Renamed project folders from Subsurface to Barotrauma
This commit is contained in:
@@ -0,0 +1,71 @@
|
||||
using Lidgren.Network;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
class AIController : ISteerable
|
||||
{
|
||||
|
||||
public enum AiState { None, Attack, GoTo, Escape }
|
||||
public enum SteeringState { Wander, Seek, Escape }
|
||||
|
||||
public bool Enabled;
|
||||
|
||||
public readonly Character Character;
|
||||
|
||||
protected AiState state;
|
||||
|
||||
protected SteeringManager steeringManager;
|
||||
|
||||
public SteeringManager SteeringManager
|
||||
{
|
||||
get { return steeringManager; }
|
||||
}
|
||||
|
||||
public Vector2 Steering
|
||||
{
|
||||
get { return Character.AnimController.TargetMovement; }
|
||||
set { Character.AnimController.TargetMovement = value; }
|
||||
}
|
||||
|
||||
public Vector2 SimPosition
|
||||
{
|
||||
get { return Character.SimPosition; }
|
||||
}
|
||||
|
||||
public Vector2 WorldPosition
|
||||
{
|
||||
get { return Character.WorldPosition; }
|
||||
}
|
||||
|
||||
public Vector2 Velocity
|
||||
{
|
||||
get { return Character.AnimController.Collider.LinearVelocity; }
|
||||
}
|
||||
|
||||
public AiState State
|
||||
{
|
||||
get { return state; }
|
||||
set { state = value; }
|
||||
}
|
||||
|
||||
public AIController (Character c)
|
||||
{
|
||||
Character = c;
|
||||
|
||||
Enabled = true;
|
||||
}
|
||||
|
||||
public virtual void DebugDraw(SpriteBatch spriteBatch) { }
|
||||
|
||||
public virtual void OnAttacked(IDamageable attacker, float amount) { }
|
||||
|
||||
public virtual void SelectTarget(AITarget target) { }
|
||||
|
||||
public virtual void Update(float deltaTime) { }
|
||||
|
||||
//protected Structure lastStructurePicked;
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,72 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
class AITarget
|
||||
{
|
||||
public static bool ShowAITargets;
|
||||
|
||||
public static List<AITarget> List = new List<AITarget>();
|
||||
|
||||
public readonly Entity Entity;
|
||||
|
||||
private float soundRange;
|
||||
private float sightRange;
|
||||
|
||||
public float SoundRange
|
||||
{
|
||||
get { return soundRange; }
|
||||
set { soundRange = Math.Max(value, 0.0f); }
|
||||
}
|
||||
|
||||
public float SightRange
|
||||
{
|
||||
get { return sightRange; }
|
||||
set { sightRange = Math.Max(value, 0.0f); }
|
||||
}
|
||||
|
||||
public Vector2 WorldPosition
|
||||
{
|
||||
get { return Entity.WorldPosition; }
|
||||
}
|
||||
|
||||
public Vector2 SimPosition
|
||||
{
|
||||
get { return Entity.SimPosition; }
|
||||
}
|
||||
|
||||
public AITarget(Entity e)
|
||||
{
|
||||
Entity = e;
|
||||
List.Add(this);
|
||||
}
|
||||
|
||||
public void Remove()
|
||||
{
|
||||
List.Remove(this);
|
||||
}
|
||||
|
||||
public void Draw(SpriteBatch spriteBatch)
|
||||
{
|
||||
if (!ShowAITargets) return;
|
||||
|
||||
var rangeSprite = GUI.SubmarineIcon;
|
||||
|
||||
if (soundRange > 0.0f)
|
||||
rangeSprite.Draw(spriteBatch,
|
||||
new Vector2(WorldPosition.X, -WorldPosition.Y),
|
||||
Color.Cyan * 0.1f, rangeSprite.Origin,
|
||||
0.0f, soundRange / rangeSprite.size.X);
|
||||
|
||||
if (sightRange > 0.0f)
|
||||
rangeSprite.Draw(spriteBatch,
|
||||
new Vector2(WorldPosition.X, -WorldPosition.Y),
|
||||
Color.Orange * 0.1f, rangeSprite.Origin,
|
||||
0.0f, sightRange / rangeSprite.size.X);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,313 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using System;
|
||||
using System.Linq;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
class CrewCommander
|
||||
{
|
||||
private CrewManager crewManager;
|
||||
|
||||
private GUIFrame frame;
|
||||
//GUIListBox characterList;
|
||||
|
||||
private bool infoTextShown;
|
||||
|
||||
private int characterFrameBottom;
|
||||
|
||||
public GUIFrame Frame
|
||||
{
|
||||
get { return IsOpen ? frame : null; }
|
||||
}
|
||||
|
||||
public bool IsOpen
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public CrewCommander(CrewManager crewManager)
|
||||
{
|
||||
this.crewManager = crewManager;
|
||||
}
|
||||
|
||||
public void ToggleGUIFrame()
|
||||
{
|
||||
IsOpen = !IsOpen;
|
||||
|
||||
if (IsOpen)
|
||||
{
|
||||
if (!infoTextShown)
|
||||
{
|
||||
GUI.AddMessage("Press " + GameMain.Config.KeyBind(InputType.CrewOrders) + " to open/close the command menu", Color.Cyan, 5.0f);
|
||||
infoTextShown = true;
|
||||
}
|
||||
|
||||
if (frame == null) CreateGUIFrame();
|
||||
UpdateCharacters();
|
||||
}
|
||||
}
|
||||
|
||||
private void CreateGUIFrame()
|
||||
{
|
||||
frame = new GUIFrame(Rectangle.Empty, Color.Black * 0.6f, null);
|
||||
frame.Padding = new Vector4(200.0f, 100.0f, 200.0f, 100.0f);
|
||||
|
||||
GUIButton closeButton = new GUIButton(new Rectangle(0, 50, 100, 20), "Close", Alignment.BottomCenter, "", frame);
|
||||
closeButton.OnClicked = (GUIButton button, object userData) =>
|
||||
{
|
||||
ToggleGUIFrame();
|
||||
return false;
|
||||
};
|
||||
|
||||
//UpdateCharacters();
|
||||
|
||||
int buttonWidth = 130;
|
||||
int spacing = 20;
|
||||
|
||||
int y = 50;
|
||||
|
||||
for (int n = 0; n<2; n++)
|
||||
{
|
||||
List<Order> orders = (n==0) ?
|
||||
Order.PrefabList.FindAll(o => o.ItemComponentType == null && string.IsNullOrEmpty(o.ItemName)) :
|
||||
Order.PrefabList.FindAll(o => o.ItemComponentType != null || !string.IsNullOrEmpty(o.ItemName));
|
||||
|
||||
int startX = -(buttonWidth * orders.Count + spacing * (orders.Count - 1)) / 2;
|
||||
|
||||
int i=0;
|
||||
foreach (Order order in orders)
|
||||
{
|
||||
int x = startX + (buttonWidth + spacing) * (i % orders.Count);
|
||||
|
||||
if (order.ItemComponentType!=null || !string.IsNullOrEmpty(order.ItemName))
|
||||
{
|
||||
List<Item> matchingItems = !string.IsNullOrEmpty(order.ItemName) ?
|
||||
Item.ItemList.FindAll(it => it.Name == order.ItemName) :
|
||||
Item.ItemList.FindAll(it => it.components.Any(ic => ic.GetType() == order.ItemComponentType));
|
||||
|
||||
int y2 = y;
|
||||
foreach (Item it in matchingItems)
|
||||
{
|
||||
var newOrder = new Order(order, it.components.Find(ic => ic.GetType() == order.ItemComponentType));
|
||||
|
||||
CreateOrderButton(new Rectangle(x + buttonWidth / 2, y2, buttonWidth, 20), newOrder, y2==y);
|
||||
y2 += 25;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
CreateOrderButton(new Rectangle(x + buttonWidth / 2, y, buttonWidth, 20), order);
|
||||
}
|
||||
i++;
|
||||
}
|
||||
|
||||
y += 100;
|
||||
}
|
||||
}
|
||||
|
||||
private GUIButton CreateOrderButton(Rectangle rect, Order order, bool createSymbol = true)
|
||||
{
|
||||
var orderButton = new GUIButton(rect, order.Name, null, Alignment.TopCenter, Alignment.Center, "GUITextBox", frame);
|
||||
orderButton.Padding = new Vector4(5.0f, 5.0f, 5.0f, 5.0f);
|
||||
/*orderButton.TextColor = Color.White;
|
||||
orderButton.Color = Color.Black * 0.5f;
|
||||
orderButton.HoverColor = Color.LightGray * 0.5f;
|
||||
orderButton.OutlineColor = Color.LightGray * 0.8f;*/
|
||||
orderButton.UserData = order;
|
||||
orderButton.OnClicked = SetOrder;
|
||||
|
||||
if (createSymbol)
|
||||
{
|
||||
var symbol = new GUIImage(new Rectangle(0,-60,64,64), order.SymbolSprite, Alignment.TopCenter, orderButton);
|
||||
symbol.Color = order.Color;
|
||||
|
||||
orderButton.children.Insert(0, symbol);
|
||||
orderButton.children.RemoveAt(orderButton.children.Count-1);
|
||||
}
|
||||
|
||||
return orderButton;
|
||||
}
|
||||
|
||||
public void UpdateCharacters()
|
||||
{
|
||||
CreateGUIFrame();
|
||||
|
||||
List<GUIComponent> prevCharacterFrames = new List<GUIComponent>();
|
||||
foreach (GUIComponent child in frame.children)
|
||||
{
|
||||
if (!(child.UserData is Character)) continue;
|
||||
|
||||
prevCharacterFrames.Add(child);
|
||||
}
|
||||
|
||||
foreach (GUIComponent child in prevCharacterFrames)
|
||||
{
|
||||
frame.RemoveChild(child);
|
||||
}
|
||||
|
||||
List<Character> aliveCharacters = crewManager.characters.FindAll(c => !c.IsDead && c.AIController is HumanAIController);
|
||||
|
||||
characterFrameBottom = 0;
|
||||
|
||||
int charactersPerRow = 4;
|
||||
|
||||
int spacing = 5;
|
||||
|
||||
int i = 0;
|
||||
foreach (Character character in aliveCharacters)
|
||||
{
|
||||
int rowCharacterCount = Math.Min(charactersPerRow, aliveCharacters.Count);
|
||||
//if (i >= aliveCharacters.Count - charactersPerRow && aliveCharacters.Count % charactersPerRow > 0) rowCharacterCount = aliveCharacters.Count % charactersPerRow;
|
||||
|
||||
// rowCharacterCount = Math.Min(rowCharacterCount, aliveCharacters.Count - i);
|
||||
int startX = -(150 * rowCharacterCount + spacing * (rowCharacterCount - 1)) / 2;
|
||||
|
||||
|
||||
int x = startX + (150 + spacing) * (i % Math.Min(charactersPerRow, aliveCharacters.Count));
|
||||
int y = (105 + spacing)*((int)Math.Floor((double)i / charactersPerRow));
|
||||
|
||||
GUIButton characterButton = new GUIButton(new Rectangle(x+75, y, 150, 40), "", null, Alignment.TopCenter, "GUITextBox", frame);
|
||||
|
||||
characterButton.UserData = character;
|
||||
characterButton.Padding = new Vector4(5.0f, 5.0f, 5.0f, 5.0f);
|
||||
|
||||
characterButton.Color = Character.Controlled == character ? Color.Gold : Color.White;
|
||||
/*characterButton.HoverColor = Color.LightGray * 0.5f;
|
||||
characterButton.SelectedColor = Color.Gold * 0.6f;
|
||||
characterButton.OutlineColor = Color.LightGray * 0.8f;*/
|
||||
|
||||
characterFrameBottom = Math.Max(characterFrameBottom, characterButton.Rect.Bottom);
|
||||
|
||||
string name = character.Info.Name;
|
||||
if (character.Info.Job != null) name += '\n' + "(" + character.Info.Job.Name + ")";
|
||||
|
||||
GUITextBlock textBlock = new GUITextBlock(
|
||||
new Rectangle(40, 0, 0, 25),
|
||||
name,
|
||||
Color.Transparent, null,
|
||||
Alignment.Left, Alignment.Left,
|
||||
"", characterButton, false);
|
||||
textBlock.Font = GUI.SmallFont;
|
||||
textBlock.Padding = new Vector4(5.0f, 0.0f, 5.0f, 0.0f);
|
||||
|
||||
new GUIImage(new Rectangle(-5, -5, 0, 0), character.AnimController.Limbs[0].sprite, Alignment.Left, characterButton);
|
||||
|
||||
var humanAi = character.AIController as HumanAIController;
|
||||
if (humanAi != null && humanAi.CurrentOrder != null)
|
||||
{
|
||||
CreateCharacterOrderFrame(characterButton, humanAi.CurrentOrder, humanAi.CurrentOrderOption);
|
||||
}
|
||||
|
||||
i++;
|
||||
}
|
||||
|
||||
foreach (GUIComponent child in frame.children)
|
||||
{
|
||||
if (!(child.UserData is Order)) continue;
|
||||
|
||||
Rectangle rect = child.Rect;
|
||||
rect.Y += characterFrameBottom;
|
||||
|
||||
child.Rect = rect;
|
||||
}
|
||||
}
|
||||
|
||||
public void SelectCharacter(Character character)
|
||||
{
|
||||
var characterButton = frame.FindChild(character) as GUIButton;
|
||||
|
||||
if (characterButton == null) return;
|
||||
|
||||
characterButton.Selected = true;
|
||||
}
|
||||
|
||||
private bool SetOrder(GUIButton button, object userData)
|
||||
{
|
||||
Order order = userData as Order;
|
||||
|
||||
foreach (GUIComponent child in frame.children)
|
||||
{
|
||||
var characterButton = child as GUIButton;
|
||||
characterButton.State = GUIComponent.ComponentState.None;
|
||||
|
||||
if (!characterButton.Selected) continue;
|
||||
characterButton.Selected = false;
|
||||
|
||||
CreateCharacterOrderFrame(characterButton, order, "");
|
||||
|
||||
var humanAi = (characterButton.UserData as Character).AIController as HumanAIController;
|
||||
|
||||
humanAi.SetOrder(order, "");
|
||||
}
|
||||
|
||||
//characterList.Deselect();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private void CreateCharacterOrderFrame(GUIComponent characterFrame, Order order, string selectedOption)
|
||||
{
|
||||
var character = characterFrame.UserData as Character;
|
||||
if (character == null) return;
|
||||
|
||||
var humanAi = character.AIController as HumanAIController;
|
||||
if (humanAi == null) return;
|
||||
|
||||
var existingOrder = characterFrame.children.Find(c => c.UserData is Order);
|
||||
if (existingOrder != null) characterFrame.RemoveChild(existingOrder);
|
||||
|
||||
var orderFrame = new GUIFrame(new Rectangle(-5, characterFrame.Rect.Height, characterFrame.Rect.Width, 30 + order.Options.Length * 15), "InnerFrame", characterFrame);
|
||||
/*orderFrame.OutlineColor = Color.LightGray * 0.5f;*/
|
||||
orderFrame.Padding = new Vector4(5.0f, 5.0f, 5.0f, 5.0f);
|
||||
orderFrame.UserData = order;
|
||||
|
||||
var img = new GUIImage(new Rectangle(0, 0, 20, 20), order.SymbolSprite, Alignment.TopLeft, orderFrame);
|
||||
img.Scale = 20.0f / img.SourceRect.Width;
|
||||
img.Color = order.Color;
|
||||
img.CanBeFocused = false;
|
||||
|
||||
new GUITextBlock(new Rectangle(img.Rect.Width, 0, 0, 20), order.DoingText, "", Alignment.TopLeft, Alignment.CenterLeft, orderFrame);
|
||||
|
||||
var optionList = new GUIListBox(new Rectangle(0, 20, 0, 80), Color.Transparent, null, orderFrame);
|
||||
optionList.UserData = order;
|
||||
|
||||
for (int i = 0; i < order.Options.Length; i++ )
|
||||
{
|
||||
var optionBox = new GUITextBlock(new Rectangle(0, 0, 0, 15), order.Options[i], "", Alignment.TopLeft, Alignment.CenterLeft, optionList);
|
||||
optionBox.Font = GUI.SmallFont;
|
||||
optionBox.UserData = order.Options[i];
|
||||
|
||||
if (selectedOption == order.Options[i])
|
||||
{
|
||||
optionList.Select(i);
|
||||
}
|
||||
}
|
||||
optionList.OnSelected = SelectOrderOption;
|
||||
|
||||
}
|
||||
|
||||
private bool SelectOrderOption(GUIComponent component, object userData)
|
||||
{
|
||||
string option = userData.ToString();
|
||||
Order order = component.Parent.UserData as Order;
|
||||
Character character = component.Parent.Parent.Parent.UserData as Character;
|
||||
|
||||
var humanAi = character.AIController as HumanAIController;
|
||||
if (humanAi == null) return false;
|
||||
|
||||
humanAi.SetOrder(order, option);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public void Draw(SpriteBatch spriteBatch)
|
||||
{
|
||||
if (!IsOpen) return;
|
||||
|
||||
frame.Draw(spriteBatch);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,576 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
using System.Xml.Linq;
|
||||
using FarseerPhysics;
|
||||
using Lidgren.Network;
|
||||
using Microsoft.Xna.Framework;
|
||||
using FarseerPhysics.Dynamics;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
|
||||
class EnemyAIController : AIController
|
||||
{
|
||||
private const float UpdateTargetsInterval = 0.5f;
|
||||
|
||||
private const float RaycastInterval = 1.0f;
|
||||
|
||||
private bool attackWhenProvoked;
|
||||
|
||||
//the preference to attack a specific type of target (-1.0 - 1.0)
|
||||
//0.0 = doesn't attack targets of the type
|
||||
//positive values = attacks targets of this type
|
||||
//negative values = escapes targets of this type
|
||||
private float attackRooms, attackHumans, attackWeaker, attackStronger;
|
||||
|
||||
private SteeringManager outsideSteering, insideSteering;
|
||||
|
||||
private float updateTargetsTimer;
|
||||
|
||||
private float raycastTimer;
|
||||
|
||||
//a timer for attacks such as biting that last for a specific amount of time
|
||||
//the duration is determined by the attackDuration of the attacking limb
|
||||
private float attackTimer;
|
||||
|
||||
//a "cooldown time" after an attack during which the Character doesn't try to attack again
|
||||
private float attackCoolDown;
|
||||
private float coolDownTimer;
|
||||
|
||||
//a point in a wall which the Character is currently targeting
|
||||
private Vector2 wallAttackPos;
|
||||
//the entity (a wall) which the Character is targeting
|
||||
private IDamageable targetEntity;
|
||||
|
||||
//the limb selected for the current attack
|
||||
private Limb attackingLimb;
|
||||
|
||||
private AITarget selectedAiTarget;
|
||||
private AITargetMemory selectedTargetMemory;
|
||||
private float targetValue;
|
||||
|
||||
private Dictionary<AITarget, AITargetMemory> targetMemories;
|
||||
|
||||
//the eyesight of the NPC (0.0 = blind, 1.0 = sees every target within sightRange)
|
||||
private float sight;
|
||||
//how far the NPC can hear targets from (0.0 = deaf, 1.0 = hears every target within soundRange)
|
||||
private float hearing;
|
||||
|
||||
public AITarget SelectedAiTarget
|
||||
{
|
||||
get { return selectedAiTarget; }
|
||||
}
|
||||
|
||||
public EnemyAIController(Character c, string file) : base(c)
|
||||
{
|
||||
targetMemories = new Dictionary<AITarget, AITargetMemory>();
|
||||
|
||||
XDocument doc = ToolBox.TryLoadXml(file);
|
||||
if (doc == null || doc.Root == null) return;
|
||||
|
||||
XElement aiElement = doc.Root.Element("ai");
|
||||
if (aiElement == null) return;
|
||||
|
||||
attackRooms = ToolBox.GetAttributeFloat(aiElement, "attackrooms", 0.0f) / 100.0f;
|
||||
attackHumans = ToolBox.GetAttributeFloat(aiElement, "attackhumans", 0.0f) / 100.0f;
|
||||
attackWeaker = ToolBox.GetAttributeFloat(aiElement, "attackweaker", 0.0f) / 100.0f;
|
||||
attackStronger = ToolBox.GetAttributeFloat(aiElement, "attackstronger", 0.0f) / 100.0f;
|
||||
|
||||
attackCoolDown = ToolBox.GetAttributeFloat(aiElement, "attackcooldown", 5.0f);
|
||||
|
||||
sight = ToolBox.GetAttributeFloat(aiElement, "sight", 0.0f);
|
||||
hearing = ToolBox.GetAttributeFloat(aiElement, "hearing", 0.0f);
|
||||
|
||||
attackWhenProvoked = ToolBox.GetAttributeBool(aiElement, "attackwhenprovoked", false);
|
||||
|
||||
outsideSteering = new SteeringManager(this);
|
||||
insideSteering = new IndoorsSteeringManager(this, false);
|
||||
|
||||
steeringManager = outsideSteering;
|
||||
|
||||
state = AiState.None;
|
||||
}
|
||||
|
||||
public override void SelectTarget(AITarget target)
|
||||
{
|
||||
selectedAiTarget = target;
|
||||
selectedTargetMemory = FindTargetMemory(target);
|
||||
|
||||
targetValue = 100.0f;
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime)
|
||||
{
|
||||
bool ignorePlatforms = (-Character.AnimController.TargetMovement.Y > Math.Abs(Character.AnimController.TargetMovement.X));
|
||||
|
||||
if (steeringManager is IndoorsSteeringManager)
|
||||
{
|
||||
var currPath = ((IndoorsSteeringManager)steeringManager).CurrentPath;
|
||||
if (currPath != null && currPath.CurrentNode != null)
|
||||
{
|
||||
if (currPath.CurrentNode.SimPosition.Y < Character.AnimController.GetColliderBottom().Y)
|
||||
{
|
||||
ignorePlatforms = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Character.AnimController.IgnorePlatforms = ignorePlatforms;
|
||||
|
||||
if (Character.AnimController is HumanoidAnimController)
|
||||
{
|
||||
if (Math.Abs(Character.AnimController.movement.X) > 0.1f && !Character.AnimController.InWater)
|
||||
{
|
||||
Character.AnimController.TargetDir = Character.AnimController.movement.X > 0.0f ? Direction.Right : Direction.Left;
|
||||
}
|
||||
}
|
||||
|
||||
if (updateTargetsTimer > 0.0)
|
||||
{
|
||||
updateTargetsTimer -= deltaTime;
|
||||
}
|
||||
else
|
||||
{
|
||||
UpdateTargets(Character);
|
||||
updateTargetsTimer = UpdateTargetsInterval;
|
||||
|
||||
if (selectedAiTarget == null)
|
||||
{
|
||||
state = AiState.None;
|
||||
}
|
||||
else
|
||||
{
|
||||
state = (targetValue > 0.0f) ? AiState.Attack : AiState.Escape;
|
||||
}
|
||||
//if (coolDownTimer >= 0.0f) return;
|
||||
}
|
||||
|
||||
steeringManager = Character.Submarine == null ? outsideSteering : insideSteering;
|
||||
|
||||
switch (state)
|
||||
{
|
||||
case AiState.None:
|
||||
UpdateNone(deltaTime);
|
||||
break;
|
||||
case AiState.Attack:
|
||||
UpdateAttack(deltaTime);
|
||||
break;
|
||||
}
|
||||
|
||||
steeringManager.Update();
|
||||
}
|
||||
|
||||
private void UpdateNone(float deltaTime)
|
||||
{
|
||||
//wander around randomly
|
||||
if (Character.Submarine==null && SimPosition.Y < ConvertUnits.ToSimUnits(SubmarineBody.DamageDepth*0.5f))
|
||||
{
|
||||
steeringManager.SteeringManual(deltaTime, Vector2.UnitY);
|
||||
}
|
||||
else
|
||||
{
|
||||
steeringManager.SteeringAvoid(deltaTime, 0.1f);
|
||||
steeringManager.SteeringWander(0.5f);
|
||||
}
|
||||
|
||||
attackingLimb = null;
|
||||
attackTimer = 0.0f;
|
||||
|
||||
coolDownTimer -= deltaTime;
|
||||
}
|
||||
|
||||
private void UpdateAttack(float deltaTime)
|
||||
{
|
||||
if (selectedAiTarget == null || selectedAiTarget.Entity == null || selectedAiTarget.Entity.Removed)
|
||||
{
|
||||
state = AiState.None;
|
||||
return;
|
||||
}
|
||||
|
||||
selectedTargetMemory.Priority -= deltaTime;
|
||||
|
||||
Vector2 attackSimPosition = Character.Submarine == null ? ConvertUnits.ToSimUnits(selectedAiTarget.WorldPosition) : selectedAiTarget.SimPosition;
|
||||
if (wallAttackPos != Vector2.Zero && targetEntity != null)
|
||||
{
|
||||
attackSimPosition = wallAttackPos;
|
||||
|
||||
if (selectedAiTarget.Entity != null && Character.Submarine == null && selectedAiTarget.Entity.Submarine != null) attackSimPosition += ConvertUnits.ToSimUnits(selectedAiTarget.Entity.Submarine.Position);
|
||||
}
|
||||
|
||||
if (Math.Abs(Character.AnimController.movement.X) > 0.1f && !Character.AnimController.InWater)
|
||||
{
|
||||
Character.AnimController.TargetDir = Character.SimPosition.X < attackSimPosition.X ? Direction.Right : Direction.Left;
|
||||
}
|
||||
|
||||
if (coolDownTimer > 0.0f)
|
||||
{
|
||||
UpdateCoolDown(attackSimPosition, deltaTime);
|
||||
return;
|
||||
}
|
||||
|
||||
if (raycastTimer > 0.0)
|
||||
{
|
||||
raycastTimer -= deltaTime;
|
||||
}
|
||||
else
|
||||
{
|
||||
GetTargetEntity();
|
||||
|
||||
raycastTimer = RaycastInterval;
|
||||
}
|
||||
|
||||
//steeringManager.SteeringAvoid(deltaTime, 1.0f);
|
||||
|
||||
Limb attackLimb = attackingLimb;
|
||||
//check if any of the limbs is close enough to attack the target
|
||||
if (attackingLimb == null)
|
||||
{
|
||||
foreach (Limb limb in Character.AnimController.Limbs)
|
||||
{
|
||||
if (limb.attack==null) continue;
|
||||
attackLimb = limb;
|
||||
|
||||
if (ConvertUnits.ToDisplayUnits(Vector2.Distance(limb.SimPosition, attackSimPosition)) > limb.attack.Range) continue;
|
||||
|
||||
attackingLimb = limb;
|
||||
break;
|
||||
}
|
||||
|
||||
if (Character.IsRemotePlayer)
|
||||
{
|
||||
if (!Character.IsKeyDown(InputType.Attack)) return;
|
||||
}
|
||||
}
|
||||
if (attackLimb != null)
|
||||
{
|
||||
steeringManager.SteeringSeek(attackSimPosition - (attackLimb.SimPosition - SimPosition));
|
||||
|
||||
if (steeringManager is IndoorsSteeringManager)
|
||||
{
|
||||
var indoorsSteering = (IndoorsSteeringManager)steeringManager;
|
||||
if (indoorsSteering.CurrentPath!=null && (indoorsSteering.CurrentPath.Finished || indoorsSteering.CurrentPath.Unreachable))
|
||||
{
|
||||
steeringManager.SteeringManual(deltaTime, attackSimPosition - attackLimb.SimPosition);
|
||||
}
|
||||
}
|
||||
|
||||
if (attackingLimb != null) UpdateLimbAttack(deltaTime, attackingLimb, attackSimPosition);
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateCoolDown(Vector2 attackPosition, float deltaTime)
|
||||
{
|
||||
coolDownTimer -= deltaTime;
|
||||
attackingLimb = null;
|
||||
|
||||
if (selectedAiTarget.Entity is Hull ||
|
||||
Vector2.Distance(attackPosition, Character.AnimController.Limbs[0].SimPosition) < ConvertUnits.ToSimUnits(500.0f))
|
||||
{
|
||||
steeringManager.SteeringSeek(attackPosition, -0.8f);
|
||||
steeringManager.SteeringAvoid(deltaTime, 1.0f);
|
||||
}
|
||||
else
|
||||
{
|
||||
steeringManager.SteeringSeek(attackPosition, -0.5f);
|
||||
steeringManager.SteeringAvoid(deltaTime, 1.0f);
|
||||
}
|
||||
}
|
||||
|
||||
private void GetTargetEntity()
|
||||
{
|
||||
targetEntity = null;
|
||||
|
||||
if (Character.AnimController.CurrentHull != null)
|
||||
{
|
||||
wallAttackPos = Vector2.Zero;
|
||||
return;
|
||||
}
|
||||
|
||||
//check if there's a wall between the target and the Character
|
||||
Vector2 rayStart = Character.SimPosition;
|
||||
Vector2 rayEnd = selectedAiTarget.SimPosition;
|
||||
|
||||
if (selectedAiTarget.Entity.Submarine!=null && Character.Submarine==null)
|
||||
{
|
||||
rayStart -= ConvertUnits.ToSimUnits(selectedAiTarget.Entity.Submarine.Position);
|
||||
}
|
||||
|
||||
Body closestBody = Submarine.CheckVisibility(rayStart, rayEnd);
|
||||
|
||||
if (Submarine.LastPickedFraction == 1.0f || closestBody == null)
|
||||
{
|
||||
wallAttackPos = Vector2.Zero;
|
||||
return;
|
||||
}
|
||||
|
||||
Structure wall = closestBody.UserData as Structure;
|
||||
if (wall == null)
|
||||
{
|
||||
wallAttackPos = Submarine.LastPickedPosition;
|
||||
if (selectedAiTarget.Entity.Submarine!=null && Character.Submarine == null) wallAttackPos -= ConvertUnits.ToSimUnits(selectedAiTarget.Entity.Submarine.Position);
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
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))
|
||||
{
|
||||
sectionIndex = i;
|
||||
break;
|
||||
}
|
||||
if (wall.SectionDamage(i) > sectionDamage) sectionIndex = i;
|
||||
}
|
||||
wallAttackPos = wall.SectionPosition(sectionIndex);
|
||||
//if (wall.Submarine != null) wallAttackPos += wall.Submarine.Position;
|
||||
wallAttackPos = ConvertUnits.ToSimUnits(wallAttackPos);
|
||||
}
|
||||
|
||||
targetEntity = closestBody.UserData as IDamageable;
|
||||
}
|
||||
|
||||
public override void OnAttacked(IDamageable attacker, float amount)
|
||||
{
|
||||
updateTargetsTimer = Math.Min(updateTargetsTimer, 0.1f);
|
||||
coolDownTimer *= 0.1f;
|
||||
|
||||
if (amount > 0.1f && attackWhenProvoked)
|
||||
{
|
||||
attackHumans = 100.0f;
|
||||
attackRooms = 100.0f;
|
||||
}
|
||||
|
||||
if (attacker==null || attacker.AiTarget==null) return;
|
||||
AITargetMemory targetMemory = FindTargetMemory(attacker.AiTarget);
|
||||
targetMemory.Priority += amount;
|
||||
}
|
||||
|
||||
private void UpdateLimbAttack(float deltaTime, Limb limb, Vector2 attackPosition)
|
||||
{
|
||||
var damageTarget = (wallAttackPos != Vector2.Zero && targetEntity != null) ? targetEntity : selectedAiTarget.Entity as IDamageable;
|
||||
|
||||
limb.UpdateAttack(deltaTime, attackPosition, damageTarget);
|
||||
|
||||
if (limb.AttackTimer >= limb.attack.Duration)
|
||||
{
|
||||
wallAttackPos = Vector2.Zero;
|
||||
limb.AttackTimer = 0.0f;
|
||||
coolDownTimer = attackCoolDown;
|
||||
}
|
||||
}
|
||||
|
||||
//goes through all the AItargets, evaluates how preferable it is to attack the target,
|
||||
//whether the Character can see/hear the target and chooses the most preferable target within
|
||||
//sight/hearing range
|
||||
public void UpdateTargets(Character character)
|
||||
{
|
||||
var prevAiTarget = selectedAiTarget;
|
||||
|
||||
selectedAiTarget = null;
|
||||
selectedTargetMemory = null;
|
||||
targetValue = 0.0f;
|
||||
|
||||
UpdateTargetMemories();
|
||||
|
||||
foreach (AITarget target in AITarget.List)
|
||||
{
|
||||
if (Level.Loaded != null && target.WorldPosition.Y > Level.Loaded.Size.Y)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
float valueModifier = 0.0f;
|
||||
float dist = 0.0f;
|
||||
|
||||
IDamageable targetDamageable = target.Entity as IDamageable;
|
||||
if (targetDamageable!=null && targetDamageable.Health <= 0.0f) continue;
|
||||
|
||||
Character targetCharacter = target.Entity as Character;
|
||||
|
||||
//ignore the aitarget if it is the Character itself
|
||||
if (targetCharacter == character) continue;
|
||||
|
||||
if (targetCharacter!=null)
|
||||
{
|
||||
if (attackHumans == 0.0f || targetCharacter.SpeciesName != "human") continue;
|
||||
|
||||
valueModifier = attackHumans;
|
||||
}
|
||||
else if (target.Entity!=null && attackRooms != 0.0f)
|
||||
{
|
||||
//skip the target if it's the room the Character is inside of
|
||||
if (character.AnimController.CurrentHull != null && character.AnimController.CurrentHull == target.Entity as Hull) continue;
|
||||
|
||||
valueModifier = attackRooms;
|
||||
}
|
||||
|
||||
dist = Vector2.Distance(character.WorldPosition, target.WorldPosition);
|
||||
|
||||
//if the target has been within range earlier, the character will notice it more easily
|
||||
//(i.e. remember where the target was)
|
||||
if (targetMemories.ContainsKey(target)) dist *= 0.1f;
|
||||
|
||||
//ignore target if it's too far to see or hear
|
||||
if (dist > target.SightRange * sight && dist > target.SoundRange * hearing) continue;
|
||||
|
||||
AITargetMemory targetMemory = FindTargetMemory(target);
|
||||
valueModifier = valueModifier * targetMemory.Priority / dist;
|
||||
|
||||
if (Math.Abs(valueModifier) > Math.Abs(targetValue))
|
||||
{
|
||||
Vector2 rayStart = character.AnimController.Limbs[0].SimPosition;
|
||||
Vector2 rayEnd = target.SimPosition;
|
||||
|
||||
if (target.Entity.Submarine != null && character.Submarine==null)
|
||||
{
|
||||
rayStart -= ConvertUnits.ToSimUnits(target.Entity.Submarine.Position);
|
||||
}
|
||||
|
||||
Body closestBody = Submarine.CheckVisibility(rayStart, rayEnd);
|
||||
Structure closestStructure = (closestBody == null) ? null : closestBody.UserData as Structure;
|
||||
|
||||
if (targetDamageable != null)
|
||||
{
|
||||
valueModifier = valueModifier / targetDamageable.Health;
|
||||
}
|
||||
else if (closestStructure!=null)
|
||||
{
|
||||
valueModifier = valueModifier / ((IDamageable)closestStructure).Health;
|
||||
}
|
||||
else
|
||||
{
|
||||
valueModifier = valueModifier / 1000.0f;
|
||||
}
|
||||
|
||||
if (selectedAiTarget == null || Math.Abs(valueModifier) > Math.Abs(targetValue))
|
||||
{
|
||||
selectedAiTarget = target;
|
||||
selectedTargetMemory = targetMemory;
|
||||
|
||||
targetValue = valueModifier;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (selectedAiTarget != prevAiTarget)
|
||||
{
|
||||
wallAttackPos = Vector2.Zero;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
//find the targetMemory that corresponds to some AItarget or create if there isn't one yet
|
||||
private AITargetMemory FindTargetMemory(AITarget target)
|
||||
{
|
||||
AITargetMemory memory = null;
|
||||
if (targetMemories.TryGetValue(target, out memory))
|
||||
{
|
||||
return memory;
|
||||
}
|
||||
|
||||
memory = new AITargetMemory(100.0f);
|
||||
targetMemories.Add(target, memory);
|
||||
|
||||
return memory;
|
||||
}
|
||||
|
||||
//go through all the targetmemories and delete ones that don't
|
||||
//have a corresponding AItarget or whose priority is 0.0f
|
||||
private void UpdateTargetMemories()
|
||||
{
|
||||
|
||||
List<AITarget> toBeRemoved = new List<AITarget>();
|
||||
foreach(KeyValuePair<AITarget, AITargetMemory> memory in targetMemories)
|
||||
{
|
||||
memory.Value.Priority += 0.5f;
|
||||
if (Math.Abs(memory.Value.Priority) < 1.0f || !AITarget.List.Contains(memory.Key)) toBeRemoved.Add(memory.Key);
|
||||
}
|
||||
|
||||
foreach (AITarget target in toBeRemoved)
|
||||
{
|
||||
targetMemories.Remove(target);
|
||||
}
|
||||
}
|
||||
|
||||
public override void DebugDraw(SpriteBatch spriteBatch)
|
||||
{
|
||||
if (Character.IsDead) return;
|
||||
|
||||
Vector2 pos = Character.WorldPosition;
|
||||
pos.Y = -pos.Y;
|
||||
|
||||
if (selectedAiTarget!=null)
|
||||
{
|
||||
GUI.DrawLine(spriteBatch, pos, new Vector2(selectedAiTarget.WorldPosition.X, -selectedAiTarget.WorldPosition.Y), Color.Red);
|
||||
|
||||
if (wallAttackPos!=Vector2.Zero)
|
||||
{
|
||||
GUI.DrawRectangle(spriteBatch, ConvertUnits.ToDisplayUnits(new Vector2(wallAttackPos.X, -wallAttackPos.Y)) - new Vector2(10.0f, 10.0f), new Vector2(20.0f, 20.0f), Color.Red, false);
|
||||
}
|
||||
|
||||
GUI.Font.DrawString(spriteBatch, targetValue.ToString(), pos - Vector2.UnitY*20.0f, Color.Red);
|
||||
}
|
||||
|
||||
if (selectedAiTarget != null)
|
||||
{
|
||||
GUI.DrawLine(spriteBatch,
|
||||
new Vector2(Character.DrawPosition.X, -Character.DrawPosition.Y),
|
||||
new Vector2(selectedAiTarget.WorldPosition.X, -selectedAiTarget.WorldPosition.Y), Color.Red);
|
||||
}
|
||||
|
||||
GUI.Font.DrawString(spriteBatch, targetValue.ToString(), pos - Vector2.UnitY * 80.0f, Color.Red);
|
||||
|
||||
GUI.Font.DrawString(spriteBatch, "updatetargets: "+updateTargetsTimer, pos - Vector2.UnitY * 100.0f, Color.Red);
|
||||
GUI.Font.DrawString(spriteBatch, "cooldown: " + coolDownTimer, pos - Vector2.UnitY * 120.0f, Color.Red);
|
||||
|
||||
|
||||
IndoorsSteeringManager pathSteering = steeringManager as IndoorsSteeringManager;
|
||||
if (pathSteering == null || pathSteering.CurrentPath == null || pathSteering.CurrentPath.CurrentNode == null) return;
|
||||
|
||||
GUI.DrawLine(spriteBatch,
|
||||
new Vector2(Character.DrawPosition.X, -Character.DrawPosition.Y),
|
||||
new Vector2(pathSteering.CurrentPath.CurrentNode.DrawPosition.X, -pathSteering.CurrentPath.CurrentNode.DrawPosition.Y),
|
||||
Color.LightGreen);
|
||||
|
||||
|
||||
for (int i = 1; i < pathSteering.CurrentPath.Nodes.Count; i++)
|
||||
{
|
||||
GUI.DrawLine(spriteBatch,
|
||||
new Vector2(pathSteering.CurrentPath.Nodes[i].DrawPosition.X, -pathSteering.CurrentPath.Nodes[i].DrawPosition.Y),
|
||||
new Vector2(pathSteering.CurrentPath.Nodes[i - 1].DrawPosition.X, -pathSteering.CurrentPath.Nodes[i - 1].DrawPosition.Y),
|
||||
Color.LightGreen);
|
||||
|
||||
GUI.SmallFont.DrawString(spriteBatch,
|
||||
pathSteering.CurrentPath.Nodes[i].ID.ToString(),
|
||||
new Vector2(pathSteering.CurrentPath.Nodes[i].DrawPosition.X, -pathSteering.CurrentPath.Nodes[i].DrawPosition.Y - 10),
|
||||
Color.LightGreen);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//the "memory" of the Character
|
||||
//keeps track of how preferable it is to attack a specific target
|
||||
//(if the Character can't inflict much damage the target, the priority decreases
|
||||
//and if the target attacks the Character, the priority increases)
|
||||
class AITargetMemory
|
||||
{
|
||||
private float priority;
|
||||
|
||||
public float Priority
|
||||
{
|
||||
get { return priority; }
|
||||
set { priority = MathHelper.Clamp(value, 1.0f, 100.0f); }
|
||||
}
|
||||
|
||||
public AITargetMemory(float priority)
|
||||
{
|
||||
this.priority = priority;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,196 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
class HumanAIController : AIController
|
||||
{
|
||||
public static bool DisableCrewAI;
|
||||
|
||||
const float UpdateObjectiveInterval = 0.5f;
|
||||
|
||||
private AIObjectiveManager objectiveManager;
|
||||
|
||||
private AITarget selectedAiTarget;
|
||||
|
||||
private float updateObjectiveTimer;
|
||||
|
||||
public Order CurrentOrder
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public string CurrentOrderOption
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public HumanAIController(Character c) : base(c)
|
||||
{
|
||||
steeringManager = new IndoorsSteeringManager(this, true);
|
||||
|
||||
objectiveManager = new AIObjectiveManager(c);
|
||||
objectiveManager.AddObjective(new AIObjectiveFindSafety(c));
|
||||
objectiveManager.AddObjective(new AIObjectiveIdle(c));
|
||||
|
||||
updateObjectiveTimer = Rand.Range(0.0f, UpdateObjectiveInterval);
|
||||
|
||||
if (GameMain.GameSession!=null && GameMain.GameSession.CrewManager!=null)
|
||||
{
|
||||
CurrentOrder = Order.PrefabList.Find(o => o.Name.ToLowerInvariant() == "dismissed");
|
||||
objectiveManager.SetOrder(CurrentOrder, "");
|
||||
GameMain.GameSession.CrewManager.SetCharacterOrder(Character, CurrentOrder);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime)
|
||||
{
|
||||
if (DisableCrewAI || Character.IsUnconscious) return;
|
||||
|
||||
Character.ClearInputs();
|
||||
|
||||
//steeringManager = Character.AnimController.CurrentHull == null ? outdoorsSteeringManager : indoorsSteeringManager;
|
||||
|
||||
if (updateObjectiveTimer>0.0f)
|
||||
{
|
||||
updateObjectiveTimer -= deltaTime;
|
||||
}
|
||||
else
|
||||
{
|
||||
objectiveManager.UpdateObjectives();
|
||||
updateObjectiveTimer = UpdateObjectiveInterval;
|
||||
}
|
||||
|
||||
objectiveManager.DoCurrentObjective(deltaTime);
|
||||
|
||||
float currObjectivePriority = objectiveManager.GetCurrentPriority(Character);
|
||||
float moveSpeed = MathHelper.Clamp(currObjectivePriority/10.0f, 1.0f, 3.0f);
|
||||
|
||||
steeringManager.Update(moveSpeed);
|
||||
|
||||
bool ignorePlatforms = Character.AnimController.TargetMovement.Y < -0.5f &&
|
||||
(-Character.AnimController.TargetMovement.Y > Math.Abs(Character.AnimController.TargetMovement.X));
|
||||
|
||||
var currPath = (steeringManager as IndoorsSteeringManager).CurrentPath;
|
||||
if (currPath != null && currPath.CurrentNode != null)
|
||||
{
|
||||
if (currPath.CurrentNode.SimPosition.Y < Character.AnimController.GetColliderBottom().Y)
|
||||
{
|
||||
ignorePlatforms = true;
|
||||
}
|
||||
}
|
||||
|
||||
Character.AnimController.IgnorePlatforms = ignorePlatforms;
|
||||
(Character.AnimController as HumanoidAnimController).Crouching = false;
|
||||
|
||||
if (!Character.AnimController.InWater)
|
||||
{
|
||||
Character.AnimController.TargetMovement = new Vector2(
|
||||
Character.AnimController.TargetMovement.X,
|
||||
MathHelper.Clamp(Character.AnimController.TargetMovement.Y, -1.0f, 1.0f)) * Character.SpeedMultiplier;
|
||||
|
||||
Character.SpeedMultiplier = 1.0f;
|
||||
}
|
||||
|
||||
if (Character.SelectedConstruction != null && Character.SelectedConstruction.GetComponent<Items.Components.Ladder>()!=null)
|
||||
{
|
||||
if (currPath != null && currPath.CurrentNode != null && currPath.CurrentNode.Ladders != null)
|
||||
{
|
||||
Character.AnimController.TargetMovement = new Vector2( 0.0f, Math.Sign(Character.AnimController.TargetMovement.Y));
|
||||
}
|
||||
}
|
||||
|
||||
//suit can be taken off if there character is inside a hull and there's air in the room
|
||||
bool canTakeOffSuit = Character.AnimController.CurrentHull != null &&
|
||||
Character.AnimController.CurrentHull.OxygenPercentage > 30.0f &&
|
||||
Character.AnimController.CurrentHull.Volume < Character.AnimController.CurrentHull.FullVolume * 0.3f;
|
||||
|
||||
//the suit can be taken off and the character is running out of oxygen (couldn't find a tank for the suit?) or idling
|
||||
//-> take the suit off
|
||||
if (canTakeOffSuit && (Character.Oxygen < 50.0f || objectiveManager.CurrentObjective is AIObjectiveIdle))
|
||||
{
|
||||
var divingSuit = Character.Inventory.FindItem("Diving Suit");
|
||||
if (divingSuit != null) divingSuit.Drop(Character);
|
||||
}
|
||||
|
||||
if (Character.IsKeyDown(InputType.Aim))
|
||||
{
|
||||
var cursorDiffX = Character.CursorPosition.X - Character.Position.X;
|
||||
if (cursorDiffX > 10.0f)
|
||||
{
|
||||
Character.AnimController.TargetDir = Direction.Right;
|
||||
}
|
||||
else if (cursorDiffX < -10.0f)
|
||||
{
|
||||
Character.AnimController.TargetDir = Direction.Left;
|
||||
}
|
||||
|
||||
if (Character.SelectedConstruction != null) Character.SelectedConstruction.SecondaryUse(deltaTime, Character);
|
||||
|
||||
}
|
||||
else if (Math.Abs(Character.AnimController.TargetMovement.X) > 0.1f && !Character.AnimController.InWater)
|
||||
{
|
||||
Character.AnimController.TargetDir = Character.AnimController.TargetMovement.X > 0.0f ? Direction.Right : Direction.Left;
|
||||
}
|
||||
}
|
||||
|
||||
public override void OnAttacked(IDamageable attacker, float amount)
|
||||
{
|
||||
if (amount <= 0.0f) return;
|
||||
|
||||
var enemy = attacker as Character;
|
||||
if (enemy == null || enemy == Character) return;
|
||||
|
||||
objectiveManager.AddObjective(new AIObjectiveCombat(Character, enemy));
|
||||
}
|
||||
|
||||
public void SetOrder(Order order, string option)
|
||||
{
|
||||
CurrentOrderOption = option;
|
||||
CurrentOrder = order;
|
||||
objectiveManager.SetOrder(order, option);
|
||||
|
||||
GameMain.GameSession.CrewManager.SetCharacterOrder(Character, order);
|
||||
}
|
||||
|
||||
public override void SelectTarget(AITarget target)
|
||||
{
|
||||
selectedAiTarget = target;
|
||||
}
|
||||
|
||||
public override void DebugDraw(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch)
|
||||
{
|
||||
if (selectedAiTarget != null)
|
||||
{
|
||||
GUI.DrawLine(spriteBatch,
|
||||
new Vector2(Character.DrawPosition.X, -Character.DrawPosition.Y),
|
||||
new Vector2(selectedAiTarget.WorldPosition.X, -selectedAiTarget.WorldPosition.Y), Color.Red);
|
||||
}
|
||||
|
||||
IndoorsSteeringManager pathSteering = steeringManager as IndoorsSteeringManager;
|
||||
if (pathSteering == null || pathSteering.CurrentPath == null || pathSteering.CurrentPath.CurrentNode==null) return;
|
||||
|
||||
GUI.DrawLine(spriteBatch,
|
||||
new Vector2(Character.DrawPosition.X, -Character.DrawPosition.Y),
|
||||
new Vector2(pathSteering.CurrentPath.CurrentNode.DrawPosition.X, -pathSteering.CurrentPath.CurrentNode.DrawPosition.Y),
|
||||
Color.LightGreen);
|
||||
|
||||
|
||||
for (int i = 1; i < pathSteering.CurrentPath.Nodes.Count; i++)
|
||||
{
|
||||
GUI.DrawLine(spriteBatch,
|
||||
new Vector2(pathSteering.CurrentPath.Nodes[i].DrawPosition.X, -pathSteering.CurrentPath.Nodes[i].DrawPosition.Y),
|
||||
new Vector2(pathSteering.CurrentPath.Nodes[i - 1].DrawPosition.X, -pathSteering.CurrentPath.Nodes[i - 1].DrawPosition.Y),
|
||||
Color.LightGreen);
|
||||
|
||||
GUI.SmallFont.DrawString(spriteBatch,
|
||||
pathSteering.CurrentPath.Nodes[i].ID.ToString(),
|
||||
new Vector2(pathSteering.CurrentPath.Nodes[i].DrawPosition.X, -pathSteering.CurrentPath.Nodes[i].DrawPosition.Y - 10),
|
||||
Color.LightGreen);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,32 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
interface ISteerable
|
||||
{
|
||||
|
||||
Vector2 Steering
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
Vector2 Velocity
|
||||
{
|
||||
get;
|
||||
}
|
||||
|
||||
Vector2 SimPosition
|
||||
{
|
||||
get;
|
||||
}
|
||||
|
||||
Vector2 WorldPosition
|
||||
{
|
||||
get;
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,313 @@
|
||||
using System;
|
||||
using System.Linq;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Barotrauma.Items.Components;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
class IndoorsSteeringManager : SteeringManager
|
||||
{
|
||||
private PathFinder pathFinder;
|
||||
private SteeringPath currentPath;
|
||||
|
||||
private bool canOpenDoors;
|
||||
|
||||
private Character character;
|
||||
|
||||
private Vector2 currentTarget;
|
||||
|
||||
private float findPathTimer;
|
||||
|
||||
public SteeringPath CurrentPath
|
||||
{
|
||||
get { return currentPath; }
|
||||
}
|
||||
|
||||
public PathFinder PathFinder
|
||||
{
|
||||
get { return pathFinder; }
|
||||
}
|
||||
|
||||
public Vector2 CurrentTarget
|
||||
{
|
||||
get { return currentTarget; }
|
||||
}
|
||||
|
||||
public IndoorsSteeringManager(ISteerable host, bool canOpenDoors)
|
||||
: base(host)
|
||||
{
|
||||
pathFinder = new PathFinder(WayPoint.WayPointList.FindAll(wp => wp.SpawnType == SpawnType.Path), true);
|
||||
pathFinder.GetNodePenalty = GetNodePenalty;
|
||||
|
||||
this.canOpenDoors = canOpenDoors;
|
||||
|
||||
character = (host as AIController).Character;
|
||||
|
||||
findPathTimer = Rand.Range(0.0f, 1.0f);
|
||||
}
|
||||
|
||||
public override void Update(float speed = 1)
|
||||
{
|
||||
base.Update(speed);
|
||||
|
||||
findPathTimer -= 1.0f / 60.0f;
|
||||
}
|
||||
|
||||
public void SetPath(SteeringPath path)
|
||||
{
|
||||
currentPath = path;
|
||||
if (path.Nodes.Any()) currentTarget = path.Nodes[path.Nodes.Count - 1].SimPosition;
|
||||
findPathTimer = 1.0f;
|
||||
}
|
||||
|
||||
|
||||
protected override Vector2 DoSteeringSeek(Vector2 target, float speed = 1)
|
||||
{
|
||||
//find a new path if one hasn't been found yet or the target is different from the current target
|
||||
if (currentPath == null || Vector2.Distance(target, currentTarget)>1.0f || findPathTimer < -5.0f)
|
||||
{
|
||||
if (findPathTimer > 0.0f) return Vector2.Zero;
|
||||
|
||||
currentTarget = target;
|
||||
Vector2 pos = host.SimPosition;
|
||||
if (character != null && character.Submarine == null)
|
||||
{
|
||||
var targetHull = Hull.FindHull(FarseerPhysics.ConvertUnits.ToDisplayUnits(target), null, false);
|
||||
if (targetHull!=null && targetHull.Submarine != null)
|
||||
{
|
||||
pos -= targetHull.SimPosition;
|
||||
}
|
||||
}
|
||||
|
||||
currentPath = pathFinder.FindPath(pos, target);
|
||||
|
||||
findPathTimer = Rand.Range(1.0f,1.2f);
|
||||
|
||||
return DiffToCurrentNode();
|
||||
}
|
||||
|
||||
Vector2 diff = DiffToCurrentNode();
|
||||
|
||||
var collider = character.AnimController.Collider;
|
||||
//if not in water and the waypoint is between the top and bottom of the collider, no need to move vertically
|
||||
if (!character.AnimController.InWater &&
|
||||
character.AnimController.Anim != AnimController.Animation.Climbing &&
|
||||
diff.Y < collider.height / 2 + collider.radius)
|
||||
{
|
||||
diff.Y = 0.0f;
|
||||
}
|
||||
|
||||
if (diff.LengthSquared() < 0.001f) return -host.Steering;
|
||||
|
||||
return Vector2.Normalize(diff) * speed;
|
||||
}
|
||||
|
||||
private Vector2 DiffToCurrentNode()
|
||||
{
|
||||
if (currentPath == null || currentPath.Finished || currentPath.Unreachable) return Vector2.Zero;
|
||||
|
||||
if (currentPath.Finished)
|
||||
{
|
||||
Vector2 pos2 = host.SimPosition;
|
||||
if (character != null && character.Submarine == null && CurrentPath.Nodes.Last().Submarine != null)
|
||||
{
|
||||
//todo: take multiple subs into account
|
||||
pos2 -= CurrentPath.Nodes.Last().Submarine.SimPosition;
|
||||
}
|
||||
return currentTarget-pos2;
|
||||
}
|
||||
|
||||
if (canOpenDoors && !character.LockHands) CheckDoorsInPath();
|
||||
|
||||
Vector2 pos = host.SimPosition;
|
||||
|
||||
if (character != null && currentPath.CurrentNode != null)
|
||||
{
|
||||
if (CurrentPath.CurrentNode.Submarine != null)
|
||||
{
|
||||
if (character.Submarine == null)
|
||||
{
|
||||
pos -= CurrentPath.CurrentNode.Submarine.SimPosition;
|
||||
}
|
||||
else if (character.Submarine != currentPath.CurrentNode.Submarine)
|
||||
{
|
||||
pos -= FarseerPhysics.ConvertUnits.ToSimUnits(currentPath.CurrentNode.Submarine.Position-character.Submarine.Position);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if (currentPath.CurrentNode!= null && currentPath.CurrentNode.Ladders!=null)
|
||||
{
|
||||
if (character.SelectedConstruction != currentPath.CurrentNode.Ladders.Item && currentPath.CurrentNode.Ladders.Item.IsInsideTrigger(character.WorldPosition))
|
||||
{
|
||||
currentPath.CurrentNode.Ladders.Item.Pick(character, false, true);
|
||||
}
|
||||
}
|
||||
|
||||
var collider = character.AnimController.Collider;
|
||||
Vector2 colliderBottom = character.AnimController.GetColliderBottom();
|
||||
|
||||
if (Math.Abs(collider.SimPosition.X - currentPath.CurrentNode.SimPosition.X) < collider.radius * 2 &&
|
||||
currentPath.CurrentNode.SimPosition.Y > colliderBottom.Y &&
|
||||
currentPath.CurrentNode.SimPosition.Y < colliderBottom.Y + 1.5f)
|
||||
{
|
||||
currentPath.SkipToNextNode();
|
||||
}
|
||||
|
||||
if (currentPath.CurrentNode == null) return Vector2.Zero;
|
||||
|
||||
if (character.AnimController.Anim == AnimController.Animation.Climbing)
|
||||
{
|
||||
Vector2 diff = currentPath.CurrentNode.SimPosition - pos;
|
||||
|
||||
if (currentPath.CurrentNode.Ladders != null)
|
||||
{
|
||||
//climbing ladders -> don't move horizontally
|
||||
diff.X = 0.0f;
|
||||
|
||||
//at the same height as the waypoint
|
||||
if (Math.Abs(collider.SimPosition.Y - currentPath.CurrentNode.SimPosition.Y) < collider.height / 2 + collider.radius)
|
||||
{
|
||||
float heightFromFloor = character.AnimController.GetColliderBottom().Y - character.AnimController.FloorY;
|
||||
|
||||
//we can safely skip to the next waypoint if the character is at a safe height above the floor,
|
||||
//or if the next waypoint in the path is also on ladders
|
||||
if ((heightFromFloor > 0.0f && heightFromFloor < collider.height) ||
|
||||
(currentPath.NextNode != null && currentPath.NextNode.Ladders != null))
|
||||
{
|
||||
currentPath.SkipToNextNode();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
character.AnimController.IgnorePlatforms = false;
|
||||
return diff;
|
||||
}
|
||||
|
||||
return currentPath.CurrentNode.SimPosition - pos;
|
||||
}
|
||||
|
||||
private void CheckDoorsInPath()
|
||||
{
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
|
||||
WayPoint node = null;
|
||||
WayPoint nextNode = null;
|
||||
|
||||
if (i==0)
|
||||
{
|
||||
node = currentPath.CurrentNode;
|
||||
nextNode = currentPath.NextNode;
|
||||
}
|
||||
else
|
||||
{
|
||||
node = currentPath.PrevNode;
|
||||
nextNode = currentPath.CurrentNode;
|
||||
}
|
||||
|
||||
if (node == null || node.ConnectedGap == null || node.ConnectedGap.ConnectedDoor == null) continue;
|
||||
|
||||
if (nextNode == null) continue;
|
||||
|
||||
var door = node.ConnectedGap.ConnectedDoor;
|
||||
|
||||
bool shouldBeOpen = false;
|
||||
|
||||
if (door.LinkedGap.isHorizontal)
|
||||
{
|
||||
int currentDir = Math.Sign(nextNode.WorldPosition.X - door.Item.WorldPosition.X);
|
||||
|
||||
shouldBeOpen = (door.Item.WorldPosition.X - character.WorldPosition.X) * currentDir > -50.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
int currentDir = Math.Sign(nextNode.WorldPosition.Y - door.Item.WorldPosition.Y);
|
||||
|
||||
shouldBeOpen = (door.Item.WorldPosition.Y - character.WorldPosition.Y) * currentDir > -80.0f;
|
||||
}
|
||||
|
||||
|
||||
//toggle the door if it's the previous node and open, or if it's current node and closed
|
||||
if (door.IsOpen != shouldBeOpen)
|
||||
{
|
||||
var buttons = door.Item.GetConnectedComponents<Controller>(true);
|
||||
|
||||
Controller closestButton = null;
|
||||
float closestDist = 0.0f;
|
||||
|
||||
foreach (Controller controller in buttons)
|
||||
{
|
||||
float dist = Vector2.Distance(controller.Item.WorldPosition, character.WorldPosition);
|
||||
if (dist > controller.Item.PickDistance * 2.0f) continue;
|
||||
|
||||
if (dist < closestDist || closestButton == null)
|
||||
{
|
||||
closestButton = controller;
|
||||
closestDist = dist;
|
||||
}
|
||||
}
|
||||
|
||||
if (closestButton != null)
|
||||
{
|
||||
if (!closestButton.HasRequiredItems(character, false) && shouldBeOpen)
|
||||
{
|
||||
currentPath.Unreachable = true;
|
||||
return;
|
||||
}
|
||||
|
||||
closestButton.Item.Pick(character, false, true);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private float? GetNodePenalty(PathNode node, PathNode nextNode)
|
||||
{
|
||||
if (character == null) return 0.0f;
|
||||
|
||||
float penalty = 0.0f;
|
||||
if (nextNode.Waypoint.ConnectedGap != null && nextNode.Waypoint.ConnectedGap.Open < 0.9f)
|
||||
{
|
||||
if (nextNode.Waypoint.ConnectedGap.ConnectedDoor == null)
|
||||
{
|
||||
penalty = 100.0f;
|
||||
}
|
||||
|
||||
//door closed and the character can't open doors -> node can't be traversed
|
||||
if (!canOpenDoors || character.LockHands) return null;
|
||||
|
||||
var doorButtons = nextNode.Waypoint.ConnectedGap.ConnectedDoor.Item.GetConnectedComponents<Controller>();
|
||||
if (!doorButtons.Any()) return null;
|
||||
|
||||
foreach (Controller button in doorButtons)
|
||||
{
|
||||
if (Math.Sign(button.Item.Position.X - nextNode.Waypoint.Position.X) !=
|
||||
Math.Sign(node.Position.X - nextNode.Position.X)) continue;
|
||||
|
||||
if (!button.HasRequiredItems(character, false)) return null;
|
||||
}
|
||||
}
|
||||
|
||||
if (node.Waypoint!=null && node.Waypoint.CurrentHull!=null)
|
||||
{
|
||||
var hull = node.Waypoint.CurrentHull;
|
||||
|
||||
if (hull.FireSources.Count > 0)
|
||||
{
|
||||
foreach (FireSource fs in hull.FireSources)
|
||||
{
|
||||
penalty += fs.Size.X * 10.0f;
|
||||
}
|
||||
}
|
||||
|
||||
if (character.NeedsAir && hull.Volume / hull.Rect.Width > 100.0f) penalty += 500.0f;
|
||||
if (character.PressureProtection < 10.0f && hull.Volume > hull.FullVolume) penalty += 1000.0f;
|
||||
}
|
||||
|
||||
return penalty;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
@@ -0,0 +1,88 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
class AIObjective
|
||||
{
|
||||
protected List<AIObjective> subObjectives;
|
||||
|
||||
protected float priority;
|
||||
|
||||
protected Character character;
|
||||
|
||||
protected string option;
|
||||
|
||||
public virtual bool IsCompleted()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
public virtual bool CanBeCompleted
|
||||
{
|
||||
get { return true; }
|
||||
}
|
||||
|
||||
public string Option
|
||||
{
|
||||
get { return option; }
|
||||
}
|
||||
|
||||
|
||||
public AIObjective(Character character, string option)
|
||||
{
|
||||
subObjectives = new List<AIObjective>();
|
||||
|
||||
this.character = character;
|
||||
|
||||
this.option = option;
|
||||
|
||||
#if DEBUG
|
||||
IsDuplicate(null);
|
||||
#endif
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// makes the character act according to the objective, or according to any subobjectives that
|
||||
/// need to be completed before this one
|
||||
/// </summary>
|
||||
public void TryComplete(float deltaTime)
|
||||
{
|
||||
subObjectives.RemoveAll(s => s.IsCompleted() || !s.CanBeCompleted);
|
||||
|
||||
foreach (AIObjective objective in subObjectives)
|
||||
{
|
||||
objective.TryComplete(deltaTime);
|
||||
return;
|
||||
}
|
||||
|
||||
Act(deltaTime);
|
||||
}
|
||||
|
||||
protected virtual void Act(float deltaTime) { }
|
||||
|
||||
public void AddSubObjective(AIObjective objective)
|
||||
{
|
||||
if (subObjectives.Any(o => o.IsDuplicate(objective))) return;
|
||||
|
||||
subObjectives.Add(objective);
|
||||
}
|
||||
|
||||
public virtual float GetPriority(Character character)
|
||||
{
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
public virtual bool IsDuplicate(AIObjective otherObjective)
|
||||
{
|
||||
#if DEBUG
|
||||
throw new NotImplementedException();
|
||||
#else
|
||||
return (this.GetType() == otherObjective.GetType());
|
||||
#endif
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,130 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
class AIObjectiveCombat : AIObjective
|
||||
{
|
||||
const float CoolDown = 10.0f;
|
||||
|
||||
private Character enemy;
|
||||
|
||||
private AIObjectiveFindSafety escapeObjective;
|
||||
|
||||
float coolDownTimer;
|
||||
|
||||
private readonly float enemyStrength;
|
||||
|
||||
public AIObjectiveCombat (Character character, Character enemy)
|
||||
: base(character, "")
|
||||
{
|
||||
this.enemy = enemy;
|
||||
|
||||
foreach (Limb limb in enemy.AnimController.Limbs)
|
||||
{
|
||||
if (limb.attack == null) continue;
|
||||
enemyStrength += limb.attack.GetDamage(1.0f);
|
||||
}
|
||||
|
||||
coolDownTimer = CoolDown;
|
||||
|
||||
}
|
||||
|
||||
protected override void Act(float deltaTime)
|
||||
{
|
||||
coolDownTimer -= deltaTime;
|
||||
|
||||
var weapon = character.Inventory.FindItem("weapon");
|
||||
|
||||
if (weapon==null)
|
||||
{
|
||||
Escape(deltaTime);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!character.SelectedItems.Contains(weapon))
|
||||
{
|
||||
character.Inventory.TryPutItem(weapon, 3, false);
|
||||
weapon.Equip(character);
|
||||
}
|
||||
character.CursorPosition = enemy.Position;
|
||||
character.SetInput(InputType.Aim, false, true);
|
||||
|
||||
Vector2 enemyDiff = Vector2.Normalize(enemy.Position - character.Position);
|
||||
float weaponAngle = ((weapon.body.Dir == 1.0f) ? weapon.body.Rotation : weapon.body.Rotation - MathHelper.Pi);
|
||||
Vector2 weaponDir = new Vector2((float)Math.Cos(weaponAngle), (float)Math.Sin(weaponAngle));
|
||||
|
||||
if (Vector2.Dot(enemyDiff, weaponDir) < 0.9f) return;
|
||||
|
||||
List<FarseerPhysics.Dynamics.Body> ignoredBodies = new List<FarseerPhysics.Dynamics.Body>();
|
||||
foreach (Limb limb in character.AnimController.Limbs)
|
||||
{
|
||||
ignoredBodies.Add(limb.body.FarseerBody);
|
||||
}
|
||||
|
||||
var pickedBody = Submarine.PickBody(character.SimPosition, enemy.SimPosition, ignoredBodies);
|
||||
if (pickedBody != null && !(pickedBody.UserData is Limb)) return;
|
||||
|
||||
weapon.Use(deltaTime, character);
|
||||
}
|
||||
}
|
||||
|
||||
private void Escape(float deltaTime)
|
||||
{
|
||||
if (escapeObjective == null)
|
||||
{
|
||||
escapeObjective = new AIObjectiveFindSafety(character);
|
||||
}
|
||||
|
||||
if (enemy.AnimController.CurrentHull == character.AnimController.CurrentHull)
|
||||
{
|
||||
escapeObjective.OverrideCurrentHullSafety = 0.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
escapeObjective.OverrideCurrentHullSafety = null;
|
||||
}
|
||||
|
||||
escapeObjective.TryComplete(deltaTime);
|
||||
|
||||
//if (Vector2.Distance(character.SimPosition, enemy.SimPosition) < 3.0f)
|
||||
//{
|
||||
// character.AIController.SteeringManager.SteeringManual(deltaTime,
|
||||
// new Vector2(Math.Sign(character.SimPosition.X - enemy.SimPosition.X), 0.0f));
|
||||
// coolDownTimer = CoolDown;
|
||||
//}
|
||||
}
|
||||
|
||||
public override bool IsCompleted()
|
||||
{
|
||||
return enemy.IsDead || coolDownTimer <= 0.0f;
|
||||
}
|
||||
|
||||
public override float GetPriority(Character character)
|
||||
{
|
||||
//clamp the strength to the health of this character
|
||||
//(it doesn't make a difference whether the enemy does 200 or 600 damage, it's one hit kill anyway)
|
||||
|
||||
float enemyDanger = Math.Min(enemyStrength, character.Health) + enemy.Health / 10.0f;
|
||||
|
||||
EnemyAIController enemyAI = enemy.AIController as EnemyAIController;
|
||||
if (enemyAI != null)
|
||||
{
|
||||
if (enemyAI.SelectedAiTarget == character.AiTarget) enemyDanger *= 2.0f;
|
||||
}
|
||||
|
||||
return Math.Max(enemyDanger, AIObjectiveManager.OrderPriority);
|
||||
}
|
||||
|
||||
public override bool IsDuplicate(AIObjective otherObjective)
|
||||
{
|
||||
AIObjectiveCombat objective = otherObjective as AIObjectiveCombat;
|
||||
if (objective == null) return false;
|
||||
|
||||
return objective.enemy == enemy;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,90 @@
|
||||
using Barotrauma.Items.Components;
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
class AIObjectiveContainItem: AIObjective
|
||||
{
|
||||
private string itemName;
|
||||
|
||||
private ItemContainer container;
|
||||
|
||||
bool isCompleted;
|
||||
|
||||
public bool IgnoreAlreadyContainedItems;
|
||||
|
||||
public AIObjectiveContainItem(Character character, string itemName, ItemContainer container)
|
||||
: base (character, "")
|
||||
{
|
||||
this.itemName = itemName;
|
||||
this.container = container;
|
||||
|
||||
//check if the container has room for more items
|
||||
//canBeCompleted = false;
|
||||
//foreach (Item contained in container.inventory.Items)
|
||||
//{
|
||||
// if (contained != null) continue;
|
||||
// canBeCompleted = true;
|
||||
// break;
|
||||
//}
|
||||
}
|
||||
|
||||
public override bool IsCompleted()
|
||||
{
|
||||
return isCompleted || container.Inventory.FindItem(itemName)!=null;
|
||||
}
|
||||
|
||||
protected override void Act(float deltaTime)
|
||||
{
|
||||
if (isCompleted) return;
|
||||
|
||||
//get the item that should be contained
|
||||
var itemToContain = character.Inventory.FindItem(itemName);
|
||||
if (itemToContain == null)
|
||||
{
|
||||
var getItem = new AIObjectiveGetItem(character, itemName);
|
||||
getItem.IgnoreContainedItems = IgnoreAlreadyContainedItems;
|
||||
AddSubObjective(getItem);
|
||||
return;
|
||||
}
|
||||
|
||||
if (container.Item.ParentInventory == character.Inventory)
|
||||
{
|
||||
var containedItems = container.Inventory.Items;
|
||||
//if there's already something in the mask (empty oxygen tank?), drop it
|
||||
var existingItem = containedItems.FirstOrDefault(i => i != null);
|
||||
if (existingItem != null) existingItem.Drop(character);
|
||||
|
||||
character.Inventory.RemoveItem(itemToContain);
|
||||
container.Inventory.TryPutItem(itemToContain, null);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (Vector2.Distance(character.Position, container.Item.Position) > container.Item.PickDistance
|
||||
&& !container.Item.IsInsideTrigger(character.Position))
|
||||
{
|
||||
AddSubObjective(new AIObjectiveGoTo(container.Item, character));
|
||||
return;
|
||||
}
|
||||
|
||||
container.Combine(itemToContain);
|
||||
}
|
||||
|
||||
isCompleted = true;
|
||||
}
|
||||
|
||||
public override bool IsDuplicate(AIObjective otherObjective)
|
||||
{
|
||||
AIObjectiveContainItem objective = otherObjective as AIObjectiveContainItem;
|
||||
if (objective == null) return false;
|
||||
|
||||
return objective.itemName == itemName && objective.container == container;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,89 @@
|
||||
using Barotrauma.Items.Components;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
class AIObjectiveFindDivingGear : AIObjective
|
||||
{
|
||||
private AIObjective subObjective;
|
||||
|
||||
private string gearName;
|
||||
|
||||
public override bool IsCompleted()
|
||||
{
|
||||
var item = character.Inventory.FindItem(gearName);
|
||||
if (item == null) return false;
|
||||
|
||||
var containedItems = item.ContainedItems;
|
||||
var oxygenTank = Array.Find(containedItems, i => i.Name == "Oxygen Tank" && i.Condition > 0.0f);
|
||||
return oxygenTank != null;
|
||||
}
|
||||
|
||||
public AIObjectiveFindDivingGear(Character character, bool needDivingSuit)
|
||||
: base(character, "")
|
||||
{
|
||||
gearName = needDivingSuit ? "Diving Suit" : "diving";
|
||||
}
|
||||
|
||||
protected override void Act(float deltaTime)
|
||||
{
|
||||
var item = character.Inventory.FindItem(gearName);
|
||||
if (item == null)
|
||||
{
|
||||
//get a diving mask/suit first
|
||||
if (!(subObjective is AIObjectiveGetItem))
|
||||
{
|
||||
subObjective = new AIObjectiveGetItem(character, gearName, true);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
var containedItems = item.ContainedItems;
|
||||
if (containedItems == null) return;
|
||||
|
||||
//check if there's an oxygen tank in the mask
|
||||
var oxygenTank = Array.Find(containedItems, i => i.Name == "Oxygen Tank");
|
||||
|
||||
if (oxygenTank != null)
|
||||
{
|
||||
if (oxygenTank.Condition > 0.0f)
|
||||
{
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
oxygenTank.Drop();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (!(subObjective is AIObjectiveContainItem) || subObjective.IsCompleted())
|
||||
{
|
||||
subObjective = new AIObjectiveContainItem(character, "Oxygen Tank", item.GetComponent<ItemContainer>());
|
||||
}
|
||||
}
|
||||
|
||||
if (subObjective != null)
|
||||
{
|
||||
subObjective.TryComplete(deltaTime);
|
||||
|
||||
//isCompleted = subObjective.IsCompleted();
|
||||
}
|
||||
}
|
||||
|
||||
public override float GetPriority(Character character)
|
||||
{
|
||||
if (character.AnimController.CurrentHull == null) return 100.0f;
|
||||
|
||||
return 100.0f - character.Oxygen;
|
||||
}
|
||||
|
||||
public override bool IsDuplicate(AIObjective otherObjective)
|
||||
{
|
||||
return otherObjective is AIObjectiveFindDivingGear;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,216 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
class AIObjectiveFindSafety : AIObjective
|
||||
{
|
||||
const float SearchHullInterval = 3.0f;
|
||||
const float MinSafety = 50.0f;
|
||||
|
||||
private AIObjectiveGoTo goToObjective;
|
||||
|
||||
private List<Hull> unreachable;
|
||||
|
||||
private float currenthullSafety;
|
||||
|
||||
private float searchHullTimer;
|
||||
|
||||
private AIObjective divingGearObjective;
|
||||
|
||||
public float? OverrideCurrentHullSafety;
|
||||
|
||||
public AIObjectiveFindSafety(Character character)
|
||||
: base(character, "")
|
||||
{
|
||||
unreachable = new List<Hull>();
|
||||
}
|
||||
|
||||
protected override void Act(float deltaTime)
|
||||
{
|
||||
|
||||
var currentHull = character.AnimController.CurrentHull;
|
||||
|
||||
currenthullSafety = OverrideCurrentHullSafety == null ?
|
||||
GetHullSafety(currentHull, character) : (float)OverrideCurrentHullSafety;
|
||||
|
||||
if (currentHull != null)
|
||||
{
|
||||
if (NeedsDivingGear())
|
||||
{
|
||||
if (!FindDivingGear(deltaTime)) return;
|
||||
}
|
||||
|
||||
if (currenthullSafety > MinSafety)
|
||||
{
|
||||
if (Math.Abs(currentHull.WorldPosition.X - character.WorldPosition.X) > 100.0f)
|
||||
{
|
||||
character.AIController.SteeringManager.SteeringSeek(currentHull.SimPosition, 0.5f);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
character.AIController.SteeringManager.Reset();
|
||||
}
|
||||
|
||||
character.AIController.SelectTarget(null);
|
||||
|
||||
goToObjective = null;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if (searchHullTimer > 0.0f)
|
||||
{
|
||||
searchHullTimer -= deltaTime;
|
||||
}
|
||||
else
|
||||
{
|
||||
var bestHull = FindBestHull();
|
||||
if (bestHull != null)
|
||||
{
|
||||
goToObjective = new AIObjectiveGoTo(bestHull, character);
|
||||
}
|
||||
|
||||
searchHullTimer = SearchHullInterval;
|
||||
}
|
||||
|
||||
if (goToObjective != null)
|
||||
{
|
||||
var pathSteering = character.AIController.SteeringManager as IndoorsSteeringManager;
|
||||
if (pathSteering!=null && pathSteering.CurrentPath!= null &&
|
||||
pathSteering.CurrentPath.Unreachable && !unreachable.Contains(goToObjective.Target))
|
||||
{
|
||||
unreachable.Add(goToObjective.Target as Hull);
|
||||
}
|
||||
|
||||
|
||||
goToObjective.TryComplete(deltaTime);
|
||||
}
|
||||
}
|
||||
|
||||
private bool FindDivingGear(float deltaTime)
|
||||
{
|
||||
if (divingGearObjective==null)
|
||||
{
|
||||
divingGearObjective = new AIObjectiveFindDivingGear(character, false);
|
||||
}
|
||||
|
||||
if (divingGearObjective.IsCompleted()) return true;
|
||||
|
||||
divingGearObjective.TryComplete(deltaTime);
|
||||
return divingGearObjective.IsCompleted();
|
||||
}
|
||||
|
||||
private Hull FindBestHull()
|
||||
{
|
||||
Hull bestHull = null;
|
||||
float bestValue = currenthullSafety;
|
||||
|
||||
foreach (Hull hull in Hull.hullList)
|
||||
{
|
||||
if (hull == character.AnimController.CurrentHull || unreachable.Contains(hull)) continue;
|
||||
|
||||
float hullValue = GetHullSafety(hull, character);
|
||||
hullValue -= (float)Math.Sqrt(Math.Abs(character.Position.X - hull.Position.X));
|
||||
hullValue -= (float)Math.Sqrt(Math.Abs(character.Position.Y - hull.Position.Y) * 2.0f);
|
||||
|
||||
if (bestHull == null || hullValue > bestValue)
|
||||
{
|
||||
bestHull = hull;
|
||||
bestValue = hullValue;
|
||||
}
|
||||
}
|
||||
|
||||
return bestHull;
|
||||
}
|
||||
|
||||
public override bool IsDuplicate(AIObjective otherObjective)
|
||||
{
|
||||
return (otherObjective is AIObjectiveFindSafety);
|
||||
}
|
||||
|
||||
private bool NeedsDivingGear()
|
||||
{
|
||||
var currentHull = character.AnimController.CurrentHull;
|
||||
if (currentHull == null) return true;
|
||||
|
||||
//there's lots of water in the room -> get a suit
|
||||
if (currentHull.Volume / currentHull.FullVolume > 0.5f) return true;
|
||||
|
||||
if (currentHull.OxygenPercentage < 30.0f) return true;
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public override float GetPriority(Character character)
|
||||
{
|
||||
if (character.Oxygen < 80.0f)
|
||||
{
|
||||
return 150.0f - character.Oxygen;
|
||||
}
|
||||
|
||||
if (character.AnimController.CurrentHull == null) return 5.0f;
|
||||
currenthullSafety = GetHullSafety(character.AnimController.CurrentHull, character);
|
||||
priority = 100.0f - currenthullSafety;
|
||||
|
||||
var nearbyHulls = character.AnimController.CurrentHull.GetConnectedHulls(3);
|
||||
|
||||
foreach (Hull hull in nearbyHulls)
|
||||
{
|
||||
foreach (FireSource fireSource in hull.FireSources)
|
||||
{
|
||||
//increase priority if almost within damage range of a fire
|
||||
if (character.Position.X > fireSource.Position.X - fireSource.DamageRange * 2 &&
|
||||
character.Position.X < fireSource.Position.X + fireSource.Size.X + fireSource.DamageRange * 2 &&
|
||||
character.Position.Y > hull.Rect.Y - hull.Rect.Height &&
|
||||
character.Position.Y < hull.Rect.Y)
|
||||
{
|
||||
priority += Math.Max(fireSource.Size.X, 50.0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (NeedsDivingGear())
|
||||
{
|
||||
if (divingGearObjective != null && !divingGearObjective.IsCompleted()) priority += 20.0f;
|
||||
}
|
||||
|
||||
return priority;
|
||||
}
|
||||
|
||||
private static float GetHullSafety(Hull hull, Character character)
|
||||
{
|
||||
if (hull == null) return 0.0f;
|
||||
|
||||
float waterPercentage = (hull.Volume / hull.FullVolume) * 100.0f;
|
||||
float fireAmount = 0.0f;
|
||||
|
||||
var nearbyHulls = hull.GetConnectedHulls(3);
|
||||
|
||||
foreach (Hull hull2 in nearbyHulls)
|
||||
{
|
||||
foreach (FireSource fireSource in hull2.FireSources)
|
||||
{
|
||||
//increase priority if almost within damage range of a fire
|
||||
if (character.Position.X > fireSource.Position.X - fireSource.DamageRange * 2 &&
|
||||
character.Position.X < fireSource.Position.X + fireSource.Size.X + fireSource.DamageRange * 2 &&
|
||||
character.Position.Y > hull2.Rect.Y - hull2.Rect.Height &&
|
||||
character.Position.Y < hull2.Rect.Y)
|
||||
{
|
||||
fireAmount += Math.Max(fireSource.Size.X, 50.0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
float safety = 100.0f - fireAmount;
|
||||
|
||||
if (waterPercentage > 30.0f && character.OxygenAvailable <= 0.0f) safety -= waterPercentage;
|
||||
if (hull.OxygenPercentage < 30.0f) safety -= (30.0f - hull.OxygenPercentage) * 5.0f;
|
||||
|
||||
return safety;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,98 @@
|
||||
using Barotrauma.Items.Components;
|
||||
using FarseerPhysics;
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
class AIObjectiveFixLeak : AIObjective
|
||||
{
|
||||
private Gap leak;
|
||||
|
||||
public Gap Leak
|
||||
{
|
||||
get { return leak; }
|
||||
}
|
||||
|
||||
public AIObjectiveFixLeak(Gap leak, Character character)
|
||||
: base (character, "")
|
||||
{
|
||||
this.leak = leak;
|
||||
}
|
||||
|
||||
public override float GetPriority(Character character)
|
||||
{
|
||||
if (leak.Open == 0.0f) return 0.0f;
|
||||
|
||||
float leakSize = (leak.isHorizontal ? leak.Rect.Height : leak.Rect.Width) * Math.Max(leak.Open, 0.1f);
|
||||
|
||||
float dist = Vector2.DistanceSquared(character.SimPosition, leak.SimPosition);
|
||||
dist = Math.Max(dist/100.0f, 1.0f);
|
||||
return Math.Min(leakSize/dist, 40.0f);
|
||||
}
|
||||
|
||||
public override bool IsDuplicate(AIObjective otherObjective)
|
||||
{
|
||||
AIObjectiveFixLeak fixLeak = otherObjective as AIObjectiveFixLeak;
|
||||
if (fixLeak == null) return false;
|
||||
return fixLeak.leak == leak;
|
||||
}
|
||||
|
||||
protected override void Act(float deltaTime)
|
||||
{
|
||||
var weldingTool = character.Inventory.FindItem("Welding Tool");
|
||||
|
||||
if (weldingTool == null)
|
||||
{
|
||||
subObjectives.Add(new AIObjectiveGetItem(character, "Welding Tool", true));
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
var containedItems = weldingTool.ContainedItems;
|
||||
if (containedItems == null) return;
|
||||
|
||||
var fuelTank = Array.Find(containedItems, i => i.Name == "Welding Fuel Tank" && i.Condition > 0.0f);
|
||||
|
||||
if (fuelTank == null)
|
||||
{
|
||||
AddSubObjective(new AIObjectiveContainItem(character, "Welding Fuel Tank", weldingTool.GetComponent<ItemContainer>()));
|
||||
}
|
||||
}
|
||||
|
||||
var repairTool = weldingTool.GetComponent<RepairTool>();
|
||||
if (repairTool == null) return;
|
||||
|
||||
if (Vector2.Distance(character.WorldPosition, leak.WorldPosition) > 300.0f)
|
||||
{
|
||||
AddSubObjective(new AIObjectiveGoTo(ConvertUnits.ToSimUnits(GetStandPosition()), character));
|
||||
}
|
||||
else
|
||||
{
|
||||
AddSubObjective(new AIObjectiveOperateItem(repairTool, character, "", leak));
|
||||
}
|
||||
}
|
||||
|
||||
private Vector2 GetStandPosition()
|
||||
{
|
||||
Vector2 standPos = leak.Position;
|
||||
var hull = leak.FlowTargetHull;
|
||||
|
||||
if (hull == null) return standPos;
|
||||
|
||||
if (leak.isHorizontal)
|
||||
{
|
||||
standPos += Vector2.UnitX * Math.Sign(hull.Position.X - leak.Position.X) * leak.Rect.Width;
|
||||
}
|
||||
else
|
||||
{
|
||||
standPos += Vector2.UnitY * Math.Sign(hull.Position.Y - leak.Position.Y) * leak.Rect.Height;
|
||||
}
|
||||
|
||||
return standPos;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,101 @@
|
||||
using System;
|
||||
using Microsoft.Xna.Framework;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
class AIObjectiveFixLeaks : AIObjective
|
||||
{
|
||||
const float UpdateGapListInterval = 10.0f;
|
||||
|
||||
private float updateGapListTimer;
|
||||
|
||||
private AIObjectiveIdle idleObjective;
|
||||
|
||||
private List<AIObjectiveFixLeak> objectiveList;
|
||||
|
||||
public AIObjectiveFixLeaks(Character character)
|
||||
: base (character, "")
|
||||
{
|
||||
objectiveList = new List<AIObjectiveFixLeak>();
|
||||
}
|
||||
|
||||
public override bool IsCompleted()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
protected override void Act(float deltaTime)
|
||||
{
|
||||
updateGapListTimer -= deltaTime;
|
||||
|
||||
if (updateGapListTimer<=0.0f)
|
||||
{
|
||||
UpdateGapList();
|
||||
|
||||
updateGapListTimer = UpdateGapListInterval;
|
||||
}
|
||||
|
||||
if (objectiveList.Any())
|
||||
{
|
||||
objectiveList[objectiveList.Count - 1].TryComplete(deltaTime);
|
||||
|
||||
if (!objectiveList[objectiveList.Count - 1].CanBeCompleted ||
|
||||
objectiveList[objectiveList.Count - 1].IsCompleted())
|
||||
{
|
||||
objectiveList.RemoveAt(objectiveList.Count - 1);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (idleObjective == null) idleObjective = new AIObjectiveIdle(character);
|
||||
idleObjective.TryComplete(deltaTime);
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateGapList()
|
||||
{
|
||||
objectiveList.Clear();
|
||||
|
||||
foreach (Gap gap in Gap.GapList)
|
||||
{
|
||||
if (gap.ConnectedWall == null) continue;
|
||||
if (gap.ConnectedDoor != null || gap.Open <= 0.0f) continue;
|
||||
|
||||
float gapPriority = GetGapFixPriority(gap);
|
||||
|
||||
int index = 0;
|
||||
while (index < objectiveList.Count &&
|
||||
GetGapFixPriority(objectiveList[index].Leak) < gapPriority)
|
||||
{
|
||||
index++;
|
||||
}
|
||||
|
||||
objectiveList.Insert(index, new AIObjectiveFixLeak(gap, character));
|
||||
}
|
||||
}
|
||||
|
||||
private float GetGapFixPriority(Gap gap)
|
||||
{
|
||||
if (gap == null) return 0.0f;
|
||||
|
||||
//larger gap -> higher priority
|
||||
float gapPriority = (gap.isHorizontal ? gap.Rect.Width : gap.Rect.Height) * gap.Open;
|
||||
|
||||
//prioritize gaps that are close
|
||||
gapPriority /= Math.Max(Vector2.Distance(character.WorldPosition, gap.WorldPosition), 1.0f);
|
||||
|
||||
//gaps to outside are much higher priority
|
||||
if (!gap.IsRoomToRoom) gapPriority *= 10.0f;
|
||||
|
||||
return gapPriority;
|
||||
|
||||
}
|
||||
|
||||
public override bool IsDuplicate(AIObjective otherObjective)
|
||||
{
|
||||
return otherObjective is AIObjectiveFixLeaks;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,183 @@
|
||||
using Barotrauma.Items.Components;
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
class AIObjectiveGetItem : AIObjective
|
||||
{
|
||||
private string itemName;
|
||||
|
||||
private Item targetItem, moveToTarget;
|
||||
|
||||
private int currSearchIndex;
|
||||
|
||||
private bool canBeCompleted;
|
||||
|
||||
public bool IgnoreContainedItems;
|
||||
|
||||
private AIObjectiveGoTo goToObjective;
|
||||
|
||||
private bool equip;
|
||||
|
||||
public override bool CanBeCompleted
|
||||
{
|
||||
get { return canBeCompleted; }
|
||||
}
|
||||
|
||||
public AIObjectiveGetItem(Character character, Item targetItem, bool equip = false)
|
||||
: base(character, "")
|
||||
{
|
||||
canBeCompleted = true;
|
||||
|
||||
this.equip = equip;
|
||||
|
||||
currSearchIndex = 0;
|
||||
|
||||
this.targetItem = targetItem;
|
||||
}
|
||||
|
||||
public AIObjectiveGetItem(Character character, string itemName, bool equip=false)
|
||||
: base (character, "")
|
||||
{
|
||||
canBeCompleted = true;
|
||||
|
||||
this.equip = equip;
|
||||
|
||||
currSearchIndex = 0;
|
||||
|
||||
this.itemName = itemName;
|
||||
}
|
||||
|
||||
protected override void Act(float deltaTime)
|
||||
{
|
||||
FindTargetItem();
|
||||
if (targetItem == null || moveToTarget == null) return;
|
||||
|
||||
if (Vector2.Distance(character.Position, moveToTarget.Position) < targetItem.PickDistance*2.0f)
|
||||
{
|
||||
int targetSlot = -1;
|
||||
if (equip)
|
||||
{
|
||||
var pickable = targetItem.GetComponent<Pickable>();
|
||||
if (pickable == null)
|
||||
{
|
||||
canBeCompleted = false;
|
||||
return;
|
||||
}
|
||||
|
||||
//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<character.Inventory.Items.Length; i++)
|
||||
{
|
||||
//slot not needed by the item, continue
|
||||
if (!slots.HasFlag(CharacterInventory.limbSlots[i])) continue;
|
||||
|
||||
targetSlot = i;
|
||||
|
||||
//slot free, continue
|
||||
if (character.Inventory.Items[i] == null) continue;
|
||||
|
||||
//try to move the existing item to LimbSlot.Any and continue if successful
|
||||
if (character.Inventory.TryPutItem(character.Inventory.Items[i], new List<InvSlotType>() { InvSlotType.Any })) continue;
|
||||
|
||||
//if everything else fails, simply drop the existing item
|
||||
character.Inventory.Items[i].Drop();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
targetItem.Pick(character, false, true);
|
||||
|
||||
if (targetSlot > -1 && character.Inventory.IsInLimbSlot(targetItem, InvSlotType.Any))
|
||||
{
|
||||
character.Inventory.TryPutItem(targetItem, targetSlot, false);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (goToObjective == null)
|
||||
{
|
||||
bool gettingDivingGear = itemName == "diving" || itemName == "Diving Gear";
|
||||
goToObjective = new AIObjectiveGoTo(moveToTarget, character, false, !gettingDivingGear);
|
||||
}
|
||||
|
||||
goToObjective.TryComplete(deltaTime);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// searches for an item that matches the desired item and adds a goto subobjective if one is found
|
||||
/// </summary>
|
||||
private void FindTargetItem()
|
||||
{
|
||||
if (itemName == null)
|
||||
{
|
||||
if (targetItem == null) canBeCompleted = false;
|
||||
return;
|
||||
}
|
||||
|
||||
float currDist = moveToTarget == null ? 0.0f : Vector2.DistanceSquared(moveToTarget.Position, character.Position);
|
||||
|
||||
for (int i = 0; i < 10 && currSearchIndex < Item.ItemList.Count - 2; i++)
|
||||
{
|
||||
currSearchIndex++;
|
||||
|
||||
var item = Item.ItemList[currSearchIndex];
|
||||
|
||||
if (item.CurrentHull == null || item.Condition <= 0.0f) continue;
|
||||
if (IgnoreContainedItems && item.Container != null) continue;
|
||||
if (item.Name != itemName && !item.HasTag(itemName)) continue;
|
||||
|
||||
//if the item is inside a character's inventory, don't steal it
|
||||
if (item.ParentInventory is CharacterInventory) continue;
|
||||
|
||||
//if the item is inside an item, which is inside a character's inventory, don't steal it
|
||||
if (item.ParentInventory != null && item.ParentInventory.Owner is Item)
|
||||
{
|
||||
if (((Item)item.ParentInventory.Owner).ParentInventory is CharacterInventory) continue;
|
||||
}
|
||||
|
||||
//ignore if item is further away than the currently targeted item
|
||||
Item rootContainer = item.GetRootContainer();
|
||||
if (moveToTarget != null && Vector2.DistanceSquared((rootContainer ?? item).Position, character.Position) > currDist) continue;
|
||||
|
||||
targetItem = item;
|
||||
moveToTarget = rootContainer ?? item;
|
||||
}
|
||||
|
||||
//if searched through all the items and a target wasn't found, can't be completed
|
||||
if (currSearchIndex >= Item.ItemList.Count && targetItem == null) canBeCompleted = false;
|
||||
}
|
||||
|
||||
public override bool IsDuplicate(AIObjective otherObjective)
|
||||
{
|
||||
AIObjectiveGetItem getItem = otherObjective as AIObjectiveGetItem;
|
||||
if (getItem == null) return false;
|
||||
return (getItem.itemName == itemName);
|
||||
}
|
||||
|
||||
public override bool IsCompleted()
|
||||
{
|
||||
if (itemName!=null)
|
||||
{
|
||||
return character.Inventory.FindItem(itemName) != null;
|
||||
}
|
||||
else if (targetItem!= null)
|
||||
{
|
||||
return character.Inventory.Items.Contains(targetItem);
|
||||
}
|
||||
else
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,150 @@
|
||||
using Barotrauma.Items.Components;
|
||||
using FarseerPhysics;
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
class AIObjectiveGoTo : AIObjective
|
||||
{
|
||||
private Entity target;
|
||||
|
||||
private Vector2 targetPos;
|
||||
|
||||
private bool repeat;
|
||||
|
||||
//how long until the path to the target is declared unreachable
|
||||
private float waitUntilPathUnreachable;
|
||||
|
||||
private bool getDivingGearIfNeeded;
|
||||
|
||||
public override bool CanBeCompleted
|
||||
{
|
||||
get
|
||||
{
|
||||
if (repeat || waitUntilPathUnreachable > 0.0f) return true;
|
||||
var pathSteering = character.AIController.SteeringManager as IndoorsSteeringManager;
|
||||
|
||||
//path doesn't exist (= hasn't been searched for yet), assume for now that the target is reachable
|
||||
if (pathSteering.CurrentPath == null) return true;
|
||||
|
||||
return (!pathSteering.CurrentPath.Unreachable);
|
||||
}
|
||||
}
|
||||
|
||||
public Entity Target
|
||||
{
|
||||
get { return target; }
|
||||
}
|
||||
|
||||
public AIObjectiveGoTo(Entity target, Character character, bool repeat = false, bool getDivingGearIfNeeded = true)
|
||||
: base (character, "")
|
||||
{
|
||||
this.target = target;
|
||||
this.repeat = repeat;
|
||||
|
||||
waitUntilPathUnreachable = 5.0f;
|
||||
this.getDivingGearIfNeeded = getDivingGearIfNeeded;
|
||||
}
|
||||
|
||||
|
||||
public AIObjectiveGoTo(Vector2 simPos, Character character, bool repeat = false, bool getDivingGearIfNeeded = true)
|
||||
: base(character, "")
|
||||
{
|
||||
this.targetPos = simPos;
|
||||
this.repeat = repeat;
|
||||
|
||||
waitUntilPathUnreachable = 5.0f;
|
||||
this.getDivingGearIfNeeded = getDivingGearIfNeeded;
|
||||
}
|
||||
|
||||
protected override void Act(float deltaTime)
|
||||
{
|
||||
if (target == character)
|
||||
{
|
||||
character.AIController.SteeringManager.Reset();
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
waitUntilPathUnreachable -= deltaTime;
|
||||
|
||||
if (character.SelectedConstruction!=null && character.SelectedConstruction.GetComponent<Ladder>()==null)
|
||||
{
|
||||
character.SelectedConstruction = null;
|
||||
}
|
||||
|
||||
if (target != null) character.AIController.SelectTarget(target.AiTarget);
|
||||
|
||||
Vector2 currTargetPos = Vector2.Zero;
|
||||
|
||||
if (target == null)
|
||||
{
|
||||
currTargetPos = targetPos;
|
||||
}
|
||||
else
|
||||
{
|
||||
currTargetPos = target.SimPosition;
|
||||
|
||||
//if character is outside the sub and target isn't, transform the position
|
||||
if (character.Submarine != null && target.Submarine == null)
|
||||
{
|
||||
currTargetPos -= character.Submarine.SimPosition;
|
||||
}
|
||||
}
|
||||
|
||||
if (Vector2.Distance(currTargetPos, character.SimPosition) < 1.0f)
|
||||
{
|
||||
character.AIController.SteeringManager.Reset();
|
||||
character.AnimController.TargetDir = currTargetPos.X > character.SimPosition.X ? Direction.Right : Direction.Left;
|
||||
}
|
||||
else
|
||||
{
|
||||
character.AIController.SteeringManager.SteeringSeek(currTargetPos);
|
||||
|
||||
var indoorsSteering = character.AIController.SteeringManager as IndoorsSteeringManager;
|
||||
|
||||
if (indoorsSteering.CurrentPath==null || indoorsSteering.CurrentPath.Unreachable)
|
||||
{
|
||||
indoorsSteering.SteeringWander();
|
||||
}
|
||||
else if (getDivingGearIfNeeded && indoorsSteering.CurrentPath != null && indoorsSteering.CurrentPath.HasOutdoorsNodes)
|
||||
{
|
||||
AddSubObjective(new AIObjectiveFindDivingGear(character, true));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public override bool IsCompleted()
|
||||
{
|
||||
if (repeat) return false;
|
||||
|
||||
bool completed = false;
|
||||
|
||||
float allowedDistance = 0.5f;
|
||||
var item = target as Item;
|
||||
|
||||
if (item != null)
|
||||
{
|
||||
allowedDistance = Math.Max(ConvertUnits.ToSimUnits(item.PickDistance), allowedDistance);
|
||||
if (item.IsInsideTrigger(character.WorldPosition)) completed = true;
|
||||
}
|
||||
|
||||
completed = completed || Vector2.Distance(target != null ? target.SimPosition : targetPos, character.SimPosition) < allowedDistance;
|
||||
|
||||
if (completed) character.AIController.SteeringManager.Reset();
|
||||
|
||||
return completed;
|
||||
}
|
||||
|
||||
public override bool IsDuplicate(AIObjective otherObjective)
|
||||
{
|
||||
AIObjectiveGoTo objective = otherObjective as AIObjectiveGoTo;
|
||||
if (objective == null) return false;
|
||||
|
||||
if (objective.target == target) return true;
|
||||
|
||||
return (objective.targetPos == targetPos);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,149 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
class AIObjectiveIdle : AIObjective
|
||||
{
|
||||
const float WallAvoidDistance = 150.0f;
|
||||
|
||||
AITarget currentTarget;
|
||||
private float newTargetTimer;
|
||||
|
||||
public AIObjectiveIdle(Character character) : base(character, "")
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public override float GetPriority(Character character)
|
||||
{
|
||||
return 1.0f;
|
||||
}
|
||||
|
||||
protected override void Act(float deltaTime)
|
||||
{
|
||||
|
||||
var pathSteering = character.AIController.SteeringManager as IndoorsSteeringManager;
|
||||
|
||||
if (pathSteering==null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (newTargetTimer <= 0.0f)
|
||||
{
|
||||
currentTarget = FindRandomTarget();
|
||||
|
||||
if (currentTarget != null)
|
||||
{
|
||||
Vector2 pos = character.SimPosition;
|
||||
if (character != null && character.Submarine == null) pos -= Submarine.MainSub.SimPosition;
|
||||
|
||||
var path = pathSteering.PathFinder.FindPath(pos, currentTarget.SimPosition);
|
||||
if (path.Cost > 200.0f && character.AnimController.CurrentHull!=null) return;
|
||||
|
||||
pathSteering.SetPath(path);
|
||||
}
|
||||
|
||||
|
||||
newTargetTimer = currentTarget == null ? 5.0f : 15.0f;
|
||||
}
|
||||
|
||||
newTargetTimer -= deltaTime;
|
||||
|
||||
|
||||
//wander randomly
|
||||
// - if reached the end of the path
|
||||
// - if the target is unreachable
|
||||
// - if the path requires going outside
|
||||
if (pathSteering==null || (pathSteering.CurrentPath != null &&
|
||||
(pathSteering.CurrentPath.NextNode == null || pathSteering.CurrentPath.Unreachable || pathSteering.CurrentPath.HasOutdoorsNodes)))
|
||||
{
|
||||
//steer away from edges of the hull
|
||||
if (character.AnimController.CurrentHull!=null)
|
||||
{
|
||||
float leftDist = character.Position.X - character.AnimController.CurrentHull.Rect.X;
|
||||
float rightDist = character.AnimController.CurrentHull.Rect.Right - character.Position.X;
|
||||
|
||||
if (leftDist < WallAvoidDistance && rightDist < WallAvoidDistance)
|
||||
{
|
||||
if (Math.Abs(rightDist - leftDist) > WallAvoidDistance / 2)
|
||||
{
|
||||
pathSteering.SteeringManual(deltaTime, Vector2.UnitX * Math.Sign(rightDist - leftDist));
|
||||
}
|
||||
else
|
||||
{
|
||||
pathSteering.Reset();
|
||||
return;
|
||||
}
|
||||
}
|
||||
else if (leftDist < WallAvoidDistance)
|
||||
{
|
||||
pathSteering.SteeringManual(deltaTime, Vector2.UnitX * (WallAvoidDistance-leftDist)/WallAvoidDistance);
|
||||
pathSteering.WanderAngle = 0.0f;
|
||||
return;
|
||||
}
|
||||
else if (rightDist < WallAvoidDistance)
|
||||
{
|
||||
pathSteering.SteeringManual(deltaTime, -Vector2.UnitX * (WallAvoidDistance-rightDist)/WallAvoidDistance);
|
||||
pathSteering.WanderAngle = MathHelper.Pi;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if (character.AnimController.InWater)
|
||||
{
|
||||
character.AIController.SteeringManager.SteeringManual(deltaTime, new Vector2(0.0f, 0.5f));
|
||||
}
|
||||
else
|
||||
{
|
||||
character.AIController.SteeringManager.SteeringWander();
|
||||
//reset vertical steering to prevent dropping down from platforms etc
|
||||
character.AIController.SteeringManager.ResetY();
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
if (currentTarget == null) return;
|
||||
character.AIController.SteeringManager.SteeringSeek(currentTarget.SimPosition, 2.0f);
|
||||
}
|
||||
|
||||
private AITarget FindRandomTarget()
|
||||
{
|
||||
if (Rand.Int(5)==1)
|
||||
{
|
||||
var idCard = character.Inventory.FindItem("ID Card");
|
||||
if (idCard==null) return null;
|
||||
|
||||
foreach (WayPoint wp in WayPoint.WayPointList)
|
||||
{
|
||||
if (wp.SpawnType != SpawnType.Human || wp.CurrentHull==null) continue;
|
||||
|
||||
foreach (string tag in wp.IdCardTags)
|
||||
{
|
||||
if (idCard.HasTag(tag)) return wp.CurrentHull.AiTarget;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
List<Hull> targetHulls = new List<Hull>(Hull.hullList);
|
||||
//ignore all hulls with fires or water in them
|
||||
targetHulls.RemoveAll(h => h.FireSources.Any() || (h.Volume/h.FullVolume)>0.1f);
|
||||
if (!targetHulls.Any()) return null;
|
||||
|
||||
return targetHulls[Rand.Range(0, targetHulls.Count)].AiTarget;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
public override bool IsDuplicate(AIObjective otherObjective)
|
||||
{
|
||||
return (otherObjective is AIObjectiveIdle);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,95 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
class AIObjectiveManager
|
||||
{
|
||||
public const float OrderPriority = 50.0f;
|
||||
|
||||
private List<AIObjective> objectives;
|
||||
|
||||
private Character character;
|
||||
|
||||
private AIObjective currentObjective;
|
||||
|
||||
public AIObjective CurrentObjective
|
||||
{
|
||||
get
|
||||
{
|
||||
if (currentObjective != null) return currentObjective;
|
||||
return objectives.Any() ? objectives[0] : null;
|
||||
}
|
||||
}
|
||||
|
||||
public AIObjectiveManager(Character character)
|
||||
{
|
||||
this.character = character;
|
||||
|
||||
objectives = new List<AIObjective>();
|
||||
}
|
||||
|
||||
public void AddObjective(AIObjective objective)
|
||||
{
|
||||
if (objectives.Find(o => o.IsDuplicate(objective)) != null) return;
|
||||
|
||||
objectives.Add(objective);
|
||||
}
|
||||
|
||||
public float GetCurrentPriority(Character character)
|
||||
{
|
||||
if (currentObjective != null) return OrderPriority;
|
||||
return (CurrentObjective == null) ? 0.0f : CurrentObjective.GetPriority(character);
|
||||
}
|
||||
|
||||
public void UpdateObjectives()
|
||||
{
|
||||
if (!objectives.Any()) return;
|
||||
|
||||
//remove completed objectives and ones that can't be completed
|
||||
objectives = objectives.FindAll(o => !o.IsCompleted() && o.CanBeCompleted);
|
||||
|
||||
//sort objectives according to priority
|
||||
objectives.Sort((x, y) => y.GetPriority(character).CompareTo(x.GetPriority(character)));
|
||||
}
|
||||
|
||||
public void DoCurrentObjective(float deltaTime)
|
||||
{
|
||||
if (currentObjective != null && (!objectives.Any() || objectives[0].GetPriority(character) < OrderPriority))
|
||||
{
|
||||
currentObjective.TryComplete(deltaTime);
|
||||
return;
|
||||
}
|
||||
|
||||
if (!objectives.Any()) return;
|
||||
objectives[0].TryComplete(deltaTime);
|
||||
}
|
||||
|
||||
public void SetOrder(Order order, string option)
|
||||
{
|
||||
if (order == null) return;
|
||||
|
||||
currentObjective = null;
|
||||
|
||||
switch (order.Name.ToLowerInvariant())
|
||||
{
|
||||
case "follow":
|
||||
currentObjective = new AIObjectiveGoTo(Character.Controlled, character, true);
|
||||
break;
|
||||
case "wait":
|
||||
currentObjective = new AIObjectiveGoTo(character, character, true);
|
||||
break;
|
||||
case "fixleaks":
|
||||
case "fix leaks":
|
||||
currentObjective = new AIObjectiveFixLeaks(character);
|
||||
break;
|
||||
default:
|
||||
if (order.TargetItem == null) return;
|
||||
|
||||
currentObjective = new AIObjectiveOperateItem(order.TargetItem, character, option, null, order.UseController);
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,96 @@
|
||||
using Barotrauma.Items.Components;
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
class AIObjectiveOperateItem : AIObjective
|
||||
{
|
||||
private ItemComponent component, controller;
|
||||
|
||||
private Entity operateTarget;
|
||||
|
||||
private bool isCompleted;
|
||||
|
||||
private bool canBeCompleted;
|
||||
|
||||
public override bool CanBeCompleted
|
||||
{
|
||||
get
|
||||
{
|
||||
return canBeCompleted;
|
||||
}
|
||||
}
|
||||
|
||||
public Entity OperateTarget
|
||||
{
|
||||
get { return operateTarget; }
|
||||
}
|
||||
|
||||
public AIObjectiveOperateItem(ItemComponent item, Character character, string option, Entity operateTarget = null, bool useController = false)
|
||||
:base (character, option)
|
||||
{
|
||||
this.component = item;
|
||||
|
||||
this.operateTarget = operateTarget;
|
||||
|
||||
if (useController)
|
||||
{
|
||||
var controllers = item.Item.GetConnectedComponents<Controller>();
|
||||
if (controllers.Any()) controller = controllers[0];
|
||||
}
|
||||
|
||||
|
||||
canBeCompleted = true;
|
||||
}
|
||||
|
||||
protected override void Act(float deltaTime)
|
||||
{
|
||||
ItemComponent target = controller == null ? component : controller;
|
||||
|
||||
if (target.CanBeSelected)
|
||||
{
|
||||
if (Vector2.Distance(character.Position, target.Item.Position) < target.Item.PickDistance
|
||||
|| target.Item.IsInsideTrigger(character.WorldPosition))
|
||||
{
|
||||
if (character.SelectedConstruction != target.Item && target.CanBeSelected)
|
||||
{
|
||||
target.Item.Pick(character, false, true);
|
||||
}
|
||||
|
||||
if (component.AIOperate(deltaTime, character, this)) isCompleted = true;
|
||||
return;
|
||||
}
|
||||
|
||||
AddSubObjective(new AIObjectiveGoTo(target.Item, character));
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!character.Inventory.Items.Contains(component.Item))
|
||||
{
|
||||
AddSubObjective(new AIObjectiveGetItem(character, component.Item, true));
|
||||
}
|
||||
else
|
||||
{
|
||||
if (component.AIOperate(deltaTime, character, this)) isCompleted = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public override bool IsCompleted()
|
||||
{
|
||||
return isCompleted;
|
||||
}
|
||||
|
||||
public override bool IsDuplicate(AIObjective otherObjective)
|
||||
{
|
||||
AIObjectiveOperateItem operateItem = otherObjective as AIObjectiveOperateItem;
|
||||
if (operateItem == null) return false;
|
||||
|
||||
return (operateItem.component == component);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,38 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using Microsoft.Xna.Framework;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
class AIObjectiveRescue : AIObjective
|
||||
{
|
||||
private readonly Character targetCharacter;
|
||||
|
||||
public AIObjectiveRescue(Character character, Character targetCharacter)
|
||||
: base (character, "")
|
||||
{
|
||||
Debug.Assert(character != targetCharacter);
|
||||
|
||||
this.targetCharacter = targetCharacter;
|
||||
}
|
||||
|
||||
public override bool IsDuplicate(AIObjective otherObjective)
|
||||
{
|
||||
AIObjectiveRescue rescueObjective = otherObjective as AIObjectiveRescue;
|
||||
return rescueObjective != null && rescueObjective.targetCharacter == targetCharacter;
|
||||
}
|
||||
|
||||
public override float GetPriority(Character character)
|
||||
{
|
||||
if (targetCharacter.AnimController.CurrentHull == null) return 0.0f;
|
||||
|
||||
float distance = Vector2.DistanceSquared(character.WorldPosition, targetCharacter.WorldPosition);
|
||||
|
||||
return targetCharacter.IsDead ? 1000.0f / distance : 10000.0f / distance;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,50 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
class AIObjectiveRescueAll : AIObjective
|
||||
{
|
||||
private List<Character> rescueTargets;
|
||||
|
||||
public AIObjectiveRescueAll(Character character)
|
||||
: base (character, "")
|
||||
{
|
||||
rescueTargets = new List<Character>();
|
||||
}
|
||||
|
||||
public override bool IsDuplicate(AIObjective otherObjective)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
public override float GetPriority(Character character)
|
||||
{
|
||||
GetRescueTargets();
|
||||
|
||||
//if there are targets to rescue, the priority is slightly less
|
||||
//than the priority of explicit orders given to the character
|
||||
return rescueTargets.Any() ? AIObjectiveManager.OrderPriority - 5.0f : 0.0f;
|
||||
}
|
||||
|
||||
private void GetRescueTargets()
|
||||
{
|
||||
rescueTargets = Character.CharacterList.FindAll(c =>
|
||||
c.AIController is HumanAIController &&
|
||||
c != character &&
|
||||
(c.IsDead || c.IsUnconscious) &&
|
||||
c.AnimController.CurrentHull != null &&
|
||||
AIObjectiveFindSafety.GetHullSafety(c.AnimController.CurrentHull, c) < 50.0f);
|
||||
}
|
||||
|
||||
protected override void Act(float deltaTime)
|
||||
{
|
||||
foreach (Character target in rescueTargets)
|
||||
{
|
||||
AddSubObjective(new AIObjectiveRescue(character, target));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,139 @@
|
||||
using Barotrauma.Items.Components;
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
class Order
|
||||
{
|
||||
private static string ConfigFile = Path.Combine("Content", "Orders.xml");
|
||||
|
||||
public static List<Order> PrefabList;
|
||||
|
||||
public readonly string Name;
|
||||
public readonly string DoingText;
|
||||
|
||||
public readonly Sprite SymbolSprite;
|
||||
|
||||
public readonly Type ItemComponentType;
|
||||
public readonly string ItemName;
|
||||
|
||||
public readonly Color Color;
|
||||
|
||||
public readonly bool UseController;
|
||||
|
||||
public ItemComponent TargetItem;
|
||||
|
||||
public readonly string[] Options;
|
||||
|
||||
static Order()
|
||||
{
|
||||
PrefabList = new List<Order>();
|
||||
|
||||
XDocument doc = ToolBox.TryLoadXml(ConfigFile);
|
||||
if (doc == null || doc.Root == null) return;
|
||||
|
||||
foreach (XElement orderElement in doc.Root.Elements())
|
||||
{
|
||||
if (orderElement.Name.ToString().ToLowerInvariant() != "order") continue;
|
||||
|
||||
PrefabList.Add(new Order(orderElement));
|
||||
}
|
||||
|
||||
//PrefabList.Add(new Order("Follow", "Following"));
|
||||
|
||||
//PrefabList.Add(new Order("Dismiss", "Dismissed"));
|
||||
|
||||
//PrefabList.Add(new Order("Wait", "Wait"));
|
||||
|
||||
//PrefabList.Add(new Order("Operate Reactor", "Operating reactor", typeof(Reactor), new string[] {"Power up", "Shutdown"}));
|
||||
//PrefabList.Add(new Order("Operate Railgun", "Operating railgun", typeof(Turret), new string[] { "Fire at will", "Hold fire" }));
|
||||
|
||||
|
||||
}
|
||||
|
||||
private Order(XElement orderElement)
|
||||
{
|
||||
Name = ToolBox.GetAttributeString(orderElement, "name", "Name not found");
|
||||
DoingText = ToolBox.GetAttributeString(orderElement, "doingtext", "");
|
||||
|
||||
string targetItemName = ToolBox.GetAttributeString(orderElement, "targetitemtype", "");
|
||||
|
||||
if (!string.IsNullOrWhiteSpace(targetItemName))
|
||||
{
|
||||
try
|
||||
{
|
||||
ItemComponentType = Type.GetType("Barotrauma.Items.Components." + targetItemName, true, true);
|
||||
}
|
||||
|
||||
catch (Exception e)
|
||||
{
|
||||
DebugConsole.ThrowError("Error in " + ConfigFile + ", item component type " + targetItemName + " not found", e);
|
||||
}
|
||||
}
|
||||
|
||||
ItemName = ToolBox.GetAttributeString(orderElement, "targetitemname", "");
|
||||
|
||||
Color = new Color(ToolBox.GetAttributeVector4(orderElement, "color", new Vector4(1.0f, 1.0f, 1.0f, 1.0f)));
|
||||
|
||||
UseController = ToolBox.GetAttributeBool(orderElement, "usecontroller", false);
|
||||
|
||||
string optionStr = ToolBox.GetAttributeString(orderElement, "options", "");
|
||||
|
||||
if (string.IsNullOrWhiteSpace(optionStr))
|
||||
{
|
||||
Options = new string[0];
|
||||
}
|
||||
else
|
||||
{
|
||||
Options = optionStr.Split(',');
|
||||
|
||||
for (int i = 0; i<Options.Length; i++)
|
||||
{
|
||||
Options[i] = Options[i].Trim();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
foreach (XElement subElement in orderElement.Elements())
|
||||
{
|
||||
if (subElement.Name.ToString().ToLowerInvariant() != "sprite") continue;
|
||||
SymbolSprite = new Sprite(subElement);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
private Order(string name, string doingText, Type itemComponentType, string[] parameters = null)
|
||||
{
|
||||
Name = name;
|
||||
DoingText = doingText;
|
||||
ItemComponentType = itemComponentType;
|
||||
Options = parameters == null ? new string[0] : parameters;
|
||||
}
|
||||
|
||||
public Order(Order prefab, ItemComponent targetItem)
|
||||
{
|
||||
Name = prefab.Name;
|
||||
DoingText = prefab.DoingText;
|
||||
ItemComponentType = prefab.ItemComponentType;
|
||||
Options = prefab.Options;
|
||||
SymbolSprite = prefab.SymbolSprite;
|
||||
Color = prefab.Color;
|
||||
UseController = prefab.UseController;
|
||||
|
||||
TargetItem = targetItem;
|
||||
}
|
||||
|
||||
private Order(string name, string doingText, string[] parameters = null)
|
||||
:this (name,doingText, null, parameters)
|
||||
{
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
@@ -0,0 +1,387 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
class PathNode
|
||||
{
|
||||
private WayPoint wayPoint;
|
||||
|
||||
private int wayPointID;
|
||||
|
||||
public int state;
|
||||
|
||||
public PathNode Parent;
|
||||
|
||||
private Vector2 position;
|
||||
|
||||
public float F,G,H;
|
||||
|
||||
public List<PathNode> connections;
|
||||
public List<float> distances;
|
||||
|
||||
public WayPoint Waypoint
|
||||
{
|
||||
get { return wayPoint; }
|
||||
}
|
||||
|
||||
public Vector2 Position
|
||||
{
|
||||
get {return position;}
|
||||
}
|
||||
|
||||
public PathNode(WayPoint wayPoint)
|
||||
{
|
||||
this.wayPoint = wayPoint;
|
||||
this.position = wayPoint.SimPosition;
|
||||
wayPointID = wayPoint.ID;
|
||||
|
||||
connections = new List<PathNode>();
|
||||
}
|
||||
|
||||
public static List<PathNode> GenerateNodes(List<WayPoint> wayPoints)
|
||||
{
|
||||
var nodes = new Dictionary<int, PathNode>();
|
||||
foreach (WayPoint wayPoint in wayPoints)
|
||||
{
|
||||
if (wayPoint == null) continue;
|
||||
if (nodes.ContainsKey(wayPoint.ID))
|
||||
{
|
||||
DebugConsole.ThrowError("Error in PathFinder.GenerateNodes (duplicate ID \"" + wayPoint.ID + "\")");
|
||||
continue;
|
||||
}
|
||||
nodes.Add(wayPoint.ID, new PathNode(wayPoint));
|
||||
}
|
||||
|
||||
foreach (KeyValuePair<int,PathNode> node in nodes)
|
||||
{
|
||||
foreach (MapEntity linked in node.Value.wayPoint.linkedTo)
|
||||
{
|
||||
PathNode connectedNode = null;
|
||||
nodes.TryGetValue(linked.ID, out connectedNode);
|
||||
if (connectedNode == null) continue;
|
||||
|
||||
node.Value.connections.Add(connectedNode);
|
||||
}
|
||||
}
|
||||
|
||||
var nodeList = nodes.Values.ToList();
|
||||
nodeList.RemoveAll(n => n.connections.Count == 0);
|
||||
foreach (PathNode node in nodeList)
|
||||
{
|
||||
node.distances = new List<float>();
|
||||
for (int i = 0; i< node.connections.Count; i++)
|
||||
{
|
||||
node.distances.Add(Vector2.Distance(node.position, node.connections[i].position));
|
||||
}
|
||||
}
|
||||
|
||||
return nodeList;
|
||||
}
|
||||
}
|
||||
|
||||
class PathFinder
|
||||
{
|
||||
public delegate float? GetNodePenaltyHandler(PathNode node, PathNode prevNode);
|
||||
public GetNodePenaltyHandler GetNodePenalty;
|
||||
|
||||
private List<PathNode> nodes;
|
||||
|
||||
private bool insideSubmarine;
|
||||
|
||||
public PathFinder(List<WayPoint> wayPoints, bool insideSubmarine = false)
|
||||
{
|
||||
nodes = PathNode.GenerateNodes(wayPoints.FindAll(w => w.MoveWithLevel != insideSubmarine));
|
||||
|
||||
foreach (WayPoint wp in wayPoints)
|
||||
{
|
||||
wp.linkedTo.CollectionChanged += WaypointLinksChanged;
|
||||
}
|
||||
|
||||
this.insideSubmarine = insideSubmarine;
|
||||
}
|
||||
|
||||
void WaypointLinksChanged(object sender, System.Collections.Specialized.NotifyCollectionChangedEventArgs e)
|
||||
{
|
||||
if (Submarine.Unloading) return;
|
||||
|
||||
var waypoints = sender as IEnumerable<MapEntity>;
|
||||
|
||||
foreach (MapEntity me in waypoints)
|
||||
{
|
||||
WayPoint wp = me as WayPoint;
|
||||
if (me == null) continue;
|
||||
|
||||
var node = nodes.Find(n => n.Waypoint == wp);
|
||||
if (node == null) return;
|
||||
|
||||
if (e.Action == System.Collections.Specialized.NotifyCollectionChangedAction.Remove)
|
||||
{
|
||||
for (int i = node.connections.Count - 1; i >= 0; i--)
|
||||
{
|
||||
//remove connection if the waypoint isn't connected anymore
|
||||
if (wp.linkedTo.FirstOrDefault(l => l == node.connections[i].Waypoint) == null)
|
||||
{
|
||||
node.connections.RemoveAt(i);
|
||||
node.distances.RemoveAt(i);
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (e.Action == System.Collections.Specialized.NotifyCollectionChangedAction.Add)
|
||||
{
|
||||
for (int i = 0; i < wp.linkedTo.Count; i++)
|
||||
{
|
||||
WayPoint connected = wp.linkedTo[i] as WayPoint;
|
||||
if (connected == null) continue;
|
||||
|
||||
//already connected, continue
|
||||
if (node.connections.Any(n => n.Waypoint == connected)) continue;
|
||||
|
||||
var matchingNode = nodes.Find(n => n.Waypoint == connected);
|
||||
if (matchingNode == null)
|
||||
{
|
||||
#if DEBUG
|
||||
DebugConsole.ThrowError("Waypoint connections were changed, no matching path node found in PathFinder");
|
||||
#endif
|
||||
return;
|
||||
}
|
||||
|
||||
node.connections.Add(matchingNode);
|
||||
node.distances.Add(Vector2.Distance(node.Position, matchingNode.Position));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public SteeringPath FindPath(Vector2 start, Vector2 end)
|
||||
{
|
||||
System.Diagnostics.Stopwatch sw = new System.Diagnostics.Stopwatch();
|
||||
sw.Start();
|
||||
|
||||
float closestDist = 0.0f;
|
||||
PathNode startNode = null;
|
||||
foreach (PathNode node in nodes)
|
||||
{
|
||||
Vector2 nodePos = node.Position;
|
||||
|
||||
float dist = System.Math.Abs(start.X - nodePos.X) +
|
||||
System.Math.Abs(start.Y - nodePos.Y) * 10.0f; //higher cost for vertical movement
|
||||
|
||||
//prefer nodes that are closer to the end position
|
||||
dist += Vector2.Distance(end, nodePos) / 10.0f;
|
||||
|
||||
if (dist<closestDist || startNode==null)
|
||||
{
|
||||
//if searching for a path inside the sub, make sure the waypoint is visible
|
||||
if (insideSubmarine)
|
||||
{
|
||||
var body = Submarine.PickBody(
|
||||
start, node.Waypoint.SimPosition, null,
|
||||
Physics.CollisionWall | Physics.CollisionLevel | Physics.CollisionStairs | Physics.CollisionPlatform);
|
||||
|
||||
if (body != null)
|
||||
{
|
||||
if (body.UserData is Structure && !((Structure)body.UserData).IsPlatform) continue;
|
||||
if (body.UserData is Item && body.FixtureList[0].CollisionCategories.HasFlag(Physics.CollisionWall)) continue;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
closestDist = dist;
|
||||
startNode = node;
|
||||
}
|
||||
}
|
||||
|
||||
if (startNode == null)
|
||||
{
|
||||
DebugConsole.NewMessage("Pathfinding error, couldn't find a start node", Color.DarkRed);
|
||||
|
||||
return new SteeringPath();
|
||||
}
|
||||
|
||||
closestDist = 0.0f;
|
||||
PathNode endNode = null;
|
||||
foreach (PathNode node in nodes)
|
||||
{
|
||||
Vector2 nodePos = node.Position;
|
||||
|
||||
float dist = Vector2.Distance(end, nodePos);
|
||||
if (dist < closestDist || endNode == null)
|
||||
{
|
||||
//if searching for a path inside the sub, make sure the waypoint is visible
|
||||
if (insideSubmarine)
|
||||
{
|
||||
var body = Submarine.CheckVisibility(end, node.Waypoint.SimPosition);
|
||||
if (body != null && body.UserData is Structure) continue;
|
||||
}
|
||||
|
||||
closestDist = dist;
|
||||
endNode = node;
|
||||
}
|
||||
}
|
||||
|
||||
if (endNode == null)
|
||||
{
|
||||
DebugConsole.NewMessage("Pathfinding error, couldn't find an end node", Color.DarkRed);
|
||||
return new SteeringPath();
|
||||
}
|
||||
|
||||
|
||||
var path = FindPath(startNode,endNode);
|
||||
|
||||
sw.Stop();
|
||||
System.Diagnostics.Debug.WriteLine("findpath: " + sw.ElapsedMilliseconds+" ms");
|
||||
|
||||
return path;
|
||||
}
|
||||
|
||||
public SteeringPath FindPath(WayPoint start, WayPoint end)
|
||||
{
|
||||
PathNode startNode=null, endNode=null;
|
||||
foreach (PathNode node in nodes)
|
||||
{
|
||||
if (node.Waypoint == start)
|
||||
{
|
||||
startNode = node;
|
||||
if (endNode != null) break;
|
||||
}
|
||||
if (node.Waypoint == end)
|
||||
{
|
||||
endNode = node;
|
||||
if (startNode != null) break;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (startNode == null || endNode == null)
|
||||
{
|
||||
DebugConsole.NewMessage("Pathfinding error, couldn't find matching pathnodes to waypoints", Color.DarkRed);
|
||||
return new SteeringPath();
|
||||
}
|
||||
|
||||
return FindPath(startNode, endNode);
|
||||
}
|
||||
|
||||
private SteeringPath FindPath(PathNode start, PathNode end)
|
||||
{
|
||||
if (start == end)
|
||||
{
|
||||
var path1 = new SteeringPath();
|
||||
path1.AddNode(start.Waypoint);
|
||||
|
||||
return path1;
|
||||
}
|
||||
|
||||
foreach (PathNode node in nodes)
|
||||
{
|
||||
node.state = 0;
|
||||
node.F = 0.0f;
|
||||
node.G = 0.0f;
|
||||
node.H = 0.0f;
|
||||
}
|
||||
|
||||
start.state = 1;
|
||||
while (true)
|
||||
{
|
||||
|
||||
PathNode currNode = null;
|
||||
float dist = 10000.0f;
|
||||
foreach (PathNode node in nodes)
|
||||
{
|
||||
if (node.state != 1) continue;
|
||||
if (node.F < dist)
|
||||
{
|
||||
dist = node.F;
|
||||
currNode = node;
|
||||
}
|
||||
}
|
||||
|
||||
if (currNode == null || currNode == end) break;
|
||||
|
||||
currNode.state = 2;
|
||||
|
||||
for (int i = 0; i < currNode.connections.Count; i++)
|
||||
{
|
||||
PathNode nextNode = currNode.connections[i];
|
||||
|
||||
//a node that hasn't been searched yet
|
||||
if (nextNode.state==0)
|
||||
{
|
||||
nextNode.H = Vector2.Distance(nextNode.Position,end.Position);
|
||||
|
||||
if (GetNodePenalty != null)
|
||||
{
|
||||
float? nodePenalty =GetNodePenalty(currNode, nextNode);
|
||||
if (nodePenalty == null)
|
||||
{
|
||||
nextNode.state = -1;
|
||||
continue;
|
||||
}
|
||||
nextNode.H += (float)nodePenalty;
|
||||
}
|
||||
|
||||
nextNode.G = currNode.G + currNode.distances[i];
|
||||
nextNode.F = nextNode.G + nextNode.H;
|
||||
nextNode.Parent = currNode;
|
||||
nextNode.state = 1;
|
||||
}
|
||||
//node that has been searched
|
||||
else if (nextNode.state==1)
|
||||
{
|
||||
float tempG = currNode.G + currNode.distances[i];
|
||||
//only use if this new route is better than the
|
||||
//route the node was a part of
|
||||
if (tempG < nextNode.G)
|
||||
{
|
||||
nextNode.G = tempG;
|
||||
nextNode.F = nextNode.G + nextNode.H;
|
||||
nextNode.Parent = currNode;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (end.state == 0 || end.Parent == null)
|
||||
{
|
||||
//path not found
|
||||
return new SteeringPath(true);
|
||||
}
|
||||
|
||||
SteeringPath path = new SteeringPath();
|
||||
List<WayPoint> finalPath = new List<WayPoint>();
|
||||
|
||||
PathNode pathNode = end;
|
||||
while (pathNode != start && pathNode != null)
|
||||
{
|
||||
finalPath.Add(pathNode.Waypoint);
|
||||
|
||||
//there was one bug report that seems to have been caused by this loop never terminating:
|
||||
//couldn't reproduce or figure out what caused it, but here's a workaround that prevents the game from crashing in case it happens again
|
||||
if (finalPath.Count > nodes.Count)
|
||||
{
|
||||
DebugConsole.ThrowError("Pathfinding error: constructing final path failed");
|
||||
return new SteeringPath(true);
|
||||
}
|
||||
|
||||
path.Cost += pathNode.F;
|
||||
pathNode = pathNode.Parent;
|
||||
}
|
||||
|
||||
finalPath.Add(start.Waypoint);
|
||||
|
||||
finalPath.Reverse();
|
||||
|
||||
foreach (WayPoint wayPoint in finalPath)
|
||||
{
|
||||
path.AddNode(wayPoint);
|
||||
}
|
||||
|
||||
|
||||
return path;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -0,0 +1,190 @@
|
||||
using System;
|
||||
using Microsoft.Xna.Framework;
|
||||
using FarseerPhysics.Dynamics;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
class SteeringManager
|
||||
{
|
||||
protected const float CircleDistance = 2.5f;
|
||||
protected const float CircleRadius = 0.3f;
|
||||
|
||||
protected const float RayCastInterval = 0.5f;
|
||||
|
||||
protected ISteerable host;
|
||||
|
||||
private Vector2 steering;
|
||||
|
||||
//the steering amount when avoiding obstacles
|
||||
//(needs a separate variable because it's only updated when a raycast is done to detect any nearby obstacles)
|
||||
private Vector2 avoidSteering;
|
||||
private float rayCastTimer;
|
||||
|
||||
private float wanderAngle;
|
||||
|
||||
public float WanderAngle
|
||||
{
|
||||
get { return wanderAngle; }
|
||||
set { wanderAngle = value; }
|
||||
}
|
||||
|
||||
public SteeringManager(ISteerable host)
|
||||
{
|
||||
this.host = host;
|
||||
|
||||
wanderAngle = Rand.Range(0.0f, MathHelper.TwoPi);
|
||||
}
|
||||
|
||||
public void SteeringSeek(Vector2 targetSimPos, float speed = 1.0f)
|
||||
{
|
||||
steering += DoSteeringSeek(targetSimPos, speed);
|
||||
}
|
||||
|
||||
public void SteeringWander(float speed = 1.0f)
|
||||
{
|
||||
steering += DoSteeringWander(speed);
|
||||
}
|
||||
|
||||
public void SteeringAvoid(float deltaTime, float speed)
|
||||
{
|
||||
steering += DoSteeringAvoid(deltaTime, speed);
|
||||
}
|
||||
|
||||
public void SteeringManual(float deltaTime, Vector2 velocity)
|
||||
{
|
||||
steering += velocity;
|
||||
}
|
||||
|
||||
public void Reset()
|
||||
{
|
||||
steering = Vector2.Zero;
|
||||
}
|
||||
|
||||
public void ResetX()
|
||||
{
|
||||
steering.X = 0.0f;
|
||||
}
|
||||
|
||||
public void ResetY()
|
||||
{
|
||||
steering.Y = 0.0f;
|
||||
}
|
||||
|
||||
public virtual void Update(float speed = 1.0f)
|
||||
{
|
||||
if (steering == Vector2.Zero || !MathUtils.IsValid(steering))
|
||||
{
|
||||
steering = Vector2.Zero;
|
||||
host.Steering = Vector2.Zero;
|
||||
return;
|
||||
}
|
||||
|
||||
float steeringSpeed = steering.Length();
|
||||
if (steeringSpeed>speed)
|
||||
{
|
||||
steering = Vector2.Normalize(steering) * Math.Abs(speed);
|
||||
}
|
||||
|
||||
host.Steering = steering;
|
||||
}
|
||||
|
||||
protected virtual Vector2 DoSteeringSeek(Vector2 target, float speed = 1.0f)
|
||||
{
|
||||
Vector2 targetVel = target - host.SimPosition;
|
||||
|
||||
if (targetVel.LengthSquared() < 0.00001f) return Vector2.Zero;
|
||||
|
||||
targetVel = Vector2.Normalize(targetVel) * speed;
|
||||
Vector2 newSteering = targetVel - host.Steering;
|
||||
|
||||
if (newSteering==Vector2.Zero) return Vector2.Zero;
|
||||
|
||||
float steeringSpeed = (newSteering + host.Steering).Length();
|
||||
if (steeringSpeed > Math.Abs(speed))
|
||||
{
|
||||
newSteering = Vector2.Normalize(newSteering)*Math.Abs(speed);
|
||||
}
|
||||
|
||||
return newSteering;
|
||||
}
|
||||
|
||||
protected virtual Vector2 DoSteeringWander(float speed = 1.0f)
|
||||
{
|
||||
Vector2 circleCenter = (host.Steering == Vector2.Zero) ? new Vector2(speed, 0.0f) : host.Steering;
|
||||
circleCenter = Vector2.Normalize(circleCenter) * CircleDistance;
|
||||
|
||||
Vector2 displacement = new Vector2(
|
||||
(float)Math.Cos(wanderAngle),
|
||||
(float)Math.Sin(wanderAngle));
|
||||
displacement = displacement * CircleRadius;
|
||||
|
||||
float angleChange = 1.5f;
|
||||
|
||||
wanderAngle += Rand.Range(0.0f, 1.0f) * angleChange - angleChange * 0.5f;
|
||||
|
||||
Vector2 newSteering = circleCenter + displacement;
|
||||
float steeringSpeed = (newSteering + host.Steering).Length();
|
||||
if (steeringSpeed > speed)
|
||||
{
|
||||
newSteering = Vector2.Normalize(newSteering) * speed;
|
||||
}
|
||||
|
||||
return newSteering;
|
||||
}
|
||||
|
||||
protected virtual Vector2 DoSteeringAvoid(float deltaTime, float speed = 1.0f)
|
||||
{
|
||||
if (steering == Vector2.Zero || host.Steering == Vector2.Zero) return Vector2.Zero;
|
||||
|
||||
float maxDistance = 2.0f;
|
||||
|
||||
Vector2 ahead = host.SimPosition + Vector2.Normalize(host.Steering) * maxDistance;
|
||||
|
||||
if (rayCastTimer <= 0.0f)
|
||||
{
|
||||
rayCastTimer = RayCastInterval;
|
||||
Body closestBody = Submarine.CheckVisibility(host.SimPosition, ahead);
|
||||
if (closestBody == null)
|
||||
{
|
||||
avoidSteering = Vector2.Zero;
|
||||
return Vector2.Zero;
|
||||
}
|
||||
else
|
||||
{
|
||||
Structure closestStructure = closestBody.UserData as Structure;
|
||||
if (closestStructure != null)
|
||||
{
|
||||
Vector2 obstaclePosition = Submarine.LastPickedPosition;
|
||||
if (closestStructure.IsHorizontal)
|
||||
{
|
||||
obstaclePosition.Y = closestStructure.SimPosition.Y;
|
||||
}
|
||||
else
|
||||
{
|
||||
obstaclePosition.X = closestStructure.SimPosition.X;
|
||||
}
|
||||
|
||||
avoidSteering = Vector2.Normalize(Submarine.LastPickedPosition - obstaclePosition);
|
||||
}
|
||||
else if (closestBody.UserData is Item)
|
||||
{
|
||||
Item item = (Item)closestBody.UserData;
|
||||
avoidSteering = Vector2.Normalize(Submarine.LastPickedPosition - item.SimPosition);
|
||||
}
|
||||
else
|
||||
{
|
||||
avoidSteering = Vector2.Normalize(host.SimPosition - Submarine.LastPickedPosition);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
rayCastTimer -= deltaTime;
|
||||
}
|
||||
|
||||
return avoidSteering * speed;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,104 @@
|
||||
using System.Collections.Generic;
|
||||
using Microsoft.Xna.Framework;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
class SteeringPath
|
||||
{
|
||||
private List<WayPoint> nodes;
|
||||
|
||||
int currentIndex;
|
||||
|
||||
public bool Unreachable
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
public SteeringPath(bool unreachable = false)
|
||||
{
|
||||
nodes = new List<WayPoint>();
|
||||
Unreachable = unreachable;
|
||||
}
|
||||
|
||||
public void AddNode(WayPoint node)
|
||||
{
|
||||
if (node == null) return;
|
||||
nodes.Add(node);
|
||||
|
||||
if (node.CurrentHull == null) HasOutdoorsNodes = true;
|
||||
}
|
||||
|
||||
public bool HasOutdoorsNodes
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public int CurrentIndex
|
||||
{
|
||||
get { return currentIndex; }
|
||||
}
|
||||
|
||||
public float Cost
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
public WayPoint PrevNode
|
||||
{
|
||||
get
|
||||
{
|
||||
if (currentIndex-1 < 0 || currentIndex-1 > nodes.Count - 1) return null;
|
||||
return nodes[currentIndex-1];
|
||||
}
|
||||
}
|
||||
|
||||
public WayPoint CurrentNode
|
||||
{
|
||||
get
|
||||
{
|
||||
if (currentIndex < 0 || currentIndex > nodes.Count - 1) return null;
|
||||
return nodes[currentIndex];
|
||||
}
|
||||
}
|
||||
|
||||
public List<WayPoint> Nodes
|
||||
{
|
||||
get { return nodes; }
|
||||
}
|
||||
|
||||
public WayPoint NextNode
|
||||
{
|
||||
get
|
||||
{
|
||||
if (currentIndex+1 < 0 || currentIndex+1 > nodes.Count - 1) return null;
|
||||
return nodes[currentIndex+1];
|
||||
}
|
||||
}
|
||||
|
||||
public bool Finished
|
||||
{
|
||||
get { return currentIndex >= nodes.Count; }
|
||||
}
|
||||
|
||||
public void SkipToNextNode()
|
||||
{
|
||||
currentIndex++;
|
||||
}
|
||||
|
||||
public WayPoint CheckProgress(Vector2 simPosition, float minSimDistance = 0.1f)
|
||||
{
|
||||
if (nodes.Count == 0 || currentIndex>nodes.Count-1) return null;
|
||||
if (Vector2.Distance(simPosition, nodes[currentIndex].SimPosition) < minSimDistance) currentIndex++;
|
||||
|
||||
return CurrentNode;
|
||||
}
|
||||
|
||||
public void ClearPath()
|
||||
{
|
||||
nodes.Clear();
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user