(c6ca0ef58) Recreate objectives when the bot is dismissed.

This commit is contained in:
Joonas Rikkonen
2019-05-16 05:11:49 +03:00
parent de8a23f687
commit dbccd76613
13 changed files with 158 additions and 33 deletions
@@ -178,6 +178,8 @@ namespace Barotrauma
public bool IgnoreLayoutGroups;
public bool IgnoreLayoutGroups;
public virtual ScalableFont Font
{
get;
@@ -185,6 +185,12 @@ namespace Barotrauma
Content = new GUILayoutGroup(new RectTransform(new Vector2(0.9f, 0.85f), InnerFrame.RectTransform, Anchor.Center)) { AbsoluteSpacing = 5 };
Tag = tag;
InnerFrame = new GUIFrame(new RectTransform(new Point(width, height), RectTransform, Anchor.Center) { IsFixedSize = false }, style: null);
GUI.Style.Apply(InnerFrame, "", this);
Content = new GUILayoutGroup(new RectTransform(new Vector2(0.9f, 0.85f), InnerFrame.RectTransform, Anchor.Center)) { AbsoluteSpacing = 5 };
Tag = tag;
if (height == 0)
{
string wrappedText = ToolBox.WrapText(text, Content.Rect.Width, GUI.Font);
@@ -112,6 +112,41 @@ namespace Barotrauma
};
scrollButtonDown.Children.ForEach(c => c.SpriteEffects = SpriteEffects.FlipVertically);
if (isSinglePlayer)
{
ChatBox = new ChatBox(guiFrame, isSinglePlayer: true)
{
OnEnterMessage = (textbox, text) =>
{
if (Character.Controlled?.Info == null)
{
textbox.Deselect();
textbox.Text = "";
return true;
}
textbox.TextColor = ChatMessage.MessageColor[(int)ChatMessageType.Default];
if (!string.IsNullOrWhiteSpace(text))
{
string msgCommand = ChatMessage.GetChatMessageCommand(text, out string msg);
AddSinglePlayerChatMessage(
Character.Controlled.Info.Name,
msg,
((msgCommand == "r" || msgCommand == "radio") && ChatMessage.CanUseRadio(Character.Controlled)) ? ChatMessageType.Radio : ChatMessageType.Default,
Character.Controlled);
var headset = GetHeadset(Character.Controlled, true);
if (headset != null && headset.CanTransmit())
{
headset.TransmitSignal(stepsTaken: 0, signal: msg, source: headset.Item, sender: Character.Controlled, sendToChat: false);
}
}
textbox.Deselect();
textbox.Text = "";
return true;
}
};
var characterInfo = new CharacterInfo(subElement);
characterInfos.Add(characterInfo);
foreach (XElement invElement in subElement.Elements())
@@ -173,16 +208,6 @@ namespace Barotrauma
ToggleCrewAreaOpen = GameMain.Config.CrewMenuOpen;
}
#endregion
#region Character list management
public Rectangle GetCharacterListArea()
{
return characterListBox.Rect;
}
partial void InitProjectSpecific()
{
guiFrame = new GUIFrame(new RectTransform(Vector2.One, GUICanvas.Instance), null, Color.Transparent)
@@ -974,6 +974,33 @@ namespace Barotrauma
Color.Green, width: 2);
}
}
foreach (MapEntity e in linkedTo)
{
if (e is Hull)
{
Hull linkedHull = (Hull)e;
Rectangle connectedHullRect = e.Submarine == null ?
linkedHull.rect :
new Rectangle(
(int)(Submarine.DrawPosition.X + linkedHull.WorldPosition.X),
(int)(Submarine.DrawPosition.Y + linkedHull.WorldPosition.Y),
linkedHull.WorldRect.Width, linkedHull.WorldRect.Height);
//center of the hull
Rectangle currentHullRect = Submarine == null ?
WorldRect :
new Rectangle(
(int)(Submarine.DrawPosition.X + WorldPosition.X),
(int)(Submarine.DrawPosition.Y + WorldPosition.Y),
WorldRect.Width, WorldRect.Height);
GUI.DrawLine(spriteBatch,
new Vector2(currentHullRect.X, -currentHullRect.Y),
new Vector2(connectedHullRect.X, -connectedHullRect.Y),
Color.Green, width: 2);
}
}
}
public static void UpdateVertices(GraphicsDevice graphicsDevice, Camera cam, WaterRenderer renderer)
@@ -1096,6 +1096,8 @@ namespace Barotrauma
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
//goes through all the AItargets, evaluates how preferable it is to attack the target,
//whether the Character can see/hear the target and chooses the most preferable target within
//sight/hearing range
@@ -51,26 +51,8 @@ namespace Barotrauma
{
insideSteering = new IndoorsSteeringManager(this, true, false);
outsideSteering = new SteeringManager(this);
objectiveManager = new AIObjectiveManager(c);
objectiveManager.AddObjective(new AIObjectiveFindSafety(c));
objectiveManager.AddObjective(new AIObjectiveIdle(c));
foreach (var automaticOrder in c.Info.Job.Prefab.AutomaticOrders)
{
var orderPrefab = Order.PrefabList.Find(o => o.AITag == automaticOrder.aiTag);
// TODO: Similar code is used in CrewManager:815-> DRY
var matchingItems = orderPrefab.ItemIdentifiers.Any() ?
Item.ItemList.FindAll(it => orderPrefab.ItemIdentifiers.Contains(it.Prefab.Identifier) || it.HasTag(orderPrefab.ItemIdentifiers)) :
Item.ItemList.FindAll(it => it.Components.Any(ic => ic.GetType() == orderPrefab.ItemComponentType));
matchingItems.RemoveAll(it => it.Submarine != c.Submarine);
var item = matchingItems.GetRandom();
var order = new Order(orderPrefab, item ?? c.CurrentHull as Entity, item?.Components.FirstOrDefault(ic => ic.GetType() == orderPrefab.ItemComponentType));
//SetOrder(order, automaticOrder.option, c, true);
objectiveManager.AddObjective(objectiveManager.CreateObjective(order, automaticOrder.option, c, automaticOrder.priorityModifier));
}
updateObjectiveTimer = Rand.Range(0.0f, UpdateObjectiveInterval);
InitProjSpecific();
}
partial void InitProjSpecific();
@@ -377,8 +359,10 @@ namespace Barotrauma
CurrentOrderOption = option;
CurrentOrder = order;
objectiveManager.SetOrder(order, option, orderGiver);
if (speak && Character.SpeechImpediment < 100.0f) Character.Speak(TextManager.Get("DialogAffirmative"), null, 1.0f);
if (speak && Character.SpeechImpediment < 100.0f)
{
Character.Speak(TextManager.Get("DialogAffirmative"), null, 1.0f);
}
SetOrderProjSpecific(order);
}
partial void SetOrderProjSpecific(Order order);
@@ -2,6 +2,7 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Barotrauma.Extensions;
namespace Barotrauma
{
@@ -28,8 +29,8 @@ namespace Barotrauma
public AIObjectiveManager(Character character)
{
this.character = character;
Objectives = new List<AIObjective>();
CreateAutomaticObjectives();
}
public void AddObjective(AIObjective objective)
@@ -46,6 +47,26 @@ namespace Barotrauma
}
public Dictionary<AIObjective, CoroutineHandle> DelayedObjectives { get; private set; } = new Dictionary<AIObjective, CoroutineHandle>();
public void CreateAutomaticObjectives()
{
Objectives.Clear();
AddObjective(new AIObjectiveFindSafety(character));
AddObjective(new AIObjectiveIdle(character));
foreach (var automaticOrder in character.Info.Job.Prefab.AutomaticOrders)
{
var orderPrefab = Order.PrefabList.Find(o => o.AITag == automaticOrder.aiTag);
// TODO: Similar code is used in CrewManager:815-> DRY
var matchingItems = orderPrefab.ItemIdentifiers.Any() ?
Item.ItemList.FindAll(it => orderPrefab.ItemIdentifiers.Contains(it.Prefab.Identifier) || it.HasTag(orderPrefab.ItemIdentifiers)) :
Item.ItemList.FindAll(it => it.Components.Any(ic => ic.GetType() == orderPrefab.ItemComponentType));
matchingItems.RemoveAll(it => it.Submarine != character.Submarine);
var item = matchingItems.GetRandom();
var order = new Order(orderPrefab, item ?? character.CurrentHull as Entity, item?.Components.FirstOrDefault(ic => ic.GetType() == orderPrefab.ItemComponentType));
AddObjective(CreateObjective(order, automaticOrder.option, character, automaticOrder.priorityModifier));
}
}
public void AddObjective(AIObjective objective, float delay, Action callback = null)
{
if (DelayedObjectives.TryGetValue(objective, out CoroutineHandle coroutine))
@@ -146,6 +167,11 @@ namespace Barotrauma
public void SetOrder(Order order, string option, Character orderGiver)
{
CurrentOrder = CreateObjective(order, option, orderGiver);
if (CurrentOrder == null)
{
// Recreate objectives, because some of them may be removed, if impossible to complete (e.g. due to path finding)
CreateAutomaticObjectives();
}
}
public AIObjective CreateObjective(Order order, string option, Character orderGiver, float priorityModifier = 1)
@@ -2690,6 +2690,10 @@ namespace Barotrauma
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
#endif
#if CLIENT
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
#endif
#if CLIENT
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
#endif
@@ -484,6 +484,19 @@ namespace Barotrauma.Items.Components
return true;
}
public override void OnItemLoaded()
{
sonar = item.GetComponent<Sonar>();
}
public override bool Select(Character character)
{
if (!CanBeSelected) return false;
user = character;
return true;
}
public override void Update(float deltaTime, Camera cam)
{
networkUpdateTimer -= deltaTime;
@@ -1172,6 +1172,10 @@ namespace Barotrauma
{
ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime);
}
if (!broken)
{
ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime);
}
ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime);
if (body == null || !body.Enabled || !inWater || ParentInventory != null || Removed) { return; }
@@ -24,8 +24,6 @@ namespace Barotrauma
private bool removed;
private bool removed;
#if CLIENT
private List<Decal> burnDecals = new List<Decal>();
#endif
@@ -527,6 +527,25 @@ 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
@@ -162,6 +162,21 @@ namespace Barotrauma
get { return binding; }
}
public void SetState()
{
hit = binding.IsHit();
if (hit) hitQueue = true;
held = binding.IsDown();
if (held) heldQueue = true;
}
#endif
public KeyOrMouse State
{
get { return binding; }
}
public void SetState()
{
hit = binding.IsHit();