(8025561da) Implement offensive combat.
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@@ -4,6 +4,7 @@ using System;
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using System.Collections.Generic;
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using System.Linq;
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using Barotrauma.Extensions;
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using FarseerPhysics;
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namespace Barotrauma
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{
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@@ -46,13 +47,14 @@ namespace Barotrauma
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private Hull retreatTarget;
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private AIObjectiveGoTo retreatObjective;
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private AIObjectiveFindSafety findSafety;
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private AIObjectiveGoTo followTargetObjective;
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private float coolDownTimer;
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public enum CombatMode
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{
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Defensive,
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Offensive, // Not implemented
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Offensive,
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Retreat
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}
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@@ -77,10 +79,17 @@ namespace Barotrauma
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{
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coolDownTimer -= deltaTime;
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if (abandon) { return; }
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Arm(deltaTime);
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Move(deltaTime);
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}
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private void Arm(float deltaTime)
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{
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switch (Mode)
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{
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case CombatMode.Offensive:
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case CombatMode.Defensive:
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if (Weapon != null && character.Inventory.Items.Contains(_weapon))
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if (Weapon != null && !character.Inventory.Items.Contains(_weapon) || _weaponComponent != null && !_weaponComponent.HasRequiredContainedItems(false))
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{
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Weapon = null;
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}
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@@ -99,15 +108,31 @@ namespace Barotrauma
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Attack(deltaTime);
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}
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}
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// When defensive, try to retreat to safety. TODO: in offsensive mode, engage the target
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Retreat(deltaTime);
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else
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{
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Mode = CombatMode.Retreat;
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}
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break;
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case CombatMode.Retreat:
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break;
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default:
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throw new NotImplementedException();
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}
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}
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private void Move(float deltaTime)
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{
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switch (Mode)
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{
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case CombatMode.Offensive:
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Engage(deltaTime);
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break;
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case CombatMode.Defensive:
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case CombatMode.Retreat:
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Retreat(deltaTime);
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break;
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case CombatMode.Offensive:
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default:
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throw new System.NotImplementedException();
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throw new NotImplementedException();
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}
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}
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@@ -202,8 +227,7 @@ namespace Barotrauma
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}
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else
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{
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//couldn't equip the item, escape
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//Abandon(deltaTime);
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//couldn't equip the item -> escape
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return false;
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}
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}
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@@ -212,6 +236,7 @@ namespace Barotrauma
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private void Retreat(float deltaTime)
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{
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followTargetObjective = null;
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if (retreatTarget == null || (retreatObjective != null && !retreatObjective.CanBeCompleted))
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{
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retreatTarget = findSafety.FindBestHull(new List<Hull>() { character.CurrentHull });
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@@ -220,12 +245,44 @@ namespace Barotrauma
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{
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if (retreatObjective == null || retreatObjective.Target != retreatTarget)
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{
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retreatObjective = new AIObjectiveGoTo(retreatTarget, character, objectiveManager, false, true);
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retreatObjective = new AIObjectiveGoTo(retreatTarget, character, objectiveManager, false, true, priorityModifier: PriorityModifier);
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}
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retreatObjective.TryComplete(deltaTime);
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}
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}
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private void Engage(float deltaTime)
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{
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retreatTarget = null;
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retreatObjective = null;
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if (followTargetObjective == null)
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{
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followTargetObjective = new AIObjectiveGoTo(Enemy, character, objectiveManager, repeat: true, getDivingGearIfNeeded: true, priorityModifier: PriorityModifier)
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{
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AllowGoingOutside = true,
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IgnoreIfTargetDead = true
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};
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}
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if (WeaponComponent is RangedWeapon)
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{
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followTargetObjective.CloseEnough = 3;
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}
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else if (WeaponComponent is MeleeWeapon mw)
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{
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followTargetObjective.CloseEnough = ConvertUnits.ToSimUnits(mw.Range);
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}
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else if (WeaponComponent is RepairTool rt)
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{
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followTargetObjective.CloseEnough = ConvertUnits.ToSimUnits(rt.Range);
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}
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if (retreatTarget != null)
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{
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SteeringManager.Reset();
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Mode = CombatMode.Retreat;
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}
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followTargetObjective.TryComplete(deltaTime);
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}
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private bool Reload(float deltaTime)
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{
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if (WeaponComponent != null && WeaponComponent.requiredItems.ContainsKey(RelatedItem.RelationType.Contained))
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@@ -251,6 +308,7 @@ namespace Barotrauma
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}
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else if (!reloadWeaponObjective.CanBeCompleted)
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{
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SteeringManager.Reset();
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Mode = CombatMode.Retreat;
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}
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else
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@@ -312,12 +370,6 @@ namespace Barotrauma
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}
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}
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private void Abandon(float deltaTime)
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{
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abandon = true;
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SteeringManager.Reset();
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}
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public override bool IsCompleted()
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{
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bool completed = (Enemy != null && (Enemy.Removed || Enemy.IsDead)) || coolDownTimer <= 0;
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