Renamed project folders from Subsurface to Barotrauma
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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namespace Barotrauma
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{
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class AIObjectiveIdle : AIObjective
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{
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const float WallAvoidDistance = 150.0f;
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AITarget currentTarget;
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private float newTargetTimer;
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public AIObjectiveIdle(Character character) : base(character, "")
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{
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}
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public override float GetPriority(Character character)
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{
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return 1.0f;
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}
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protected override void Act(float deltaTime)
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{
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var pathSteering = character.AIController.SteeringManager as IndoorsSteeringManager;
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if (pathSteering==null)
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{
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return;
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}
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if (newTargetTimer <= 0.0f)
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{
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currentTarget = FindRandomTarget();
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if (currentTarget != null)
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{
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Vector2 pos = character.SimPosition;
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if (character != null && character.Submarine == null) pos -= Submarine.MainSub.SimPosition;
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var path = pathSteering.PathFinder.FindPath(pos, currentTarget.SimPosition);
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if (path.Cost > 200.0f && character.AnimController.CurrentHull!=null) return;
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pathSteering.SetPath(path);
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}
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newTargetTimer = currentTarget == null ? 5.0f : 15.0f;
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}
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newTargetTimer -= deltaTime;
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//wander randomly
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// - if reached the end of the path
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// - if the target is unreachable
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// - if the path requires going outside
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if (pathSteering==null || (pathSteering.CurrentPath != null &&
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(pathSteering.CurrentPath.NextNode == null || pathSteering.CurrentPath.Unreachable || pathSteering.CurrentPath.HasOutdoorsNodes)))
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{
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//steer away from edges of the hull
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if (character.AnimController.CurrentHull!=null)
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{
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float leftDist = character.Position.X - character.AnimController.CurrentHull.Rect.X;
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float rightDist = character.AnimController.CurrentHull.Rect.Right - character.Position.X;
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if (leftDist < WallAvoidDistance && rightDist < WallAvoidDistance)
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{
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if (Math.Abs(rightDist - leftDist) > WallAvoidDistance / 2)
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{
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pathSteering.SteeringManual(deltaTime, Vector2.UnitX * Math.Sign(rightDist - leftDist));
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}
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else
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{
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pathSteering.Reset();
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return;
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}
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}
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else if (leftDist < WallAvoidDistance)
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{
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pathSteering.SteeringManual(deltaTime, Vector2.UnitX * (WallAvoidDistance-leftDist)/WallAvoidDistance);
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pathSteering.WanderAngle = 0.0f;
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return;
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}
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else if (rightDist < WallAvoidDistance)
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{
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pathSteering.SteeringManual(deltaTime, -Vector2.UnitX * (WallAvoidDistance-rightDist)/WallAvoidDistance);
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pathSteering.WanderAngle = MathHelper.Pi;
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return;
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}
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}
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if (character.AnimController.InWater)
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{
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character.AIController.SteeringManager.SteeringManual(deltaTime, new Vector2(0.0f, 0.5f));
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}
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else
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{
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character.AIController.SteeringManager.SteeringWander();
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//reset vertical steering to prevent dropping down from platforms etc
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character.AIController.SteeringManager.ResetY();
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}
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return;
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}
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if (currentTarget == null) return;
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character.AIController.SteeringManager.SteeringSeek(currentTarget.SimPosition, 2.0f);
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}
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private AITarget FindRandomTarget()
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{
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if (Rand.Int(5)==1)
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{
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var idCard = character.Inventory.FindItem("ID Card");
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if (idCard==null) return null;
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foreach (WayPoint wp in WayPoint.WayPointList)
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{
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if (wp.SpawnType != SpawnType.Human || wp.CurrentHull==null) continue;
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foreach (string tag in wp.IdCardTags)
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{
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if (idCard.HasTag(tag)) return wp.CurrentHull.AiTarget;
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}
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}
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}
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else
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{
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List<Hull> targetHulls = new List<Hull>(Hull.hullList);
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//ignore all hulls with fires or water in them
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targetHulls.RemoveAll(h => h.FireSources.Any() || (h.Volume/h.FullVolume)>0.1f);
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if (!targetHulls.Any()) return null;
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return targetHulls[Rand.Range(0, targetHulls.Count)].AiTarget;
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}
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return null;
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}
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public override bool IsDuplicate(AIObjective otherObjective)
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{
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return (otherObjective is AIObjectiveIdle);
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}
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}
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}
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