Merge branch 'dev' of https://github.com/Regalis11/Barotrauma.git into unstable-tests

This commit is contained in:
Evil Factory
2022-04-08 12:52:28 -03:00
990 changed files with 44338 additions and 38589 deletions
@@ -10,6 +10,16 @@ namespace Barotrauma
{
class AIObjectiveManager
{
public enum ObjectiveType
{
None = 0,
Order = 1,
Objective = 2,
MinValue = 0,
MaxValue = 2
}
public const float HighestOrderPriority = 70;
public const float LowestOrderPriority = 60;
public const float RunPriority = 50;
@@ -38,7 +48,7 @@ namespace Barotrauma
}
}
public List<OrderInfo> CurrentOrders { get; } = new List<OrderInfo>();
public List<Order> CurrentOrders { get; } = new List<Order>();
/// <summary>
/// The AIObjective in <see cref="CurrentOrders"/> with the highest <see cref="AIObjective.Priority"/>
/// </summary>
@@ -132,23 +142,23 @@ namespace Barotrauma
int objectiveCount = Objectives.Count;
foreach (var autonomousObjective in character.Info.Job.Prefab.AutonomousObjectives)
{
var orderPrefab = Order.GetPrefab(autonomousObjective.identifier);
if (orderPrefab == null) { throw new Exception($"Could not find a matching prefab by the identifier: '{autonomousObjective.identifier}'"); }
var orderPrefab = OrderPrefab.Prefabs[autonomousObjective.Identifier];
if (orderPrefab == null) { throw new Exception($"Could not find a matching prefab by the identifier: '{autonomousObjective.Identifier}'"); }
Item item = null;
if (orderPrefab.MustSetTarget)
{
item = orderPrefab.GetMatchingItems(character.Submarine, mustBelongToPlayerSub: false, requiredTeam: character.Info.TeamID, interactableFor: character, orderOption: autonomousObjective.option)?.GetRandom();
item = orderPrefab.GetMatchingItems(character.Submarine, mustBelongToPlayerSub: false, requiredTeam: character.Info.TeamID, interactableFor: character)?.GetRandomUnsynced();
}
var order = new Order(orderPrefab, item ?? character.CurrentHull as Entity, orderPrefab.GetTargetItemComponent(item), orderGiver: character);
var order = new Order(orderPrefab, autonomousObjective.Option, item ?? character.CurrentHull as Entity, orderPrefab.GetTargetItemComponent(item), orderGiver: character);
if (order == null) { continue; }
if ((order.IgnoreAtOutpost || autonomousObjective.ignoreAtOutpost) && Level.IsLoadedOutpost && character.TeamID != CharacterTeamType.FriendlyNPC)
if ((order.IgnoreAtOutpost || autonomousObjective.IgnoreAtOutpost) && Level.IsLoadedOutpost && character.TeamID != CharacterTeamType.FriendlyNPC)
{
if (Submarine.MainSub != null && Submarine.MainSub.DockedTo.None(s => s.TeamID != CharacterTeamType.FriendlyNPC && s.TeamID != character.TeamID))
{
continue;
}
}
var objective = CreateObjective(order, autonomousObjective.option, character, autonomousObjective.priorityModifier);
var objective = CreateObjective(order, autonomousObjective.PriorityModifier);
if (objective != null && objective.CanBeCompleted)
{
AddObjective(objective, delay: Rand.Value() / 2);
@@ -193,28 +203,20 @@ namespace Barotrauma
{
var previousObjective = CurrentObjective;
var firstObjective = Objectives.FirstOrDefault();
bool currentObjectiveIsOrder = CurrentOrder != null && firstObjective != null && CurrentOrder.Priority > firstObjective.Priority;
if (currentObjectiveIsOrder)
CurrentObjective = currentObjectiveIsOrder ? CurrentOrder : firstObjective;
if (previousObjective == CurrentObjective) { return CurrentObjective; }
previousObjective?.OnDeselected();
CurrentObjective?.OnSelected();
GetObjective<AIObjectiveIdle>().CalculatePriority(Math.Max(CurrentObjective.Priority - 10, 0));
if (GameMain.NetworkMember is { IsServer: true })
{
CurrentObjective = CurrentOrder;
}
else
{
CurrentObjective = firstObjective;
}
if (previousObjective != CurrentObjective)
{
previousObjective?.OnDeselected();
CurrentObjective?.OnSelected();
GetObjective<AIObjectiveIdle>().CalculatePriority(Math.Max(CurrentObjective.Priority - 10, 0));
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer)
{
GameMain.NetworkMember.CreateEntityEvent(character, new object[]
{
NetEntityEvent.Type.ObjectiveManagerState,
currentObjectiveIsOrder ? "order" : "objective"
});
}
GameMain.NetworkMember.CreateEntityEvent(character,
new Character.ObjectiveManagerStateEventData(currentObjectiveIsOrder ? ObjectiveType.Order : ObjectiveType.Objective));
}
return CurrentObjective;
}
@@ -333,7 +335,7 @@ namespace Barotrauma
SortObjectives();
}
public void SetOrder(Order order, string option, int priority, Character orderGiver, bool speak)
public void SetOrder(Order order, bool speak)
{
if (character.IsDead)
{
@@ -345,13 +347,13 @@ namespace Barotrauma
}
ClearIgnored();
if (order == null || order.Identifier == "dismissed")
if (order == null || order.IsDismissal)
{
if (!string.IsNullOrEmpty(option))
if (order.Option != Identifier.Empty)
{
if (CurrentOrders.Any(o => o.MatchesDismissedOrder(option)))
if (CurrentOrders.Any(o => o.MatchesDismissedOrder(order.Option)))
{
var dismissedOrderInfo = CurrentOrders.First(o => o.MatchesDismissedOrder(option));
var dismissedOrderInfo = CurrentOrders.First(o => o.MatchesDismissedOrder(order.Option));
CurrentOrders.Remove(dismissedOrderInfo);
}
}
@@ -366,18 +368,18 @@ namespace Barotrauma
{
if (CurrentOrders.Count <= i) { break; }
var currentOrder = CurrentOrders[i];
if (currentOrder.Objective == null || currentOrder.MatchesOrder(order, option))
if (currentOrder.Objective == null || currentOrder.MatchesOrder(order))
{
CurrentOrders.RemoveAt(i);
continue;
}
var currentOrderInfo = character.GetCurrentOrder(currentOrder.Order, currentOrder.OrderOption);
if (currentOrderInfo.HasValue)
var currentOrderInfo = character.GetCurrentOrder(currentOrder);
if (currentOrderInfo is Order)
{
int currentPriority = currentOrderInfo.Value.ManualPriority;
int currentPriority = currentOrderInfo.ManualPriority;
if (currentOrder.ManualPriority != currentPriority)
{
CurrentOrders[i] = new OrderInfo(currentOrder, currentPriority);
CurrentOrders[i] = currentOrder.WithManualPriority(currentPriority);
}
}
else
@@ -386,46 +388,46 @@ namespace Barotrauma
}
}
var newCurrentOrder = CreateObjective(order, option, orderGiver);
if (newCurrentOrder != null)
var newCurrentObjective = CreateObjective(order);
if (newCurrentObjective != null)
{
newCurrentOrder.Abandoned += () => DismissSelf(order, option);
CurrentOrders.Add(new OrderInfo(order, option, priority, newCurrentOrder));
newCurrentObjective.Abandoned += () => DismissSelf(order);
CurrentOrders.Add(order.WithObjective(newCurrentObjective));
}
if (!HasOrders())
{
// Recreate objectives, because some of them may be removed, if impossible to complete (e.g. due to path finding)
CreateAutonomousObjectives();
}
else if (newCurrentOrder != null)
else if (newCurrentObjective != null)
{
if (speak && character.IsOnPlayerTeam)
{
string msg = newCurrentOrder.IsAllowed ? TextManager.Get("DialogAffirmative") : TextManager.Get("DialogNegative");
character.Speak(msg, delay: 1.0f);
LocalizedString msg = newCurrentObjective.IsAllowed ? TextManager.Get("DialogAffirmative") : TextManager.Get("DialogNegative");
character.Speak(msg.Value, delay: 1.0f);
}
}
}
public AIObjective CreateObjective(Order order, string option, Character orderGiver, float priorityModifier = 1)
public AIObjective CreateObjective(Order order, float priorityModifier = 1)
{
if (order == null || order.Identifier == "dismissed") { return null; }
if (order == null || order.IsDismissal) { return null; }
AIObjective newObjective;
switch (order.Identifier.ToLowerInvariant())
switch (order.Identifier.Value.ToLowerInvariant())
{
case "follow":
if (orderGiver == null) { return null; }
newObjective = new AIObjectiveGoTo(orderGiver, character, this, repeat: true, priorityModifier: priorityModifier)
if (order.OrderGiver == null) { return null; }
newObjective = new AIObjectiveGoTo(order.OrderGiver, character, this, repeat: true, priorityModifier: priorityModifier)
{
CloseEnough = Rand.Range(80f, 100f),
CloseEnoughMultiplier = Math.Min(1 + HumanAIController.CountCrew(c => c.ObjectiveManager.HasOrder<AIObjectiveGoTo>(o => o.Target == orderGiver), onlyBots: true) * Rand.Range(0.8f, 1f), 4),
CloseEnoughMultiplier = Math.Min(1 + HumanAIController.CountCrew(c => c.ObjectiveManager.HasOrder<AIObjectiveGoTo>(o => o.Target == order.OrderGiver), onlyBots: true) * Rand.Range(0.8f, 1f), 4),
ExtraDistanceOutsideSub = 100,
ExtraDistanceWhileSwimming = 100,
AllowGoingOutside = true,
IgnoreIfTargetDead = true,
IsFollowOrderObjective = true,
Mimic = character.IsOnPlayerTeam,
DialogueIdentifier = "dialogcannotreachplace"
DialogueIdentifier = "dialogcannotreachplace".ToIdentifier()
};
break;
case "wait":
@@ -435,14 +437,14 @@ namespace Barotrauma
};
break;
case "return":
newObjective = new AIObjectiveReturn(character, orderGiver, this, priorityModifier: priorityModifier);
newObjective.Completed += () => DismissSelf(order, option);
newObjective = new AIObjectiveReturn(character, order.OrderGiver, this, priorityModifier: priorityModifier);
newObjective.Completed += () => DismissSelf(order);
break;
case "fixleaks":
newObjective = new AIObjectiveFixLeaks(character, this, priorityModifier: priorityModifier, prioritizedHull: order.TargetEntity as Hull);
break;
case "chargebatteries":
newObjective = new AIObjectiveChargeBatteries(character, this, option, priorityModifier);
newObjective = new AIObjectiveChargeBatteries(character, this, order.Option, priorityModifier);
break;
case "rescue":
newObjective = new AIObjectiveRescueAll(character, this, priorityModifier);
@@ -459,16 +461,16 @@ namespace Barotrauma
if (order.TargetItemComponent is Pump targetPump)
{
if (!order.TargetItemComponent.Item.IsInteractable(character)) { return null; }
newObjective = new AIObjectiveOperateItem(targetPump, character, this, option, false, priorityModifier: priorityModifier)
newObjective = new AIObjectiveOperateItem(targetPump, character, this, order.Option, false, priorityModifier: priorityModifier)
{
IsLoop = false,
Override = orderGiver != null && orderGiver.IsCommanding
Override = order.OrderGiver is { IsCommanding: true }
};
newObjective.Completed += () => DismissSelf(order, option);
newObjective.Completed += () => DismissSelf(order);
}
else
{
newObjective = new AIObjectivePumpWater(character, this, option, priorityModifier: priorityModifier);
newObjective = new AIObjectivePumpWater(character, this, order.Option, priorityModifier: priorityModifier);
}
break;
case "extinguishfires":
@@ -488,22 +490,22 @@ namespace Barotrauma
if (steering != null) { steering.PosToMaintain = steering.Item.Submarine?.WorldPosition; }
if (order.TargetItemComponent == null) { return null; }
if (!order.TargetItemComponent.Item.IsInteractable(character)) { return null; }
newObjective = new AIObjectiveOperateItem(order.TargetItemComponent, character, this, option,
newObjective = new AIObjectiveOperateItem(order.TargetItemComponent, character, this, order.Option,
requireEquip: false, useController: order.UseController, controller: order.ConnectedController, priorityModifier: priorityModifier)
{
IsLoop = true,
// Don't override unless it's an order by a player
Override = orderGiver != null && orderGiver.IsCommanding
Override = order.OrderGiver != null && order.OrderGiver.IsCommanding
};
break;
case "setchargepct":
newObjective = new AIObjectiveOperateItem(order.TargetItemComponent, character, this, option, false, priorityModifier: priorityModifier)
newObjective = new AIObjectiveOperateItem(order.TargetItemComponent, character, this, order.Option, false, priorityModifier: priorityModifier)
{
IsLoop = false,
Override = !character.IsDismissed,
completionCondition = () =>
{
if (float.TryParse(option, out float pct))
if (float.TryParse(order.Option.Value, out float pct))
{
var targetRatio = Math.Clamp(pct, 0f, 1f);
var currentRatio = (order.TargetItemComponent as PowerContainer).RechargeRatio;
@@ -541,7 +543,7 @@ namespace Barotrauma
newObjective = new AIObjectiveEscapeHandcuffs(character, this, priorityModifier: priorityModifier);
break;
case "prepareforexpedition":
newObjective = new AIObjectivePrepare(character, this, order.GetTargetItems(option), order.RequireItems)
newObjective = new AIObjectivePrepare(character, this, order.GetTargetItems(order.Option), order.RequireItems)
{
KeepActiveWhenReady = true,
CheckInventory = true,
@@ -557,7 +559,7 @@ namespace Barotrauma
}
else
{
prepareObjective = new AIObjectivePrepare(character, this, order.GetTargetItems(option), order.RequireItems)
prepareObjective = new AIObjectivePrepare(character, this, order.GetTargetItems(order.Option), order.RequireItems)
{
KeepActiveWhenReady = false,
CheckInventory = false,
@@ -568,20 +570,20 @@ namespace Barotrauma
prepareObjective.KeepActiveWhenReady = false;
prepareObjective.Equip = true;
newObjective = prepareObjective;
newObjective.Completed += () => DismissSelf(order, option);
newObjective.Completed += () => DismissSelf(order);
break;
case "loaditems":
newObjective = new AIObjectiveLoadItems(character, this, option, order.GetTargetItems(option), order.TargetEntity as Item, priorityModifier);
newObjective = new AIObjectiveLoadItems(character, this, order.Option, order.GetTargetItems(order.Option), order.TargetEntity as Item, priorityModifier);
break;
default:
if (order.TargetItemComponent == null) { return null; }
if (!order.TargetItemComponent.Item.IsInteractable(character)) { return null; }
newObjective = new AIObjectiveOperateItem(order.TargetItemComponent, character, this, option,
newObjective = new AIObjectiveOperateItem(order.TargetItemComponent, character, this, order.Option,
requireEquip: false, useController: order.UseController, controller: order.ConnectedController, priorityModifier: priorityModifier)
{
IsLoop = true,
// Don't override unless it's an order by a player
Override = orderGiver != null && orderGiver.IsCommanding
Override = order.OrderGiver != null && order.OrderGiver.IsCommanding
};
if (newObjective.Abandon) { return null; }
break;
@@ -594,27 +596,26 @@ namespace Barotrauma
return newObjective;
}
private void DismissSelf(Order order, string option)
private void DismissSelf(Order order)
{
var currentOrder = CurrentOrders.FirstOrDefault(oi => oi.MatchesOrder(order, option));
if (currentOrder.Order == null)
var currentOrder = CurrentOrders.FirstOrDefault(oi => oi.MatchesOrder(order.Identifier, order.Option));
if (currentOrder == null)
{
#if DEBUG
DebugConsole.ThrowError("Tried to self-dismiss an order, but no matching current order was found");
#endif
return;
}
Order dismissOrder = Order.GetPrefab("dismissed");
var orderOption = Order.GetDismissOrderOption(currentOrder);
int priority = currentOrder.ManualPriority;
Order dismissOrder = currentOrder.GetDismissal();
#if CLIENT
if (GameMain.GameSession?.CrewManager != null && GameMain.GameSession.CrewManager.IsSinglePlayer)
{
GameMain.GameSession.CrewManager.SetCharacterOrder(character, dismissOrder, orderOption, priority, character);
GameMain.GameSession.CrewManager.SetCharacterOrder(character, dismissOrder);
}
#else
GameMain.Server?.SendOrderChatMessage(new OrderChatMessage(dismissOrder, orderOption, priority, currentOrder.Order.TargetSpatialEntity, character, character));
SetOrder(dismissOrder, orderOption, priority, character, speak: false);
GameMain.Server?.SendOrderChatMessage(new OrderChatMessage(dismissOrder, character, character));
SetOrder(dismissOrder, speak: false);
#endif
}
@@ -638,7 +639,7 @@ namespace Barotrauma
public bool IsActiveObjective<T>() where T : AIObjective => GetActiveObjective() is T;
public AIObjective GetActiveObjective() => CurrentObjective?.GetActiveObjective();
public T GetOrder<T>() where T : AIObjective => CurrentOrders.FirstOrDefault(o => o.Objective is T).Objective as T;
public T GetOrder<T>() where T : AIObjective => CurrentOrders.FirstOrDefault(o => o.Objective is T)?.Objective as T;
/// <summary>
/// Returns the last active objective of the specific type.
@@ -704,7 +705,7 @@ namespace Barotrauma
return 0;
}
public OrderInfo? GetCurrentOrderInfo()
public Order GetCurrentOrderInfo()
{
if (currentOrder == null) { return null; }
return CurrentOrders.FirstOrDefault(o => o.Objective == CurrentOrder);