Unstable 0.16.0.0

This commit is contained in:
Markus Isberg
2022-01-14 01:28:24 +09:00
parent d9baeaa2e1
commit 7d6421a548
237 changed files with 6430 additions and 2205 deletions
@@ -16,7 +16,6 @@ namespace Barotrauma
public virtual bool IgnoreUnsafeHulls => false;
public virtual bool AbandonWhenCannotCompleteSubjectives => true;
public virtual bool AllowSubObjectiveSorting => false;
public virtual bool ForceOrderPriority => true;
public virtual bool PrioritizeIfSubObjectivesActive => false;
/// <summary>
@@ -85,11 +85,12 @@ namespace Barotrauma
bool equip = item.GetComponent<Holdable>() != null ||
item.AllowedSlots.Any(s => s != InvSlotType.Any) &&
item.AllowedSlots.None(s =>
s == InvSlotType.Card ||
s == InvSlotType.Head ||
s == InvSlotType.Headset ||
s == InvSlotType.InnerClothes ||
s == InvSlotType.OuterClothes);
s == InvSlotType.Card ||
s == InvSlotType.Head ||
s == InvSlotType.Headset ||
s == InvSlotType.InnerClothes ||
s == InvSlotType.OuterClothes ||
s == InvSlotType.HealthInterface);
TryAddSubObjective(ref decontainObjective, () => new AIObjectiveDecontainItem(character, item, objectiveManager, targetContainer: suitableContainer.GetComponent<ItemContainer>())
{
@@ -11,7 +11,7 @@ namespace Barotrauma
public override string Identifier { get; set; } = "cleanup items";
public override bool KeepDivingGearOn => true;
public override bool AllowAutomaticItemUnequipping => false;
public override bool ForceOrderPriority => false;
protected override bool ForceOrderPriority => false;
public readonly List<Item> prioritizedItems = new List<Item>();
@@ -117,7 +117,7 @@ namespace Barotrauma
private float AimSpeed => HumanAIController.AimSpeed;
private float AimAccuracy => HumanAIController.AimAccuracy;
private bool EnemyIsClose() => Enemy != null && character.CurrentHull != null && character.CurrentHull == Enemy.CurrentHull || Vector2.DistanceSquared(character.Position, Enemy.Position) < 500;
private bool EnemyIsClose() => Enemy != null && Enemy.CurrentHull != null && HumanAIController.VisibleHulls.Contains(Enemy.CurrentHull) && Math.Abs(character.WorldPosition.X - Enemy.WorldPosition.X) < 300;
public AIObjectiveCombat(Character character, Character enemy, CombatMode mode, AIObjectiveManager objectiveManager, float priorityModifier = 1, float coolDown = 10.0f)
: base(character, objectiveManager, priorityModifier)
@@ -366,7 +366,7 @@ namespace Barotrauma
}
}
}
bool isAllowedToSeekWeapons = !EnemyIsClose() && character.TeamID != CharacterTeamType.FriendlyNPC && IsOffensiveOrArrest;
bool isAllowedToSeekWeapons = character.CurrentHull != null && !EnemyIsClose() && character.TeamID != CharacterTeamType.FriendlyNPC && IsOffensiveOrArrest;
if (!isAllowedToSeekWeapons)
{
if (WeaponComponent == null)
@@ -1190,19 +1190,5 @@ namespace Barotrauma
}
}
}
//private float CalculateEnemyStrength()
//{
// float enemyStrength = 0;
// AttackContext currentContext = character.GetAttackContext();
// foreach (Limb limb in Enemy.AnimController.Limbs)
// {
// if (limb.attack == null) continue;
// if (!limb.attack.IsValidContext(currentContext)) { continue; }
// if (!limb.attack.IsValidTarget(AttackTarget.Character)) { continue; }
// enemyStrength += limb.attack.GetTotalDamage(false);
// }
// return enemyStrength;
//}
}
}
@@ -159,7 +159,8 @@ namespace Barotrauma
{
TargetName = container.Item.Name,
AbortCondition = obj =>
container?.Item == null || container.Item.Removed || container.Item.IsThisOrAnyContainerIgnoredByAI(character) ||
container?.Item == null || container.Item.Removed || container.Item.IsThisOrAnyContainerIgnoredByAI(character) ||
(container.Item.GetRootContainer()?.OwnInventory?.Locked ?? false) ||
ItemToContain == null || ItemToContain.Removed ||
!ItemToContain.IsOwnedBy(character) || container.Item.GetRootInventoryOwner() is Character c && c != character,
SpeakIfFails = !objectiveManager.IsCurrentOrder<AIObjectiveCleanupItems>()
@@ -40,6 +40,7 @@ namespace Barotrauma
public Func<Item, bool> RemoveExistingPredicate { get; set; }
public int? RemoveExistingMax { get; set; }
public string AbandonGetItemDialogueIdentifier { get; set; }
public Func<bool> AbandonGetItemDialogueCondition { get; set; }
public AIObjectiveDecontainItem(Character character, Item targetItem, AIObjectiveManager objectiveManager, ItemContainer sourceContainer = null, ItemContainer targetContainer = null, float priorityModifier = 1)
: base(character, objectiveManager, priorityModifier)
@@ -106,6 +107,7 @@ namespace Barotrauma
TryAddSubObjective(ref getItemObjective,
constructor: () => new AIObjectiveGetItem(character, targetItem, objectiveManager, Equip)
{
CannotFindDialogueCondition = AbandonGetItemDialogueCondition,
CannotFindDialogueIdentifierOverride = AbandonGetItemDialogueIdentifier,
SpeakIfFails = AbandonGetItemDialogueIdentifier != null,
TakeWholeStack = this.TakeWholeStack
@@ -26,6 +26,7 @@ namespace Barotrauma
if (totalEnemies == 0) { return 0; }
if (character.IsSecurity) { return 100; }
if (objectiveManager.IsOrder(this)) { return 100; }
// If there's any security officers onboard, leave fighting for them.
return HumanAIController.IsTrueForAnyCrewMember(c => c.Character.IsSecurity && !c.Character.IsIncapacitated && c.Character.Submarine == character.Submarine) ? 0 : 100;
}
@@ -64,6 +65,7 @@ namespace Barotrauma
if (target.CurrentHull == null) { return false; }
if (HumanAIController.IsFriendly(character, target)) { return false; }
if (!character.Submarine.IsConnectedTo(target.Submarine)) { return false; }
if (character.Submarine.TeamID != target.Submarine.TeamID) { return false; }
if (target.HasAbilityFlag(AbilityFlags.IgnoredByEnemyAI)) { return false; }
if (target.IsArrested) { return false; }
return true;
@@ -162,7 +162,10 @@ namespace Barotrauma
CloseEnough = reach,
DialogueIdentifier = Leak.FlowTargetHull != null ? "dialogcannotreachleak" : null,
TargetName = Leak.FlowTargetHull?.DisplayName,
CheckVisibility = false
CheckVisibility = false,
requiredCondition = () => Leak.Submarine == character.Submarine,
// The Go To objective can be abandoned if the leak is fixed (in which case we don't want to use the dialogue)
SpeakCannotReachCondition = () => !CheckObjectiveSpecific()
},
onAbandon: () =>
{
@@ -59,6 +59,7 @@ namespace Barotrauma
public bool CheckPathForEachItem { get; set; }
public bool SpeakIfFails { get; set; }
public string CannotFindDialogueIdentifierOverride { get; set; }
public Func<bool> CannotFindDialogueCondition { get; set; }
private int _itemCount = 1;
public int ItemCount
@@ -560,22 +561,18 @@ namespace Barotrauma
DebugConsole.NewMessage($"{character.Name}: Get item failed to reach {moveToTarget}", Color.Yellow);
#endif
}
if (SpeakIfFails)
{
SpeakCannotFind();
}
SpeakCannotFind();
}
private void SpeakCannotFind()
{
if (character.IsOnPlayerTeam && objectiveManager.CurrentOrder == objectiveManager.CurrentObjective)
{
string msg = TextManager.Get(CannotFindDialogueIdentifierOverride, returnNull: true) ?? TextManager.Get("dialogcannotfinditem", returnNull: true);
if (msg != null)
{
character.Speak(msg, identifier: "dialogcannotfinditem", minDurationBetweenSimilar: 20.0f);
}
}
if (!SpeakIfFails) { return; }
if (!character.IsOnPlayerTeam) { return; }
if (objectiveManager.CurrentOrder != objectiveManager.CurrentObjective) { return; }
if (CannotFindDialogueCondition != null && !CannotFindDialogueCondition()) { return; }
string msg = TextManager.Get(CannotFindDialogueIdentifierOverride, returnNull: true) ?? TextManager.Get("dialogcannotfinditem", returnNull: true);
if (msg == null) { return; }
character.Speak(msg, identifier: "dialogcannotfinditem", minDurationBetweenSimilar: 20.0f);
}
}
}
@@ -96,6 +96,8 @@ namespace Barotrauma
public float? OverridePriority = null;
public Func<bool> SpeakCannotReachCondition { get; set; }
protected override float GetPriority()
{
bool isOrder = objectiveManager.IsOrder(this);
@@ -166,14 +168,14 @@ namespace Barotrauma
DebugConsole.NewMessage($"{character.Name}: Cannot reach the target: {Target}", Color.Yellow);
}
#endif
if (character.IsOnPlayerTeam && objectiveManager.CurrentOrder == objectiveManager.CurrentObjective && DialogueIdentifier != null && SpeakIfFails)
{
string msg = TargetName == null ? TextManager.Get(DialogueIdentifier, true) : TextManager.GetWithVariable(DialogueIdentifier, "[name]", TargetName, formatCapitals: !(Target is Character));
if (msg != null)
{
character.Speak(msg, identifier: DialogueIdentifier, minDurationBetweenSimilar: 20.0f);
}
}
if (!character.IsOnPlayerTeam) { return; }
if (objectiveManager.CurrentOrder != objectiveManager.CurrentObjective) { return; }
if (DialogueIdentifier == null) { return; }
if (!SpeakIfFails) { return; }
if (SpeakCannotReachCondition != null && !SpeakCannotReachCondition()) { return; }
string msg = TargetName == null ? TextManager.Get(DialogueIdentifier, true) : TextManager.GetWithVariable(DialogueIdentifier, "[name]", TargetName, formatCapitals: !(Target is Character));
if (msg == null) { return; }
character.Speak(msg, identifier: DialogueIdentifier, minDurationBetweenSimilar: 20.0f);
}
public void ForceAct(float deltaTime) => Act(deltaTime);
@@ -635,21 +637,27 @@ namespace Barotrauma
{
get
{
if (SteeringManager == PathSteering && PathSteering.CurrentPath?.CurrentNode?.Ladders != null)
if (SteeringManager == PathSteering && PathSteering.CurrentPath != null && !PathSteering.CurrentPath.Finished && PathSteering.IsCurrentNodeLadder)
{
//don't consider the character to be close enough to the target while climbing ladders,
//UNLESS the last node in the path has been reached
//otherwise characters can let go of the ladders too soon once they're close enough to the target
if (PathSteering.CurrentPath.NextNode != null) { return false; }
// Climbing a ladder
if (Target.WorldPosition.Y > character.WorldPosition.Y)
{
// The target is still above us
return false;
}
if (!character.AnimController.IsAboveFloor)
{
// Going through a hatch
return false;
}
}
if (!AlwaysUseEuclideanDistance && !character.AnimController.InWater)
{
float yDiff = Math.Abs(Target.WorldPosition.Y - character.WorldPosition.Y);
if (yDiff > CloseEnough) { return false; }
float xDiff = Math.Abs(Target.WorldPosition.X - character.WorldPosition.X);
return xDiff <= CloseEnough;
float yDist = Math.Abs(Target.WorldPosition.Y - character.WorldPosition.Y);
if (yDist > CloseEnough) { return false; }
float xDist = Math.Abs(Target.WorldPosition.X - character.WorldPosition.X);
return xDist <= CloseEnough;
}
Vector2 sourcePos = UseDistanceRelativeToAimSourcePos ? character.AnimController.AimSourceWorldPos : character.WorldPosition;
return Vector2.DistanceSquared(Target.WorldPosition, sourcePos) < CloseEnough * CloseEnough;
}
@@ -4,6 +4,7 @@ using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Collections.Immutable;
using System.Linq;
namespace Barotrauma
{
@@ -20,6 +21,8 @@ namespace Barotrauma
private Item Container { get; }
private ItemContainer ItemContainer { get; }
private ImmutableArray<string> TargetContainerTags { get; }
private ImmutableHashSet<string> ValidContainableItemIdentifiers { get; }
private static Dictionary<ItemPrefab, ImmutableHashSet<string>> AllValidContainableItemIdentifiers { get; } = new Dictionary<ItemPrefab, ImmutableHashSet<string>>();
private int itemIndex = 0;
private AIObjectiveDecontainItem decontainObjective;
@@ -47,6 +50,109 @@ namespace Barotrauma
abandonGetItemDialogueIdentifier = optionSpecificDialogueIdentifier;
}
}
ValidContainableItemIdentifiers = GetValidContainableItemIdentifiers();
if (ValidContainableItemIdentifiers.None())
{
#if DEBUG
DebugConsole.ShowError($"No valid containable item identifiers found for the Load Item objective targeting {Container}");
#endif
Abandon = true;
return;
}
}
private enum CheckStatus { Unfinished, Finished }
private ImmutableHashSet<string> GetValidContainableItemIdentifiers()
{
if (AllValidContainableItemIdentifiers.TryGetValue(Container.Prefab, out var existingIdentifiers))
{
return existingIdentifiers;
}
// Status effects are often used to alter item condition so using the Containable Item Identifiers directly can lead to unwanted results
// For example, placing welding fuel tanks inside oxygen tank shelves
bool defaultContainableItemIdentifiers = true;
var potentialContainablePrefabs = MapEntityPrefab.List
.Where(mep => mep is ItemPrefab ip && ItemContainer.ContainableItemIdentifiers.Any(i => i == ip.Identifier || ip.Tags.Contains(i)))
.Cast<ItemPrefab>();
var validContainableItemIdentifiers = new HashSet<string>();
foreach (var component in Container.Components)
{
if (CheckComponent() == CheckStatus.Finished)
{
break;
}
CheckStatus CheckComponent()
{
if (component.statusEffectLists != null)
{
foreach (var (_, statusEffects) in component.statusEffectLists)
{
if (CheckStatusEffects(statusEffects) == CheckStatus.Finished)
{
return CheckStatus.Finished;
}
}
}
if (component is ItemContainer itemContainer && itemContainer.ContainableItems != null)
{
foreach (var item in itemContainer.ContainableItems)
{
if (CheckStatusEffects(item.statusEffects) == CheckStatus.Finished)
{
return CheckStatus.Finished;
}
}
}
return CheckStatus.Unfinished;
CheckStatus CheckStatusEffects(IEnumerable<StatusEffect> statusEffects)
{
if (statusEffects == null) { return CheckStatus.Unfinished; }
foreach (var statusEffect in statusEffects)
{
if ((statusEffect.TargetIdentifiers == null || statusEffect.TargetIdentifiers.None()) && !statusEffect.HasConditions) { continue; }
switch (TargetItemCondition)
{
case AIObjectiveLoadItems.ItemCondition.Empty:
if (!statusEffect.ReducesItemCondition()) { continue; }
break;
case AIObjectiveLoadItems.ItemCondition.Full:
if (!statusEffect.IncreasesItemCondition()) { continue; }
break;
default:
continue;
}
defaultContainableItemIdentifiers = false;
if (statusEffect.TargetIdentifiers != null)
{
foreach (string target in statusEffect.TargetIdentifiers)
{
foreach (var prefab in potentialContainablePrefabs)
{
if (CheckPrefab(prefab, () => prefab.Tags.Contains(target)) == CheckStatus.Finished) { return CheckStatus.Finished; }
}
}
}
foreach (var prefab in potentialContainablePrefabs)
{
if (CheckPrefab(prefab, () => statusEffect.MatchesTagConditionals(prefab)) == CheckStatus.Finished) { return CheckStatus.Finished; }
}
CheckStatus CheckPrefab(ItemPrefab prefab, Func<bool> isValid)
{
if (validContainableItemIdentifiers.Contains(prefab.Identifier)) { return CheckStatus.Unfinished; }
if (!isValid()) { return CheckStatus.Unfinished; }
validContainableItemIdentifiers.Add(prefab.Identifier);
if (potentialContainablePrefabs.Any(p => !validContainableItemIdentifiers.Contains(p.Identifier))) { return CheckStatus.Unfinished; }
return CheckStatus.Finished;
}
}
return CheckStatus.Unfinished;
}
}
}
var newIdentifiers = defaultContainableItemIdentifiers ? ItemContainer.ContainableItemIdentifiers.ToImmutableHashSet() : validContainableItemIdentifiers.ToImmutableHashSet();
AllValidContainableItemIdentifiers.Add(Container.Prefab, newIdentifiers);
return newIdentifiers;
}
protected override float GetPriority()
@@ -116,7 +222,7 @@ namespace Barotrauma
base.Update(deltaTime);
if (targetItem == null)
{
if (character.FindItem(ref itemIndex, out Item item, identifiers: ItemContainer.ContainableItemIdentifiers, ignoreBroken: false, customPredicate: IsValidContainable, customPriorityFunction: GetConditionBasedPriority))
if (character.FindItem(ref itemIndex, out Item item, identifiers: ValidContainableItemIdentifiers, ignoreBroken: false, customPredicate: IsValidContainable, customPriorityFunction: GetPriority))
{
if (item == null)
{
@@ -125,17 +231,19 @@ namespace Barotrauma
}
targetItem = item;
}
// Prefer items closer to full condition when target condition is Empty, and vice versa
float GetConditionBasedPriority(Item item)
float GetPriority(Item item)
{
try
{
return TargetItemCondition switch
// Prefer items closer to full condition when target condition is Empty, and vice versa
float conditionBasedPriority = TargetItemCondition switch
{
AIObjectiveLoadItems.ItemCondition.Full => MathUtils.InverseLerp(100.0f, 0.0f, item.ConditionPercentage),
AIObjectiveLoadItems.ItemCondition.Empty => MathUtils.InverseLerp(0.0f, 100.0f, item.ConditionPercentage),
_ => throw new NotImplementedException()
};
// Prefer items that have the same identifier as one of the already contained items
return ItemContainer.ContainsItemsWithSameIdentifier(item) ? conditionBasedPriority : conditionBasedPriority / 2;
}
catch (NotImplementedException)
{
@@ -161,10 +269,11 @@ namespace Barotrauma
TryAddSubObjective(ref decontainObjective,
constructor: () => new AIObjectiveDecontainItem(character, targetItem, objectiveManager, targetContainer: ItemContainer, priorityModifier: PriorityModifier)
{
AbandonGetItemDialogueCondition = () => IsValidContainable(targetItem),
AbandonGetItemDialogueIdentifier = abandonGetItemDialogueIdentifier,
Equip = true,
RemoveExistingWhenNecessary = true,
RemoveExistingPredicate = (i) => AIObjectiveLoadItems.ItemMatchesTargetCondition(i, TargetItemCondition),
RemoveExistingPredicate = (i) => !ValidContainableItemIdentifiers.Contains(i.Prefab.Identifier) || AIObjectiveLoadItems.ItemMatchesTargetCondition(i, TargetItemCondition),
RemoveExistingMax = 1
},
onCompleted: () =>
@@ -189,6 +298,7 @@ namespace Barotrauma
{
if (item == null) { return false; }
if (item.Removed) { return false; }
if (!ValidContainableItemIdentifiers.Contains(item.Prefab.Identifier)) { return false; }
if (ignoredItems.Contains(item)) { return false; }
if ((item.SpawnedInCurrentOutpost && !item.AllowStealing) == character.IsOnPlayerTeam) { return false; }
var rootInventoryOwner = item.GetRootInventoryOwner();
@@ -46,6 +46,7 @@ namespace Barotrauma
public override bool AllowSubObjectiveSorting => true;
public virtual bool InverseTargetEvaluation => false;
protected virtual bool ResetWhenClearingIgnoreList => true;
protected virtual bool ForceOrderPriority => true;
public override bool IsLoop { get => true; set => throw new Exception("Trying to set the value for IsLoop from: " + System.Environment.StackTrace.CleanupStackTrace()); }
@@ -643,7 +643,12 @@ namespace Barotrauma
public bool IsOrder(AIObjective objective)
{
return objective == ForcedOrder || CurrentOrders.Any(o => o.Objective == objective);
if (objective == ForcedOrder) { return true; }
foreach (var order in CurrentOrders)
{
if (order.Objective == objective) { return true; }
}
return false;
}
public bool HasOrders()
@@ -33,6 +33,7 @@ namespace Barotrauma
if (pump.Item.Submarine == null) { return false; }
if (pump.Item.CurrentHull == null) { return false; }
if (pump.Item.Submarine.TeamID != character.TeamID) { return false; }
if (pump.IsAutoControlled) { return false; }
if (pump.Item.ConditionPercentage <= 0) { return false; }
if (pump.Item.CurrentHull.FireSources.Count > 0) { return false; }
if (character.Submarine != null)
@@ -489,7 +489,7 @@ namespace Barotrauma
return Priority;
}
public static IEnumerable<Affliction> GetSortedAfflictions(Character character) => CharacterHealth.SortAfflictionsBySeverity(character.CharacterHealth.GetAllAfflictions());
public static IEnumerable<Affliction> GetSortedAfflictions(Character character, bool excludeBuffs = true) => CharacterHealth.SortAfflictionsBySeverity(character.CharacterHealth.GetAllAfflictions(), excludeBuffs);
public static IEnumerable<Affliction> GetTreatableAfflictions(Character character)
{