Human AI with pathfinding and room hazard avoidance
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@@ -9,6 +9,8 @@ namespace Barotrauma
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{
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protected List<AIObjective> subObjectives;
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protected float priority;
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public virtual bool IsCompleted()
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{
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return false;
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@@ -21,7 +23,7 @@ namespace Barotrauma
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/// <summary>
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/// makes the character act according to the objective, or according to any subobjectives that
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/// need to be completed before this one (starting from the one with the highest priority)
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/// need to be completed before this one
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/// </summary>
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/// <param name="character">the character who's trying to achieve the objective</param>
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public void TryComplete(float deltaTime, Character character)
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@@ -38,5 +40,15 @@ namespace Barotrauma
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}
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protected virtual void Act(float deltaTime, Character character) { }
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public virtual float GetPriority(Character character)
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{
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return 0.0f;
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}
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public virtual bool IsDuplicate(AIObjective otherObjective)
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{
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return true;
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}
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}
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}
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@@ -0,0 +1,89 @@
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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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using System.Text;
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namespace Barotrauma
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{
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class AIObjectiveFindSafety : AIObjective
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{
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const float SearchHullInterval = 1.0f;
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const float MinSafety = 50.0f;
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AIObjectiveGoTo gotoObjective;
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float currenthullSafety;
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float searchHullTimer;
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protected override void Act(float deltaTime, Character character)
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{
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if (character.AnimController.CurrentHull == null || GetHullSafety(character.AnimController.CurrentHull) > MinSafety)
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{
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character.AIController.SteeringManager.SteeringSeek(character.AnimController.CurrentHull.Position);
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gotoObjective = null;
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return;
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}
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if (searchHullTimer>0.0f)
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{
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searchHullTimer -= deltaTime;
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return;
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}
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searchHullTimer = SearchHullInterval;
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Hull bestHull = null;
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float bestValue = currenthullSafety;
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foreach (Hull hull in Hull.hullList)
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{
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if (hull == character.AnimController.CurrentHull) continue;
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float hullValue = GetHullSafety(hull);
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hullValue -= (float)Math.Sqrt(Math.Abs(character.Position.X- hull.Position.X));
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hullValue -= (float)Math.Sqrt(Math.Abs(character.Position.Y - hull.Position.Y)*2.0f);
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if (bestHull==null || hullValue > bestValue)
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{
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bestHull = hull;
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bestValue = hullValue;
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}
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}
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if (bestHull != null)
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{
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gotoObjective = new AIObjectiveGoTo(bestHull.AiTarget, character);
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//character.AIController.SelectTarget(bestHull.AiTarget);
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}
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gotoObjective.TryComplete(deltaTime, character);
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}
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public override float GetPriority(Character character)
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{
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if (character.AnimController.CurrentHull == null) return 0.0f;
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currenthullSafety = GetHullSafety(character.AnimController.CurrentHull);
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priority = 100.0f - currenthullSafety;
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return priority;
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}
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private float GetHullSafety(Hull hull)
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{
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float waterPercentage = (hull.Volume / hull.FullVolume)*100.0f;
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float fireAmount = 0.0f;
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foreach (FireSource fireSource in hull.FireSources)
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{
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fireAmount += fireSource.Size.X;
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}
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float safety = 100.0f - fireAmount - waterPercentage;
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if (hull.OxygenPercentage < 30.0f) safety -= (30.0f-hull.OxygenPercentage)*3.0f;
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return safety;
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}
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}
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}
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@@ -0,0 +1,33 @@
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using Barotrauma.Items.Components;
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using FarseerPhysics;
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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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using System.Text;
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namespace Barotrauma
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{
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class AIObjectiveGoTo : AIObjective
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{
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AITarget target;
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private Character character;
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public AIObjectiveGoTo(AITarget target, Character character)
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{
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this.character = character;
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this.target = target;
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}
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protected override void Act(float deltaTime, Character character)
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{
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if (target == null) return;
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character.AIController.SelectTarget(target);
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character.AIController.SteeringManager.SteeringSeek(ConvertUnits.ToDisplayUnits(target.Position));
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}
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}
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}
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@@ -0,0 +1,46 @@
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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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using System.Text;
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namespace Barotrauma
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{
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class AIObjectiveManager
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{
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private List<AIObjective> objectives;
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private Character character;
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public AIObjectiveManager(Character character)
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{
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this.character = character;
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objectives = new List<AIObjective>();
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}
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public void AddObjective(AIObjective objective)
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{
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if (objectives.Find(o => o.IsDuplicate(objective)) != null) return;
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objectives.Add(objective);
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}
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public void UpdateObjectives()
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{
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if (!objectives.Any()) return;
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//remove completed objectives
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objectives = objectives.FindAll(o => !o.IsCompleted());
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//sort objectives according to priority
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objectives.Sort((x, y) => x.GetPriority(character).CompareTo(y.GetPriority(character)));
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}
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public void DoCurrentObjective(float deltaTime)
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{
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if (!objectives.Any()) return;
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objectives[0].TryComplete(deltaTime, character);
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}
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}
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}
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@@ -18,5 +18,13 @@ namespace Barotrauma
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{
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//item.AIOperate(float deltaTime, Character character) or something
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}
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public override bool IsDuplicate(AIObjective otherObjective)
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{
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AIObjectiveOperateItem operateItem = otherObjective as AIObjectiveOperateItem;
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if (operateItem == null) return false;
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return (operateItem.targetItem == targetItem);
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}
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}
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}
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