(6eeea9b7c) v0.9.10.0.0

This commit is contained in:
Joonas Rikkonen
2020-06-04 16:41:07 +03:00
parent ce4ccd99ac
commit eeac247a8e
366 changed files with 7772 additions and 3692 deletions
@@ -40,6 +40,7 @@ namespace Barotrauma
private readonly float avoidLookAheadDistance;
private IndoorsSteeringManager PathSteering => insideSteering as IndoorsSteeringManager;
private SteeringManager outsideSteering, insideSteering;
private float updateTargetsTimer;
@@ -85,8 +86,9 @@ namespace Barotrauma
private readonly float colliderWidth;
private readonly float colliderLength;
private readonly int requiredHoleCount;
private readonly bool canAttackSub;
private readonly bool canAttackCharacters;
private bool canAttackWalls;
private bool canAttackDoors;
private bool canAttackCharacters;
private readonly float priorityFearIncreasement = 2;
private readonly float memoryFadeTime = 0.5f;
@@ -94,9 +96,13 @@ namespace Barotrauma
private float avoidTimer;
public bool StayInsideLevel = true;
public LatchOntoAI LatchOntoAI { get; private set; }
public SwarmBehavior SwarmBehavior { get; private set; }
public CharacterParams.TargetParams SelectedTargetingParams { get { return selectedTargetingParams; } }
public bool AttackHumans
{
get
@@ -186,24 +192,9 @@ namespace Barotrauma
}
}
bool canBreakDoors = false;
if (GetTarget("room")?.Priority > 0.0f)
{
var currentContexts = Character.GetAttackContexts();
foreach (Limb limb in Character.AnimController.Limbs)
{
if (limb.attack == null) { continue; }
if (!limb.attack.IsValidTarget(AttackTarget.Structure)) { continue; }
if (limb.attack.IsValidContext(currentContexts) && limb.attack.StructureDamage > 0.0f)
{
canBreakDoors = true;
break;
}
}
}
ReevaluateAttacks();
outsideSteering = new SteeringManager(this);
insideSteering = new IndoorsSteeringManager(this, false, canBreakDoors);
insideSteering = new IndoorsSteeringManager(this, false, canAttackDoors);
steeringManager = outsideSteering;
State = AIState.Idle;
@@ -213,9 +204,6 @@ namespace Barotrauma
requiredHoleCount = (int)Math.Ceiling(ConvertUnits.ToDisplayUnits(colliderWidth) / Structure.WallSectionSize);
avoidLookAheadDistance = Math.Max(colliderWidth * 3, 1.5f);
canAttackSub = Character.AnimController.CanAttackSubmarine;
canAttackCharacters = Character.AnimController.CanAttackCharacters;
}
private CharacterParams.AIParams AIParams => Character.Params.AI;
@@ -226,31 +214,32 @@ namespace Barotrauma
public void SelectTarget(AITarget target, float priority)
{
SelectedAiTarget = target;
selectedTargetMemory = GetTargetMemory(target);
selectedTargetMemory = GetTargetMemory(target, true);
selectedTargetMemory.Priority = priority;
}
private float escapeMargin;
private float movementMargin;
public override void Update(float deltaTime)
{
if (DisableEnemyAI) { return; }
base.Update(deltaTime);
bool ignorePlatforms = (-Character.AnimController.TargetMovement.Y > Math.Abs(Character.AnimController.TargetMovement.X));
if (steeringManager is IndoorsSteeringManager)
bool ignorePlatforms = Character.AnimController.TargetMovement.Y < -0.5f && (-Character.AnimController.TargetMovement.Y > Math.Abs(Character.AnimController.TargetMovement.X));
if (steeringManager == insideSteering)
{
var currPath = ((IndoorsSteeringManager)steeringManager).CurrentPath;
var currPath = PathSteering.CurrentPath;
if (currPath != null && currPath.CurrentNode != null)
{
if (currPath.CurrentNode.SimPosition.Y < Character.AnimController.GetColliderBottom().Y)
{
ignorePlatforms = true;
// Don't allow to jump from too high.
float allowedJumpHeight = Character.AnimController.ImpactTolerance / 2;
float height = Math.Abs(currPath.CurrentNode.SimPosition.Y - Character.SimPosition.Y);
ignorePlatforms = height < allowedJumpHeight;
}
}
}
Character.AnimController.IgnorePlatforms = ignorePlatforms;
//clients get the facing direction from the server
@@ -396,7 +385,7 @@ namespace Barotrauma
{
bool isBeingChased = IsBeingChased;
float reactDistance = !isBeingChased && selectedTargetingParams != null && selectedTargetingParams.ReactDistance > 0 ? selectedTargetingParams.ReactDistance : GetPerceivingRange(SelectedAiTarget);
if (squaredDistance <= Math.Pow(reactDistance + escapeMargin, 2))
if (squaredDistance <= Math.Pow(reactDistance + movementMargin, 2))
{
float halfReactDistance = reactDistance / 2;
float attackDistance = selectedTargetingParams != null && selectedTargetingParams.AttackDistance > 0 ? selectedTargetingParams.AttackDistance : halfReactDistance;
@@ -408,26 +397,56 @@ namespace Barotrauma
else
{
run = isBeingChased ? true : squaredDistance < Math.Pow(halfReactDistance, 2);
if (escapeMargin <= 0)
if (movementMargin <= 0)
{
escapeMargin = halfReactDistance;
movementMargin = halfReactDistance;
}
escapeMargin = MathHelper.Clamp(escapeMargin += deltaTime, halfReactDistance, reactDistance);
movementMargin = MathHelper.Clamp(movementMargin += deltaTime, halfReactDistance, reactDistance);
UpdateEscape(deltaTime);
}
}
else
{
escapeMargin = 0;
movementMargin = 0;
UpdateIdle(deltaTime);
}
}
break;
case AIState.Protect:
if (SelectedAiTarget == null || SelectedAiTarget.Entity == null || SelectedAiTarget.Entity.Removed)
{
State = AIState.Idle;
return;
}
if (SelectedAiTarget.Entity is Character targetCharacter && targetCharacter.LastAttacker is Character attacker)
{
// Attack the character that attacked the target we are protecting
ChangeTargetState(attacker, AIState.Attack, selectedTargetingParams.Priority * 2);
SelectTarget(attacker.AiTarget);
return;
}
float sqrDist = Vector2.DistanceSquared(WorldPosition, SelectedAiTarget.WorldPosition);
float reactDist = selectedTargetingParams != null && selectedTargetingParams.ReactDistance > 0 ? selectedTargetingParams.ReactDistance : GetPerceivingRange(SelectedAiTarget);
if (sqrDist > Math.Pow(reactDist + movementMargin, 2))
{
movementMargin = reactDist;
run = true;
UpdateFollow(deltaTime);
}
else
{
movementMargin = MathHelper.Clamp(movementMargin -= deltaTime, 0, reactDist);
UpdateIdle(deltaTime);
}
break;
default:
throw new NotImplementedException();
}
LatchOntoAI?.Update(this, deltaTime);
if (!Character.AnimController.SimplePhysicsEnabled)
{
LatchOntoAI?.Update(this, deltaTime);
}
IsSteeringThroughGap = false;
if (SwarmBehavior != null)
{
@@ -435,6 +454,8 @@ namespace Barotrauma
SwarmBehavior.Refresh();
SwarmBehavior.UpdateSteering(deltaTime);
}
// Ensure that the creature keeps inside the level
SteerInsideLevel(deltaTime);
float speed = Character.AnimController.GetCurrentSpeed(run && Character.CanRun);
steeringManager.Update(speed);
Character.AnimController.TargetMovement = Character.ApplyMovementLimits(Steering, State == AIState.Idle && Character.AnimController.InWater ? Steering.Length() : speed);
@@ -459,13 +480,12 @@ namespace Barotrauma
SteeringManager.SteeringAvoid(deltaTime, lookAheadDistance: avoidLookAheadDistance, weight: 5);
return;
}
SteerInsideLevel(deltaTime);
}
var target = SelectedAiTarget ?? _lastAiTarget;
if (target?.Entity != null && !target.Entity.Removed && PreviousState == AIState.Attack && Character.CurrentHull == null)
{
// Keep heading to the last known position of the target
var memory = GetTargetMemory(target);
var memory = GetTargetMemory(target, false);
if (memory != null)
{
var location = memory.Location;
@@ -579,10 +599,10 @@ namespace Barotrauma
}
else if (pathSteering != null)
{
if (canAttackSub && hasValidPath)
if (canAttackDoors && hasValidPath)
{
var door = pathSteering.CurrentPath.CurrentNode?.ConnectedDoor ?? pathSteering.CurrentPath.NextNode?.ConnectedDoor;
if (door != null && !door.IsOpen)
if (door != null && !door.IsOpen && !door.IsBroken)
{
if (SelectedAiTarget != door.Item.AiTarget)
{
@@ -618,7 +638,6 @@ namespace Barotrauma
{
SteeringManager.SteeringWander();
SteeringManager.SteeringAvoid(deltaTime, lookAheadDistance: avoidLookAheadDistance, weight: 5);
SteerInsideLevel(deltaTime);
}
}
}
@@ -644,17 +663,18 @@ namespace Barotrauma
if (SelectedAiTarget.Entity is Item item)
{
// If the item is held by a character, attack the character instead.
var pickable = item.GetComponent<Pickable>();
if (pickable != null)
Character owner = GetOwner(item);
if (owner != null)
{
Entity owner = pickable.Picker ?? item.ParentInventory?.Owner;
if (owner != null)
if (IsFriendly(Character, owner))
{
var target = owner.AiTarget;
if (target?.Entity != null && !target.Entity.Removed)
{
SelectedAiTarget = target;
}
ResetAITarget();
State = AIState.Idle;
return;
}
else
{
SelectedAiTarget = owner.AiTarget;
}
}
}
@@ -666,7 +686,8 @@ namespace Barotrauma
{
attackWorldPos += wallTarget.Structure.Submarine.Position;
}
attackSimPos = ConvertUnits.ToSimUnits(attackWorldPos);
attackSimPos = Character.Submarine == wallTarget.Structure.Submarine ? wallTarget.Position : attackWorldPos;
attackSimPos = ConvertUnits.ToSimUnits(attackSimPos);
}
else
{
@@ -704,7 +725,7 @@ namespace Barotrauma
var door = i.GetComponent<Door>();
// Steer through the door manually if it's open or broken
// Don't try to enter dry hulls if cannot walk or if the gap is too narrow
if (door?.LinkedGap?.FlowTargetHull != null && !door.LinkedGap.IsRoomToRoom && door.IsOpen)
if (door?.LinkedGap?.FlowTargetHull != null && !door.LinkedGap.IsRoomToRoom && (door.IsOpen || door.IsBroken))
{
if (Character.AnimController.CanWalk || door.LinkedGap.FlowTargetHull.WaterPercentage > 25)
{
@@ -722,7 +743,6 @@ namespace Barotrauma
}
else if (SelectedAiTarget.Entity is Structure w && wallTarget == null)
{
// Targeting only the outer walls
bool isBroken = true;
for (int i = 0; i < w.Sections.Length; i++)
{
@@ -893,35 +913,23 @@ namespace Barotrauma
}
canAttack = AttackingLimb != null && AttackingLimb.attack.CoolDownTimer <= 0;
}
if (!canAttack && SelectedAiTarget.Entity.Submarine != null && !canAttackSub)
if (!Character.AnimController.SimplePhysicsEnabled && SelectedAiTarget.Entity.Submarine != null && Character.Submarine == null && (!canAttackDoors || !canAttackWalls || !AIParams.TargetOuterWalls))
{
float dist = Vector2.Distance(Character.AnimController.MainLimb.WorldPosition, attackWorldPos);
if (wallTarget != null)
if (Vector2.DistanceSquared(Character.WorldPosition, attackWorldPos) < 2000 * 2000)
{
// Steer towards the target, but turn away if a wall is blocking the way
if (dist < ConvertUnits.ToDisplayUnits(colliderLength) * 3)
{
State = AIState.Idle;
IgnoreTarget(SelectedAiTarget);
// Resetting the ai target prevents the character from chasing it
ResetAITarget();
return;
}
}
else if (dist < 1000)
{
// Check that we are not bumping into a door
// Check that we are not bumping into a door or a wall
Vector2 rayStart = SimPosition;
if (Character.Submarine == null)
{
rayStart -= SelectedAiTarget.Entity.Submarine.SimPosition;
}
Vector2 toTarget = SelectedAiTarget.WorldPosition - WorldPosition;
Vector2 rayEnd = rayStart + toTarget.ClampLength(Character.AnimController.Collider.GetLocalFront().Length() * 2);
Vector2 dir = SelectedAiTarget.WorldPosition - WorldPosition;
Vector2 rayEnd = rayStart + dir.ClampLength(Character.AnimController.Collider.GetLocalFront().Length() * 2);
Body closestBody = Submarine.CheckVisibility(rayStart, rayEnd, ignoreSubs: true);
if (Submarine.LastPickedFraction != 1.0f && closestBody != null && closestBody.UserData is Item i && i.Submarine != null && i.GetComponent<Door>() != null)
if (Submarine.LastPickedFraction != 1.0f && closestBody != null &&
(!AIParams.TargetOuterWalls || !canAttackWalls && closestBody.UserData is Structure s && s.Submarine != null || !canAttackDoors && closestBody.UserData is Item i && i.Submarine != null && i.GetComponent<Door>() != null))
{
// Target is unreachable, there's a door ahead
// Target is unreachable, there's a door or wall ahead
State = AIState.Idle;
IgnoreTarget(SelectedAiTarget);
ResetAITarget();
@@ -934,23 +942,28 @@ namespace Barotrauma
Character targetCharacter = SelectedAiTarget.Entity as Character;
if (canAttack)
{
// Target a specific limb instead of the target center position
if (wallTarget == null && targetCharacter != null)
if (!Character.AnimController.SimplePhysicsEnabled)
{
var targetLimbType = AttackingLimb.Params.Attack.Attack.TargetLimbType;
attackTargetLimb = GetTargetLimb(AttackingLimb, targetCharacter, targetLimbType);
if (attackTargetLimb == null)
// Target a specific limb instead of the target center position
if (wallTarget == null && targetCharacter != null)
{
State = AIState.Idle;
IgnoreTarget(SelectedAiTarget);
ResetAITarget();
return;
var targetLimbType = AttackingLimb.Params.Attack.Attack.TargetLimbType;
attackTargetLimb = GetTargetLimb(AttackingLimb, targetCharacter, targetLimbType);
if (attackTargetLimb == null)
{
State = AIState.Idle;
IgnoreTarget(SelectedAiTarget);
ResetAITarget();
return;
}
attackWorldPos = attackTargetLimb.WorldPosition;
attackSimPos = Character.GetRelativeSimPosition(attackTargetLimb);
}
attackWorldPos = attackTargetLimb.WorldPosition;
attackSimPos = Character.GetRelativeSimPosition(attackTargetLimb);
}
// Check that we can reach the target
Vector2 toTarget = attackWorldPos - AttackingLimb.WorldPosition;
Vector2 attackLimbPos = Character.AnimController.SimplePhysicsEnabled ? Character.WorldPosition : AttackingLimb.WorldPosition;
Vector2 toTarget = attackWorldPos - attackLimbPos;
// Add a margin when the target is moving away, because otherwise it might be difficult to reach it (the attack takes some time to perform)
if (wallTarget != null)
{
if (wallTarget.Structure.Submarine != null)
@@ -961,7 +974,6 @@ namespace Barotrauma
}
else if (targetCharacter != null)
{
// Add a margin when the target is moving away, because otherwise it might be difficult to reach it (the attack takes some time to perform)
Vector2 margin = CalculateMargin(targetCharacter.AnimController.Collider.LinearVelocity);
toTarget += margin;
}
@@ -981,6 +993,7 @@ namespace Barotrauma
return ConvertUnits.ToDisplayUnits(targetVelocity) * AttackingLimb.attack.Duration * dot;
}
// Check that we can reach the target
distance = toTarget.Length();
canAttack = distance < AttackingLimb.attack.Range;
if (!canAttack && !IsCoolDownRunning)
@@ -1035,21 +1048,25 @@ namespace Barotrauma
}
else
{
Vector2 offset = Character.SimPosition - steeringLimb.SimPosition;
// Offset so that we don't overshoot the movement
Vector2 steerPos = attackSimPos + offset;
Vector2 steerPos = attackSimPos;
if (!Character.AnimController.SimplePhysicsEnabled)
{
// Offset so that we don't overshoot the movement
Vector2 offset = Character.SimPosition - steeringLimb.SimPosition;
steerPos += offset;
}
if (SteeringManager is IndoorsSteeringManager pathSteering)
{
if (pathSteering.CurrentPath != null)
{
// Attack doors
if (canAttackSub)
if (canAttackDoors)
{
// If the target is in the same hull, there shouldn't be any doors blocking the path
if (targetCharacter == null || targetCharacter.CurrentHull != Character.CurrentHull)
{
var door = pathSteering.CurrentPath.CurrentNode?.ConnectedDoor ?? pathSteering.CurrentPath.NextNode?.ConnectedDoor;
if (door != null && !door.IsOpen)
if (door != null && !door.IsOpen && !door.IsBroken)
{
if (door.Item.AiTarget != null && SelectedAiTarget != door.Item.AiTarget)
{
@@ -1063,13 +1080,14 @@ namespace Barotrauma
if ((Character.AnimController.InWater || pursue || !Character.AnimController.CanWalk) &&
(targetCharacter != null && VisibleHulls.Contains(targetCharacter.CurrentHull) || Character.CanSeeTarget(SelectedAiTarget.Entity)))
{
SteeringManager.SteeringManual(deltaTime, Vector2.Normalize(attackSimPos - steeringLimb.SimPosition));
Vector2 myPos = Character.AnimController.SimplePhysicsEnabled ? Character.SimPosition : steeringLimb.SimPosition;
SteeringManager.SteeringManual(deltaTime, Vector2.Normalize(steerPos - myPos));
}
else
{
SteeringManager.SteeringSeek(steerPos, 2);
// Switch to Idle when cannot reach the target and if cannot damage the walls
if ((!canAttackSub || wallTarget == null) && !pathSteering.IsPathDirty && pathSteering.CurrentPath.Unreachable)
if ((!canAttackWalls || wallTarget == null) && !pathSteering.IsPathDirty && pathSteering.CurrentPath.Unreachable)
{
State = AIState.Idle;
return;
@@ -1145,7 +1163,7 @@ namespace Barotrauma
if (attack == null) { continue; }
if (attack.CoolDownTimer > 0) { continue; }
if (!attack.IsValidContext(currentContexts)) { continue; }
if (!attack.IsValidTarget(target)) { continue; }
if (!attack.IsValidTarget(target as IDamageable)) { continue; }
if (target is ISerializableEntity se && target is Character)
{
if (attack.Conditionals.Any(c => !c.Matches(se))) { continue; }
@@ -1176,6 +1194,7 @@ namespace Barotrauma
float CalculatePriority(Limb limb, Vector2 attackPos)
{
if (Character.AnimController.SimplePhysicsEnabled) { return 1 + limb.attack.Priority; }
float dist = Vector2.Distance(limb.WorldPosition, attackPos);
// The limb is ignored if the target is not close. Prevents character going in reverse if very far away from it.
// We also need a max value that is more than the actual range.
@@ -1242,7 +1261,10 @@ namespace Barotrauma
LatchOntoAI?.SetAttachTarget(wall.Submarine.PhysicsBody.FarseerBody, wall.Submarine, ConvertUnits.ToSimUnits(sectionPos), attachTargetNormal);
if (Character.AnimController.CanEnterSubmarine || !wall.SectionBodyDisabled(sectionIndex) && !IsWallDisabled(wall))
{
wallTarget = new WallTarget(sectionPos, wall, sectionIndex);
if (AIParams.TargetOuterWalls || wall.prefab.Tags.Contains("inner"))
{
wallTarget = new WallTarget(sectionPos, wall, sectionIndex);
}
}
}
if (!Character.AnimController.CanEnterSubmarine && wallTarget == null)
@@ -1271,7 +1293,7 @@ namespace Barotrauma
}
return isDisabled;
}
public override void OnAttacked(Character attacker, AttackResult attackResult)
{
float reactionTime = Rand.Range(0.1f, 0.3f);
@@ -1281,7 +1303,7 @@ namespace Barotrauma
Character.AnimController.ReleaseStuckLimbs();
LatchOntoAI?.DeattachFromBody();
if (attacker == null || attacker.AiTarget == null) { return; }
bool isFriendly = attacker.SpeciesName == Character.SpeciesName || attacker.Params.Group == Character.Params.Group;
bool isFriendly = IsFriendly(Character, attacker);
if (wasLatched)
{
avoidTimer = avoidTime * Rand.Range(0.75f, 1.25f);
@@ -1302,7 +1324,7 @@ namespace Barotrauma
}
if (!isFriendly && attackResult.Damage > 0.0f)
{
bool canAttack = attacker.Submarine == Character.Submarine && canAttackCharacters || attacker.Submarine != null && canAttackSub;
bool canAttack = attacker.Submarine == Character.Submarine && canAttackCharacters || attacker.Submarine != null && canAttackWalls;
if (Character.Params.AI.AttackWhenProvoked && canAttack)
{
if (attacker.IsHusk)
@@ -1356,7 +1378,7 @@ namespace Barotrauma
}
}
AITargetMemory targetMemory = GetTargetMemory(attacker.AiTarget);
AITargetMemory targetMemory = GetTargetMemory(attacker.AiTarget, true);
targetMemory.Priority += GetRelativeDamage(attackResult.Damage, Character.Vitality) * AggressionHurt;
// Only allow to react once. Otherwise would attack the target with only a fraction of a cooldown
@@ -1399,7 +1421,7 @@ namespace Barotrauma
var aiTarget = wallTarget.Structure.AiTarget;
if (aiTarget != null && SelectedAiTarget != aiTarget)
{
SelectTarget(aiTarget, GetTargetMemory(SelectedAiTarget).Priority);
SelectTarget(aiTarget, GetTargetMemory(SelectedAiTarget, true).Priority);
}
}
IDamageable damageTarget = wallTarget != null ? wallTarget.Structure : SelectedAiTarget.Entity as IDamageable;
@@ -1464,7 +1486,7 @@ namespace Barotrauma
State = AIState.Idle;
return;
}
Vector2 mouthPos = Character.AnimController.GetMouthPosition().Value;
Vector2 mouthPos = Character.AnimController.SimplePhysicsEnabled ? SimPosition : Character.AnimController.GetMouthPosition().Value;
Vector2 attackSimPosition = Character.GetRelativeSimPosition(target);
Vector2 limbDiff = attackSimPosition - mouthPos;
float extent = Math.Max(mouthLimb.body.GetMaxExtent(), 2);
@@ -1493,6 +1515,25 @@ namespace Barotrauma
#endregion
private void UpdateFollow(float deltaTime)
{
if (SelectedAiTarget == null || SelectedAiTarget.Entity == null || SelectedAiTarget.Entity.Removed)
{
State = AIState.Idle;
return;
}
Vector2 dir = Vector2.Normalize(SelectedAiTarget.Entity.WorldPosition - Character.WorldPosition);
if (!MathUtils.IsValid(dir))
{
return;
}
steeringManager.SteeringManual(deltaTime, dir);
if (Character.AnimController.InWater)
{
SteeringManager.SteeringAvoid(deltaTime, lookAheadDistance: avoidLookAheadDistance, weight: 15);
}
}
#region Targeting
private bool IsLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub;
@@ -1619,13 +1660,16 @@ namespace Barotrauma
Door door = null;
if (aiTarget.Entity is Item item)
{
//item inside and we're outside -> attack the hull
if (item.CurrentHull != null && character.CurrentHull == null)
{
targetingTag = "room";
}
door = item.GetComponent<Door>();
bool targetingFromOutsideToInside = item.CurrentHull != null && character.CurrentHull == null;
if (targetingFromOutsideToInside)
{
if (door != null && !canAttackDoors || !canAttackWalls)
{
// Can't reach
continue;
}
}
foreach (var prio in AIParams.Targets)
{
if (item.HasTag(prio.Tag))
@@ -1634,7 +1678,25 @@ namespace Barotrauma
break;
}
}
if (door == null && targetingTag == null)
{
if (item.GetComponent<Sonar>() != null)
{
targetingTag = "sonar";
}
else if (targetingFromOutsideToInside)
{
targetingTag = "room";
}
}
else if (targetingTag == "nasonov")
{
if ((item.Submarine == null || !item.Submarine.Info.IsPlayer) && item.ParentInventory == null)
{
// Only target nasonovartifacts when they are held be a player or inside the playersub
continue;
}
}
// Ignore the target if it's a decoy and the character is already inside a sub
if (character.CurrentHull != null && targetingTag == "decoy")
{
@@ -1649,15 +1711,13 @@ namespace Barotrauma
// Ignore structures that doesn't have a body (not walls)
continue;
}
if (s.IsPlatform)
if (s.IsPlatform) { continue; }
if (s.Submarine == null) { continue; }
bool isCharacterInside = character.CurrentHull != null;
bool isInnerWall = s.prefab.Tags.Contains("inner");
if (isInnerWall && !isCharacterInside)
{
continue;
}
bool isCharacterOutside = s.Submarine == null || character.CurrentHull == null;
bool targetInnerWalls = AIParams.TargetInnerWalls;
if (!isCharacterOutside && !targetInnerWalls)
{
// Ignore walls when inside (walltargets still work)
// Ignore inner walls when outside (walltargets still work)
continue;
}
valueModifier = 1;
@@ -1670,48 +1730,71 @@ namespace Barotrauma
var section = s.Sections[i];
if (section.gap == null) { continue; }
bool leadsInside = !section.gap.IsRoomToRoom && section.gap.FlowTargetHull != null;
isInnerWall = isInnerWall || !leadsInside;
if (Character.AnimController.CanEnterSubmarine)
{
if (isCharacterOutside)
if (!isCharacterInside)
{
if (CanPassThroughHole(s, i))
{
valueModifier *= leadsInside ? (AggressiveBoarding ? 5 : 1) : (targetInnerWalls ? 1 : 0);
valueModifier *= leadsInside ? (AggressiveBoarding ? 5 : 1) : 0;
}
else
else if (AggressiveBoarding && leadsInside && canAttackWalls && AIParams.TargetOuterWalls)
{
// Ignore holes that cannot be passed through if cannot attack items/structures. Holes that are big enough should be targeted, so that we can get in
if (!canAttackSub)
// Up to 100% priority increase for every gap in the wall when an aggressive boarder is outside
valueModifier *= 1 + section.gap.Open;
}
}
else
{
// Inside
if (AggressiveBoarding)
{
if (!isInnerWall)
{
// Only interested in getting inside (aggressive boarder) -> don't target outer walls when already inside
valueModifier = 0;
break;
}
else if (CanPassThroughHole(s, i))
{
valueModifier *= isInnerWall ? 1 : 0;
}
else if (!canAttackWalls)
{
valueModifier = 0;
break;
}
if (AggressiveBoarding && leadsInside)
}
else
{
if (!canAttackWalls)
{
// Up to 100% priority increase for every gap in the wall when an aggressive boarder is outside
valueModifier *= 1 + section.gap.Open;
valueModifier = 0;
break;
}
// We are actually interested in breaking things -> reduce the priority when the wall is already broken
// (Terminalcells)
valueModifier *= 1 - section.gap.Open * 0.25f;
}
}
else if (!canAttackSub || CanPassThroughHole(s, i))
}
else
{
// Cannot enter
if (isInnerWall || !canAttackWalls)
{
// Already inside -> ignore holes in the walls and ignore walls if cannot attack the sub.
// Ignore inner walls and all walls if cannot do damage on walls.
valueModifier = 0;
break;
}
else if (canAttackSub && !AggressiveBoarding)
else if (AggressiveBoarding)
{
// We are actually interested in breaking things -> reduce the priority when the wall is already broken
valueModifier *= 1 - section.gap.Open * 0.25f;
// Up to 100% priority increase for every gap in the wall when an aggressive boarder is outside
// (Bonethreshers)
valueModifier *= 1 + section.gap.Open;
}
}
else if (!leadsInside || !canAttackSub)
{
// Can't get in, ignore inner walls
// Also ignore all walls if cannot attack the sub
valueModifier = 0;
break;
}
}
}
else
@@ -1727,31 +1810,34 @@ namespace Barotrauma
}
if (door.Item.Submarine == null) { continue;}
bool isOutdoor = door.LinkedGap?.FlowTargetHull != null && !door.LinkedGap.IsRoomToRoom;
bool isOpen = door.IsOpen;
if (!isOpen && (!canAttackSub))
bool isOpen = door.IsOpen || door.IsBroken;
if (!isOpen && !canAttackDoors || (isOutdoor && !AIParams.TargetOuterWalls))
{
// Ignore doors that are not open if cannot attack items/structures. Open doors should be targeted, so that we can get in if we are aggressive boarders
valueModifier = 0;
// Ignore doors that are not open if cannot attack doors or shouldn't target outer doors.
continue;
}
if (character.CurrentHull == null)
if (isOpen && (!Character.AnimController.CanEnterSubmarine || !AggressiveBoarding))
{
valueModifier = isOutdoor ? 1 : 0;
// Ignore broken and open doors
// Aggressive boarders don't ignore open doors, because they use them for get in.
continue;
}
else if (AggressiveBoarding)
if (AggressiveBoarding)
{
// Increase priority if the character is outside and an aggressive boarder, and the door is from outside to inside
if (character.CurrentHull == null)
// Increase the priority if the character is outside and the door is from outside to inside
if (character.CurrentHull == null && isOutdoor)
{
valueModifier *= isOpen ? 5 : 1;
}
else
{
valueModifier *= isOpen ? 0 : 1;
// Inside
valueModifier *= isOpen || isOutdoor ? 0 : 1;
}
}
else if (!Character.AnimController.CanEnterSubmarine && isOpen) //ignore broken and open doors
else if (character.CurrentHull == null)
{
continue;
valueModifier = isOutdoor ? 1 : 0;
}
}
else if (aiTarget.Entity is IDamageable targetDamageable && targetDamageable.Health <= 0.0f)
@@ -1783,7 +1869,7 @@ namespace Barotrauma
// -> just ignore the distance and attack whatever has the highest priority
dist = Math.Max(dist, 100.0f);
AITargetMemory targetMemory = GetTargetMemory(aiTarget);
AITargetMemory targetMemory = GetTargetMemory(aiTarget, true);
if (Character.CurrentHull != null && Math.Abs(toTarget.Y) > Character.CurrentHull.Size.Y)
{
// Inside the sub, treat objects that are up or down, as they were farther away.
@@ -1793,9 +1879,18 @@ namespace Barotrauma
if (valueModifier > targetValue)
{
// Don't target items that we own.
// This is a rare case, and almost entirely related to Humanhusks, so let's check it last to reduce unnecessary checks (although the check shouldn't be expensive)
if (aiTarget.Entity is Item i && i.IsOwnedBy(character)) { continue; }
if (aiTarget.Entity is Item i)
{
Character owner = GetOwner(i);
// Don't target items that we own.
// This is a rare case, and almost entirely related to Humanhusks, so let's check it last to reduce unnecessary checks (although the check shouldn't be expensive)
if (owner == character) { continue; }
if (owner != null && IsFriendly(Character, owner))
{
// If the item is held by a friendly character, ignore it.
continue;
}
}
if (targetCharacter != null)
{
if (targetCharacter.Submarine != Character.Submarine)
@@ -1820,7 +1915,7 @@ namespace Barotrauma
foreach (var gap in Character.CurrentHull.ConnectedGaps)
{
var door = gap.ConnectedDoor;
if (door == null || !door.IsOpen)
if (door == null || !door.IsOpen && !door.IsBroken)
{
var wall = gap.ConnectedWall;
if (wall != null)
@@ -1855,12 +1950,15 @@ namespace Barotrauma
return SelectedAiTarget;
}
private AITargetMemory GetTargetMemory(AITarget target)
private AITargetMemory GetTargetMemory(AITarget target, bool addIfNotFound)
{
if (!targetMemories.TryGetValue(target, out AITargetMemory memory))
{
memory = new AITargetMemory(target, 10);
targetMemories.Add(target, memory);
if (addIfNotFound)
{
memory = new AITargetMemory(target, 10);
targetMemories.Add(target, memory);
}
}
return memory;
}
@@ -1875,8 +1973,11 @@ namespace Barotrauma
}
else if (CanPerceive(_selectedAiTarget, distSquared: Vector2.DistanceSquared(Character.WorldPosition, _selectedAiTarget.WorldPosition)))
{
var memory = GetTargetMemory(_selectedAiTarget);
memory.Location = _selectedAiTarget.WorldPosition;
var memory = GetTargetMemory(_selectedAiTarget, false);
if (memory != null)
{
memory.Location = _selectedAiTarget.WorldPosition;
}
}
}
}
@@ -2014,11 +2115,17 @@ namespace Barotrauma
{
// If the target is shooting from the submarine, we might not perceive it because it doesn't move.
// --> Target the submarine too.
if (target.Submarine != null && canAttackSub)
if (target.Submarine != null && (canAttackDoors || canAttackWalls))
{
ChangeParams("room", state, priority);
ChangeParams("wall", state, priority);
ChangeParams("door", state, priority);
if (canAttackWalls)
{
ChangeParams("wall", state, priority);
}
if (canAttackDoors)
{
ChangeParams("door", state, priority);
}
}
ChangeParams("provocative", state, priority, onlyExisting: true);
ChangeParams("light", state, priority, onlyExisting: true);
@@ -2039,7 +2146,7 @@ namespace Barotrauma
Character.AnimController.ReleaseStuckLimbs();
escapeTarget = null;
AttackingLimb = null;
escapeMargin = 0;
movementMargin = 0;
allGapsSearched = false;
unreachableGaps.Clear();
if (isStateChanged && to == AIState.Idle && from != to)
@@ -2064,28 +2171,66 @@ namespace Barotrauma
}
}
public void ReevaluateAttacks()
{
canAttackWalls = LatchOntoAI != null && LatchOntoAI.AttachToSub;
canAttackDoors = false;
canAttackCharacters = false;
foreach (var limb in Character.AnimController.Limbs)
{
if (limb.IsSevered) { continue; }
if (limb.attack == null) { continue; }
if (!canAttackWalls)
{
canAttackWalls = limb.attack.IsValidTarget(AttackTarget.Structure) && limb.attack.StructureDamage > 0;
}
if (!canAttackDoors)
{
canAttackDoors = limb.attack.IsValidTarget(AttackTarget.Structure) && limb.attack.ItemDamage > 0;
}
if (!canAttackCharacters)
{
canAttackCharacters = limb.attack.IsValidTarget(AttackTarget.Character);
}
}
if (PathSteering != null)
{
PathSteering.CanBreakDoors = canAttackDoors;
}
}
private Vector2 returnDir;
private float returnTimer;
private void SteerInsideLevel(float deltaTime)
{
if (Level.Loaded == null) { return; }
Vector2 levelSimSize = new Vector2(
ConvertUnits.ToSimUnits(Level.Loaded.Size.X),
ConvertUnits.ToSimUnits(Level.Loaded.Size.Y));
float margin = 10.0f;
if (SimPosition.Y < 0.0)
if (SteeringManager is IndoorsSteeringManager || !StayInsideLevel) { return; }
if (Level.Loaded == null) { return; }
Vector2 levelSimSize = ConvertUnits.ToSimUnits(Level.Loaded.Size.X, Level.Loaded.Size.Y);
float returnTime = 3;
if (SimPosition.Y < 0)
{
steeringManager.SteeringManual(deltaTime, Vector2.UnitY * MathUtils.InverseLerp(0.0f, -margin, SimPosition.Y));
// Too far down
returnTimer = returnTime * Rand.Range(0.75f, 1.25f);
returnDir = Vector2.UnitY;
}
if (SimPosition.X < 0.0f)
if (SimPosition.X < 0)
{
steeringManager.SteeringManual(deltaTime, Vector2.UnitX * MathUtils.InverseLerp(0.0f, -margin, SimPosition.X));
// Too far left
returnTimer = returnTime * Rand.Range(0.75f, 1.25f);
returnDir = Vector2.UnitX;
}
if (SimPosition.X > levelSimSize.X)
{
steeringManager.SteeringManual(deltaTime, Vector2.UnitX * MathUtils.InverseLerp(levelSimSize.X, levelSimSize.X + margin, SimPosition.X));
}
// Too far right
returnTimer = returnTime * Rand.Range(0.75f, 1.25f);
returnDir = -Vector2.UnitX;
}
if (returnTimer > 0)
{
returnTimer -= deltaTime;
SteeringManager.Reset();
SteeringManager.SteeringManual(deltaTime, returnDir);
}
}
private bool CanPassThroughHole(Structure wall, int sectionIndex)
@@ -2116,7 +2261,6 @@ namespace Barotrauma
targetLimbs.Clear();
foreach (var limb in target.AnimController.Limbs)
{
if (limb.IsSevered) { continue; }
if (limb.type == targetLimbType || targetLimbType == LimbType.None)
{
targetLimbs.Add(limb);
@@ -2131,6 +2275,7 @@ namespace Barotrauma
Limb targetLimb = null;
foreach (Limb limb in targetLimbs)
{
if (limb.IsSevered) { continue; }
float dist = Vector2.DistanceSquared(limb.WorldPosition, attackLimb.WorldPosition) / Math.Max(limb.AttackPriority, 0.1f);
if (dist < closestDist)
{
@@ -2140,6 +2285,27 @@ namespace Barotrauma
}
return targetLimb;
}
private Character GetOwner(Item item)
{
// If the item is held by a character, attack the character instead.
var pickable = item.GetComponent<Pickable>();
if (pickable != null)
{
Character owner = pickable.Picker ?? item.FindParentInventory(i => i.Owner is Character)?.Owner as Character;
if (owner != null)
{
var target = owner.AiTarget;
if (target?.Entity != null && !target.Entity.Removed)
{
return owner;
}
}
}
return null;
}
public static bool IsFriendly(Character me, Character other) => other.SpeciesName == me.SpeciesName || other.Params.CompareGroup(me.Params.Group);
}
//the "memory" of the Character