(2d7903da7) Replaced some horizontal light components with vertical ones in tutorial outpost

This commit is contained in:
Joonas Rikkonen
2019-05-16 06:02:10 +03:00
parent d70c463f41
commit 6fc8b8b573
16 changed files with 208 additions and 479 deletions
@@ -106,18 +106,6 @@ namespace Barotrauma
subObjectives.Add(objective);
}
public void RemoveSubObjective<T>(ref T objective) where T : AIObjective
{
if (objective != null)
{
if (subObjectives.Contains(objective))
{
subObjectives.Remove(objective);
}
objective = null;
}
}
public void SortSubObjectives()
{
if (subObjectives.None()) { return; }
@@ -11,10 +11,9 @@ namespace Barotrauma
class AIObjectiveCombat : AIObjective
{
public override string DebugTag => "combat";
public bool useCoolDown = true;
private readonly CombatMode initialMode;
const float coolDown = 10.0f;
const float CoolDown = 10.0f;
public Character Enemy { get; private set; }
@@ -26,7 +25,14 @@ namespace Barotrauma
{
_weapon = value;
_weaponComponent = null;
RemoveSubObjective(ref reloadWeaponObjective);
if (reloadWeaponObjective != null)
{
if (subObjectives.Contains(reloadWeaponObjective))
{
subObjectives.Remove(reloadWeaponObjective);
}
reloadWeaponObjective = null;
}
}
}
private ItemComponent _weaponComponent;
@@ -34,7 +40,6 @@ namespace Barotrauma
{
get
{
if (Weapon == null) { return null; }
if (_weaponComponent == null)
{
_weaponComponent =
@@ -59,8 +64,6 @@ namespace Barotrauma
private Hull retreatTarget;
private float coolDownTimer;
private IEnumerable<FarseerPhysics.Dynamics.Body> myBodies;
private float aimTimer;
public enum CombatMode
{
@@ -75,7 +78,7 @@ namespace Barotrauma
: base(character, objectiveManager, priorityModifier)
{
Enemy = enemy;
coolDownTimer = coolDown;
coolDownTimer = CoolDown;
findSafety = objectiveManager.GetObjective<AIObjectiveFindSafety>();
if (findSafety != null)
{
@@ -83,7 +86,6 @@ namespace Barotrauma
findSafety.unreachable.Clear();
}
Mode = mode;
initialMode = Mode;
if (Enemy == null)
{
Mode = CombatMode.Retreat;
@@ -102,7 +104,7 @@ namespace Barotrauma
public override bool IsCompleted()
{
bool completed = (Enemy != null && (Enemy.Removed || Enemy.IsDead)) || (initialMode != CombatMode.Offensive && coolDownTimer <= 0);
bool completed = (Enemy != null && (Enemy.Removed || Enemy.IsDead)) || (useCoolDown && coolDownTimer <= 0);
if (completed)
{
if (objectiveManager.CurrentOrder == this && Enemy != null && Enemy.IsDead)
@@ -119,73 +121,58 @@ namespace Barotrauma
protected override void Act(float deltaTime)
{
if (initialMode != CombatMode.Offensive)
if (useCoolDown)
{
coolDownTimer -= deltaTime;
}
if (abandon) { return; }
TryArm();
if (reloadWeaponObjective == null || !subObjectives.Contains(reloadWeaponObjective))
{
Move();
OperateWeapon(deltaTime);
}
Arm(deltaTime);
Move(deltaTime);
}
private void Move()
private void Arm(float deltaTime)
{
switch (Mode)
{
case CombatMode.Offensive:
Engage();
break;
case CombatMode.Defensive:
if (Weapon != null && !character.Inventory.Items.Contains(_weapon) || _weaponComponent != null && !_weaponComponent.HasRequiredContainedItems(false))
{
Weapon = null;
}
if (Weapon == null)
{
Weapon = GetWeapon();
}
if (Weapon == null)
{
Mode = CombatMode.Retreat;
}
if (Equip())
{
if (Reload(deltaTime))
{
Attack(deltaTime);
}
}
break;
case CombatMode.Retreat:
Retreat();
break;
default:
throw new NotImplementedException();
}
}
private void TryArm()
{
if (Weapon != null)
{
if (!character.Inventory.Items.Contains(Weapon) || WeaponComponent == null)
{
Weapon = null;
}
else if (!WeaponComponent.HasRequiredContainedItems(false))
{
//if (!Reload())
//{
// Weapon = null;
// Mode = CombatMode.Retreat;
//}
//return;
Weapon = null;
}
}
if (Weapon == null)
{
Weapon = GetWeapon();
}
Mode = Weapon == null ? CombatMode.Retreat : initialMode;
}
private void OperateWeapon(float deltaTime)
private void Move(float deltaTime)
{
switch (Mode)
{
case CombatMode.Offensive:
case CombatMode.Defensive:
if (Equip())
{
Attack(deltaTime);
}
Engage(deltaTime);
break;
case CombatMode.Defensive:
case CombatMode.Retreat:
Retreat(deltaTime);
break;
default:
throw new NotImplementedException();
@@ -266,7 +253,6 @@ namespace Barotrauma
Weapon.Drop(character);
}
}
return true;
}
private bool Equip()
@@ -277,11 +263,9 @@ namespace Barotrauma
if (character.Inventory.TryPutItem(Weapon, character, slots))
{
Weapon.Equip(character);
aimTimer = Rand.Range(0.5f, 1f);
}
else
{
Weapon = null;
Mode = CombatMode.Retreat;
return false;
}
@@ -289,10 +273,16 @@ namespace Barotrauma
return true;
}
private void Retreat()
private void Retreat(float deltaTime)
{
RemoveSubObjective(ref followTargetObjective);
RemoveSubObjective(ref reloadWeaponObjective);
if (followTargetObjective != null)
{
if (subObjectives.Contains(followTargetObjective))
{
subObjectives.Remove(followTargetObjective);
}
followTargetObjective = null;
}
if (retreatObjective != null && retreatObjective.Target != retreatTarget)
{
retreatObjective = null;
@@ -304,14 +294,16 @@ namespace Barotrauma
TryAddSubObjective(ref retreatObjective, () => new AIObjectiveGoTo(retreatTarget, character, objectiveManager, false, true));
}
private void Engage()
private void Engage(float deltaTime)
{
retreatTarget = null;
RemoveSubObjective(ref retreatObjective);
RemoveSubObjective(ref reloadWeaponObjective);
if (followTargetObjective != null && followTargetObjective.Target != Enemy)
if (retreatObjective != null)
{
followTargetObjective = null;
if (subObjectives.Contains(retreatObjective))
{
subObjectives.Remove(retreatObjective);
}
retreatObjective = null;
}
TryAddSubObjective(ref followTargetObjective,
constructor: () => new AIObjectiveGoTo(Enemy, character, objectiveManager, repeat: true, getDivingGearIfNeeded: true)
@@ -326,44 +318,35 @@ namespace Barotrauma
},
onAbandon: () =>
{
Mode = CombatMode.Retreat;
SteeringManager.Reset();
Mode = CombatMode.Retreat;
});
}
private bool Reload()
private bool Reload(float deltaTime)
{
// TODO: reload all ammunition
if (WeaponComponent == null) { return false; }
if (WeaponComponent.requiredItems.ContainsKey(RelatedItem.RelationType.Contained))
if (WeaponComponent != null && WeaponComponent.requiredItems.ContainsKey(RelatedItem.RelationType.Contained))
{
var containedItems = Weapon.ContainedItems;
RelatedItem item = null;
Item ammunition = null;
foreach (RelatedItem requiredItem in WeaponComponent.requiredItems[RelatedItem.RelationType.Contained])
{
item = requiredItem;
ammunition = containedItems.FirstOrDefault(it => it.Condition > 0.0f && requiredItem.MatchesItem(it));
if (ammunition != null) { return true; }
}
if (ammunition == null)
{
retreatTarget = null;
RemoveSubObjective(ref retreatObjective);
RemoveSubObjective(ref followTargetObjective);
TryAddSubObjective(ref reloadWeaponObjective,
constructor: () => new AIObjectiveContainItem(character, item.Identifiers, Weapon.GetComponent<ItemContainer>(), objectiveManager),
onAbandon: () =>
{
Weapon = null;
Mode = CombatMode.Retreat;
SteeringManager.Reset();
});
Item containedItem = containedItems.FirstOrDefault(it => it.Condition > 0.0f && requiredItem.MatchesItem(it));
if (containedItem == null)
{
TryAddSubObjective(ref reloadWeaponObjective,
constructor: () => new AIObjectiveContainItem(character, requiredItem.Identifiers, Weapon.GetComponent<ItemContainer>(), objectiveManager),
onAbandon: () =>
{
SteeringManager.Reset();
Mode = CombatMode.Retreat;
});
}
}
}
return true;
return reloadWeaponObjective == null || reloadWeaponObjective.IsCompleted();
}
private IEnumerable<FarseerPhysics.Dynamics.Body> myBodies;
private void Attack(float deltaTime)
{
float squaredDistance = Vector2.DistanceSquared(character.Position, Enemy.Position);
@@ -388,16 +371,6 @@ namespace Barotrauma
character.SetInput(InputType.Aim, false, true);
}
}
bool isFacing = character.AnimController.Dir > 0 && Enemy.WorldPosition.X > character.WorldPosition.X || character.AnimController.Dir < 0 && Enemy.WorldPosition.X < character.WorldPosition.X;
if (!isFacing)
{
aimTimer = Rand.Range(1f, 1.5f);
}
if (aimTimer > 0)
{
aimTimer -= deltaTime;
return;
}
if (WeaponComponent is MeleeWeapon meleeWeapon)
{
if (squaredDistance <= meleeWeapon.Range * meleeWeapon.Range)
@@ -412,14 +385,14 @@ namespace Barotrauma
{
if (squaredDistance > repairTool.Range * repairTool.Range) { return; }
}
if (VectorExtensions.Angle(VectorExtensions.Forward(Weapon.body.TransformedRotation), Enemy.Position - Weapon.Position) < MathHelper.PiOver4)
if (VectorExtensions.Angle(VectorExtensions.Forward(Weapon.body.TransformedRotation), Enemy.Position - character.Position) < MathHelper.PiOver4)
{
if (myBodies == null)
{
myBodies = character.AnimController.Limbs.Select(l => l.body.FarseerBody);
}
var collisionCategories = Physics.CollisionCharacter | Physics.CollisionWall;
var pickedBody = Submarine.PickBody(Weapon.SimPosition, Enemy.SimPosition, myBodies, collisionCategories);
var pickedBody = Submarine.PickBody(character.SimPosition, Enemy.SimPosition, myBodies, collisionCategories);
if (pickedBody != null)
{
Character target = null;
@@ -431,11 +404,10 @@ namespace Barotrauma
{
target = limb.character;
}
if (target != null && (target == Enemy || !HumanAIController.IsFriendly(target)))
if (target != null && target == Enemy)
{
character.SetInput(InputType.Shoot, false, true);
Weapon.Use(deltaTime, character);
aimTimer = Rand.Range(0.25f, 0.5f);
}
}
}
@@ -29,7 +29,7 @@ namespace Barotrauma
protected override IEnumerable<Character> GetList() => Character.CharacterList;
protected override AIObjective ObjectiveConstructor(Character target) => new AIObjectiveCombat(character, target, AIObjectiveCombat.CombatMode.Offensive, objectiveManager, PriorityModifier);
protected override AIObjective ObjectiveConstructor(Character target) => new AIObjectiveCombat(character, target, AIObjectiveCombat.CombatMode.Offensive, objectiveManager, PriorityModifier) { useCoolDown = false };
protected override float TargetEvaluation()
{
@@ -375,6 +375,31 @@ namespace Barotrauma
{
#if DEBUG
DebugConsole.ThrowError("AIObjectiveFixLeak failed - the item \"" + weldingTool + "\" has no RepairTool component but is tagged as a welding tool");
#endif
abandon = true;
return;
}
Vector2 gapDiff = Leak.WorldPosition - character.WorldPosition;
// TODO: use the collider size/reach?
if (!character.AnimController.InWater && Math.Abs(gapDiff.X) < 100 && gapDiff.Y < 0.0f && gapDiff.Y > -150)
{
HumanAIController.AnimController.Crouching = true;
}
float reach = ConvertUnits.ToSimUnits(repairTool.Range);
bool canOperate = ConvertUnits.ToSimUnits(gapDiff.Length()) < reach;
if (canOperate)
{
TryAddSubObjective(ref operateObjective, () => new AIObjectiveOperateItem(repairTool, character, objectiveManager, option: "", requireEquip: true, operateTarget: Leak));
}
else
{
TryAddSubObjective(ref gotoObjective, () => new AIObjectiveGoTo(ConvertUnits.ToSimUnits(GetStandPosition()), character, objectiveManager) { CloseEnough = reach * 0.75f });
}
var repairTool = weldingTool.GetComponent<RepairTool>();
if (repairTool == null)
{
#if DEBUG
DebugConsole.ThrowError("AIObjectiveFixLeak failed - the item \"" + weldingTool + "\" has no RepairTool component but is tagged as a welding tool");
#endif
abandon = true;
return;
@@ -73,21 +73,6 @@ namespace Barotrauma
}
}
public override void Update(float deltaTime)
{
if (objectiveManager.CurrentObjective == this)
{
if (randomTimer > 0)
{
randomTimer -= deltaTime;
}
else
{
SetRandom();
}
}
}
public override bool IsCompleted() => false;
public override bool CanBeCompleted => true;
@@ -118,6 +118,10 @@ namespace Barotrauma
{
isCompleted = true;
}
if (component.AIOperate(deltaTime, character, this))
{
isCompleted = true;
}
}
else
{
@@ -4,7 +4,6 @@ using System;
using System.Linq;
using Barotrauma.Extensions;
using FarseerPhysics;
using Barotrauma.Items.Components;
namespace Barotrauma
{
@@ -15,7 +14,6 @@ namespace Barotrauma
public Item Item { get; private set; }
private AIObjectiveGoTo goToObjective;
private AIObjectiveContainItem refuelObjective;
private float previousCondition = -1;
private RepairTool repairTool;
@@ -73,46 +71,11 @@ namespace Barotrauma
}
}
// Only continue when the get item sub objectives have been completed.
if (subObjectives.Any()) { return; }
if (subObjectives.Any(so => so is AIObjectiveGetItem)) { return; }
if (repairTool == null)
{
FindRepairTool();
}
if (repairTool != null)
{
var containedItems = repairTool.Item.ContainedItems;
if (containedItems == null)
{
#if DEBUG
DebugConsole.ThrowError("AIObjectiveRepairItem failed - the item \"" + repairTool + "\" has no proper inventory");
#endif
abandon = true;
return;
}
// Drop empty tanks
foreach (Item containedItem in containedItems)
{
if (containedItem == null) { continue; }
if (containedItem.Condition <= 0.0f)
{
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.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));
return;
}
}
if (character.CurrentHull == Item.CurrentHull && character.CanInteractWith(Item))
{
if (repairTool != null)
@@ -149,7 +112,6 @@ namespace Barotrauma
}
else
{
RemoveSubObjective(ref refuelObjective);
// If cannot reach the item, approach it.
TryAddSubObjective(ref goToObjective,
constructor: () =>
@@ -203,9 +203,7 @@ namespace Barotrauma
if (startNode == null)
{
#if DEBUG
DebugConsole.NewMessage("Pathfinding error, couldn't find a start node. "+ errorMsgStr, Color.DarkRed);
#endif
return new SteeringPath(true);
}
@@ -255,9 +253,7 @@ namespace Barotrauma
if (endNode == null)
{
#if DEBUG
DebugConsole.NewMessage("Pathfinding error, couldn't find an end node. " + errorMsgStr, Color.DarkRed);
#endif
return new SteeringPath(true);
}
@@ -285,9 +281,7 @@ namespace Barotrauma
if (startNode == null || endNode == null)
{
#if DEBUG
DebugConsole.NewMessage("Pathfinding error, couldn't find matching pathnodes to waypoints.", Color.DarkRed);
#endif
return new SteeringPath(true);
}
@@ -658,6 +658,25 @@ namespace Barotrauma.Items.Components
}
}
if (targetItem.Prefab.DeconstructItems.Any())
{
inputContainer.Inventory.RemoveItem(targetItem);
Entity.Spawner.AddToRemoveQueue(targetItem);
MoveInputQueue();
PutItemsToLinkedContainer();
}
else
{
if (outputContainer.Inventory.Items.All(i => i != null))
{
targetItem.Drop(dropper: null);
}
else
{
outputContainer.Inventory.TryPutItem(targetItem, user: null, createNetworkEvent: true);
}
}
if (targetItem.Prefab.DeconstructItems.Any())
{
inputContainer.Inventory.RemoveItem(targetItem);
@@ -212,6 +212,33 @@ namespace Barotrauma.Items.Components
}
}
public Vector2? PosToMaintain
{
get { return posToMaintain; }
set { posToMaintain = value; }
}
struct ObstacleDebugInfo
{
public Vector2 Point1;
public Vector2 Point2;
public Vector2? Intersection;
public float Dot;
public Vector2 AvoidStrength;
public ObstacleDebugInfo(GraphEdge edge, Vector2? intersection, float dot, Vector2 avoidStrength)
{
Point1 = edge.Point1;
Point2 = edge.Point2;
Intersection = intersection;
Dot = dot;
AvoidStrength = avoidStrength;
}
}
//edge point 1, edge point 2, avoid strength
private List<ObstacleDebugInfo> debugDrawObstacles = new List<ObstacleDebugInfo>();
@@ -1876,6 +1876,10 @@ namespace Barotrauma
{
ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime);
}
if (!broken)
{
ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime);
}
ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime);
if (body == null || !body.Enabled || !inWater || ParentInventory != null || Removed) { return; }
@@ -721,6 +721,25 @@ namespace Barotrauma
}
}
public string DisplayName
{
get;
private set;
}
private string roomName;
[Editable, Serialize("", true, translationTextTag: "RoomName.")]
public string RoomName
{
get { return roomName; }
set
{
if (roomName == value) { return; }
roomName = value;
DisplayName = TextManager.Get(roomName, returnNull: true) ?? roomName;
}
}
public override Rectangle Rect
{
get