - maxLastAttackerCount);
}
attacker.Damage += damage;
lastAttackers.Add(attacker);
}
public void ForgiveAttacker(Character character)
{
int index;
if ((index = lastAttackers.FindIndex(a => a.Character == character)) >= 0)
{
lastAttackers.RemoveAt(index);
}
}
private void UpdateAttackers(float deltaTime)
{
//slowly forget about damage done by attackers
foreach (Attacker enemy in LastAttackers)
{
float cumulativeDamage = enemy.Damage;
if (cumulativeDamage > 0)
{
float reduction = deltaTime;
if (cumulativeDamage < 2)
{
// If the damage is very low, let's not forget so quickly, or we can't cumulate the damage from repair tools (high frequency, low damage)
reduction *= 0.5f;
}
enemy.Damage = Math.Max(0.0f, enemy.Damage-reduction);
}
}
}
private void UpdateOxygen(float deltaTime)
{
if (NeedsAir)
@@ -2545,7 +2659,7 @@ namespace Barotrauma
{
//don't decrease the amount of oxygen in the hull if the character has more oxygen available than the hull
//(i.e. if the character has some external source of oxygen)
if (OxygenAvailable * 0.98f < AnimController.CurrentHull.OxygenPercentage)
if (OxygenAvailable * 0.98f < AnimController.CurrentHull.OxygenPercentage && UseHullOxygen)
{
AnimController.CurrentHull.Oxygen -= Hull.OxygenConsumptionSpeed * deltaTime;
}
@@ -2554,6 +2668,7 @@ namespace Barotrauma
}
OxygenAvailable += MathHelper.Clamp(hullAvailableOxygen - oxygenAvailable, -deltaTime * 50.0f, deltaTime * 50.0f);
}
UseHullOxygen = true;
}
/// <summary>
@@ -2661,18 +2776,16 @@ namespace Barotrauma
void onItemContainerSpawned(Item item)
{
if (Inventory?.Items == null) { return; }
if (Inventory == null) { return; }
item.UpdateTransform();
item.UpdateTransform();
item.AddTag("name:" + Name);
if (info?.Job != null) { item.AddTag("job:" + info.Job.Name); }
var itemContainer = item?.GetComponent<ItemContainer>();
if (itemContainer == null) { return; }
foreach (Item inventoryItem in Inventory.Items)
foreach (Item inventoryItem in Inventory.AllItemsMod)
{
if (inventoryItem == null) { continue; }
if (!itemContainer.Inventory.TryPutItem(inventoryItem, user: null))
{
//if the item couldn't be put inside the despawn container, just drop it
@@ -2907,8 +3020,8 @@ namespace Barotrauma
float attackImpulse = attack.TargetImpulse + attack.TargetForce * deltaTime;
var attackResult = targetLimb == null ?
AddDamage(worldPosition, attack.Afflictions.Keys, attack.Stun, playSound, attackImpulse, out limbHit, attacker) :
DamageLimb(worldPosition, targetLimb, attack.Afflictions.Keys, attack.Stun, playSound, attackImpulse, attacker);
AddDamage(worldPosition, attack.Afflictions.Keys, attack.Stun, playSound, attackImpulse, out limbHit, attacker, attack.DamageMultiplier) :
DamageLimb(worldPosition, targetLimb, attack.Afflictions.Keys, attack.Stun, playSound, attackImpulse, attacker, attack.DamageMultiplier);
if (limbHit == null) { return new AttackResult(); }
Vector2 forceWorld = attack.TargetImpulseWorld + attack.TargetForceWorld;
@@ -3000,7 +3113,7 @@ namespace Barotrauma
return AddDamage(worldPosition, afflictions, stun, playSound, attackImpulse, out _, attacker);
}
public AttackResult AddDamage(Vector2 worldPosition, IEnumerable<Affliction> afflictions, float stun, bool playSound, float attackImpulse, out Limb hitLimb, Character attacker = null)
public AttackResult AddDamage(Vector2 worldPosition, IEnumerable<Affliction> afflictions, float stun, bool playSound, float attackImpulse, out Limb hitLimb, Character attacker = null, float damageMultiplier = 1)
{
hitLimb = null;
@@ -3022,10 +3135,26 @@ namespace Barotrauma
}
}
return DamageLimb(worldPosition, hitLimb, afflictions, stun, playSound, attackImpulse, attacker);
return DamageLimb(worldPosition, hitLimb, afflictions, stun, playSound, attackImpulse, attacker, damageMultiplier);
}
public AttackResult DamageLimb(Vector2 worldPosition, Limb hitLimb, IEnumerable<Affliction> afflictions, float stun, bool playSound, float attackImpulse, Character attacker = null)
public void RecordKill(Character target)
{
if (!IsOnPlayerTeam) { return; }
if (GameMain.Config.KilledCreatures.Any(name => name.Equals(target.SpeciesName, StringComparison.OrdinalIgnoreCase))) { return; }
GameMain.Config.KilledCreatures.Add(target.SpeciesName);
AddEncounter(target);
}
public void AddEncounter(Character other)
{
if (!IsOnPlayerTeam) { return; }
if (GameMain.Config.EncounteredCreatures.Any(name => name.Equals(other.SpeciesName, StringComparison.OrdinalIgnoreCase))) { return; }
GameMain.Config.EncounteredCreatures.Add(other.SpeciesName);
GameMain.Config.RecentlyEncounteredCreatures.Add(other.SpeciesName);
}
public AttackResult DamageLimb(Vector2 worldPosition, Limb hitLimb, IEnumerable<Affliction> afflictions, float stun, bool playSound, float attackImpulse, Character attacker = null, float damageMultiplier = 1)
{
if (Removed) { return new AttackResult(); }
@@ -3069,7 +3198,7 @@ namespace Barotrauma
}
bool wasDead = IsDead;
Vector2 simPos = hitLimb.SimPosition + ConvertUnits.ToSimUnits(dir);
AttackResult attackResult = hitLimb.AddDamage(simPos, afflictions, playSound);
AttackResult attackResult = hitLimb.AddDamage(simPos, afflictions, playSound, damageMultiplier: damageMultiplier);
CharacterHealth.ApplyDamage(hitLimb, attackResult);
if (attacker != this)
{
@@ -3078,6 +3207,10 @@ namespace Barotrauma
if (!wasDead)
{
TryAdjustAttackerSkill(attacker, -attackResult.Damage);
if (IsDead)
{
attacker?.RecordKill(this);
}
}
};
if (attackResult.Damage > 0)
@@ -3086,7 +3219,9 @@ namespace Barotrauma
hitLimb.ApplyStatusEffects(ActionType.OnDamaged, 1.0f);
if (attacker != null)
{
LastAttacker = attacker;
AddAttacker(attacker, attackResult.Damage);
AddEncounter(attacker);
attacker.AddEncounter(this);
}
}
return attackResult;
@@ -3106,7 +3241,7 @@ namespace Barotrauma
float attackerSkillLevel = attacker.GetSkillLevel("weapons");
attacker.Info?.IncreaseSkillLevel("weapons",
-healthChange * SkillSettings.Current.SkillIncreasePerHostileDamage / Math.Max(attackerSkillLevel, 1.0f),
attacker.WorldPosition + Vector2.UnitY * 100.0f);
attacker.Position + Vector2.UnitY * 100.0f);
}
}
else if (healthChange > 0.0f)
@@ -3114,7 +3249,7 @@ namespace Barotrauma
float attackerSkillLevel = attacker.GetSkillLevel("medical");
attacker.Info?.IncreaseSkillLevel("medical",
healthChange * SkillSettings.Current.SkillIncreasePerFriendlyHealed / Math.Max(attackerSkillLevel, 1.0f),
attacker.WorldPosition + Vector2.UnitY * 100.0f);
attacker.Position + Vector2.UnitY * 100.0f);
}
}
@@ -3253,7 +3388,7 @@ namespace Barotrauma
GameMain.NetworkMember.CreateEntityEvent(this, new object[] { NetEntityEvent.Type.Status });
}
IsDead = true;
isDead = true;
ApplyStatusEffects(ActionType.OnDeath, 1.0f);
@@ -3293,9 +3428,9 @@ namespace Barotrauma
AnimController.movement = Vector2.Zero;
AnimController.TargetMovement = Vector2.Zero;
for (int i = 0; i < selectedItems.Length; i++)
foreach (Item heldItem in HeldItems.ToList())
{
if (selectedItems[i] != null) selectedItems[i].Drop(this);
heldItem.Drop(this);
}
SelectedConstruction = null;
@@ -3325,7 +3460,7 @@ namespace Barotrauma
return;
}
IsDead = false;
isDead = false;
if (aiTarget != null)
{
@@ -3373,10 +3508,12 @@ namespace Barotrauma
base.Remove();
if (selectedItems[0] != null) { selectedItems[0].Drop(this); }
if (selectedItems[1] != null) { selectedItems[1].Drop(this); }
foreach (Item heldItem in HeldItems.ToList())
{
heldItem.Drop(this);
}
if (info != null) { info.Remove(); }
info?.Remove();
#if CLIENT
GameMain.GameSession?.CrewManager?.KillCharacter(this);
@@ -3388,12 +3525,9 @@ namespace Barotrauma
if (Inventory != null)
{
foreach (Item item in Inventory.Items)
foreach (Item item in Inventory.AllItems)
{
if (item != null)
{
Spawner?.AddToRemoveQueue(item);
}
Spawner?.AddToRemoveQueue(item);
}
}
@@ -3421,18 +3555,13 @@ namespace Barotrauma
public void SaveInventory(Inventory inventory, XElement parentElement)
{
var items = Array.FindAll(inventory.Items, i => i != null).Distinct();
var items = inventory.AllItems.Distinct();
foreach (Item item in items)
{
item.Submarine = inventory.Owner.Submarine;
var itemElement = item.Save(parentElement);
List<int> slotIndices = new List<int>();
for (int i = 0; i < inventory.Capacity; i++)
{
if (inventory.Items[i] == item) { slotIndices.Add(i); }
}
List<int> slotIndices = inventory.FindIndices(item);
itemElement.Add(new XAttribute("i", string.Join(",", slotIndices)));
foreach (ItemContainer container in item.GetComponents<ItemContainer>())
@@ -3446,10 +3575,10 @@ namespace Barotrauma
public void SpawnInventoryItems(Inventory inventory, XElement itemData)
{
SpawnInventoryItemsRecursive(inventory, itemData);
SpawnInventoryItemsRecursive(inventory, itemData, new List<Item>());
}
private void SpawnInventoryItemsRecursive(Inventory inventory, XElement element)
private void SpawnInventoryItemsRecursive(Inventory inventory, XElement element, List<Item> extraDuffelBags)
{
foreach (XElement itemElement in element.Elements())
{
@@ -3475,28 +3604,91 @@ namespace Barotrauma
//this should not happen normally, but can occur if the character is accidentally given new job items while also loading previous items in the campaign
for (int i = 0; i < inventory.Capacity; i++)
{
if (slotIndices.Contains(i) && inventory.Items[i] != null && inventory.Items[i] != newItem)
if (slotIndices.Contains(i))
{
DebugConsole.ThrowError($"Error while loading character inventory data. The slot {i} was already occupied by the item \"{inventory.Items[i].Name} ({inventory.Items[i].ID})\" when loading the item \"{newItem.Name} ({newItem.ID})\"");
inventory.Items[i].Drop(null, createNetworkEvent: false);
var existingItem = inventory.GetItemAt(i);
if (existingItem != null && existingItem != newItem && (existingItem.prefab != newItem.prefab || existingItem.Prefab.MaxStackSize == 1))
{
DebugConsole.ThrowError($"Error while loading character inventory data. The slot {i} was already occupied by the item \"{existingItem.Name} ({existingItem.ID})\" when loading the item \"{newItem.Name} ({newItem.ID})\"");
existingItem.Drop(null, createNetworkEvent: false);
}
}
}
inventory.TryPutItem(newItem, slotIndices[0], false, false, null);
newItem.ParentInventory = inventory;
//force the item to the correct slots
// e.g. putting the item in a hand slot will also put it in the first available Any-slot,
// which may not be where it actually was
for (int i = 0; i < inventory.Capacity; i++)
bool canBePutInOriginalInventory = true;
if (slotIndices[0] >= inventory.Capacity)
{
if (slotIndices.Contains(i))
canBePutInOriginalInventory = false;
//legacy support: before item stacking was implemented, revolver for example had a separate slot for each bullet
//now there's just one, try to put the extra items where they fit (= stack them)
for (int i = 0; i < inventory.Capacity; i++)
{
inventory.Items[i] = newItem;
if (inventory.CanBePut(newItem, i))
{
slotIndices[0] = i;
canBePutInOriginalInventory = true;
break;
}
}
else if (inventory.Items[i] == newItem)
}
if (canBePutInOriginalInventory)
{
inventory.TryPutItem(newItem, slotIndices[0], false, false, null);
newItem.ParentInventory = inventory;
//force the item to the correct slots
// e.g. putting the item in a hand slot will also put it in the first available Any-slot,
// which may not be where it actually was
for (int i = 0; i < inventory.Capacity; i++)
{
inventory.Items[i] = null;
if (slotIndices.Contains(i))
{
if (!inventory.GetItemsAt(i).Contains(newItem)) { inventory.ForceToSlot(newItem, i); }
}
else if (inventory.FindIndices(newItem).Contains(i))
{
inventory.ForceRemoveFromSlot(newItem, i);
}
}
}
else
{
// In case the inventory capacity is smaller than it was when saving:
// 1) Spawn a new duffel bag if none yet spawned or if the existing ones aren't enough
if (extraDuffelBags.None(i => i.OwnInventory.CanBePut(newItem)) && ItemPrefab.Find(null, "duffelbag") is ItemPrefab duffelBagPrefab)
{
var hull = Hull.FindHull(WorldPosition, guess: CurrentHull);
var mainSub = Submarine.MainSubs.FirstOrDefault(s => s.TeamID == TeamID);
if ((hull == null || hull.Submarine != mainSub) && mainSub != null)
{
var wp = WayPoint.GetRandom(spawnType: SpawnType.Cargo, sub: mainSub) ?? WayPoint.GetRandom(sub: mainSub);
if (wp != null)
{
hull = Hull.FindHull(wp.WorldPosition);
}
}
var newDuffelBag = new Item(duffelBagPrefab,
hull != null ? CargoManager.GetCargoPos(hull, duffelBagPrefab) : Position,
hull?.Submarine ?? Submarine);
extraDuffelBags.Add(newDuffelBag);
#if SERVER
Spawner.CreateNetworkEvent(newDuffelBag, false);
#endif
}
// 2) Find a slot for the new item
for (int i = 0; i < extraDuffelBags.Count; i++)
{
var duffelBag = extraDuffelBags[i];
for (int j = 0; j < duffelBag.OwnInventory.Capacity; j++)
{
if (duffelBag.OwnInventory.TryPutItem(newItem, j, false, false, null))
{
newItem.ParentInventory = duffelBag.OwnInventory;
break;
}
}
}
}
@@ -3506,7 +3698,7 @@ namespace Barotrauma
{
if (itemContainerIndex >= itemContainers.Count) break;
if (!childInvElement.Name.ToString().Equals("inventory", StringComparison.OrdinalIgnoreCase)) { continue; }
SpawnInventoryItemsRecursive(itemContainers[itemContainerIndex].Inventory, childInvElement);
SpawnInventoryItemsRecursive(itemContainers[itemContainerIndex].Inventory, childInvElement, extraDuffelBags);
itemContainerIndex++;
}
}
@@ -171,11 +171,8 @@ namespace Barotrauma
if (Character.Inventory != null)
{
int cardSlotIndex = Character.Inventory.FindLimbSlot(InvSlotType.Card);
if (cardSlotIndex < 0) return disguiseName;
var idCard = Character.Inventory.Items[cardSlotIndex];
if (idCard == null) return disguiseName;
var idCard = Character.Inventory.GetItemInLimbSlot(InvSlotType.Card);
if (idCard == null) { return disguiseName; }
//Disguise as the ID card name if it's equipped
string[] readTags = idCard.Tags.Split(',');
@@ -294,19 +291,15 @@ namespace Barotrauma
if (Character.Inventory != null)
{
int cardSlotIndex = Character.Inventory.FindLimbSlot(InvSlotType.Card);
if (cardSlotIndex >= 0)
idCard = Character.Inventory.GetItemInLimbSlot(InvSlotType.Card)?.GetComponent<IdCard>();
if (idCard != null)
{
idCard = Character.Inventory.Items[cardSlotIndex].GetComponent<IdCard>();
if (idCard != null)
{
#if CLIENT
GetDisguisedSprites(idCard);
GetDisguisedSprites(idCard);
#endif
return;
}
return;
}
}
}
@@ -352,7 +345,7 @@ namespace Barotrauma
public CauseOfDeath CauseOfDeath;
public Character.TeamType TeamID;
public CharacterTeamType TeamID;
private readonly NPCPersonalityTrait personalityTrait;
@@ -445,6 +438,7 @@ namespace Barotrauma
{
if (ragdoll == null)
{
// TODO: support for variants
string speciesName = SpeciesName;
bool isHumanoid = CharacterConfigElement.GetAttributeBool("humanoid", speciesName.Equals(CharacterPrefab.HumanSpeciesName, StringComparison.OrdinalIgnoreCase));
ragdoll = isHumanoid
@@ -472,6 +466,7 @@ namespace Barotrauma
XDocument doc = CharacterPrefab.FindBySpeciesName(_speciesName)?.XDocument;
if (doc == null) { return; }
CharacterConfigElement = doc.Root.IsOverride() ? doc.Root.FirstElement() : doc.Root;
// TODO: support for variants
head = new HeadInfo();
HasGenders = CharacterConfigElement.GetAttributeBool("genders", false);
if (HasGenders)
@@ -540,6 +535,7 @@ namespace Barotrauma
doc = XMLExtensions.TryLoadXml(file);
}
if (doc == null) { return; }
// TODO: support for variants
CharacterConfigElement = doc.Root.IsOverride() ? doc.Root.FirstElement() : doc.Root;
HasGenders = CharacterConfigElement.GetAttributeBool("genders", false);
if (HasGenders && gender == Gender.None)
@@ -906,7 +902,7 @@ namespace Barotrauma
return (int)(salary * Job.Prefab.PriceMultiplier);
}
public void IncreaseSkillLevel(string skillIdentifier, float increase, Vector2 worldPos)
public void IncreaseSkillLevel(string skillIdentifier, float increase, Vector2 pos)
{
if (Job == null || (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) || Character == null) { return; }
@@ -920,15 +916,10 @@ namespace Barotrauma
float newLevel = Job.GetSkillLevel(skillIdentifier);
OnSkillChanged(skillIdentifier, prevLevel, newLevel, worldPos);
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer && !MathUtils.NearlyEqual(newLevel, prevLevel))
{
GameMain.NetworkMember.CreateEntityEvent(Character, new object[] { NetEntityEvent.Type.UpdateSkills });
}
OnSkillChanged(skillIdentifier, prevLevel, newLevel, pos);
}
public void SetSkillLevel(string skillIdentifier, float level, Vector2 worldPos)
public void SetSkillLevel(string skillIdentifier, float level, Vector2 pos)
{
if (Job == null) { return; }
@@ -936,13 +927,13 @@ namespace Barotrauma
if (skill == null)
{
Job.Skills.Add(new Skill(skillIdentifier, level));
OnSkillChanged(skillIdentifier, 0.0f, level, worldPos);
OnSkillChanged(skillIdentifier, 0.0f, level, pos);
}
else
{
float prevLevel = skill.Level;
skill.Level = level;
OnSkillChanged(skillIdentifier, prevLevel, skill.Level, worldPos);
OnSkillChanged(skillIdentifier, prevLevel, skill.Level, pos);
}
}
@@ -1,8 +1,6 @@
using System;
using System.Collections.Generic;
using Barotrauma.IO;
using System.Linq;
using System.Text;
using System.Xml.Linq;
using Microsoft.Xna.Framework;
@@ -25,11 +23,12 @@ namespace Barotrauma
public string Name { get; private set; }
public string Identifier { get; private set; }
public string FilePath { get; private set; }
public string VariantOf { get; private set; }
public ContentPackage ContentPackage { get; private set; }
public XDocument XDocument { get; private set; }
public static IEnumerable<string> ConfigFilePaths => Prefabs.Select(p => p.FilePath);
public static IEnumerable<XDocument> ConfigFiles => Prefabs.Select(p => p.XDocument);
@@ -80,22 +79,30 @@ namespace Barotrauma
DebugConsole.ThrowError($"Duplicate path: {filePath}");
return false;
}
XElement mainElement = doc.Root.IsOverride() ? doc.Root.FirstElement() : doc.Root;
var name = mainElement.GetAttributeString("name", null);
if (name != null)
XElement mainElement = doc.Root;
if (doc.Root.IsCharacterVariant())
{
DebugConsole.NewMessage($"Error in {filePath}: 'name' is deprecated! Use 'speciesname' instead.", Color.Orange);
if (!CheckSpeciesName(mainElement, filePath, out string n)) { return false; }
string inherit = mainElement.GetAttributeString("inherit", null);
string id = n.ToLowerInvariant();
Prefabs.Add(new CharacterPrefab
{
Name = n,
OriginalName = n,
Identifier = id,
FilePath = filePath,
ContentPackage = contentPackage,
XDocument = doc,
VariantOf = inherit
}, isOverride: false);
return true;
}
else
else if (doc.Root.IsOverride())
{
name = mainElement.GetAttributeString("speciesname", string.Empty);
mainElement = doc.Root.FirstElement();
}
if (string.IsNullOrWhiteSpace(name))
{
DebugConsole.ThrowError($"No species name defined for: {filePath}");
return false;
}
var identifier = name.ToLowerInvariant();
if (!CheckSpeciesName(mainElement, filePath, out string name)) { return false; }
string identifier = name.ToLowerInvariant();
Prefabs.Add(new CharacterPrefab
{
Name = name,
@@ -109,6 +116,25 @@ namespace Barotrauma
return true;
}
public static bool CheckSpeciesName(XElement mainElement, string filePath, out string name)
{
name = mainElement.GetAttributeString("name", null);
if (name != null)
{
DebugConsole.NewMessage($"Error in {filePath}: 'name' is deprecated! Use 'speciesname' instead.", Color.Orange);
}
else
{
name = mainElement.GetAttributeString("speciesname", string.Empty);
}
if (string.IsNullOrWhiteSpace(name))
{
DebugConsole.ThrowError($"No species name defined for: {filePath}");
return false;
}
return true;
}
public static void LoadAll()
{
foreach (ContentFile file in ContentPackage.GetFilesOfType(GameMain.Config.AllEnabledPackages, ContentType.Character))
@@ -2,6 +2,7 @@
using System.Linq;
using System.Xml.Linq;
using System;
using Barotrauma.Extensions;
namespace Barotrauma
{
@@ -73,7 +74,10 @@ namespace Barotrauma
else if (Strength < ActiveThreshold)
{
DeactivateHusk();
character.SpeechImpediment = 100;
if (Prefab is AfflictionPrefabHusk { CauseSpeechImpediment: false })
{
character.SpeechImpediment = 100;
}
State = InfectionState.Transition;
}
else if (Strength < Prefab.MaxStrength)
@@ -118,13 +122,25 @@ namespace Barotrauma
{
huskAppendage = AttachHuskAppendage(character, Prefab.Identifier);
}
character.NeedsAir = false;
character.SpeechImpediment = 100;
if (Prefab is AfflictionPrefabHusk { NeedsAir: false })
{
character.NeedsAir = false;
}
if (Prefab is AfflictionPrefabHusk { CauseSpeechImpediment: false })
{
character.SpeechImpediment = 100;
}
}
private void DeactivateHusk()
{
character.NeedsAir = character.Params.MainElement.GetAttributeBool("needsair", false);
if (Prefab is AfflictionPrefabHusk { NeedsAir: false })
{
character.NeedsAir = character.Params.MainElement.GetAttributeBool("needsair", false);
}
if (huskAppendage != null)
{
huskAppendage.ForEach(l => character.AnimController.RemoveLimb(l));
@@ -154,6 +170,10 @@ namespace Barotrauma
}
}
//character already in remove queue (being removed by something else, for example a modded affliction that uses AfflictionHusk as the base)
// -> don't spawn the AI husk
if (Entity.Spawner.IsInRemoveQueue(character)) { return; }
//create the AI husk in a coroutine to ensure that we don't modify the character list while enumerating it
CoroutineManager.StartCoroutine(CreateAIHusk());
}
@@ -179,7 +199,7 @@ namespace Barotrauma
if (husk.Info != null)
{
husk.Info.Character = husk;
husk.Info.TeamID = Character.TeamType.None;
husk.Info.TeamID = CharacterTeamType.None;
}
foreach (Limb limb in husk.AnimController.Limbs)
@@ -201,17 +221,16 @@ namespace Barotrauma
if (character.Inventory != null && husk.Inventory != null)
{
if (character.Inventory.Items.Length != husk.Inventory.Items.Length)
if (character.Inventory.Capacity != husk.Inventory.Capacity)
{
string errorMsg = "Failed to move items from the source character's inventory into a husk's inventory (inventory sizes don't match)";
DebugConsole.ThrowError(errorMsg);
GameAnalyticsManager.AddErrorEventOnce("AfflictionHusk.CreateAIHusk:InventoryMismatch", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
yield return CoroutineStatus.Success;
}
for (int i = 0; i < character.Inventory.Items.Length && i < husk.Inventory.Items.Length; i++)
for (int i = 0; i < character.Inventory.Capacity && i < husk.Inventory.Capacity; i++)
{
if (character.Inventory.Items[i] == null) continue;
husk.Inventory.TryPutItem(character.Inventory.Items[i], i, true, false, null);
character.Inventory.GetItemsAt(i).ForEachMod(item => husk.Inventory.TryPutItem(item, i, true, false, null));
}
}
@@ -90,6 +90,10 @@ namespace Barotrauma
AttachLimbName = null;
AttachLimbType = LimbType.None;
}
SendMessages = element.GetAttributeBool("sendmessages", true);
CauseSpeechImpediment = element.GetAttributeBool("causespeechimpediment", true);
NeedsAir = element.GetAttributeBool("needsair", false);
}
// Use any of these to define which limb the appendage is attached to.
@@ -101,6 +105,10 @@ namespace Barotrauma
public readonly string HuskedSpeciesName;
public readonly string[] TargetSpecies;
public const string Tag = "[speciesname]";
public readonly bool SendMessages;
public readonly bool CauseSpeechImpediment;
public readonly bool NeedsAir;
}
class AfflictionPrefab : IPrefab, IDisposable
@@ -572,7 +580,7 @@ namespace Barotrauma
IconColors = element.GetAttributeColorArray("iconcolors", null);
AchievementOnRemoved = element.GetAttributeString("achievementonremoved", "");
foreach (XElement subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
@@ -214,7 +214,7 @@ namespace Barotrauma
InitProjSpecific(null, character);
}
public CharacterHealth(XElement element, Character character)
public CharacterHealth(XElement element, Character character, XElement limbHealthElement = null)
{
this.Character = character;
InitIrremovableAfflictions();
@@ -224,7 +224,8 @@ namespace Barotrauma
minVitality = character.IsHuman ? -100.0f : 0.0f;
limbHealths.Clear();
foreach (XElement subElement in element.Elements())
limbHealthElement ??= element;
foreach (XElement subElement in limbHealthElement.Elements())
{
if (!subElement.Name.ToString().Equals("limb", StringComparison.OrdinalIgnoreCase)) { continue; }
limbHealths.Add(new LimbHealth(subElement, this));
@@ -86,6 +86,11 @@ namespace Barotrauma
private void ParseAfflictionTypes()
{
if (string.IsNullOrWhiteSpace(rawAfflictionTypeString))
{
parsedAfflictionTypes = new string[0];
return;
}
string[] splitValue = rawAfflictionTypeString.Split(',', '');
for (int i = 0; i < splitValue.Length; i++)
{
@@ -96,6 +101,11 @@ namespace Barotrauma
private void ParseAfflictionIdentifiers()
{
if (string.IsNullOrWhiteSpace(rawAfflictionIdentifierString))
{
parsedAfflictionIdentifiers = new string[0];
return;
}
string[] splitValue = rawAfflictionIdentifierString.Split(',', '');
for (int i = 0; i < splitValue.Length; i++)
{
@@ -330,7 +330,7 @@ namespace Barotrauma
}
}
public Submarine Submarine => character.Submarine;
public Submarine Submarine => character?.Submarine;
public bool Hidden
{
@@ -340,7 +340,7 @@ namespace Barotrauma
public Vector2 WorldPosition
{
get { return character.Submarine == null ? Position : Position + character.Submarine.Position; }
get { return character?.Submarine == null ? Position : Position + character.Submarine.Position; }
}
public Vector2 Position
@@ -622,6 +622,14 @@ namespace Barotrauma
}
attack.DamageRange = ConvertUnits.ToDisplayUnits(attack.DamageRange);
}
if (character.VariantOf != null && character.Params.VariantFile != null)
{
var attackElement = character.Params.VariantFile.Root.GetChildElement("attack");
if (attackElement != null)
{
attack.DamageMultiplier = attackElement.GetAttributeFloat("damagemultiplier", 1f);
}
}
break;
case "damagemodifier":
DamageModifiers.Add(new DamageModifier(subElement, character.Name));
@@ -669,7 +677,7 @@ namespace Barotrauma
private readonly List<DamageModifier> appliedDamageModifiers = new List<DamageModifier>();
private readonly List<DamageModifier> tempModifiers = new List<DamageModifier>();
private readonly List<Affliction> afflictionsCopy = new List<Affliction>();
public AttackResult AddDamage(Vector2 simPosition, IEnumerable<Affliction> afflictions, bool playSound)
public AttackResult AddDamage(Vector2 simPosition, IEnumerable<Affliction> afflictions, bool playSound, float damageMultiplier = 1)
{
appliedDamageModifiers.Clear();
afflictionsCopy.Clear();
@@ -709,7 +717,7 @@ namespace Barotrauma
}
}
}
float finalDamageModifier = 1.0f;
float finalDamageModifier = damageMultiplier;
foreach (DamageModifier damageModifier in tempModifiers)
{
finalDamageModifier *= damageModifier.DamageMultiplier;
@@ -66,8 +66,13 @@ namespace Barotrauma
protected static Dictionary<string, Dictionary<string, AnimationParams>> allAnimations = new Dictionary<string, Dictionary<string, AnimationParams>>();
private float _movementSpeed;
[Serialize(1.0f, true), Editable(DecimalCount = 2, MinValueFloat = 0, MaxValueFloat = Ragdoll.MAX_SPEED, ValueStep = 0.1f)]
public float MovementSpeed { get; set; }
public float MovementSpeed
{
get => _movementSpeed;
set => _movementSpeed = value;
}
[Serialize(1.0f, true, description: "The speed of the \"animation cycle\", i.e. how fast the character takes steps or moves the tail/legs/arms (the outcome depends what the clip is about)"),
Editable(MinValueFloat = 0, MaxValueFloat = 10, DecimalCount = 2, ValueStep = 0.01f)]
@@ -110,11 +115,10 @@ namespace Barotrauma
[Serialize(AnimationType.NotDefined, true), Editable]
public virtual AnimationType AnimationType { get; protected set; }
public static string GetDefaultFileName(string speciesName, AnimationType animType) => $"{speciesName.CapitaliseFirstInvariant()}{animType.ToString()}";
public static string GetDefaultFile(string speciesName, AnimationType animType, ContentPackage contentPackage = null)
=> Path.Combine(GetFolder(speciesName, contentPackage), $"{GetDefaultFileName(speciesName, animType)}.xml");
public static string GetDefaultFileName(string speciesName, AnimationType animType) => $"{speciesName.CapitaliseFirstInvariant()}{animType}";
public static string GetDefaultFile(string speciesName, AnimationType animType) => Path.Combine(GetFolder(speciesName), $"{GetDefaultFileName(speciesName, animType)}.xml");
public static string GetFolder(string speciesName, ContentPackage contentPackage = null)
public static string GetFolder(string speciesName)
{
CharacterPrefab prefab = CharacterPrefab.FindBySpeciesName(speciesName);
if (prefab?.XDocument == null)
@@ -132,7 +136,7 @@ namespace Barotrauma
{
folder = Path.Combine(Path.GetDirectoryName(filePath), "Animations");
}
return folder;
return folder.CleanUpPathCrossPlatform(true);
}
/// <summary>
@@ -163,7 +167,16 @@ namespace Barotrauma
return Enum.TryParse(typeString, out AnimationType fileType) && fileType == type;
}
public static T GetDefaultAnimParams<T>(string speciesName, AnimationType animType) where T : AnimationParams, new() => GetAnimParams<T>(speciesName, animType, GetDefaultFileName(speciesName, animType));
public static T GetDefaultAnimParams<T>(Character character, AnimationType animType) where T : AnimationParams, new()
{
string speciesName = character.VariantOf ?? character.SpeciesName;
if (character.VariantOf != null && character.Params.VariantFile?.Root?.GetChildElement("animations")?.GetAttributeString("folder", null) != null)
{
// Use the overridden animations defined in the variant definition file.
speciesName = character.SpeciesName;
}
return GetAnimParams<T>(speciesName, animType, GetDefaultFileName(speciesName, animType));
}
/// <summary>
/// If the file name is left null, default file is selected. If fails, will select the default file. Note: Use the filename without the extensions, don't use the full path!
@@ -7,11 +7,11 @@ namespace Barotrauma
{
public static FishWalkParams GetDefaultAnimParams(Character character)
{
return Check(character) ? GetDefaultAnimParams<FishWalkParams>(character.SpeciesName, AnimationType.Walk) : Empty;
return Check(character) ? GetDefaultAnimParams<FishWalkParams>(character, AnimationType.Walk) : Empty;
}
public static FishWalkParams GetAnimParams(Character character, string fileName = null)
{
return Check(character) ? GetAnimParams<FishWalkParams>(character.SpeciesName, AnimationType.Walk, fileName) : Empty;
return Check(character) ? GetAnimParams<FishWalkParams>(character.VariantOf ?? character.SpeciesName, AnimationType.Walk, fileName) : Empty;
}
protected static FishWalkParams Empty = new FishWalkParams();
@@ -23,11 +23,11 @@ namespace Barotrauma
{
public static FishRunParams GetDefaultAnimParams(Character character)
{
return Check(character) ? GetDefaultAnimParams<FishRunParams>(character.SpeciesName, AnimationType.Run) : Empty;
return Check(character) ? GetDefaultAnimParams<FishRunParams>(character, AnimationType.Run) : Empty;
}
public static FishRunParams GetAnimParams(Character character, string fileName = null)
{
return Check(character) ? GetAnimParams<FishRunParams>(character.SpeciesName, AnimationType.Run, fileName) : Empty;
return Check(character) ? GetAnimParams<FishRunParams>(character.VariantOf ?? character.SpeciesName, AnimationType.Run, fileName) : Empty;
}
protected static FishRunParams Empty = new FishRunParams();
@@ -37,10 +37,10 @@ namespace Barotrauma
class FishSwimFastParams : FishSwimParams
{
public static FishSwimFastParams GetDefaultAnimParams(Character character) => GetDefaultAnimParams<FishSwimFastParams>(character.SpeciesName, AnimationType.SwimFast);
public static FishSwimFastParams GetDefaultAnimParams(Character character) => GetDefaultAnimParams<FishSwimFastParams>(character, AnimationType.SwimFast);
public static FishSwimFastParams GetAnimParams(Character character, string fileName = null)
{
return GetAnimParams<FishSwimFastParams>(character.SpeciesName, AnimationType.SwimFast, fileName);
return GetAnimParams<FishSwimFastParams>(character.VariantOf ?? character.SpeciesName, AnimationType.SwimFast, fileName);
}
public override void StoreSnapshot() => StoreSnapshot<FishSwimFastParams>();
@@ -48,10 +48,10 @@ namespace Barotrauma
class FishSwimSlowParams : FishSwimParams
{
public static FishSwimSlowParams GetDefaultAnimParams(Character character) => GetDefaultAnimParams<FishSwimSlowParams>(character.SpeciesName, AnimationType.SwimSlow);
public static FishSwimSlowParams GetDefaultAnimParams(Character character) => GetDefaultAnimParams<FishSwimSlowParams>(character, AnimationType.SwimSlow);
public static FishSwimSlowParams GetAnimParams(Character character, string fileName = null)
{
return GetAnimParams<FishSwimSlowParams>(character.SpeciesName, AnimationType.SwimSlow, fileName);
return GetAnimParams<FishSwimSlowParams>(character.VariantOf ?? character.SpeciesName, AnimationType.SwimSlow, fileName);
}
public override void StoreSnapshot() => StoreSnapshot<FishSwimSlowParams>();
@@ -4,7 +4,7 @@ namespace Barotrauma
{
class HumanWalkParams : HumanGroundedParams
{
public static HumanWalkParams GetDefaultAnimParams(Character character) => GetDefaultAnimParams<HumanWalkParams>(character.SpeciesName, AnimationType.Walk);
public static HumanWalkParams GetDefaultAnimParams(Character character) => GetDefaultAnimParams<HumanWalkParams>(character, AnimationType.Walk);
public static HumanWalkParams GetAnimParams(Character character, string fileName = null)
{
return GetAnimParams<HumanWalkParams>(character.SpeciesName, AnimationType.Walk, fileName);
@@ -15,7 +15,7 @@ namespace Barotrauma
class HumanRunParams : HumanGroundedParams
{
public static HumanRunParams GetDefaultAnimParams(Character character) => GetDefaultAnimParams<HumanRunParams>(character.SpeciesName, AnimationType.Run);
public static HumanRunParams GetDefaultAnimParams(Character character) => GetDefaultAnimParams<HumanRunParams>(character, AnimationType.Run);
public static HumanRunParams GetAnimParams(Character character, string fileName = null)
{
return GetAnimParams<HumanRunParams>(character.SpeciesName, AnimationType.Run, fileName);
@@ -26,7 +26,7 @@ namespace Barotrauma
class HumanSwimFastParams: HumanSwimParams
{
public static HumanSwimFastParams GetDefaultAnimParams(Character character) => GetDefaultAnimParams<HumanSwimFastParams>(character.SpeciesName, AnimationType.SwimFast);
public static HumanSwimFastParams GetDefaultAnimParams(Character character) => GetDefaultAnimParams<HumanSwimFastParams>(character, AnimationType.SwimFast);
public static HumanSwimFastParams GetAnimParams(Character character, string fileName = null)
{
return GetAnimParams<HumanSwimFastParams>(character.SpeciesName, AnimationType.SwimFast, fileName);
@@ -38,7 +38,7 @@ namespace Barotrauma
class HumanSwimSlowParams : HumanSwimParams
{
public static HumanSwimSlowParams GetDefaultAnimParams(Character character) => GetDefaultAnimParams<HumanSwimSlowParams>(character.SpeciesName, AnimationType.SwimSlow);
public static HumanSwimSlowParams GetDefaultAnimParams(Character character) => GetDefaultAnimParams<HumanSwimSlowParams>(character, AnimationType.SwimSlow);
public static HumanSwimSlowParams GetAnimParams(Character character, string fileName = null)
{
return GetAnimParams<HumanSwimSlowParams>(character.SpeciesName, AnimationType.SwimSlow, fileName);
@@ -78,6 +78,8 @@ namespace Barotrauma
public readonly string File;
public XDocument VariantFile { get; private set; }
public readonly List<SubParam> SubParams = new List<SubParam>();
public readonly List<SoundParams> Sounds = new List<SoundParams>();
public readonly List<ParticleParams> BloodEmitters = new List<ParticleParams>();
@@ -100,6 +102,32 @@ namespace Barotrauma
public bool Load()
{
bool success = base.Load(File);
if (doc.Root.IsCharacterVariant())
{
VariantFile = doc;
var original = CharacterPrefab.FindBySpeciesName(doc.Root.GetAttributeString("inherit", string.Empty));
success = Load(original.FilePath);
CreateSubParams();
TryLoadOverride(this, VariantFile.Root, SerializableProperties);
foreach (XElement subElement in VariantFile.Root.Elements())
{
var matchingParams = SubParams.FirstOrDefault(p => p.Name.Equals(subElement.Name.ToString(), StringComparison.OrdinalIgnoreCase));
if (matchingParams != null)
{
TryLoadOverride(matchingParams, subElement, matchingParams.SerializableProperties);
// TODO: Make recursive? In practice we don't have to go deeper than this, but the implementation would be a lot cleaner with recursion.
foreach (XElement subSubElement in subElement.Elements())
{
matchingParams = matchingParams.SubParams.FirstOrDefault(p => p.Name.Equals(subSubElement.Name.ToString(), StringComparison.OrdinalIgnoreCase));
if (matchingParams != null)
{
TryLoadOverride(matchingParams, subSubElement, matchingParams.SerializableProperties);
}
}
}
}
return success;
}
if (string.IsNullOrEmpty(SpeciesName) && MainElement != null)
{
//backwards compatibility
@@ -111,6 +139,8 @@ namespace Barotrauma
public bool Save(string fileNameWithoutExtension = null)
{
// Disable saving variants for now. Making it work probably requires more work.
if (VariantFile != null) { return false; }
Serialize();
return base.Save(fileNameWithoutExtension, new XmlWriterSettings
{
@@ -181,7 +211,19 @@ namespace Barotrauma
}
}
public bool Deserialize(XElement element = null, bool alsoChildren = true, bool recursive = true)
private void TryLoadOverride(object parentObject, XElement element, Dictionary<string, SerializableProperty> properties)
{
foreach (var property in properties)
{
var matchingAttribute = element.GetAttribute(property.Key);
if (matchingAttribute != null)
{
property.Value.TrySetValue(parentObject, matchingAttribute.Value);
}
}
}
public bool Deserialize(XElement element = null, bool alsoChildren = true, bool recursive = true, bool loadDefaultValues = true)
{
if (base.Deserialize(element))
{
@@ -486,17 +528,21 @@ namespace Barotrauma
[Serialize(true, true, description: "Enforce aggressive behavior if the creature is spawned as a target of a monster mission."), Editable()]
public bool EnforceAggressiveBehaviorForMissions { get; private set; }
[Serialize(true, true, description: "Should the character target or ignore walls when it's outside the submarine. Doesn't have any effect if no target priority for walls is defined."), Editable()]
[Serialize(true, true, description: "Should the character target or ignore walls when it's outside the submarine."), Editable()]
public bool TargetOuterWalls { get; private set; }
[Serialize(false, true, description: "If enabled, the character chooses randomly from the available attacks. The priority is used as a weight for weighted random."), Editable()]
public bool RandomAttack { get; private set; }
[Serialize(false, true, description:"Can the character open doors and hatches without a proper id card? Only applies on humanoids.")]
public bool Infiltrate { get; private set; }
public IEnumerable<TargetParams> Targets => targets;
protected readonly List<TargetParams> targets = new List<TargetParams>();
public AIParams(XElement element, CharacterParams character) : base(element, character)
{
if (element == null) { return; }
element.GetChildElements("target").ForEach(t => TryAddTarget(t, out _));
element.GetChildElements("targetpriority").ForEach(t => TryAddTarget(t, out _));
}
@@ -588,10 +634,13 @@ namespace Barotrauma
public bool IgnoreContained { get; set; }
[Serialize(false, true, description: "Should the target be ignored while the creature is inside. Doesn't matter where the target is."), Editable]
public bool IgnoreWhileInside { get; set; }
public bool IgnoreInside { get; set; }
[Serialize(false, true, description: "Should the target be ignored while the creature is outside. Doesn't matter where the target is."), Editable]
public bool IgnoreWhileOutside { get; set; }
public bool IgnoreOutside { get; set; }
[Serialize(false, true)]
public bool IgnoreIncapacitated { get; set; }
[Serialize(0f, true, description: "Use to define a distance at which the creature starts the sweeping movement."), Editable(MinValueFloat = 0, MaxValueFloat = 10000, ValueStep = 1, DecimalCount = 0)]
public float SweepDistance { get; private set; }
@@ -602,6 +651,9 @@ namespace Barotrauma
[Serialize(1f, true, description: "How quickly the sweep direction changes. Uses the sine wave pattern."), Editable(MinValueFloat = 0, MaxValueFloat = 10, ValueStep = 0.1f, DecimalCount = 2)]
public float SweepSpeed { get; private set; }
[Serialize(0f, true, description: "How much damage the protected target should take from an attacker before the creature starts defending it.")]
public float Threshold { get; private set; }
public TargetParams(XElement element, CharacterParams character) : base(element, character) { }
public TargetParams(string tag, AIState state, float priority, CharacterParams character) : base(CreateNewElement(tag, state, priority), character) { }
@@ -44,14 +44,14 @@ namespace Barotrauma
protected virtual bool Deserialize(XElement element = null)
{
element = element ?? MainElement;
element ??= MainElement;
SerializableProperties = SerializableProperty.DeserializeProperties(this, element);
return SerializableProperties != null;
}
protected virtual bool Serialize(XElement element = null)
{
element = element ?? MainElement;
element ??= MainElement;
if (element == null)
{
DebugConsole.ThrowError("[EditableParams] The XML element is null!");
@@ -110,7 +110,7 @@ namespace Barotrauma
{
folder = Path.Combine(Path.GetDirectoryName(filePath), "Ragdolls") + Path.DirectorySeparatorChar;
}
return folder;
return folder.CleanUpPathCrossPlatform(correctFilenameCase: true);
}
public static T GetDefaultRagdollParams<T>(string speciesName) where T : RagdollParams, new() => GetRagdollParams<T>(speciesName, GetDefaultFileName(speciesName));
@@ -136,7 +136,7 @@ namespace Barotrauma
string folder = GetFolder(speciesName);
if (Directory.Exists(folder))
{
var files = Directory.GetFiles(folder);
List<string> files = Directory.GetFiles(folder).ToList();
if (files.None())
{
DebugConsole.ThrowError($"[RagdollParams] Could not find any ragdoll files from the folder: {folder}. Using the default ragdoll.");
@@ -364,6 +364,21 @@ namespace Barotrauma
}
}
#endif
private bool variantScaleApplied;
public void ApplyVariantScale(XDocument variantFile)
{
if (variantScaleApplied) { return; }
if (variantFile == null) { return; }
var scaleMultiplier = variantFile.Root.GetChildElement("ragdoll")?.GetAttributeFloat("scalemultiplier", 1f);
if (scaleMultiplier.HasValue)
{
JointScale *= scaleMultiplier.Value;
LimbScale *= scaleMultiplier.Value;
}
variantScaleApplied = true;
}
#endregion
#region Memento