(94ad97066) Refactor combat objective. The bots should now be able to reload and seek more ammunition. When they run out of ammunition, they first try to use another weapon and only if no other weapon is found, they seek more ammunition. Had to change the contain item and get item objectives a bit. Hopefully doesn't break things too much.

This commit is contained in:
Joonas Rikkonen
2019-05-16 06:13:15 +03:00
parent 298f1a79b0
commit ce7b9c4f52
41 changed files with 634 additions and 348 deletions
@@ -106,6 +106,18 @@ namespace Barotrauma
subObjectives.Add(objective);
}
public void RemoveSubObjective<T>(ref T objective) where T : AIObjective
{
if (objective != null)
{
if (subObjectives.Contains(objective))
{
subObjectives.Remove(objective);
}
objective = null;
}
}
public void SortSubObjectives()
{
if (subObjectives.None()) { return; }
@@ -11,9 +11,10 @@ namespace Barotrauma
class AIObjectiveCombat : AIObjective
{
public override string DebugTag => "combat";
public bool useCoolDown = true;
const float CoolDown = 10.0f;
private readonly CombatMode initialMode;
const float coolDown = 10.0f;
public Character Enemy { get; private set; }
@@ -25,14 +26,7 @@ namespace Barotrauma
{
_weapon = value;
_weaponComponent = null;
if (reloadWeaponObjective != null)
{
if (subObjectives.Contains(reloadWeaponObjective))
{
subObjectives.Remove(reloadWeaponObjective);
}
reloadWeaponObjective = null;
}
RemoveSubObjective(ref seekAmmunition);
}
}
private ItemComponent _weaponComponent;
@@ -40,6 +34,7 @@ namespace Barotrauma
{
get
{
if (Weapon == null) { return null; }
if (_weaponComponent == null)
{
_weaponComponent =
@@ -58,12 +53,14 @@ namespace Barotrauma
private readonly HashSet<MeleeWeapon> meleeWeapons = new HashSet<MeleeWeapon>();
private readonly HashSet<Item> adHocWeapons = new HashSet<Item>();
private AIObjectiveContainItem reloadWeaponObjective;
private AIObjectiveContainItem seekAmmunition;
private AIObjectiveGoTo retreatObjective;
private AIObjectiveGoTo followTargetObjective;
private Hull retreatTarget;
private float coolDownTimer;
private IEnumerable<FarseerPhysics.Dynamics.Body> myBodies;
private float aimTimer;
public enum CombatMode
{
@@ -78,7 +75,7 @@ namespace Barotrauma
: base(character, objectiveManager, priorityModifier)
{
Enemy = enemy;
coolDownTimer = CoolDown;
coolDownTimer = coolDown;
findSafety = objectiveManager.GetObjective<AIObjectiveFindSafety>();
if (findSafety != null)
{
@@ -86,6 +83,7 @@ namespace Barotrauma
findSafety.unreachable.Clear();
}
Mode = mode;
initialMode = Mode;
if (Enemy == null)
{
Mode = CombatMode.Retreat;
@@ -104,7 +102,7 @@ namespace Barotrauma
public override bool IsCompleted()
{
bool completed = (Enemy != null && (Enemy.Removed || Enemy.IsDead)) || (useCoolDown && coolDownTimer <= 0);
bool completed = (Enemy != null && (Enemy.Removed || Enemy.IsDead)) || (initialMode != CombatMode.Offensive && coolDownTimer <= 0);
if (completed)
{
if (objectiveManager.CurrentOrder == this && Enemy != null && Enemy.IsDead)
@@ -121,65 +119,93 @@ namespace Barotrauma
protected override void Act(float deltaTime)
{
if (useCoolDown)
if (initialMode != CombatMode.Offensive)
{
coolDownTimer -= deltaTime;
}
if (abandon) { return; }
Arm(deltaTime);
Move(deltaTime);
TryArm();
if (seekAmmunition == null || !subObjectives.Contains(seekAmmunition))
{
Move();
if (Weapon != null)
{
OperateWeapon(deltaTime);
}
}
}
private void Arm(float deltaTime)
private void Move()
{
switch (Mode)
{
case CombatMode.Offensive:
Engage();
break;
case CombatMode.Defensive:
if (Weapon != null && !character.Inventory.Items.Contains(_weapon) || _weaponComponent != null && !_weaponComponent.HasRequiredContainedItems(false))
case CombatMode.Retreat:
Retreat();
break;
default:
throw new NotImplementedException();
}
}
private bool TryArm()
{
if (Weapon != null)
{
if (!character.Inventory.Items.Contains(Weapon) || WeaponComponent == null)
{
Weapon = null;
}
else if (!WeaponComponent.HasRequiredContainedItems(false))
{
// Seek ammunition only if cannot find a new weapon
if (!Reload(true, () => GetWeapon() == null))
{
Weapon = null;
}
if (Weapon == null)
{
Weapon = GetWeapon();
}
if (Weapon == null)
{
Mode = CombatMode.Retreat;
}
if (Equip())
{
if (Reload(deltaTime))
if (seekAmmunition != null && subObjectives.Contains(seekAmmunition))
{
Attack(deltaTime);
return false;
}
else
{
Weapon = null;
}
}
break;
case CombatMode.Retreat:
break;
default:
throw new NotImplementedException();
}
}
if (Weapon == null)
{
Weapon = GetWeapon();
}
if (Weapon == null)
{
Weapon = GetWeapon(ignoreRequiredItems: true);
}
Mode = Weapon == null ? CombatMode.Retreat : initialMode;
return Weapon != null;
}
private void Move(float deltaTime)
private void OperateWeapon(float deltaTime)
{
switch (Mode)
{
case CombatMode.Offensive:
Engage(deltaTime);
break;
case CombatMode.Defensive:
if (Equip())
{
Attack(deltaTime);
}
break;
case CombatMode.Retreat:
Retreat(deltaTime);
break;
default:
throw new NotImplementedException();
}
}
private Item GetWeapon()
private Item GetWeapon(bool ignoreRequiredItems = false)
{
rangedWeapons.Clear();
meleeWeapons.Clear();
@@ -193,14 +219,14 @@ namespace Barotrauma
{
if (component is RangedWeapon rw)
{
if (rw.HasRequiredContainedItems(false))
if (ignoreRequiredItems || rw.HasRequiredContainedItems(false))
{
rangedWeapons.Add(rw);
}
}
else if (component is MeleeWeapon mw)
{
if (mw.HasRequiredContainedItems(false))
if (ignoreRequiredItems || mw.HasRequiredContainedItems(false))
{
meleeWeapons.Add(mw);
}
@@ -216,7 +242,7 @@ namespace Barotrauma
{
if (statusEffect.Afflictions.Any())
{
if (component.HasRequiredContainedItems(false))
if (ignoreRequiredItems || component.HasRequiredContainedItems(false))
{
adHocWeapons.Add(item);
}
@@ -253,19 +279,29 @@ namespace Barotrauma
Weapon.Drop(character);
}
}
return true;
}
private bool Equip()
{
if (!character.SelectedItems.Contains(Weapon))
if (!WeaponComponent.HasRequiredContainedItems(false))
{
Mode = CombatMode.Retreat;
return false;
}
//if (!character.SelectedItems.Contains(Weapon))
if (!character.HasEquippedItem(Weapon))
{
Weapon.TryInteract(character, forceSelectKey: true);
var slots = Weapon.AllowedSlots.FindAll(s => s == InvSlotType.LeftHand || s == InvSlotType.RightHand || s == (InvSlotType.LeftHand | InvSlotType.RightHand));
if (character.Inventory.TryPutItem(Weapon, character, slots))
{
Weapon.Equip(character);
aimTimer = Rand.Range(0.5f, 1f);
}
else
{
Weapon = null;
Mode = CombatMode.Retreat;
return false;
}
@@ -273,16 +309,10 @@ namespace Barotrauma
return true;
}
private void Retreat(float deltaTime)
private void Retreat()
{
if (followTargetObjective != null)
{
if (subObjectives.Contains(followTargetObjective))
{
subObjectives.Remove(followTargetObjective);
}
followTargetObjective = null;
}
RemoveSubObjective(ref followTargetObjective);
RemoveSubObjective(ref seekAmmunition);
if (retreatObjective != null && retreatObjective.Target != retreatTarget)
{
retreatObjective = null;
@@ -294,59 +324,115 @@ namespace Barotrauma
TryAddSubObjective(ref retreatObjective, () => new AIObjectiveGoTo(retreatTarget, character, objectiveManager, false, true));
}
private void Engage(float deltaTime)
private void Engage()
{
retreatTarget = null;
if (retreatObjective != null)
RemoveSubObjective(ref retreatObjective);
RemoveSubObjective(ref seekAmmunition);
if (followTargetObjective != null && followTargetObjective.Target != Enemy)
{
if (subObjectives.Contains(retreatObjective))
{
subObjectives.Remove(retreatObjective);
}
retreatObjective = null;
followTargetObjective = null;
}
TryAddSubObjective(ref followTargetObjective,
constructor: () => new AIObjectiveGoTo(Enemy, character, objectiveManager, repeat: true, getDivingGearIfNeeded: true)
{
AllowGoingOutside = true,
IgnoreIfTargetDead = true,
CheckVisibility = true,
CloseEnough =
WeaponComponent is RangedWeapon ? 3 :
WeaponComponent is MeleeWeapon mw ? ConvertUnits.ToSimUnits(mw.Range) :
WeaponComponent is RepairTool rt ? ConvertUnits.ToSimUnits(rt.Range) : 0.5f
CheckVisibility = true
},
onAbandon: () =>
{
SteeringManager.Reset();
Mode = CombatMode.Retreat;
SteeringManager.Reset();
});
if (followTargetObjective != null && subObjectives.Contains(followTargetObjective))
{
followTargetObjective.CloseEnough =
WeaponComponent is RangedWeapon ? 3 :
WeaponComponent is MeleeWeapon mw ? ConvertUnits.ToSimUnits(mw.Range) :
WeaponComponent is RepairTool rt ? ConvertUnits.ToSimUnits(rt.Range) : 0.5f;
}
}
private bool Reload(float deltaTime)
/// <summary>
/// Seeks for more ammunition. Creates a new subobjective.
/// </summary>
private void SeekAmmunition(string[] ammunitionIdentifiers)
{
if (WeaponComponent != null && WeaponComponent.requiredItems.ContainsKey(RelatedItem.RelationType.Contained))
{
var containedItems = Weapon.ContainedItems;
foreach (RelatedItem requiredItem in WeaponComponent.requiredItems[RelatedItem.RelationType.Contained])
retreatTarget = null;
RemoveSubObjective(ref retreatObjective);
RemoveSubObjective(ref followTargetObjective);
TryAddSubObjective(ref seekAmmunition,
constructor: () => new AIObjectiveContainItem(character, ammunitionIdentifiers, Weapon.GetComponent<ItemContainer>(), objectiveManager)
{
Item containedItem = containedItems.FirstOrDefault(it => it.Condition > 0.0f && requiredItem.MatchesItem(it));
if (containedItem == null)
targetItemCount = Weapon.GetComponent<ItemContainer>().Capacity,
checkInventory = false
},
onAbandon: () =>
{
Weapon = null;
Mode = CombatMode.Retreat;
SteeringManager.Reset();
});
}
/// <summary>
/// Reloads the ammunition found in the inventory.
/// If seekAmmo is true and the condition is met or not provided, tries to get find the ammo elsewhere.
/// </summary>
private bool Reload(bool seekAmmo, Func<bool> condition = null)
{
if (WeaponComponent == null) { return false; }
if (!WeaponComponent.requiredItems.ContainsKey(RelatedItem.RelationType.Contained)) { return false; }
var containedItems = Weapon.ContainedItems;
RelatedItem item = null;
Item ammunition = null;
string[] ammunitionIdentifiers = null;
foreach (RelatedItem requiredItem in WeaponComponent.requiredItems[RelatedItem.RelationType.Contained])
{
ammunition = containedItems.FirstOrDefault(it => it.Condition > 0.0f && requiredItem.MatchesItem(it));
if (ammunition != null)
{
// Ammunition still remaining
return true;
}
item = requiredItem;
ammunitionIdentifiers = requiredItem.Identifiers;
}
// No ammo
if (ammunition == null)
{
var container = Weapon.GetComponent<ItemContainer>();
// Try reload ammunition in inventory
foreach (string identifier in ammunitionIdentifiers)
{
foreach (var i in character.Inventory.Items)
{
TryAddSubObjective(ref reloadWeaponObjective,
constructor: () => new AIObjectiveContainItem(character, requiredItem.Identifiers, Weapon.GetComponent<ItemContainer>(), objectiveManager),
onAbandon: () =>
if (i == null) { continue; }
if (i.Prefab.Identifier == identifier || i.HasTag(identifier))
{
if (i.Condition > 0)
{
SteeringManager.Reset();
Mode = CombatMode.Retreat;
});
container.Inventory.TryPutItem(ammunition, null);
}
}
}
}
}
return reloadWeaponObjective == null || reloadWeaponObjective.IsCompleted();
if (WeaponComponent.HasRequiredContainedItems(false))
{
return true;
}
else if (ammunition == null)
{
if (seekAmmo && ammunitionIdentifiers != null && (condition == null || condition()))
{
SeekAmmunition(ammunitionIdentifiers);
}
}
return false;
}
private IEnumerable<FarseerPhysics.Dynamics.Body> myBodies;
private void Attack(float deltaTime)
{
float squaredDistance = Vector2.DistanceSquared(character.Position, Enemy.Position);
@@ -371,6 +457,16 @@ namespace Barotrauma
character.SetInput(InputType.Aim, false, true);
}
}
bool isFacing = character.AnimController.Dir > 0 && Enemy.WorldPosition.X > character.WorldPosition.X || character.AnimController.Dir < 0 && Enemy.WorldPosition.X < character.WorldPosition.X;
if (!isFacing)
{
aimTimer = Rand.Range(1f, 1.5f);
}
if (aimTimer > 0)
{
aimTimer -= deltaTime;
return;
}
if (WeaponComponent is MeleeWeapon meleeWeapon)
{
if (squaredDistance <= meleeWeapon.Range * meleeWeapon.Range)
@@ -385,14 +481,14 @@ namespace Barotrauma
{
if (squaredDistance > repairTool.Range * repairTool.Range) { return; }
}
if (VectorExtensions.Angle(VectorExtensions.Forward(Weapon.body.TransformedRotation), Enemy.Position - character.Position) < MathHelper.PiOver4)
if (VectorExtensions.Angle(VectorExtensions.Forward(Weapon.body.TransformedRotation), Enemy.Position - Weapon.Position) < MathHelper.PiOver4)
{
if (myBodies == null)
{
myBodies = character.AnimController.Limbs.Select(l => l.body.FarseerBody);
}
var collisionCategories = Physics.CollisionCharacter | Physics.CollisionWall;
var pickedBody = Submarine.PickBody(character.SimPosition, Enemy.SimPosition, myBodies, collisionCategories);
var pickedBody = Submarine.PickBody(Weapon.SimPosition, Enemy.SimPosition, myBodies, collisionCategories);
if (pickedBody != null)
{
Character target = null;
@@ -404,10 +500,11 @@ namespace Barotrauma
{
target = limb.character;
}
if (target != null && target == Enemy)
if (target != null && (target == Enemy || !HumanAIController.IsFriendly(target)))
{
character.SetInput(InputType.Shoot, false, true);
Weapon.Use(deltaTime, character);
aimTimer = Rand.Range(0.25f, 0.5f);
}
}
}
@@ -11,12 +11,13 @@ namespace Barotrauma
public Func<Item, float> GetItemPriority;
public int MinContainedAmount = 1;
public int targetItemCount = 1;
public string[] ignoredContainerIdentifiers;
public bool checkInventory = true;
//can either be a tag or an identifier
private readonly string[] itemIdentifiers;
private readonly ItemContainer container;
public readonly string[] itemIdentifiers;
public readonly ItemContainer container;
private bool isCompleted;
private AIObjectiveGetItem getItemObjective;
@@ -39,7 +40,6 @@ namespace Barotrauma
public override bool IsCompleted()
{
if (isCompleted) { return true; }
int containedItemCount = 0;
foreach (Item item in container.Inventory.Items)
{
@@ -48,7 +48,7 @@ namespace Barotrauma
containedItemCount++;
}
}
return containedItemCount >= MinContainedAmount;
return containedItemCount >= targetItemCount;
}
public override float GetPriority()
@@ -62,7 +62,6 @@ namespace Barotrauma
protected override void Act(float deltaTime)
{
if (isCompleted) { return; }
//get the item that should be contained
Item itemToContain = null;
foreach (string identifier in itemIdentifiers)
@@ -72,8 +71,13 @@ namespace Barotrauma
}
if (itemToContain == null)
{
if (getItemObjective != null && getItemObjective.IsCompleted())
{
getItemObjective = null;
targetItemCount--;
}
TryAddSubObjective(ref getItemObjective, () =>
new AIObjectiveGetItem(character, itemIdentifiers, objectiveManager)
new AIObjectiveGetItem(character, itemIdentifiers, objectiveManager, checkInventory: checkInventory)
{
GetItemPriority = GetItemPriority,
ignoredContainerIdentifiers = ignoredContainerIdentifiers
@@ -81,14 +85,7 @@ namespace Barotrauma
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);
}
@@ -102,7 +99,6 @@ namespace Barotrauma
}
container.Combine(itemToContain);
}
isCompleted = true;
}
public override bool IsDuplicate(AIObjective otherObjective)
@@ -29,7 +29,7 @@ namespace Barotrauma
protected override IEnumerable<Character> GetList() => Character.CharacterList;
protected override AIObjective ObjectiveConstructor(Character target) => new AIObjectiveCombat(character, target, AIObjectiveCombat.CombatMode.Offensive, objectiveManager, PriorityModifier) { useCoolDown = false };
protected override AIObjective ObjectiveConstructor(Character target) => new AIObjectiveCombat(character, target, AIObjectiveCombat.CombatMode.Offensive, objectiveManager, PriorityModifier);
protected override float TargetEvaluation()
{
@@ -225,6 +225,31 @@ namespace Barotrauma
{
#if DEBUG
DebugConsole.ThrowError("AIObjectiveFixLeak failed - the item \"" + weldingTool + "\" has no RepairTool component but is tagged as a welding tool");
#endif
abandon = true;
return;
}
Vector2 gapDiff = Leak.WorldPosition - character.WorldPosition;
// TODO: use the collider size/reach?
if (!character.AnimController.InWater && Math.Abs(gapDiff.X) < 100 && gapDiff.Y < 0.0f && gapDiff.Y > -150)
{
HumanAIController.AnimController.Crouching = true;
}
float reach = ConvertUnits.ToSimUnits(repairTool.Range);
bool canOperate = ConvertUnits.ToSimUnits(gapDiff.Length()) < reach;
if (canOperate)
{
TryAddSubObjective(ref operateObjective, () => new AIObjectiveOperateItem(repairTool, character, objectiveManager, option: "", requireEquip: true, operateTarget: Leak));
}
else
{
TryAddSubObjective(ref gotoObjective, () => new AIObjectiveGoTo(ConvertUnits.ToSimUnits(GetStandPosition()), character, objectiveManager) { CloseEnough = reach * 0.75f });
}
var repairTool = weldingTool.GetComponent<RepairTool>();
if (repairTool == null)
{
#if DEBUG
DebugConsole.ThrowError("AIObjectiveFixLeak failed - the item \"" + weldingTool + "\" has no RepairTool component but is tagged as a welding tool");
#endif
abandon = true;
return;
@@ -41,10 +41,10 @@ namespace Barotrauma
this.targetItem = targetItem;
}
public AIObjectiveGetItem(Character character, string itemIdentifier, AIObjectiveManager objectiveManager, bool equip = false, float priorityModifier = 1)
: this(character, new string[] { itemIdentifier }, objectiveManager, equip, priorityModifier) { }
public AIObjectiveGetItem(Character character, string itemIdentifier, AIObjectiveManager objectiveManager, bool equip = false, bool checkInventory = true, float priorityModifier = 1)
: this(character, new string[] { itemIdentifier }, objectiveManager, equip, checkInventory, priorityModifier) { }
public AIObjectiveGetItem(Character character, string[] itemIdentifiers, AIObjectiveManager objectiveManager, bool equip = false, float priorityModifier = 1)
public AIObjectiveGetItem(Character character, string[] itemIdentifiers, AIObjectiveManager objectiveManager, bool equip = false, bool checkInventory = true, float priorityModifier = 1)
: base(character, objectiveManager, priorityModifier)
{
currSearchIndex = -1;
@@ -54,7 +54,10 @@ namespace Barotrauma
{
itemIdentifiers[i] = itemIdentifiers[i].ToLowerInvariant();
}
CheckInventory();
if (checkInventory)
{
CheckInventory();
}
}
private void CheckInventory()
@@ -225,8 +228,7 @@ namespace Barotrauma
public override bool IsDuplicate(AIObjective otherObjective)
{
AIObjectiveGetItem getItem = otherObjective as AIObjectiveGetItem;
if (getItem == null) { return false; }
if (!(otherObjective is AIObjectiveGetItem getItem)) { return false; }
if (getItem.equip != equip) { return false; }
if (getItem.itemIdentifiers != null && itemIdentifiers != null)
{
@@ -246,7 +248,11 @@ namespace Barotrauma
public override bool IsCompleted()
{
if (itemIdentifiers != null)
if (targetItem != null)
{
return HasItem(targetItem);
}
else if (itemIdentifiers != null)
{
foreach (string itemName in itemIdentifiers)
{
@@ -258,14 +264,19 @@ namespace Barotrauma
}
return false;
}
else if (targetItem != null)
return false;
}
private bool HasItem(Item item)
{
bool isEquipped = !equip || character.HasEquippedItem(item);
if (character.Inventory.Items.Contains(item) && isEquipped) { return true; }
Item rootContainer = item.GetRootContainer();
if (rootContainer != null && rootContainer.ParentInventory is CharacterInventory)
{
return character.Inventory.Items.Contains(targetItem) && (!equip || character.HasEquippedItem(targetItem));
}
else
{
return false;
return rootContainer.ParentInventory.Owner == character;
}
return false;
}
}
}
@@ -73,6 +73,21 @@ namespace Barotrauma
}
}
public override void Update(float deltaTime)
{
if (objectiveManager.CurrentObjective == this)
{
if (randomTimer > 0)
{
randomTimer -= deltaTime;
}
else
{
SetRandom();
}
}
}
public override bool IsCompleted() => false;
public override bool CanBeCompleted => true;
@@ -274,6 +274,10 @@ namespace Barotrauma
{
isCompleted = true;
}
if (component.AIOperate(deltaTime, character, this))
{
isCompleted = true;
}
}
else
{
@@ -4,6 +4,7 @@ using System;
using System.Linq;
using Barotrauma.Extensions;
using FarseerPhysics;
using Barotrauma.Items.Components;
namespace Barotrauma
{
@@ -14,6 +15,7 @@ namespace Barotrauma
public Item Item { get; private set; }
private AIObjectiveGoTo goToObjective;
private AIObjectiveContainItem refuelObjective;
private float previousCondition = -1;
private RepairTool repairTool;
@@ -71,11 +73,46 @@ namespace Barotrauma
}
}
// Only continue when the get item sub objectives have been completed.
if (subObjectives.Any(so => so is AIObjectiveGetItem)) { return; }
if (subObjectives.Any()) { return; }
if (repairTool == null)
{
FindRepairTool();
}
if (repairTool != null)
{
var containedItems = repairTool.Item.ContainedItems;
if (containedItems == null)
{
#if DEBUG
DebugConsole.ThrowError("AIObjectiveRepairItem failed - the item \"" + repairTool + "\" has no proper inventory");
#endif
abandon = true;
return;
}
// Drop empty tanks
foreach (Item containedItem in containedItems)
{
if (containedItem == null) { continue; }
if (containedItem.Condition <= 0.0f)
{
containedItem.Drop(character);
}
}
RelatedItem item = null;
Item fuel = null;
foreach (RelatedItem requiredItem in repairTool.requiredItems[RelatedItem.RelationType.Contained])
{
item = requiredItem;
fuel = containedItems.FirstOrDefault(it => it.Condition > 0.0f && requiredItem.MatchesItem(it));
if (fuel != null) { break; }
}
if (fuel == null)
{
RemoveSubObjective(ref goToObjective);
TryAddSubObjective(ref refuelObjective, () => new AIObjectiveContainItem(character, item.Identifiers, repairTool.Item.GetComponent<ItemContainer>(), objectiveManager));
return;
}
}
if (character.CurrentHull == Item.CurrentHull && character.CanInteractWith(Item))
{
if (repairTool != null)
@@ -112,6 +149,7 @@ namespace Barotrauma
}
else
{
RemoveSubObjective(ref refuelObjective);
// If cannot reach the item, approach it.
TryAddSubObjective(ref goToObjective,
constructor: () =>
@@ -203,7 +203,9 @@ namespace Barotrauma
if (startNode == null)
{
#if DEBUG
DebugConsole.NewMessage("Pathfinding error, couldn't find a start node. "+ errorMsgStr, Color.DarkRed);
#endif
return new SteeringPath(true);
}
@@ -253,7 +255,9 @@ namespace Barotrauma
if (endNode == null)
{
#if DEBUG
DebugConsole.NewMessage("Pathfinding error, couldn't find an end node. " + errorMsgStr, Color.DarkRed);
#endif
return new SteeringPath(true);
}
@@ -281,7 +285,9 @@ namespace Barotrauma
if (startNode == null || endNode == null)
{
#if DEBUG
DebugConsole.NewMessage("Pathfinding error, couldn't find matching pathnodes to waypoints.", Color.DarkRed);
#endif
return new SteeringPath(true);
}
@@ -132,13 +132,11 @@ namespace Barotrauma
#else
if (!CrewManager.GetCharacters().Contains(character)) { continue; }
#endif
if (character.Submarine == Level.Loaded.StartOutpost &&
Vector2.DistanceSquared(character.WorldPosition, startWatchman.WorldPosition) < 500.0f * 500.0f)
if (character.Submarine == Level.Loaded.StartOutpost && character.CurrentHull == startWatchman.CurrentHull)
{
CreateDialog(new List<Character> { startWatchman }, "EnterStartOutpost", 5 * 60.0f);
}
else if (character.Submarine == Level.Loaded.EndOutpost &&
Vector2.DistanceSquared(character.WorldPosition, endWatchman.WorldPosition) < 500.0f * 500.0f)
else if (character.Submarine == Level.Loaded.EndOutpost && character.CurrentHull == endWatchman.CurrentHull)
{
CreateDialog(new List<Character> { endWatchman }, "EnterEndOutpost", 5 * 60.0f);
}
@@ -867,6 +867,25 @@ namespace Barotrauma.Items.Components
}
}
if (targetItem.Prefab.DeconstructItems.Any())
{
inputContainer.Inventory.RemoveItem(targetItem);
Entity.Spawner.AddToRemoveQueue(targetItem);
MoveInputQueue();
PutItemsToLinkedContainer();
}
else
{
if (outputContainer.Inventory.Items.All(i => i != null))
{
targetItem.Drop(dropper: null);
}
else
{
outputContainer.Inventory.TryPutItem(targetItem, user: null, createNetworkEvent: true);
}
}
if (targetItem.Prefab.DeconstructItems.Any())
{
inputContainer.Inventory.RemoveItem(targetItem);
@@ -501,7 +501,7 @@ namespace Barotrauma.Items.Components
{
var containFuelObjective = new AIObjectiveContainItem(character, new string[] { "fuelrod", "reactorfuel" }, item.GetComponent<ItemContainer>(), objective.objectiveManager)
{
MinContainedAmount = item.ContainedItems.Count(i => i != null && i.Prefab.Identifier == "fuelrod" || i.HasTag("reactorfuel")) + 1,
targetItemCount = item.ContainedItems.Count(i => i != null && i.Prefab.Identifier == "fuelrod" || i.HasTag("reactorfuel")) + 1,
GetItemPriority = (Item fuelItem) =>
{
if (fuelItem.ParentInventory?.Owner is Item)
@@ -212,33 +212,6 @@ namespace Barotrauma.Items.Components
}
}
public Vector2? PosToMaintain
{
get { return posToMaintain; }
set { posToMaintain = value; }
}
struct ObstacleDebugInfo
{
public Vector2 Point1;
public Vector2 Point2;
public Vector2? Intersection;
public float Dot;
public Vector2 AvoidStrength;
public ObstacleDebugInfo(GraphEdge edge, Vector2? intersection, float dot, Vector2 avoidStrength)
{
Point1 = edge.Point1;
Point2 = edge.Point2;
Intersection = intersection;
Dot = dot;
AvoidStrength = avoidStrength;
}
}
//edge point 1, edge point 2, avoid strength
private List<ObstacleDebugInfo> debugDrawObstacles = new List<ObstacleDebugInfo>();
@@ -460,7 +460,7 @@ namespace Barotrauma.Items.Components
var containShellObjective = new AIObjectiveContainItem(character, container.ContainableItems[0].Identifiers[0], container, objective.objectiveManager);
character?.Speak(TextManager.Get("DialogLoadTurret").Replace("[itemname]", item.Name), null, 0.0f, "loadturret", 30.0f);
containShellObjective.MinContainedAmount = usableProjectileCount + 1;
containShellObjective.targetItemCount = usableProjectileCount + 1;
containShellObjective.ignoredContainerIdentifiers = new string[] { containerItem.prefab.Identifier };
objective.AddSubObjective(containShellObjective);
return false;
@@ -1128,6 +1128,10 @@ namespace Barotrauma
{
ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime);
}
if (!broken)
{
ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime);
}
if (body == null || !body.Enabled || !inWater || ParentInventory != null || Removed) { return; }
@@ -1172,6 +1176,27 @@ namespace Barotrauma
}
}
public void UpdateTransform()
{
Submarine prevSub = Submarine;
FindHull();
if (body == null || !body.Enabled || !inWater || ParentInventory != null || Removed) { return; }
Vector2 displayPos = ConvertUnits.ToDisplayUnits(body.SimPosition);
rect.X = (int)(displayPos.X - rect.Width / 2.0f);
rect.Y = (int)(displayPos.Y + rect.Height / 2.0f);
if (Math.Abs(body.LinearVelocity.X) > NetConfig.MaxPhysicsBodyVelocity ||
Math.Abs(body.LinearVelocity.Y) > NetConfig.MaxPhysicsBodyVelocity)
{
body.LinearVelocity = new Vector2(
MathHelper.Clamp(body.LinearVelocity.X, -NetConfig.MaxPhysicsBodyVelocity, NetConfig.MaxPhysicsBodyVelocity),
MathHelper.Clamp(body.LinearVelocity.Y, -NetConfig.MaxPhysicsBodyVelocity, NetConfig.MaxPhysicsBodyVelocity));
}
}
public void UpdateTransform()
{
Submarine prevSub = Submarine;
@@ -443,22 +443,12 @@ namespace Barotrauma
identifier = element.GetAttributeString("identifier", "");
name = TextManager.Get("EntityName." + identifier, true) ?? element.GetAttributeString("name", "");
if (name == "") DebugConsole.ThrowError("Unnamed item in " + filePath + "!");
//nameidentifier can be used to make multiple items use the same names and descriptions
string nameIdentifier = element.GetAttributeString("nameidentifier", "");
if (string.IsNullOrEmpty(nameIdentifier))
{
name = TextManager.Get("EntityName." + identifier, true) ?? element.GetAttributeString("name", "");
}
else
{
name = TextManager.Get("EntityName." + nameIdentifier, true) ?? element.GetAttributeString("name", "");
}
if (name == "") { DebugConsole.ThrowError("Unnamed item in " + filePath + "!"); }
DebugConsole.Log(" " + name);
Aliases = element.GetAttributeStringArray("aliases", new string[0], convertToLowerInvariant: true);
if (!Enum.TryParse(element.GetAttributeString("category", "Misc"), true, out MapEntityCategory category))
@@ -491,15 +481,7 @@ namespace Barotrauma
SerializableProperty.DeserializeProperties(this, element);
string translatedDescription = "";
if (string.IsNullOrEmpty(nameIdentifier))
{
translatedDescription = TextManager.Get("EntityDescription." + identifier, true);
}
else
{
translatedDescription = TextManager.Get("EntityDescription." + nameIdentifier, true);
}
string translatedDescription = TextManager.Get("EntityDescription." + identifier, true);
if (!string.IsNullOrEmpty(translatedDescription)) Description = translatedDescription;
foreach (XElement subElement in element.Elements())
@@ -15,6 +15,8 @@ namespace Barotrauma
public static List<Hull> hullList = new List<Hull>();
public static List<EntityGrid> EntityGrids { get; } = new List<EntityGrid>();
public static bool ShowHulls = true;
public static bool EditWater, EditFire;
public const float OxygenDistributionSpeed = 500.0f;
public const float OxygenDeteriorationSpeed = 0.3f;
@@ -206,6 +208,25 @@ namespace Barotrauma
}
}
public string DisplayName
{
get;
private set;
}
private string roomName;
[Editable, Serialize("", true, translationTextTag: "RoomName.")]
public string RoomName
{
get { return roomName; }
set
{
if (roomName == value) { return; }
roomName = value;
DisplayName = TextManager.Get(roomName, returnNull: true) ?? roomName;
}
}
public override Rectangle Rect
{
get
@@ -1364,7 +1364,7 @@ namespace Barotrauma
foreach (Hull hull in matchingHulls)
{
if (string.IsNullOrEmpty(hull.RoomName) || !hull.RoomName.Contains("RoomName."))
if (string.IsNullOrEmpty(hull.RoomName))
{
hull.RoomName = hull.CreateRoomName();
}