v0.11.0.9
This commit is contained in:
@@ -91,9 +91,12 @@ namespace Barotrauma
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private float avoidTimer;
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private float observeTimer;
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private float sweepTimer;
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public bool StayInsideLevel = true;
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private readonly IEnumerable<Body> myBodies;
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public LatchOntoAI LatchOntoAI { get; private set; }
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public SwarmBehavior SwarmBehavior { get; private set; }
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public PetBehavior PetBehavior { get; private set; }
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@@ -195,6 +198,19 @@ namespace Barotrauma
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MTRandom random = new MTRandom(ToolBox.StringToInt(seed));
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XElement aiElement = aiElements.Count == 1 ? aiElements[0] : ToolBox.SelectWeightedRandom(aiElements, aiCommonness, random);
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foreach (XElement subElement in aiElement.Elements())
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{
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switch (subElement.Name.ToString().ToLowerInvariant())
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{
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case "chooserandom":
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LoadSubElement(subElement.Elements().GetRandom(random));
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break;
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default:
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LoadSubElement(subElement);
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break;
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}
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}
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void LoadSubElement(XElement subElement)
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{
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switch (subElement.Name.ToString().ToLowerInvariant())
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{
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@@ -223,6 +239,7 @@ namespace Barotrauma
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requiredHoleCount = (int)Math.Ceiling(ConvertUnits.ToDisplayUnits(colliderWidth) / Structure.WallSectionSize);
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avoidLookAheadDistance = Math.Max(colliderWidth * 3, 1.5f);
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myBodies = Character.AnimController.Limbs.Select(l => l.body.FarseerBody);
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}
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public CharacterParams.AIParams AIParams => Character.Params.AI;
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@@ -434,7 +451,7 @@ namespace Barotrauma
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UpdateIdle(deltaTime);
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break;
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case AIState.Attack:
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run = !IsCoolDownRunning;
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run = !IsCoolDownRunning || AttackingLimb != null && AttackingLimb.attack.FullSpeedAfterAttack;
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UpdateAttack(deltaTime);
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break;
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case AIState.Eat:
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@@ -471,7 +488,7 @@ namespace Barotrauma
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{
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bool isBeingChased = IsBeingChased;
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float reactDistance = !isBeingChased && selectedTargetingParams != null && selectedTargetingParams.ReactDistance > 0 ? selectedTargetingParams.ReactDistance : GetPerceivingRange(SelectedAiTarget);
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if (squaredDistance <= Math.Pow(reactDistance + movementMargin, 2))
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if (squaredDistance <= Math.Pow(reactDistance, 2))
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{
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float halfReactDistance = reactDistance / 2;
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float attackDistance = selectedTargetingParams != null && selectedTargetingParams.AttackDistance > 0 ? selectedTargetingParams.AttackDistance : halfReactDistance;
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@@ -483,17 +500,12 @@ namespace Barotrauma
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else
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{
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run = isBeingChased ? true : squaredDistance < Math.Pow(halfReactDistance, 2);
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if (movementMargin <= 0)
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{
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movementMargin = halfReactDistance;
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}
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movementMargin = MathHelper.Clamp(movementMargin += deltaTime, halfReactDistance, reactDistance);
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UpdateEscape(deltaTime);
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State = AIState.Escape;
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avoidTimer = AIParams.AvoidTime * 0.5f * Rand.Range(0.75f, 1.25f);
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}
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}
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else
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{
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movementMargin = 0;
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UpdateIdle(deltaTime);
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}
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}
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@@ -617,7 +629,7 @@ namespace Barotrauma
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#region Idle
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private void UpdateIdle(float deltaTime)
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private void UpdateIdle(float deltaTime, bool followLastTarget = true)
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{
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var pathSteering = SteeringManager as IndoorsSteeringManager;
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if (pathSteering == null)
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@@ -630,32 +642,35 @@ namespace Barotrauma
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return;
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}
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}
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var target = SelectedAiTarget ?? _lastAiTarget;
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if (target?.Entity != null && !target.Entity.Removed && PreviousState == AIState.Attack && Character.CurrentHull == null)
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if (followLastTarget)
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{
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// Keep heading to the last known position of the target
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var memory = GetTargetMemory(target, false);
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if (memory != null)
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var target = SelectedAiTarget ?? _lastAiTarget;
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if (target?.Entity != null && !target.Entity.Removed && PreviousState == AIState.Attack && Character.CurrentHull == null)
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{
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var location = memory.Location;
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float dist = Vector2.DistanceSquared(WorldPosition, location);
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if (dist < 50 * 50)
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// Keep heading to the last known position of the target
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var memory = GetTargetMemory(target, false);
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if (memory != null)
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{
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// Target is gone
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ResetAITarget();
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var location = memory.Location;
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float dist = Vector2.DistanceSquared(WorldPosition, location);
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if (dist < 50 * 50)
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{
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// Target is gone
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ResetAITarget();
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}
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else
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{
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// Steer towards the target
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SteeringManager.SteeringSeek(Character.GetRelativeSimPosition(target.Entity, location), 5);
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SteeringManager.SteeringAvoid(deltaTime, lookAheadDistance: avoidLookAheadDistance, weight: 15);
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return;
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}
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}
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else
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{
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// Steer towards the target
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SteeringManager.SteeringSeek(Character.GetRelativeSimPosition(target.Entity, location), 5);
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SteeringManager.SteeringAvoid(deltaTime, lookAheadDistance: avoidLookAheadDistance, weight: 15);
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return;
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ResetAITarget();
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}
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}
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else
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{
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ResetAITarget();
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}
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}
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if (pathSteering != null && !Character.AnimController.InWater)
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{
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@@ -686,7 +701,7 @@ namespace Barotrauma
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State = AIState.Idle;
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return;
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}
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else if (selectedTargetMemory != null)
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else if (selectedTargetMemory != null && SelectedAiTarget?.Entity is Character)
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{
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selectedTargetMemory.Priority += deltaTime * priorityFearIncreasement;
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}
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@@ -880,7 +895,7 @@ namespace Barotrauma
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{
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if (door.LinkedGap.Size > ConvertUnits.ToDisplayUnits(colliderWidth))
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{
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LatchOntoAI?.DeattachFromBody(cooldown: 2);
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LatchOntoAI?.DeattachFromBody(reset: true, cooldown: 2);
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Character.AnimController.ReleaseStuckLimbs();
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var velocity = Vector2.Normalize(door.LinkedGap.FlowTargetHull.WorldPosition - Character.WorldPosition);
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steeringManager.SteeringManual(deltaTime, velocity);
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@@ -1040,6 +1055,48 @@ namespace Barotrauma
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}
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}
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break;
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case AIBehaviorAfterAttack.IdleUntilCanAttack:
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if (AttackingLimb.attack.SecondaryCoolDown <= 0)
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{
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// No (valid) secondary cooldown defined.
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UpdateIdle(deltaTime, followLastTarget: false);
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return;
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}
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else
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{
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if (AttackingLimb.attack.SecondaryCoolDownTimer <= 0)
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{
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// Don't allow attacking when the attack target has just changed.
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if (_previousAiTarget != null && SelectedAiTarget != _previousAiTarget)
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{
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UpdateIdle(deltaTime, followLastTarget: false);
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return;
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}
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else
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{
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// If the secondary cooldown is defined and expired, check if we can switch the attack
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var newLimb = GetAttackLimb(attackWorldPos, AttackingLimb);
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if (newLimb != null)
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{
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// Attack with the new limb
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AttackingLimb = newLimb;
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}
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else
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{
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// No new limb was found.
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UpdateIdle(deltaTime, followLastTarget: false);
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return;
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}
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}
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}
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else
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{
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// Cooldown not yet expired
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UpdateIdle(deltaTime, followLastTarget: false);
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return;
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}
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}
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break;
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case AIBehaviorAfterAttack.FollowThrough:
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UpdateFallBack(attackWorldPos, deltaTime, followThrough: true);
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return;
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@@ -1145,7 +1202,56 @@ namespace Barotrauma
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// Check that we can reach the target
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distance = toTarget.Length();
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canAttack = distance < AttackingLimb.attack.Range;
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if (!canAttack && !IsCoolDownRunning)
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if (canAttack)
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{
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if (AttackingLimb.attack.Ranged)
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{
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// Check that is facing the target
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float offset = AttackingLimb.Params.GetSpriteOrientation() - MathHelper.PiOver2;
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Vector2 forward = VectorExtensions.Forward(AttackingLimb.body.TransformedRotation - offset * Character.AnimController.Dir);
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float angle = VectorExtensions.Angle(forward, toTarget);
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canAttack = angle < MathHelper.ToRadians(AttackingLimb.attack.RequiredAngle);
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if (canAttack && AttackingLimb.attack.AvoidFriendlyFire)
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{
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float minDistance = MathUtils.Pow(ConvertUnits.ToDisplayUnits(Character.AnimController.Collider.GetMaxExtent() * 3), 2);
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bool IsFarEnough(Character other) => Vector2.DistanceSquared(Character.WorldPosition, other.WorldPosition) > minDistance;
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if (SwarmBehavior != null)
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{
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canAttack = SwarmBehavior.Members.All(c => c == Character || IsFarEnough(c));
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}
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else
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{
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canAttack = Character.CharacterList.All(c => c == Character || !IsFriendly(Character, c) || IsFarEnough(c));
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}
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if (canAttack)
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{
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canAttack = !IsBlocked(attackSimPos) && !IsBlocked(AttackingLimb.SimPosition + forward * ConvertUnits.ToSimUnits(AttackingLimb.attack.Range));
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bool IsBlocked(Vector2 targetPosition)
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{
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foreach (var body in Submarine.PickBodies(AttackingLimb.SimPosition, targetPosition, myBodies, Physics.CollisionCharacter))
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{
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Character hitTarget = null;
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if (body.UserData is Character c)
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{
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hitTarget = c;
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}
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else if (body.UserData is Limb limb)
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{
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hitTarget = limb.character;
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}
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if (hitTarget != null && !hitTarget.IsDead && IsFriendly(Character, hitTarget))
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{
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return true;
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}
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}
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return false;
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}
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}
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}
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}
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}
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else if (!IsCoolDownRunning)
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{
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// If not, reset the attacking limb, if the cooldown is not running
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// Don't use the property, because we don't want cancel reversing, if we are reversing.
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@@ -1160,29 +1266,11 @@ namespace Barotrauma
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}
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}
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}
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Limb steeringLimb = canAttack ? AttackingLimb : null;
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Limb steeringLimb = canAttack && !AttackingLimb.attack.Ranged ? AttackingLimb : null;
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if (steeringLimb == null)
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{
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// If the attacking limb is a hand or claw, for example, using it as the steering limb can end in the result where the character circles around the target. For example the Hammerhead steering with the claws when it should use the torso.
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// If we always use the main limb, this causes the character to seek the target with it's torso/head, when it should not. For example Mudraptor steering with it's belly, when it should use it's head.
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// So let's use the one that's closer to the attacking limb.
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var torso = Character.AnimController.GetLimb(LimbType.Torso);
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var head = Character.AnimController.GetLimb(LimbType.Head);
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if (AttackingLimb == null)
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{
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steeringLimb = head ?? torso;
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}
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else
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{
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if (head != null && torso != null)
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{
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steeringLimb = Vector2.DistanceSquared(AttackingLimb.SimPosition, head.SimPosition) < Vector2.DistanceSquared(AttackingLimb.SimPosition, torso.SimPosition) ? head : torso;
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}
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else
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{
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steeringLimb = head ?? torso;
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}
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}
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// If the attacking limb is a hand or claw, for example, using it as the steering limb can end in the result where the character circles around the target.
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steeringLimb = Character.AnimController.GetLimb(LimbType.Head) ?? Character.AnimController.GetLimb(LimbType.Torso);
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}
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if (steeringLimb == null)
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@@ -1190,7 +1278,7 @@ namespace Barotrauma
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State = AIState.Idle;
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return;
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}
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if (AttackingLimb != null && AttackingLimb.attack.Retreat)
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{
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UpdateFallBack(attackWorldPos, deltaTime, false);
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@@ -1250,6 +1338,25 @@ namespace Barotrauma
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}
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else
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{
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if (selectedTargetingParams.SweepDistance > 0)
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{
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Vector2 toTarget = attackWorldPos - WorldPosition;
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if (distance <= 0)
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{
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distance = toTarget.Length();
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}
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float amplitude = MathHelper.Lerp(0, selectedTargetingParams.SweepStrength, MathUtils.InverseLerp(selectedTargetingParams.SweepDistance, 0, distance));
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if (amplitude > 0)
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{
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sweepTimer += deltaTime * selectedTargetingParams.SweepSpeed;
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float sin = (float)Math.Sin(sweepTimer) * amplitude;
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steerPos = MathUtils.RotatePointAroundTarget(attackSimPos, SimPosition, MathHelper.ToDegrees(sin));
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}
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else
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{
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sweepTimer = Rand.Range(-1000, 1000) * selectedTargetingParams.SweepSpeed;
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}
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}
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SteeringManager.SteeringSeek(steerPos, 10);
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SteeringManager.SteeringAvoid(deltaTime, lookAheadDistance: avoidLookAheadDistance, weight: 15);
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}
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@@ -1268,7 +1375,7 @@ namespace Barotrauma
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{
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IsSteeringThroughGap = true;
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wallTarget = null;
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LatchOntoAI?.DeattachFromBody(cooldown: 2);
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LatchOntoAI?.DeattachFromBody(reset: true, cooldown: 2);
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Character.AnimController.ReleaseStuckLimbs();
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Hull targetHull = section.gap?.FlowTargetHull;
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float maxDistance = Math.Min(wall.Rect.Width, wall.Rect.Height);
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@@ -1308,6 +1415,7 @@ namespace Barotrauma
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{
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if (limb == ignoredLimb) { continue; }
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if (limb.IsSevered || limb.IsStuck) { continue; }
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if (limb.Disabled) { continue; }
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var attack = limb.attack;
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if (attack == null) { continue; }
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if (attack.CoolDownTimer > 0) { continue; }
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@@ -1318,6 +1426,17 @@ namespace Barotrauma
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if (attack.Conditionals.Any(c => !c.Matches(se))) { continue; }
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}
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if (attack.Conditionals.Any(c => c.TargetSelf && !c.Matches(Character))) { continue; }
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if (attack.Ranged)
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{
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// Check that is approximately facing the target
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Vector2 attackLimbPos = Character.AnimController.SimplePhysicsEnabled ? Character.WorldPosition : limb.WorldPosition;
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Vector2 toTarget = attackWorldPos - attackLimbPos;
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float offset = limb.Params.GetSpriteOrientation() - MathHelper.PiOver2;
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Vector2 forward = VectorExtensions.Forward(limb.body.TransformedRotation - offset * Character.AnimController.Dir);
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float angle = VectorExtensions.Angle(forward, toTarget);
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if (angle > MathHelper.ToRadians(attack.RequiredAngle)) { continue; }
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}
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if (AIParams.RandomAttack)
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{
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attackLimbs.Add(limb);
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@@ -1407,12 +1526,21 @@ namespace Barotrauma
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attachTargetNormal = new Vector2(Math.Sign(WorldPosition.X - wall.WorldPosition.X), 0.0f);
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sectionPos.X += (wall.BodyWidth <= 0.0f ? wall.Rect.Width : wall.BodyWidth) / 2 * attachTargetNormal.X;
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}
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LatchOntoAI?.SetAttachTarget(wall.Submarine.PhysicsBody.FarseerBody, wall.Submarine, ConvertUnits.ToSimUnits(sectionPos), attachTargetNormal);
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LatchOntoAI?.SetAttachTarget(wall, ConvertUnits.ToSimUnits(sectionPos), attachTargetNormal);
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if (Character.AnimController.CanEnterSubmarine || !wall.SectionBodyDisabled(sectionIndex) && !IsWallDisabled(wall))
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{
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if (AIParams.TargetOuterWalls || wall.prefab.Tags.Contains("inner") || wall.Submarine != null && wall.Submarine == Character.Submarine)
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{
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wallTarget = new WallTarget(sectionPos, wall, sectionIndex);
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if (wall.NoAITarget && Character.AnimController.CanEnterSubmarine)
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{
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// Blocked by a wall that shouldn't be targeted. The main intention here is to prevents monsters from entering the the tail and the nose pieces.
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IgnoreTarget(SelectedAiTarget);
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ResetAITarget();
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}
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else
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{
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wallTarget = new WallTarget(sectionPos, wall, sectionIndex);
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}
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}
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}
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}
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@@ -1450,13 +1578,13 @@ namespace Barotrauma
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bool wasLatched = IsLatchedOnSub;
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Character.AnimController.ReleaseStuckLimbs();
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LatchOntoAI?.DeattachFromBody(cooldown: 1);
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LatchOntoAI?.DeattachFromBody(reset: true, cooldown: 1);
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if (attacker == null || attacker.AiTarget == null || attacker.Removed || attacker.IsDead) { return; }
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bool isFriendly = IsFriendly(Character, attacker);
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if (wasLatched)
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{
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State = AIState.Escape;
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avoidTimer = AIParams.AvoidTime * Rand.Range(0.75f, 1.25f);
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avoidTimer = AIParams.AvoidTime * 0.5f * Rand.Range(0.75f, 1.25f);
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if (!isFriendly)
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{
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SelectTarget(attacker.AiTarget);
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@@ -2029,6 +2157,8 @@ namespace Barotrauma
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if (targetingTag == null) { continue; }
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var targetParams = GetTargetParams(targetingTag);
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if (targetParams == null) { continue; }
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if (targetParams.IgnoreWhileInside && character.CurrentHull != null) { continue; }
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if (targetParams.IgnoreWhileOutside && character.CurrentHull == null) { continue; }
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if (targetParams.State == AIState.Observe || targetParams.State == AIState.Eat)
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{
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if (targetCharacter != null && targetCharacter.Submarine != Character.Submarine)
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@@ -2037,10 +2167,7 @@ namespace Barotrauma
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continue;
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}
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}
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if (aiTarget.Entity is Item targetItem && targetParams.IgnoreContained && targetItem.ParentInventory != null)
|
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{
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continue;
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}
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if (aiTarget.Entity is Item targetItem && targetParams.IgnoreContained && targetItem.ParentInventory != null) { continue; }
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valueModifier *= targetParams.Priority;
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if (valueModifier == 0.0f) { continue; }
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@@ -2180,7 +2307,7 @@ namespace Barotrauma
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wall = wallTarget?.Structure;
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}
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// The target is not a wall or it's not the same as we are attached to -> release
|
||||
bool releaseTarget = wall == null || !wall.Bodies.Contains(LatchOntoAI.AttachJoints[0].BodyB);
|
||||
bool releaseTarget = wall == null || (!wall.Bodies.Contains(LatchOntoAI.AttachJoints[0].BodyB) && wall.Submarine?.PhysicsBody?.FarseerBody != LatchOntoAI.AttachJoints[0].BodyB);
|
||||
if (!releaseTarget)
|
||||
{
|
||||
for (int i = 0; i < wall.Sections.Length; i++)
|
||||
@@ -2194,7 +2321,7 @@ namespace Barotrauma
|
||||
if (releaseTarget)
|
||||
{
|
||||
wallTarget = null;
|
||||
LatchOntoAI.DeattachFromBody(cooldown: 1);
|
||||
LatchOntoAI.DeattachFromBody(reset: true, cooldown: 1);
|
||||
}
|
||||
}
|
||||
else
|
||||
@@ -2408,7 +2535,7 @@ namespace Barotrauma
|
||||
|
||||
protected override void OnStateChanged(AIState from, AIState to)
|
||||
{
|
||||
LatchOntoAI?.DeattachFromBody();
|
||||
LatchOntoAI?.DeattachFromBody(reset: true);
|
||||
Character.AnimController.ReleaseStuckLimbs();
|
||||
escapeTarget = null;
|
||||
AttackingLimb = null;
|
||||
@@ -2449,14 +2576,15 @@ namespace Barotrauma
|
||||
foreach (var limb in Character.AnimController.Limbs)
|
||||
{
|
||||
if (limb.IsSevered) { continue; }
|
||||
if (limb.Disabled) { continue; }
|
||||
if (limb.attack == null) { continue; }
|
||||
if (!canAttackWalls)
|
||||
{
|
||||
canAttackWalls = limb.attack.IsValidTarget(AttackTarget.Structure) && limb.attack.StructureDamage > 0;
|
||||
canAttackWalls = limb.attack.IsValidTarget(AttackTarget.Structure) && (limb.attack.StructureDamage > 0 || limb.attack.Ranged);
|
||||
}
|
||||
if (!canAttackDoors)
|
||||
{
|
||||
canAttackDoors = limb.attack.IsValidTarget(AttackTarget.Structure) && limb.attack.ItemDamage > 0;
|
||||
canAttackDoors = limb.attack.IsValidTarget(AttackTarget.Structure) && (limb.attack.ItemDamage > 0 || limb.attack.Ranged);
|
||||
}
|
||||
if (!canAttackCharacters)
|
||||
{
|
||||
@@ -2503,7 +2631,7 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
private bool CanPassThroughHole(Structure wall, int sectionIndex)
|
||||
public bool CanPassThroughHole(Structure wall, int sectionIndex)
|
||||
{
|
||||
if (!wall.SectionBodyDisabled(sectionIndex)) return false;
|
||||
int holeCount = 1;
|
||||
@@ -2546,6 +2674,7 @@ namespace Barotrauma
|
||||
foreach (Limb limb in targetLimbs)
|
||||
{
|
||||
if (limb.IsSevered) { continue; }
|
||||
if (limb.Hidden) { continue; }
|
||||
float dist = Vector2.DistanceSquared(limb.WorldPosition, attackLimb.WorldPosition) / Math.Max(limb.AttackPriority, 0.1f);
|
||||
if (dist < closestDist)
|
||||
{
|
||||
|
||||
@@ -10,6 +10,7 @@ namespace Barotrauma
|
||||
{
|
||||
partial class HumanAIController : AIController
|
||||
{
|
||||
public static bool debugai;
|
||||
public static bool DisableCrewAI;
|
||||
|
||||
private readonly AIObjectiveManager objectiveManager;
|
||||
@@ -37,12 +38,51 @@ namespace Barotrauma
|
||||
|
||||
private float respondToAttackTimer;
|
||||
private const float RespondToAttackInterval = 1.0f;
|
||||
private bool wasConscious;
|
||||
|
||||
private bool freezeAI;
|
||||
|
||||
private readonly float maxSteeringBuffer = 5000;
|
||||
private readonly float minSteeringBuffer = 500;
|
||||
private readonly float steeringBufferIncreaseSpeed = 100;
|
||||
private float steeringBuffer;
|
||||
|
||||
private readonly float obstacleRaycastInterval = 1;
|
||||
private float obstacleRaycastTimer;
|
||||
|
||||
/// <summary>
|
||||
/// List of previous attacks done to this character
|
||||
/// </summary>
|
||||
private readonly Dictionary<Character, AttackResult> previousAttackResults = new Dictionary<Character, AttackResult>();
|
||||
|
||||
private readonly SteeringManager outsideSteering, insideSteering;
|
||||
|
||||
public IndoorsSteeringManager PathSteering => insideSteering as IndoorsSteeringManager;
|
||||
public HumanoidAnimController AnimController => Character.AnimController as HumanoidAnimController;
|
||||
|
||||
public override AIObjectiveManager ObjectiveManager
|
||||
{
|
||||
get { return objectiveManager; }
|
||||
}
|
||||
|
||||
public Order CurrentOrder
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public string CurrentOrderOption
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public float CurrentHullSafety { get; private set; } = 100;
|
||||
|
||||
private readonly Dictionary<Character, float> damageDoneByAttacker = new Dictionary<Character, float>();
|
||||
private readonly HashSet<Character> attackers = new HashSet<Character>();
|
||||
|
||||
private readonly Dictionary<Hull, HullSafety> knownHulls = new Dictionary<Hull, HullSafety>();
|
||||
private class HullSafety
|
||||
{
|
||||
public float safety;
|
||||
@@ -72,35 +112,6 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
private readonly Dictionary<Hull, HullSafety> knownHulls = new Dictionary<Hull, HullSafety>();
|
||||
|
||||
private SteeringManager outsideSteering, insideSteering;
|
||||
|
||||
public IndoorsSteeringManager PathSteering => insideSteering as IndoorsSteeringManager;
|
||||
public HumanoidAnimController AnimController => Character.AnimController as HumanoidAnimController;
|
||||
|
||||
public override AIObjectiveManager ObjectiveManager
|
||||
{
|
||||
get { return objectiveManager; }
|
||||
}
|
||||
|
||||
public Order CurrentOrder
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public string CurrentOrderOption
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public float CurrentHullSafety { get; private set; } = 100;
|
||||
|
||||
private readonly Dictionary<Character, float> damageDoneByAttacker = new Dictionary<Character, float>();
|
||||
private readonly HashSet<Character> attackers = new HashSet<Character>();
|
||||
|
||||
public HumanAIController(Character c) : base(c)
|
||||
{
|
||||
if (!c.IsHuman)
|
||||
@@ -117,8 +128,6 @@ namespace Barotrauma
|
||||
|
||||
partial void InitProjSpecific();
|
||||
|
||||
private bool freezeAI;
|
||||
|
||||
public override void Update(float deltaTime)
|
||||
{
|
||||
if (DisableCrewAI || Character.Removed) { return; }
|
||||
@@ -146,6 +155,8 @@ namespace Barotrauma
|
||||
}
|
||||
if (isIncapacitated) { return; }
|
||||
|
||||
wasConscious = true;
|
||||
|
||||
respondToAttackTimer -= deltaTime;
|
||||
if (respondToAttackTimer <= 0.0f)
|
||||
{
|
||||
@@ -176,15 +187,38 @@ namespace Barotrauma
|
||||
IgnoredItems.Clear();
|
||||
}
|
||||
|
||||
// Use the pathfinding also outside of the sub, but not farther than the extents of the sub + 500 units.
|
||||
if (Character.Submarine != null || SelectedAiTarget?.Entity?.Submarine is Submarine sub && sub != null &&
|
||||
Vector2.DistanceSquared(Character.WorldPosition, sub.WorldPosition) < MathUtils.Pow(Math.Max(sub.Borders.Size.X, sub.Borders.Size.Y) / 2 + 500, 2))
|
||||
bool IsCloseEnoughToTargetSub(float threshold) => SelectedAiTarget?.Entity?.Submarine is Submarine sub && sub != null && Vector2.DistanceSquared(Character.WorldPosition, sub.WorldPosition) < MathUtils.Pow(Math.Max(sub.Borders.Size.X, sub.Borders.Size.Y) / 2 + threshold, 2);
|
||||
bool hasValidPath = steeringManager is IndoorsSteeringManager pathSteering && pathSteering.CurrentPath != null && !pathSteering.CurrentPath.Finished && !pathSteering.CurrentPath.Unreachable;
|
||||
|
||||
if (Character.Submarine == null && hasValidPath)
|
||||
{
|
||||
obstacleRaycastTimer -= deltaTime;
|
||||
if (obstacleRaycastTimer <= 0)
|
||||
{
|
||||
obstacleRaycastTimer = obstacleRaycastInterval;
|
||||
// Swimming outside and using the path finder -> check that the path is not blocked with anything (the path finder doesn't know about other subs).
|
||||
foreach (var connectedSub in Submarine.MainSub.GetConnectedSubs())
|
||||
{
|
||||
if (connectedSub == Submarine.MainSub) { continue; }
|
||||
Vector2 rayStart = SimPosition - connectedSub.SimPosition;
|
||||
Vector2 dir = PathSteering.CurrentPath.CurrentNode.WorldPosition - WorldPosition;
|
||||
Vector2 rayEnd = rayStart + dir.ClampLength(Character.AnimController.Collider.GetLocalFront().Length() * 5);
|
||||
if (Submarine.CheckVisibility(rayStart, rayEnd, ignoreSubs: true) != null)
|
||||
{
|
||||
PathSteering.CurrentPath.Unreachable = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if (Character.Submarine != null || hasValidPath && IsCloseEnoughToTargetSub(maxSteeringBuffer) || IsCloseEnoughToTargetSub(steeringBuffer))
|
||||
{
|
||||
if (steeringManager != insideSteering)
|
||||
{
|
||||
insideSteering.Reset();
|
||||
}
|
||||
steeringManager = insideSteering;
|
||||
steeringBuffer += steeringBufferIncreaseSpeed * deltaTime;
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -193,7 +227,9 @@ namespace Barotrauma
|
||||
outsideSteering.Reset();
|
||||
}
|
||||
steeringManager = outsideSteering;
|
||||
steeringBuffer = minSteeringBuffer;
|
||||
}
|
||||
steeringBuffer = Math.Clamp(steeringBuffer, minSteeringBuffer, maxSteeringBuffer);
|
||||
|
||||
AnimController.Crouching = shouldCrouch;
|
||||
CheckCrouching(deltaTime);
|
||||
@@ -369,7 +405,8 @@ namespace Barotrauma
|
||||
if (!NeedsDivingGear(Character.CurrentHull, out bool needsSuit) || !needsSuit || oxygenLow)
|
||||
{
|
||||
bool shouldKeepTheGearOn = Character.AnimController.HeadInWater
|
||||
|| Character.Submarine.TeamID != Character.TeamID && Character.Submarine.TeamID != Character.TeamType.FriendlyNPC
|
||||
|| Character.Submarine == null
|
||||
|| Character.Submarine.TeamID != Character.TeamID
|
||||
|| ObjectiveManager.IsCurrentObjective<AIObjectiveFindSafety>()
|
||||
|| ObjectiveManager.CurrentOrder is AIObjectiveGoTo goTo && goTo.Target == Character // wait order
|
||||
|| ObjectiveManager.CurrentObjective.GetSubObjectivesRecursive(true).Any(o => o.KeepDivingGearOn);
|
||||
@@ -435,6 +472,7 @@ namespace Barotrauma
|
||||
if (oxygenLow || ObjectiveManager.GetCurrentPriority() >= AIObjectiveManager.RunPriority)
|
||||
{
|
||||
divingSuit.Drop(Character);
|
||||
HandleRelocation(divingSuit);
|
||||
}
|
||||
else if (findItemState == FindItemState.None || findItemState == FindItemState.DivingSuit)
|
||||
{
|
||||
@@ -461,6 +499,7 @@ namespace Barotrauma
|
||||
else
|
||||
{
|
||||
divingSuit.Drop(Character);
|
||||
HandleRelocation(divingSuit);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -478,6 +517,7 @@ namespace Barotrauma
|
||||
if (ObjectiveManager.GetCurrentPriority() >= AIObjectiveManager.RunPriority)
|
||||
{
|
||||
mask.Drop(Character);
|
||||
HandleRelocation(mask);
|
||||
}
|
||||
else if (findItemState == FindItemState.None || findItemState == FindItemState.DivingMask)
|
||||
{
|
||||
@@ -501,6 +541,7 @@ namespace Barotrauma
|
||||
else
|
||||
{
|
||||
mask.Drop(Character);
|
||||
HandleRelocation(mask);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -548,6 +589,7 @@ namespace Barotrauma
|
||||
else
|
||||
{
|
||||
item.Drop(Character);
|
||||
HandleRelocation(item);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -556,6 +598,62 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
private readonly HashSet<Item> itemsToRelocate = new HashSet<Item>();
|
||||
|
||||
private void HandleRelocation(Item item)
|
||||
{
|
||||
if (item.Submarine?.TeamID == Character.TeamType.FriendlyNPC)
|
||||
{
|
||||
if (itemsToRelocate.Contains(item)) { return; }
|
||||
itemsToRelocate.Add(item);
|
||||
if (item.Submarine.ConnectedDockingPorts.TryGetValue(Submarine.MainSub, out DockingPort myPort))
|
||||
{
|
||||
myPort.OnUnDocked += Relocate;
|
||||
}
|
||||
var campaign = GameMain.GameSession.Campaign;
|
||||
if (campaign != null)
|
||||
{
|
||||
// In the campaign mode, undocking happens after leaving the outpost, so we can't use that.
|
||||
campaign.BeforeLevelLoading += Relocate;
|
||||
}
|
||||
}
|
||||
|
||||
void Relocate()
|
||||
{
|
||||
if (item == null || item.Removed) { return; }
|
||||
if (!itemsToRelocate.Contains(item)) { return; }
|
||||
var mainSub = Submarine.MainSub;
|
||||
if (item.ParentInventory != null)
|
||||
{
|
||||
if (item.ParentInventory.Owner is Character c)
|
||||
{
|
||||
if (c.TeamID == Character.TeamType.Team1 || c.TeamID == Character.TeamType.Team2)
|
||||
{
|
||||
// Taken by a player/bot (if npc or monster would take the item, we'd probably still want it to spawn back to the main sub.
|
||||
return;
|
||||
}
|
||||
}
|
||||
else if (item.ParentInventory.Owner.Submarine == mainSub)
|
||||
{
|
||||
// Placed inside an inventory that's already in the main sub.
|
||||
return;
|
||||
}
|
||||
}
|
||||
// Laying on ground inside the main sub.
|
||||
if (item.Submarine == mainSub)
|
||||
{
|
||||
return;
|
||||
}
|
||||
WayPoint wp = WayPoint.GetRandom(SpawnType.Cargo, null, mainSub);
|
||||
if (wp != null)
|
||||
{
|
||||
item.Submarine = mainSub;
|
||||
item.SetTransform(wp.SimPosition, 0.0f);
|
||||
}
|
||||
itemsToRelocate.Remove(item);
|
||||
}
|
||||
}
|
||||
|
||||
public void ReequipUnequipped()
|
||||
{
|
||||
foreach (var item in unequippedItems)
|
||||
@@ -585,6 +683,7 @@ namespace Barotrauma
|
||||
suitableContainer = null;
|
||||
if (character.FindItem(ref itemIndex, out Item targetContainer, ignoredItems: ignoredItems, customPriorityFunction: i =>
|
||||
{
|
||||
if (i.IsThisOrAnyContainerIgnoredByAI()) { return 0; }
|
||||
var container = i.GetComponent<ItemContainer>();
|
||||
if (container == null) { return 0; }
|
||||
if (container.Inventory.IsFull()) { return 0; }
|
||||
@@ -746,6 +845,13 @@ namespace Barotrauma
|
||||
|
||||
public override void OnAttacked(Character attacker, AttackResult attackResult)
|
||||
{
|
||||
// The attack incapacitated/killed the character: respond immediately to trigger nearby characters because the update loop no longer runs
|
||||
if (wasConscious && (Character.IsIncapacitated || Character.Stun > 0.0f))
|
||||
{
|
||||
RespondToAttack(attacker, attackResult);
|
||||
wasConscious = false;
|
||||
return;
|
||||
}
|
||||
if (Character.IsDead) { return; }
|
||||
if (attacker == null || Character.IsPlayer)
|
||||
{
|
||||
@@ -1003,7 +1109,7 @@ namespace Barotrauma
|
||||
{
|
||||
var objective = new AIObjectiveCombat(Character, attacker, mode, objectiveManager)
|
||||
{
|
||||
HoldPosition = Character.Info?.Job?.Prefab.Identifier == "watchman",
|
||||
HoldPosition = Character.Info?.Job?.Prefab.Identifier == "watchman" || Character.CurrentHull == null && ObjectiveManager.IsCurrentOrder<AIObjectiveGoTo>(),
|
||||
abortCondition = abortCondition,
|
||||
allowHoldFire = allowHoldFire,
|
||||
};
|
||||
@@ -1168,7 +1274,7 @@ namespace Barotrauma
|
||||
needsSuit = true;
|
||||
return true;
|
||||
}
|
||||
if (hull.WaterPercentage > 60 || hull.OxygenPercentage < CharacterHealth.LowOxygenThreshold)
|
||||
if (hull.WaterPercentage > 60 || hull.Oxygen < CharacterHealth.LowOxygenThreshold)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
@@ -1223,6 +1329,14 @@ namespace Barotrauma
|
||||
}
|
||||
//if (!otherCharacter.IsFacing(thief.WorldPosition)) { continue; }
|
||||
if (!otherCharacter.CanSeeCharacter(thief)) { continue; }
|
||||
// Don't react if the player is taking an extinguisher and there's any fires on the sub, or diving gear when the sub is flooding
|
||||
// -> allow them to use the emergency items
|
||||
if (character.Submarine != null)
|
||||
{
|
||||
var connectedHulls = character.Submarine.GetHulls(alsoFromConnectedSubs: true);
|
||||
if (item.HasTag("fireextinguisher") && connectedHulls.Any(h => h.FireSources.Any())) { continue; }
|
||||
if (item.HasTag("diving") && connectedHulls.Any(h => h.ConnectedGaps.Any(g => AIObjectiveFixLeaks.IsValidTarget(g, thief)))) { continue; }
|
||||
}
|
||||
if (!someoneSpoke && !character.IsIncapacitated && character.Stun <= 0.0f)
|
||||
{
|
||||
if (!item.StolenDuringRound && GameMain.GameSession?.Campaign?.Map?.CurrentLocation != null)
|
||||
@@ -1236,8 +1350,6 @@ namespace Barotrauma
|
||||
otherCharacter.Speak(TextManager.Get("dialogstealwarning"), null, Rand.Range(0.5f, 1.0f), "thief", 10.0f);
|
||||
someoneSpoke = true;
|
||||
}
|
||||
// Don't react if the player is taking an extinguisher and there's any fires on the sub -> allow them to use the emergency items
|
||||
if (item.HasTag("fireextinguisher") && character.Submarine.GetHulls(alsoFromConnectedSubs: true).Any(h => h.FireSources.Any())) { continue; }
|
||||
// React if we are security
|
||||
if (!TriggerSecurity(otherHumanAI))
|
||||
{
|
||||
@@ -1425,7 +1537,7 @@ namespace Barotrauma
|
||||
bool ignoreFire = objectiveManager.CurrentOrder is AIObjectiveExtinguishFires extinguishOrder && extinguishOrder.Priority > 0 || objectiveManager.HasActiveObjective<AIObjectiveExtinguishFire>();
|
||||
bool ignoreWater = HasDivingSuit(character);
|
||||
bool ignoreOxygen = ignoreWater || HasDivingMask(character);
|
||||
bool ignoreEnemies = ObjectiveManager.IsCurrentObjective<AIObjectiveFightIntruders>();
|
||||
bool ignoreEnemies = ObjectiveManager.IsCurrentOrder<AIObjectiveFightIntruders>() || ObjectiveManager.Objectives.Any(o => o is AIObjectiveFightIntruders);
|
||||
float safety = CalculateHullSafety(hull, visibleHulls, character, ignoreWater, ignoreOxygen, ignoreFire, ignoreEnemies);
|
||||
if (isCurrentHull)
|
||||
{
|
||||
@@ -1464,7 +1576,17 @@ namespace Barotrauma
|
||||
// The hull safety decreases 90% per enemy up to 100% (TODO: test smaller percentages)
|
||||
enemyFactor = MathHelper.Lerp(1, 0, MathHelper.Clamp(enemyCount * 0.9f, 0, 1));
|
||||
}
|
||||
float safety = oxygenFactor * waterFactor * fireFactor * enemyFactor;
|
||||
float dangerousItemsFactor = 1f;
|
||||
foreach (Item item in Item.ItemList)
|
||||
{
|
||||
if (item.CurrentHull != hull) { continue; }
|
||||
if (item.Prefab != null && item.Prefab.IsDangerous)
|
||||
{
|
||||
dangerousItemsFactor = 0;
|
||||
}
|
||||
}
|
||||
|
||||
float safety = oxygenFactor * waterFactor * fireFactor * enemyFactor * dangerousItemsFactor;
|
||||
return MathHelper.Clamp(safety * 100, 0, 100);
|
||||
}
|
||||
|
||||
|
||||
@@ -117,7 +117,7 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Seeks the ladder from the current and the next two nodes.
|
||||
/// Seeks the ladder from the next and next + 1 nodes.
|
||||
/// </summary>
|
||||
public Ladder GetNextLadder()
|
||||
{
|
||||
@@ -294,7 +294,13 @@ namespace Barotrauma
|
||||
bool isDiving = character.AnimController.InWater && character.AnimController.HeadInWater;
|
||||
// Only humanoids can climb ladders
|
||||
bool canClimb = character.AnimController is HumanoidAnimController && !character.LockHands;
|
||||
var ladders = GetNextLadder();
|
||||
Ladder currentLadder = currentPath.CurrentNode.Ladders;
|
||||
if (currentLadder != null && currentLadder.Item.NonInteractable)
|
||||
{
|
||||
currentLadder = null;
|
||||
}
|
||||
Ladder nextLadder = GetNextLadder();
|
||||
var ladders = currentLadder ?? nextLadder;
|
||||
if (canClimb && !isDiving && ladders != null && character.SelectedConstruction != ladders.Item)
|
||||
{
|
||||
if (IsNextNodeLadder || currentPath.CurrentIndex == currentPath.Nodes.Count - 1)
|
||||
@@ -325,7 +331,6 @@ namespace Barotrauma
|
||||
if (character.IsClimbing && !isDiving)
|
||||
{
|
||||
Vector2 diff = currentPath.CurrentNode.SimPosition - pos;
|
||||
Ladder nextLadder = GetNextLadder();
|
||||
bool nextLadderSameAsCurrent = IsNextLadderSameAsCurrent;
|
||||
if (nextLadderSameAsCurrent)
|
||||
{
|
||||
@@ -341,8 +346,7 @@ namespace Barotrauma
|
||||
diff.Y = Math.Max(diff.Y, 1.0f);
|
||||
}
|
||||
// We need some margin, because if a hatch has closed, it's possible that the height from floor is slightly negative.
|
||||
float margin = 0.1f;
|
||||
bool isAboveFloor = heightFromFloor > -margin && heightFromFloor < collider.height * 1.5f;
|
||||
bool isAboveFloor = heightFromFloor > -0.1f;
|
||||
// If the next waypoint is horizontally far, we don't want to keep holding the ladders
|
||||
if (isAboveFloor && (nextLadder == null || Math.Abs(currentPath.CurrentNode.WorldPosition.X - currentPath.NextNode.WorldPosition.X) > 50))
|
||||
{
|
||||
@@ -437,7 +441,7 @@ namespace Barotrauma
|
||||
if (door.IsOpen) { return true; }
|
||||
if (door.Item.NonInteractable) { return false; }
|
||||
if (CanBreakDoors) { return true; }
|
||||
if (door.IsStuck) { return false; }
|
||||
if (door.IsStuck || door.IsJammed) { return false; }
|
||||
if (!canOpenDoors || character.LockHands) { return false; }
|
||||
if (door.HasIntegratedButtons)
|
||||
{
|
||||
@@ -719,7 +723,10 @@ namespace Barotrauma
|
||||
if (wander)
|
||||
{
|
||||
SteeringWander();
|
||||
SteeringAvoid(deltaTime, lookAheadDistance: ConvertUnits.ToSimUnits(wallAvoidDistance), 5);
|
||||
if (inWater)
|
||||
{
|
||||
SteeringAvoid(deltaTime, lookAheadDistance: ConvertUnits.ToSimUnits(wallAvoidDistance), 5);
|
||||
}
|
||||
}
|
||||
if (!inWater)
|
||||
{
|
||||
|
||||
@@ -15,15 +15,17 @@ namespace Barotrauma
|
||||
|
||||
private float raycastTimer;
|
||||
|
||||
private Body attachTargetBody;
|
||||
private Structure targetWall;
|
||||
private Body targetBody;
|
||||
private Vector2 attachSurfaceNormal;
|
||||
private Submarine attachTargetSubmarine;
|
||||
private Submarine targetSubmarine;
|
||||
private readonly Character character;
|
||||
|
||||
public bool AttachToSub { get; private set; }
|
||||
public bool AttachToWalls { get; private set; }
|
||||
|
||||
private float minDeattachSpeed = 3.0f, maxDeattachSpeed = 10.0f;
|
||||
private float damageOnDetach = 0.0f, detachStun = 0.0f;
|
||||
private readonly float minDeattachSpeed, maxDeattachSpeed;
|
||||
private readonly float damageOnDetach, detachStun;
|
||||
private float deattachTimer;
|
||||
|
||||
private Vector2 wallAttachPos;
|
||||
@@ -35,13 +37,8 @@ namespace Barotrauma
|
||||
private float attachLimbRotation;
|
||||
|
||||
private float jointDir;
|
||||
|
||||
private List<WeldJoint> attachJoints = new List<WeldJoint>();
|
||||
|
||||
public List<WeldJoint> AttachJoints
|
||||
{
|
||||
get { return attachJoints; }
|
||||
}
|
||||
public List<WeldJoint> AttachJoints { get; } = new List<WeldJoint>();
|
||||
|
||||
public Vector2? WallAttachPos
|
||||
{
|
||||
@@ -49,19 +46,16 @@ namespace Barotrauma
|
||||
private set;
|
||||
}
|
||||
|
||||
public bool IsAttached
|
||||
{
|
||||
get { return attachJoints.Count > 0; }
|
||||
}
|
||||
public bool IsAttached => AttachJoints.Count > 0;
|
||||
|
||||
public bool IsAttachedToSub => IsAttached && (attachTargetBody?.UserData is Submarine || attachTargetBody?.UserData is Entity entity && entity.Submarine != null);
|
||||
public bool IsAttachedToSub => IsAttached && targetSubmarine != null;
|
||||
|
||||
public LatchOntoAI(XElement element, EnemyAIController enemyAI)
|
||||
{
|
||||
AttachToWalls = element.GetAttributeBool("attachtowalls", false);
|
||||
AttachToSub = element.GetAttributeBool("attachtosub", false);
|
||||
minDeattachSpeed = element.GetAttributeFloat("mindeattachspeed", 3.0f);
|
||||
maxDeattachSpeed = Math.Max(minDeattachSpeed, element.GetAttributeFloat("maxdeattachspeed", 10.0f));
|
||||
minDeattachSpeed = element.GetAttributeFloat("mindeattachspeed", 5.0f);
|
||||
maxDeattachSpeed = Math.Max(minDeattachSpeed, element.GetAttributeFloat("maxdeattachspeed", 8.0f));
|
||||
damageOnDetach = element.GetAttributeFloat("damageondetach", 0.0f);
|
||||
detachStun = element.GetAttributeFloat("detachstun", 0.0f);
|
||||
localAttachPos = ConvertUnits.ToSimUnits(element.GetAttributeVector2("localattachpos", Vector2.Zero));
|
||||
@@ -81,45 +75,47 @@ namespace Barotrauma
|
||||
attachLimb = enemyAI.Character.AnimController.MainLimb;
|
||||
}
|
||||
|
||||
character = enemyAI.Character;
|
||||
enemyAI.Character.OnDeath += OnCharacterDeath;
|
||||
}
|
||||
|
||||
public void SetAttachTarget(Body attachTarget, Submarine attachTargetSub, Vector2 attachPos, Vector2 attachSurfaceNormal)
|
||||
public void SetAttachTarget(Structure wall, Vector2 attachPos, Vector2 attachSurfaceNormal)
|
||||
{
|
||||
attachTargetBody = attachTarget;
|
||||
attachTargetSubmarine = attachTargetSub;
|
||||
if (wall == null) { return; }
|
||||
var sub = wall.Submarine;
|
||||
if (sub == null) { return; }
|
||||
targetWall = wall;
|
||||
targetSubmarine = sub;
|
||||
targetBody = targetSubmarine.PhysicsBody.FarseerBody;
|
||||
this.attachSurfaceNormal = attachSurfaceNormal;
|
||||
wallAttachPos = attachPos;
|
||||
}
|
||||
|
||||
public void Update(EnemyAIController enemyAI, float deltaTime)
|
||||
{
|
||||
Character character = enemyAI.Character;
|
||||
|
||||
if (character.Submarine != null)
|
||||
{
|
||||
DeattachFromBody();
|
||||
WallAttachPos = null;
|
||||
DeattachFromBody(reset: true);
|
||||
return;
|
||||
}
|
||||
if (attachJoints.Count > 0)
|
||||
if (AttachJoints.Count > 0)
|
||||
{
|
||||
if (Math.Sign(attachLimb.Dir) != Math.Sign(jointDir))
|
||||
{
|
||||
attachJoints[0].LocalAnchorA =
|
||||
new Vector2(-attachJoints[0].LocalAnchorA.X, attachJoints[0].LocalAnchorA.Y);
|
||||
attachJoints[0].ReferenceAngle = -attachJoints[0].ReferenceAngle;
|
||||
AttachJoints[0].LocalAnchorA =
|
||||
new Vector2(-AttachJoints[0].LocalAnchorA.X, AttachJoints[0].LocalAnchorA.Y);
|
||||
AttachJoints[0].ReferenceAngle = -AttachJoints[0].ReferenceAngle;
|
||||
jointDir = attachLimb.Dir;
|
||||
}
|
||||
for (int i = 0; i < attachJoints.Count; i++)
|
||||
for (int i = 0; i < AttachJoints.Count; i++)
|
||||
{
|
||||
//something went wrong, limb body is very far from the joint anchor -> deattach
|
||||
if (Vector2.DistanceSquared(attachJoints[i].WorldAnchorB, attachJoints[i].BodyA.Position) > 10.0f * 10.0f)
|
||||
if (Vector2.DistanceSquared(AttachJoints[i].WorldAnchorB, AttachJoints[i].BodyA.Position) > 10.0f * 10.0f)
|
||||
{
|
||||
#if DEBUG
|
||||
DebugConsole.ThrowError("Limb body of the character \"" + character.Name + "\" is very far from the attach joint anchor -> deattach");
|
||||
#endif
|
||||
DeattachFromBody();
|
||||
DeattachFromBody(reset: true);
|
||||
return;
|
||||
}
|
||||
}
|
||||
@@ -135,9 +131,9 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
Vector2 transformedAttachPos = wallAttachPos;
|
||||
if (character.Submarine == null && attachTargetSubmarine != null)
|
||||
if (character.Submarine == null && targetSubmarine != null)
|
||||
{
|
||||
transformedAttachPos += ConvertUnits.ToSimUnits(attachTargetSubmarine.Position);
|
||||
transformedAttachPos += ConvertUnits.ToSimUnits(targetSubmarine.Position);
|
||||
}
|
||||
if (transformedAttachPos != Vector2.Zero)
|
||||
{
|
||||
@@ -167,12 +163,12 @@ namespace Barotrauma
|
||||
{
|
||||
if (MathUtils.GetLineIntersection(edge.Point1, edge.Point2, character.WorldPosition, cell.Center, out Vector2 intersection))
|
||||
{
|
||||
attachSurfaceNormal = edge.GetNormal(cell);
|
||||
attachTargetBody = cell.Body;
|
||||
Vector2 potentialAttachPos = ConvertUnits.ToSimUnits(intersection);
|
||||
float distSqr = Vector2.DistanceSquared(character.SimPosition, wallAttachPos);
|
||||
float distSqr = Vector2.DistanceSquared(character.SimPosition, potentialAttachPos);
|
||||
if (distSqr < closestDist)
|
||||
{
|
||||
attachSurfaceNormal = edge.GetNormal(cell);
|
||||
targetBody = cell.Body;
|
||||
wallAttachPos = potentialAttachPos;
|
||||
closestDist = distSqr;
|
||||
}
|
||||
@@ -190,9 +186,9 @@ namespace Barotrauma
|
||||
wallAttachPos = Vector2.Zero;
|
||||
}
|
||||
|
||||
if (wallAttachPos == Vector2.Zero)
|
||||
if (wallAttachPos == Vector2.Zero || targetBody == null)
|
||||
{
|
||||
DeattachFromBody();
|
||||
DeattachFromBody(reset: false);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -201,13 +197,13 @@ namespace Barotrauma
|
||||
if (squaredDistance < targetDistance * targetDistance)
|
||||
{
|
||||
//close enough to a wall -> attach
|
||||
AttachToBody(character.AnimController.Collider, attachLimb, attachTargetBody, wallAttachPos);
|
||||
AttachToBody(wallAttachPos);
|
||||
enemyAI.SteeringManager.Reset();
|
||||
}
|
||||
else
|
||||
{
|
||||
//move closer to the wall
|
||||
DeattachFromBody();
|
||||
DeattachFromBody(reset: false);
|
||||
enemyAI.SteeringManager.SteeringAvoid(deltaTime, 1.0f, 0.1f);
|
||||
enemyAI.SteeringManager.SteeringSeek(wallAttachPos);
|
||||
}
|
||||
@@ -217,57 +213,76 @@ namespace Barotrauma
|
||||
case AIState.Aggressive:
|
||||
if (enemyAI.AttackingLimb != null)
|
||||
{
|
||||
if (AttachToSub && !enemyAI.IsSteeringThroughGap && wallAttachPos != Vector2.Zero && attachTargetBody != null)
|
||||
if (AttachToSub && !enemyAI.IsSteeringThroughGap && wallAttachPos != Vector2.Zero && targetBody != null)
|
||||
{
|
||||
// is not attached or is attached to something else
|
||||
if (!IsAttached || IsAttached && attachJoints[0].BodyB != attachTargetBody)
|
||||
if (!IsAttached || IsAttached && AttachJoints[0].BodyB != targetBody)
|
||||
{
|
||||
if (Vector2.DistanceSquared(ConvertUnits.ToDisplayUnits(transformedAttachPos), enemyAI.AttackingLimb.WorldPosition) < enemyAI.AttackingLimb.attack.DamageRange * enemyAI.AttackingLimb.attack.DamageRange)
|
||||
{
|
||||
AttachToBody(character.AnimController.Collider, attachLimb, attachTargetBody, transformedAttachPos);
|
||||
AttachToBody(transformedAttachPos);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
default:
|
||||
WallAttachPos = null;
|
||||
DeattachFromBody();
|
||||
DeattachFromBody(reset: true);
|
||||
break;
|
||||
}
|
||||
|
||||
if (IsAttached && attachTargetBody != null && deattachTimer < 0.0f)
|
||||
if (IsAttached && targetBody != null && targetWall != null && targetSubmarine != null && deattachTimer <= 0.0f)
|
||||
{
|
||||
Entity entity = attachTargetBody.UserData as Entity;
|
||||
Submarine attachedSub = entity is Submarine sub ? sub : entity?.Submarine;
|
||||
if (attachedSub != null)
|
||||
bool deattach = false;
|
||||
// Deattach if the wall is broken enough where we are attached to
|
||||
int targetSection = targetWall.FindSectionIndex(attachLimb.WorldPosition, world: true, clamp: true);
|
||||
if (enemyAI.CanPassThroughHole(targetWall, targetSection))
|
||||
{
|
||||
float velocity = attachedSub.Velocity == Vector2.Zero ? 0.0f : attachedSub.Velocity.Length();
|
||||
float velocityFactor = (maxDeattachSpeed - minDeattachSpeed <= 0.0f) ?
|
||||
Math.Sign(Math.Abs(velocity) - minDeattachSpeed) :
|
||||
(Math.Abs(velocity) - minDeattachSpeed) / (maxDeattachSpeed - minDeattachSpeed);
|
||||
|
||||
if (Rand.Range(0.0f, 1.0f) < velocityFactor)
|
||||
deattach = true;
|
||||
attachCooldown = 2;
|
||||
}
|
||||
if (!deattach)
|
||||
{
|
||||
// Deattach if the velocity is high
|
||||
float velocity = targetSubmarine.Velocity == Vector2.Zero ? 0.0f : targetSubmarine.Velocity.Length();
|
||||
deattach = velocity > maxDeattachSpeed;
|
||||
if (!deattach)
|
||||
{
|
||||
DeattachFromBody();
|
||||
character.AddDamage(character.WorldPosition, new List<Affliction>() { AfflictionPrefab.InternalDamage.Instantiate(damageOnDetach) }, detachStun, true);
|
||||
attachCooldown = 5.0f;
|
||||
if (velocity > minDeattachSpeed)
|
||||
{
|
||||
float velocityFactor = (maxDeattachSpeed - minDeattachSpeed <= 0.0f) ?
|
||||
Math.Sign(Math.Abs(velocity) - minDeattachSpeed) :
|
||||
(Math.Abs(velocity) - minDeattachSpeed) / (maxDeattachSpeed - minDeattachSpeed);
|
||||
|
||||
if (Rand.Range(0.0f, 1.0f) < velocityFactor)
|
||||
{
|
||||
deattach = true;
|
||||
character.AddDamage(character.WorldPosition, new List<Affliction>() { AfflictionPrefab.InternalDamage.Instantiate(damageOnDetach) }, detachStun, true);
|
||||
attachCooldown = detachStun * 2;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (deattach)
|
||||
{
|
||||
DeattachFromBody(reset: true);
|
||||
}
|
||||
deattachTimer = 5.0f;
|
||||
}
|
||||
}
|
||||
|
||||
private void AttachToBody(PhysicsBody collider, Limb attachLimb, Body targetBody, Vector2 attachPos)
|
||||
private void AttachToBody(Vector2 attachPos)
|
||||
{
|
||||
if (attachLimb == null) { return; }
|
||||
if (targetBody == null) { return; }
|
||||
if (attachCooldown > 0) { return; }
|
||||
var collider = character.AnimController.Collider;
|
||||
//already attached to something
|
||||
if (attachJoints.Count > 0)
|
||||
if (AttachJoints.Count > 0)
|
||||
{
|
||||
//already attached to the target body, no need to do anything
|
||||
if (attachJoints[0].BodyB == targetBody) { return; }
|
||||
DeattachFromBody();
|
||||
if (AttachJoints[0].BodyB == targetBody) { return; }
|
||||
DeattachFromBody(reset: false);
|
||||
}
|
||||
|
||||
jointDir = attachLimb.Dir;
|
||||
@@ -290,7 +305,7 @@ namespace Barotrauma
|
||||
CollideConnected = false,
|
||||
};
|
||||
GameMain.World.Add(limbJoint);
|
||||
attachJoints.Add(limbJoint);
|
||||
AttachJoints.Add(limbJoint);
|
||||
|
||||
// Limb scale is already taken into account when creating the collider.
|
||||
Vector2 colliderFront = collider.GetLocalFront();
|
||||
@@ -309,25 +324,37 @@ namespace Barotrauma
|
||||
//Length = 0.1f
|
||||
};
|
||||
GameMain.World.Add(colliderJoint);
|
||||
attachJoints.Add(colliderJoint);
|
||||
AttachJoints.Add(colliderJoint);
|
||||
}
|
||||
|
||||
public void DeattachFromBody(float cooldown = 0)
|
||||
public void DeattachFromBody(bool reset, float cooldown = 0)
|
||||
{
|
||||
foreach (Joint joint in attachJoints)
|
||||
foreach (Joint joint in AttachJoints)
|
||||
{
|
||||
GameMain.World.Remove(joint);
|
||||
}
|
||||
attachJoints.Clear();
|
||||
AttachJoints.Clear();
|
||||
if (cooldown > 0)
|
||||
{
|
||||
attachCooldown = cooldown;
|
||||
}
|
||||
if (reset)
|
||||
{
|
||||
Reset();
|
||||
}
|
||||
}
|
||||
|
||||
private void Reset()
|
||||
{
|
||||
targetWall = null;
|
||||
targetSubmarine = null;
|
||||
targetBody = null;
|
||||
WallAttachPos = null;
|
||||
}
|
||||
|
||||
private void OnCharacterDeath(Character character, CauseOfDeath causeOfDeath)
|
||||
{
|
||||
DeattachFromBody();
|
||||
DeattachFromBody(reset: true);
|
||||
character.OnDeath -= OnCharacterDeath;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -67,6 +67,12 @@ namespace Barotrauma
|
||||
_abandon = value;
|
||||
if (_abandon)
|
||||
{
|
||||
#if DEBUG
|
||||
if (HumanAIController.debugai && objectiveManager.CurrentOrder == this)
|
||||
{
|
||||
throw new Exception("Order abandoned!");
|
||||
}
|
||||
#endif
|
||||
OnAbandon();
|
||||
}
|
||||
}
|
||||
@@ -96,9 +102,21 @@ namespace Barotrauma
|
||||
return all;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// A single shot event. Automatically cleared after launching. Use OnCompleted method for implementing (internal) persistent behavior.
|
||||
/// </summary>
|
||||
public event Action Completed;
|
||||
/// <summary>
|
||||
/// A single shot event. Automatically cleared after launching. Use OnAbandoned method for implementing (internal) persistent behavior.
|
||||
/// </summary>
|
||||
public event Action Abandoned;
|
||||
/// <summary>
|
||||
/// A single shot event. Automatically cleared after launching. Use OnSelected method for implementing (internal) persistent behavior.
|
||||
/// </summary>
|
||||
public event Action Selected;
|
||||
/// <summary>
|
||||
/// A single shot event. Automatically cleared after launching. Use OnDeselected method for implementing (internal) persistent behavior.
|
||||
/// </summary>
|
||||
public event Action Deselected;
|
||||
|
||||
protected HumanAIController HumanAIController => character.AIController as HumanAIController;
|
||||
@@ -318,22 +336,26 @@ namespace Barotrauma
|
||||
{
|
||||
Reset();
|
||||
Selected?.Invoke();
|
||||
Selected = null;
|
||||
}
|
||||
|
||||
public virtual void OnDeselected()
|
||||
{
|
||||
CumulatedDevotion = 0;
|
||||
Deselected?.Invoke();
|
||||
Deselected = null;
|
||||
}
|
||||
|
||||
protected virtual void OnCompleted()
|
||||
{
|
||||
Completed?.Invoke();
|
||||
Completed = null;
|
||||
}
|
||||
|
||||
protected virtual void OnAbandon()
|
||||
{
|
||||
Abandoned?.Invoke();
|
||||
Abandoned = null;
|
||||
}
|
||||
|
||||
public virtual void Reset()
|
||||
@@ -408,7 +430,14 @@ namespace Barotrauma
|
||||
subObjectives.Remove(subObjective);
|
||||
if (AbandonWhenCannotCompleteSubjectives)
|
||||
{
|
||||
Abandon = true;
|
||||
if (objectiveManager.CurrentOrder == this)
|
||||
{
|
||||
Reset();
|
||||
}
|
||||
else
|
||||
{
|
||||
Abandon = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
+1
@@ -20,6 +20,7 @@ namespace Barotrauma
|
||||
{
|
||||
if (battery == null) { return false; }
|
||||
var item = battery.Item;
|
||||
if (item.IgnoreByAI) { return false; }
|
||||
if (item.NonInteractable) { return false; }
|
||||
if (item.Submarine == null) { return false; }
|
||||
if (item.CurrentHull == null) { return false; }
|
||||
|
||||
+38
-7
@@ -1,4 +1,5 @@
|
||||
using Barotrauma.Items.Components;
|
||||
using Barotrauma.Extensions;
|
||||
using Barotrauma.Items.Components;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
|
||||
@@ -25,7 +26,7 @@ namespace Barotrauma
|
||||
{
|
||||
// If the target was selected as a valid target, we'll have to accept it so that the objective can be completed.
|
||||
// The validity changes when a character picks the item up.
|
||||
if (!IsValidTarget(target, character)) { return Objectives.ContainsKey(target) && IsItemInsideValidSubmarine(target, character); }
|
||||
if (!IsValidTarget(target, character, checkInventory: true)) { return Objectives.ContainsKey(target) && IsItemInsideValidSubmarine(target, character); }
|
||||
if (target.CurrentHull.FireSources.Count > 0) { return false; }
|
||||
// Don't repair items in rooms that have enemies inside.
|
||||
if (Character.CharacterList.Any(c => c.CurrentHull == target.CurrentHull && !HumanAIController.IsFriendly(c) && HumanAIController.IsActive(c))) { return false; }
|
||||
@@ -55,15 +56,13 @@ namespace Barotrauma
|
||||
return true;
|
||||
}
|
||||
|
||||
public static bool IsValidTarget(Item item, Character character)
|
||||
public static bool IsValidTarget(Item item, Character character, bool checkInventory)
|
||||
{
|
||||
if (item == null) { return false; }
|
||||
if (item.IgnoreByAI) { return false; }
|
||||
if (item.NonInteractable) { return false; }
|
||||
if (item.ParentInventory != null) { return false; }
|
||||
if (character != null && !IsItemInsideValidSubmarine(item, character)) { return false; }
|
||||
//var rootContainer = item.GetRootContainer();
|
||||
//// Only target items lying on the ground (= not inside a container) (do we need this check?)
|
||||
//if (rootContainer != null) { return false; }
|
||||
var pickable = item.GetComponent<Pickable>();
|
||||
if (pickable == null) { return false; }
|
||||
if (pickable is Holdable h && h.Attachable && h.Attached) { return false; }
|
||||
@@ -80,7 +79,39 @@ namespace Barotrauma
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return item.Prefab.PreferredContainers.Any();
|
||||
if (item.Prefab.PreferredContainers.None())
|
||||
{
|
||||
return false;
|
||||
}
|
||||
if (!checkInventory)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
bool canEquip = true;
|
||||
if (!item.AllowedSlots.Contains(InvSlotType.Any))
|
||||
{
|
||||
canEquip = false;
|
||||
var inv = character.Inventory;
|
||||
foreach (var allowedSlot in item.AllowedSlots)
|
||||
{
|
||||
foreach (var slotType in inv.SlotTypes)
|
||||
{
|
||||
if (allowedSlot.HasFlag(slotType))
|
||||
{
|
||||
for (int i = 0; i < inv.Capacity; i++)
|
||||
{
|
||||
canEquip = true;
|
||||
if (allowedSlot.HasFlag(inv.SlotTypes[i]) && inv.Items[i] != null)
|
||||
{
|
||||
canEquip = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return canEquip;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
+1
-1
@@ -110,7 +110,7 @@ namespace Barotrauma
|
||||
private bool IsOffensiveOrArrest => initialMode == CombatMode.Offensive || initialMode == CombatMode.Arrest;
|
||||
private bool TargetEliminated => Enemy == null || Enemy.Removed || Enemy.IsUnconscious;
|
||||
private bool IsEnemyDisabled => Enemy == null || Enemy.Removed || Enemy.IsDead;
|
||||
private bool EnemyIsClose() => Enemy != null && character.CurrentHull == Enemy.CurrentHull || Vector2.DistanceSquared(character.Position, Enemy.Position) < 500;
|
||||
private bool EnemyIsClose() => Enemy != null && character.CurrentHull != null && character.CurrentHull == Enemy.CurrentHull || Vector2.DistanceSquared(character.Position, Enemy.Position) < 500;
|
||||
|
||||
public AIObjectiveCombat(Character character, Character enemy, CombatMode mode, AIObjectiveManager objectiveManager, float priorityModifier = 1, float coolDown = 10.0f)
|
||||
: base(character, objectiveManager, priorityModifier)
|
||||
|
||||
+22
-16
@@ -21,7 +21,8 @@ namespace Barotrauma
|
||||
//can either be a tag or an identifier
|
||||
public readonly string[] itemIdentifiers;
|
||||
public readonly ItemContainer container;
|
||||
public readonly Item item;
|
||||
private readonly Item item;
|
||||
public Item ItemToContain { get; private set; }
|
||||
|
||||
private AIObjectiveGetItem getItemObjective;
|
||||
private AIObjectiveGoTo goToObjective;
|
||||
@@ -30,7 +31,7 @@ namespace Barotrauma
|
||||
|
||||
public bool AllowToFindDivingGear { get; set; } = true;
|
||||
public bool AllowDangerousPressure { get; set; }
|
||||
public float ConditionLevel { get; set; }
|
||||
public float ConditionLevel { get; set; } = 1;
|
||||
public bool Equip { get; set; }
|
||||
public bool RemoveEmpty { get; set; } = true;
|
||||
|
||||
@@ -59,7 +60,7 @@ namespace Barotrauma
|
||||
protected override bool Check()
|
||||
{
|
||||
if (IsCompleted) { return true; }
|
||||
if (container == null)
|
||||
if (container == null || (container.Item != null && container.Item.IsThisOrAnyContainerIgnoredByAI()))
|
||||
{
|
||||
Abandon = true;
|
||||
return false;
|
||||
@@ -82,19 +83,24 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
private bool CheckItem(Item i) => itemIdentifiers.Any(id => i.Prefab.Identifier == id || i.HasTag(id)) && i.ConditionPercentage > ConditionLevel;
|
||||
private bool CheckItem(Item i) => itemIdentifiers.Any(id => i.Prefab.Identifier == id || i.HasTag(id)) && i.ConditionPercentage >= ConditionLevel;
|
||||
|
||||
protected override void Act(float deltaTime)
|
||||
{
|
||||
if (container == null)
|
||||
if (container == null || (container.Item != null && container.Item.IsThisOrAnyContainerIgnoredByAI()))
|
||||
{
|
||||
Abandon = true;
|
||||
return;
|
||||
}
|
||||
Item itemToContain = item ?? character.Inventory.FindItem(i => CheckItem(i) && i.Container != container.Item, recursive: true);
|
||||
if (itemToContain != null)
|
||||
ItemToContain = item ?? character.Inventory.FindItem(i => CheckItem(i) && i.Container != container.Item, recursive: true);
|
||||
if (ItemToContain != null)
|
||||
{
|
||||
if (character.CanInteractWith(container.Item, out _, checkLinked: false))
|
||||
if (!character.CanInteractWith(ItemToContain, checkLinked: false))
|
||||
{
|
||||
Abandon = true;
|
||||
return;
|
||||
}
|
||||
if (character.CanInteractWith(container.Item, checkLinked: false))
|
||||
{
|
||||
if (RemoveEmpty)
|
||||
{
|
||||
@@ -108,29 +114,29 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
// Contain the item
|
||||
if (itemToContain.ParentInventory == character.Inventory)
|
||||
if (ItemToContain.ParentInventory == character.Inventory)
|
||||
{
|
||||
if (!container.Inventory.CanBePut(itemToContain))
|
||||
if (!container.Inventory.CanBePut(ItemToContain))
|
||||
{
|
||||
Abandon = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
character.Inventory.RemoveItem(itemToContain);
|
||||
if (container.Inventory.TryPutItem(itemToContain, null))
|
||||
character.Inventory.RemoveItem(ItemToContain);
|
||||
if (container.Inventory.TryPutItem(ItemToContain, null))
|
||||
{
|
||||
IsCompleted = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
itemToContain.Drop(character);
|
||||
ItemToContain.Drop(character);
|
||||
Abandon = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (container.Combine(itemToContain, character))
|
||||
if (container.Combine(ItemToContain, character))
|
||||
{
|
||||
IsCompleted = true;
|
||||
}
|
||||
@@ -142,11 +148,11 @@ namespace Barotrauma
|
||||
}
|
||||
else
|
||||
{
|
||||
// TODO: should we just use GetItem?
|
||||
TryAddSubObjective(ref goToObjective, () => new AIObjectiveGoTo(container.Item, character, objectiveManager, getDivingGearIfNeeded: AllowToFindDivingGear)
|
||||
{
|
||||
DialogueIdentifier = "dialogcannotreachtarget",
|
||||
TargetName = container.Item.Name
|
||||
TargetName = container.Item.Name,
|
||||
abortCondition = () => !ItemToContain.IsOwnedBy(character)
|
||||
},
|
||||
onAbandon: () => Abandon = true,
|
||||
onCompleted: () => RemoveSubObjective(ref goToObjective));
|
||||
|
||||
+19
-23
@@ -78,12 +78,21 @@ namespace Barotrauma
|
||||
{
|
||||
TryAddSubObjective(ref getExtinguisherObjective, () =>
|
||||
{
|
||||
character.Speak(TextManager.Get("DialogFindExtinguisher"), null, 2.0f, "findextinguisher", 30.0f);
|
||||
return new AIObjectiveGetItem(character, "fireextinguisher", objectiveManager, equip: true)
|
||||
if (!character.HasEquippedItem("fireextinguisher", allowBroken: false))
|
||||
{
|
||||
character.Speak(TextManager.Get("DialogFindExtinguisher"), null, 2.0f, "findextinguisher", 30.0f);
|
||||
}
|
||||
var getItemObjective = new AIObjectiveGetItem(character, "fireextinguisher", objectiveManager, equip: true)
|
||||
{
|
||||
AllowStealing = true,
|
||||
// If the item is inside an unsafe hull, decrease the priority
|
||||
GetItemPriority = i => HumanAIController.UnsafeHulls.Contains(i.CurrentHull) ? 0.1f : 1
|
||||
};
|
||||
if (objectiveManager.IsCurrentOrder<AIObjectiveExtinguishFires>())
|
||||
{
|
||||
getItemObjective.Abandoned += () => character.Speak(TextManager.Get("dialogcannotfindfireextinguisher"), null, 0.0f, "dialogcannotfindfireextinguisher", 10.0f);
|
||||
};
|
||||
return getItemObjective;
|
||||
});
|
||||
}
|
||||
else
|
||||
@@ -99,9 +108,12 @@ namespace Barotrauma
|
||||
}
|
||||
foreach (FireSource fs in targetHull.FireSources)
|
||||
{
|
||||
bool inRange = fs.IsInDamageRange(character, MathHelper.Clamp(fs.DamageRange * 1.5f, extinguisher.Range * 0.5f, extinguisher.Range));
|
||||
bool move = !inRange || !HumanAIController.VisibleHulls.Contains(fs.Hull);
|
||||
if (inRange || useExtinquisherTimer > 0.0f)
|
||||
float xDist = Math.Abs(character.WorldPosition.X - fs.WorldPosition.X) - fs.DamageRange;
|
||||
float yDist = Math.Abs(character.WorldPosition.Y - fs.WorldPosition.Y);
|
||||
bool inRange = xDist + yDist < extinguisher.Range;
|
||||
bool canSee = HumanAIController.VisibleHulls.Contains(fs.Hull) || character.CanSeeTarget(fs);
|
||||
bool move = !inRange || !canSee;
|
||||
if ((inRange && canSee) || useExtinquisherTimer > 0)
|
||||
{
|
||||
useExtinquisherTimer += deltaTime;
|
||||
if (useExtinquisherTimer > 2.0f)
|
||||
@@ -115,19 +127,7 @@ namespace Barotrauma
|
||||
character.CursorPosition += VectorExtensions.Forward(extinguisherItem.body.TransformedRotation + (float)Math.Sin(sinTime) / 2, dist / 2);
|
||||
if (extinguisherItem.RequireAimToUse)
|
||||
{
|
||||
bool isOperatingButtons = false;
|
||||
if (SteeringManager == PathSteering)
|
||||
{
|
||||
var door = PathSteering.CurrentPath?.CurrentNode?.ConnectedDoor;
|
||||
if (door != null && !door.IsOpen && !door.IsBroken)
|
||||
{
|
||||
isOperatingButtons = door.HasIntegratedButtons || door.Item.GetConnectedComponents<Controller>(true).Any();
|
||||
}
|
||||
}
|
||||
if (!isOperatingButtons)
|
||||
{
|
||||
character.SetInput(InputType.Aim, false, true);
|
||||
}
|
||||
character.SetInput(InputType.Aim, false, true);
|
||||
sinTime += deltaTime * 10;
|
||||
}
|
||||
character.SetInput(extinguisherItem.IsShootable ? InputType.Shoot : InputType.Use, false, true);
|
||||
@@ -136,15 +136,11 @@ namespace Barotrauma
|
||||
{
|
||||
character.Speak(TextManager.GetWithVariable("DialogPutOutFire", "[roomname]", targetHull.DisplayName, true), null, 0, "putoutfire", 10.0f);
|
||||
}
|
||||
if (!character.CanSeeTarget(fs))
|
||||
{
|
||||
move = true;
|
||||
}
|
||||
}
|
||||
if (move)
|
||||
{
|
||||
//go to the first firesource
|
||||
if (TryAddSubObjective(ref gotoObjective, () => new AIObjectiveGoTo(fs, character, objectiveManager, closeEnough: extinguisher.Range / 2)
|
||||
if (TryAddSubObjective(ref gotoObjective, () => new AIObjectiveGoTo(fs, character, objectiveManager, closeEnough: Math.Max(fs.DamageRange, extinguisher.Range * 0.7f))
|
||||
{
|
||||
DialogueIdentifier = "dialogcannotreachfire",
|
||||
TargetName = fs.Hull.DisplayName
|
||||
|
||||
+1
@@ -38,6 +38,7 @@ namespace Barotrauma
|
||||
public static bool IsValidTarget(Hull hull, Character character)
|
||||
{
|
||||
if (hull == null) { return false; }
|
||||
if (hull.IgnoreByAI) { return false; }
|
||||
if (hull.FireSources.None()) { return false; }
|
||||
if (hull.Submarine == null) { return false; }
|
||||
if (character.Submarine == null) { return false; }
|
||||
|
||||
+2
-2
@@ -46,6 +46,7 @@ namespace Barotrauma
|
||||
}
|
||||
return new AIObjectiveGetItem(character, gearTag, objectiveManager, equip: true)
|
||||
{
|
||||
AllowStealing = true,
|
||||
AllowToFindDivingGear = false,
|
||||
AllowDangerousPressure = true
|
||||
};
|
||||
@@ -85,8 +86,7 @@ namespace Barotrauma
|
||||
return new AIObjectiveContainItem(character, OXYGEN_SOURCE, targetItem.GetComponent<ItemContainer>(), objectiveManager, spawnItemIfNotFound: character.TeamID == Character.TeamType.FriendlyNPC)
|
||||
{
|
||||
AllowToFindDivingGear = false,
|
||||
AllowDangerousPressure = true,
|
||||
ConditionLevel = 0
|
||||
AllowDangerousPressure = true
|
||||
};
|
||||
},
|
||||
onAbandon: () => Abandon = true,
|
||||
|
||||
+1
-1
@@ -46,7 +46,7 @@ namespace Barotrauma
|
||||
}
|
||||
if (character.CurrentHull == null)
|
||||
{
|
||||
Priority = objectiveManager.CurrentOrder is AIObjectiveGoTo && HumanAIController.HasDivingSuit(character) ? 0 : 100;
|
||||
Priority = (objectiveManager.IsCurrentOrder<AIObjectiveGoTo>() || objectiveManager.Objectives.Any(o => o is AIObjectiveCombat)) && HumanAIController.HasDivingSuit(character) ? 0 : 100;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
+8
-1
@@ -65,7 +65,14 @@ namespace Barotrauma
|
||||
if (weldingTool == null)
|
||||
{
|
||||
TryAddSubObjective(ref getWeldingTool, () => new AIObjectiveGetItem(character, "weldingequipment", objectiveManager, equip: true, spawnItemIfNotFound: character.TeamID == Character.TeamType.FriendlyNPC),
|
||||
onAbandon: () => Abandon = true,
|
||||
onAbandon: () =>
|
||||
{
|
||||
if (objectiveManager.IsCurrentOrder<AIObjectiveFixLeaks>())
|
||||
{
|
||||
character.Speak(TextManager.Get("dialogcannotfindweldingequipment"), null, 0.0f, "dialogcannotfindweldingequipment", 10.0f);
|
||||
}
|
||||
Abandon = true;
|
||||
},
|
||||
onCompleted: () => RemoveSubObjective(ref getWeldingTool));
|
||||
return;
|
||||
}
|
||||
|
||||
+2
@@ -71,6 +71,8 @@ namespace Barotrauma
|
||||
public static bool IsValidTarget(Gap gap, Character character)
|
||||
{
|
||||
if (gap == null) { return false; }
|
||||
// Don't fix a leak on a wall section set to be ignored
|
||||
if (gap.ConnectedWall?.Sections?.Any(s => s.gap == gap && s.IgnoreByAI) ?? false) { return false; }
|
||||
if (gap.ConnectedWall == null || gap.ConnectedDoor != null || gap.Open <= 0 || gap.linkedTo.All(l => l == null)) { return false; }
|
||||
if (gap.Submarine == null || character.Submarine == null) { return false; }
|
||||
// Don't allow going into another sub, unless it's connected and of the same team and type.
|
||||
|
||||
+14
-13
@@ -18,13 +18,13 @@ namespace Barotrauma
|
||||
public float TargetCondition { get; set; } = 1;
|
||||
public bool AllowDangerousPressure { get; set; }
|
||||
|
||||
private string[] identifiersOrTags;
|
||||
private readonly string[] identifiersOrTags;
|
||||
|
||||
//if the item can't be found, spawn it in the character's inventory (used by outpost NPCs)
|
||||
private bool spawnItemIfNotFound = false;
|
||||
|
||||
private Item targetItem;
|
||||
private Item originalTarget;
|
||||
private readonly Item originalTarget;
|
||||
private ISpatialEntity moveToTarget;
|
||||
private bool isDoneSeeking;
|
||||
public Item TargetItem => targetItem;
|
||||
@@ -32,13 +32,18 @@ namespace Barotrauma
|
||||
public string[] ignoredContainerIdentifiers;
|
||||
private AIObjectiveGoTo goToObjective;
|
||||
private float currItemPriority;
|
||||
private bool checkInventory;
|
||||
private readonly bool checkInventory;
|
||||
|
||||
public static float DefaultReach = 100;
|
||||
|
||||
public bool AllowToFindDivingGear { get; set; } = true;
|
||||
public bool MustBeSpecificItem { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Is the character allowed to take the item from somewhere else than their own sub (e.g. an outpost)
|
||||
/// </summary>
|
||||
public bool AllowStealing { get; set; }
|
||||
|
||||
public AIObjectiveGetItem(Character character, Item targetItem, AIObjectiveManager objectiveManager, bool equip = true, float priorityModifier = 1)
|
||||
: base(character, objectiveManager, priorityModifier)
|
||||
{
|
||||
@@ -246,9 +251,13 @@ namespace Barotrauma
|
||||
currSearchIndex++;
|
||||
var item = Item.ItemList[currSearchIndex];
|
||||
Submarine itemSub = item.Submarine ?? item.ParentInventory?.Owner?.Submarine;
|
||||
Submarine mySub = character.Submarine;
|
||||
if (itemSub == null) { continue; }
|
||||
Submarine mySub = character.Submarine;
|
||||
if (mySub == null) { continue; }
|
||||
if (!AllowStealing)
|
||||
{
|
||||
if (character.TeamID == Character.TeamType.FriendlyNPC != item.SpawnedInOutpost) { continue; }
|
||||
}
|
||||
if (!CheckItem(item)) { continue; }
|
||||
if (ignoredContainerIdentifiers != null && item.Container != null)
|
||||
{
|
||||
@@ -339,6 +348,7 @@ namespace Barotrauma
|
||||
private bool CheckItem(Item item)
|
||||
{
|
||||
if (item.NonInteractable) { return false; }
|
||||
if (item.IsThisOrAnyContainerIgnoredByAI()) { return false; }
|
||||
if (ignoredItems.Contains(item)) { return false; };
|
||||
if (item.Condition < TargetCondition) { return false; }
|
||||
if (ItemFilter != null && !ItemFilter(item)) { return false; }
|
||||
@@ -362,14 +372,5 @@ namespace Barotrauma
|
||||
isDoneSeeking = false;
|
||||
currSearchIndex = 0;
|
||||
}
|
||||
|
||||
protected override void OnAbandon()
|
||||
{
|
||||
base.OnAbandon();
|
||||
if (objectiveManager.CurrentOrder != null)
|
||||
{
|
||||
character.Speak(TextManager.Get("DialogCannotFindItem"), null, 0.0f, "cannotfinditem", 10.0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
+15
-1
@@ -30,6 +30,8 @@ namespace Barotrauma
|
||||
public bool followControlledCharacter;
|
||||
public bool mimic;
|
||||
|
||||
public float extraDistanceWhileSwimming;
|
||||
public float extraDistanceOutsideSub;
|
||||
private float _closeEnough = 50;
|
||||
private readonly float minDistance = 50;
|
||||
/// <summary>
|
||||
@@ -37,7 +39,19 @@ namespace Barotrauma
|
||||
/// </summary>
|
||||
public float CloseEnough
|
||||
{
|
||||
get { return _closeEnough; }
|
||||
get
|
||||
{
|
||||
float dist = _closeEnough;
|
||||
if (character.AnimController.InWater)
|
||||
{
|
||||
dist += extraDistanceWhileSwimming;
|
||||
}
|
||||
if (character.CurrentHull == null)
|
||||
{
|
||||
dist += extraDistanceOutsideSub;
|
||||
}
|
||||
return dist;
|
||||
}
|
||||
set
|
||||
{
|
||||
_closeEnough = Math.Max(minDistance, value);
|
||||
|
||||
+26
-13
@@ -21,14 +21,13 @@ namespace Barotrauma
|
||||
set
|
||||
{
|
||||
behavior = value;
|
||||
if (behavior == BehaviorType.StayInHull && character.TeamID != Character.TeamType.FriendlyNPC)
|
||||
{
|
||||
DebugConsole.NewMessage($"AIObjectiveIdle.BehaviorType.StayInHull is implemented only for outpost NPCs. Using passive behavior for {character.Name} ({character.Info.Job.Prefab.Identifier})", color: Color.Red);
|
||||
behavior = BehaviorType.Passive;
|
||||
}
|
||||
switch (behavior)
|
||||
{
|
||||
case BehaviorType.Active:
|
||||
newTargetIntervalMin = 10;
|
||||
newTargetIntervalMax = 20;
|
||||
standStillMin = 2;
|
||||
standStillMax = 10;
|
||||
break;
|
||||
case BehaviorType.Passive:
|
||||
case BehaviorType.StayInHull:
|
||||
newTargetIntervalMin = 60;
|
||||
@@ -36,6 +35,18 @@ namespace Barotrauma
|
||||
standStillMin = 30;
|
||||
standStillMax = 60;
|
||||
break;
|
||||
case BehaviorType.Active:
|
||||
newTargetIntervalMin = 40;
|
||||
newTargetIntervalMax = 60;
|
||||
standStillMin = 20;
|
||||
standStillMax = 40;
|
||||
break;
|
||||
case BehaviorType.Patrol:
|
||||
newTargetIntervalMin = 15;
|
||||
newTargetIntervalMax = 30;
|
||||
standStillMin = 5;
|
||||
standStillMax = 10;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -49,9 +60,10 @@ namespace Barotrauma
|
||||
|
||||
public enum BehaviorType
|
||||
{
|
||||
Active,
|
||||
Patrol,
|
||||
Passive,
|
||||
StayInHull
|
||||
StayInHull,
|
||||
Active
|
||||
}
|
||||
public Hull TargetHull { get; set; }
|
||||
private Hull currentTarget;
|
||||
@@ -307,14 +319,14 @@ namespace Barotrauma
|
||||
public void Wander(float deltaTime)
|
||||
{
|
||||
if (character.IsClimbing) { return; }
|
||||
if (!character.AnimController.InWater)
|
||||
var currentHull = character.CurrentHull;
|
||||
if (!character.AnimController.InWater && currentHull != null)
|
||||
{
|
||||
standStillTimer -= deltaTime;
|
||||
if (standStillTimer > 0.0f)
|
||||
{
|
||||
walkDuration = Rand.Range(walkDurationMin, walkDurationMax);
|
||||
var currentHull = character.CurrentHull;
|
||||
if (currentHull != null && currentHull.Rect.Width > IndoorsSteeringManager.smallRoomSize / 2 && tooCloseCharacter == null)
|
||||
if (currentHull.Rect.Width > IndoorsSteeringManager.smallRoomSize / 2 && tooCloseCharacter == null)
|
||||
{
|
||||
foreach (Character c in Character.CharacterList)
|
||||
{
|
||||
@@ -434,10 +446,11 @@ namespace Barotrauma
|
||||
targetHulls.Add(hull);
|
||||
float weight = hull.RectWidth;
|
||||
// Prefer rooms that are closer. Avoid rooms that are not in the same level.
|
||||
// If the behavior is active, prefer rooms that are not close.
|
||||
float yDist = Math.Abs(character.WorldPosition.Y - hull.WorldPosition.Y);
|
||||
yDist = yDist > 100 ? yDist * 5 : 0;
|
||||
float dist = Math.Abs(character.WorldPosition.X - hull.WorldPosition.X) + yDist;
|
||||
float distanceFactor = MathHelper.Lerp(1, 0, MathUtils.InverseLerp(0, 2500, dist));
|
||||
float distanceFactor = behavior == BehaviorType.Patrol ? MathHelper.Lerp(1, 0, MathUtils.InverseLerp(2500, 0, dist)) : MathHelper.Lerp(1, 0, MathUtils.InverseLerp(0, 2500, dist));
|
||||
float waterFactor = MathHelper.Lerp(1, 0, MathUtils.InverseLerp(0, 100, hull.WaterPercentage * 2));
|
||||
weight *= distanceFactor * waterFactor;
|
||||
hullWeights.Add(weight);
|
||||
@@ -474,7 +487,7 @@ namespace Barotrauma
|
||||
foreach (Item item in Item.ItemList)
|
||||
{
|
||||
if (item.CurrentHull != hull) { continue; }
|
||||
if (AIObjectiveCleanupItems.IsValidTarget(item, character) && !ignoredItems.Contains(item))
|
||||
if (AIObjectiveCleanupItems.IsValidTarget(item, character, checkInventory: true) && !ignoredItems.Contains(item))
|
||||
{
|
||||
itemsToClean.Add(item);
|
||||
}
|
||||
|
||||
+6
-1
@@ -245,7 +245,10 @@ namespace Barotrauma
|
||||
public void SortObjectives()
|
||||
{
|
||||
CurrentOrder?.GetPriority();
|
||||
Objectives.ForEach(o => o.GetPriority());
|
||||
for (int i = Objectives.Count - 1; i >= 0; i--)
|
||||
{
|
||||
Objectives[i].GetPriority();
|
||||
}
|
||||
if (Objectives.Any())
|
||||
{
|
||||
Objectives.Sort((x, y) => y.Priority.CompareTo(x.Priority));
|
||||
@@ -305,6 +308,8 @@ namespace Barotrauma
|
||||
newObjective = new AIObjectiveGoTo(orderGiver, character, this, repeat: true, priorityModifier: priorityModifier)
|
||||
{
|
||||
CloseEnough = Rand.Range(90, 100) + Rand.Range(50, 70) * Math.Min(HumanAIController.CountCrew(c => c.ObjectiveManager.CurrentOrder is AIObjectiveGoTo gotoOrder && gotoOrder.Target == orderGiver, onlyBots: true), 4),
|
||||
extraDistanceOutsideSub = 100,
|
||||
extraDistanceWhileSwimming = 100,
|
||||
AllowGoingOutside = true,
|
||||
IgnoreIfTargetDead = true,
|
||||
followControlledCharacter = orderGiver == character,
|
||||
|
||||
+13
-4
@@ -157,11 +157,20 @@ namespace Barotrauma
|
||||
Abandon = true;
|
||||
return;
|
||||
}
|
||||
// Don't allow to operate an item that someone with a better skills already operates, unless this is an order
|
||||
if (objectiveManager.CurrentOrder != this && HumanAIController.IsItemOperatedByAnother(target, out _))
|
||||
// If this is not an order...
|
||||
if (objectiveManager.CurrentOrder != this)
|
||||
{
|
||||
// Don't abandon
|
||||
return;
|
||||
// Don't allow to operate an item that someone with a better skills already operates
|
||||
if (HumanAIController.IsItemOperatedByAnother(target, out _))
|
||||
{
|
||||
// Don't abandon
|
||||
return;
|
||||
}
|
||||
if (component.Item.IgnoreByAI || (useController && controller.Item.IgnoreByAI))
|
||||
{
|
||||
Abandon = true;
|
||||
return;
|
||||
}
|
||||
}
|
||||
if (operateTarget != null)
|
||||
{
|
||||
|
||||
+1
@@ -27,6 +27,7 @@ namespace Barotrauma
|
||||
protected override bool Filter(Pump pump)
|
||||
{
|
||||
if (pump == null) { return false; }
|
||||
if (pump.Item.IgnoreByAI) { return false; }
|
||||
if (pump.Item.NonInteractable) { return false; }
|
||||
if (pump.Item.HasTag("ballast")) { return false; }
|
||||
if (pump.Item.Submarine == null) { return false; }
|
||||
|
||||
+6
-1
@@ -90,7 +90,12 @@ namespace Barotrauma
|
||||
{
|
||||
foreach (RelatedItem requiredItem in kvp.Value)
|
||||
{
|
||||
subObjectives.Add(new AIObjectiveGetItem(character, requiredItem.Identifiers, objectiveManager, true));
|
||||
var getItemObjective = new AIObjectiveGetItem(character, requiredItem.Identifiers, objectiveManager, true);
|
||||
if (objectiveManager.IsCurrentOrder<AIObjectiveRepairItems>())
|
||||
{
|
||||
getItemObjective.Abandoned += () => character.Speak(TextManager.Get("dialogcannotfindrequireditemtorepair"), null, 0.0f, "dialogcannotfindrequireditemtorepair", 10.0f);
|
||||
}
|
||||
subObjectives.Add(getItemObjective);
|
||||
}
|
||||
}
|
||||
return;
|
||||
|
||||
+1
@@ -148,6 +148,7 @@ namespace Barotrauma
|
||||
public static bool IsValidTarget(Item item, Character character)
|
||||
{
|
||||
if (item == null) { return false; }
|
||||
if (item.IgnoreByAI) { return false; }
|
||||
if (item.NonInteractable) { return false; }
|
||||
if (item.IsFullCondition) { return false; }
|
||||
if (item.CurrentHull == null) { return false; }
|
||||
|
||||
@@ -94,7 +94,9 @@ namespace Barotrauma
|
||||
|
||||
|
||||
//if true, the order is issued to all available characters
|
||||
public bool TargetAllCharacters;
|
||||
public bool TargetAllCharacters { get; }
|
||||
public bool IsReport => TargetAllCharacters && !MustSetTarget;
|
||||
|
||||
|
||||
public readonly float FadeOutTime;
|
||||
|
||||
@@ -132,11 +134,31 @@ namespace Barotrauma
|
||||
{
|
||||
get
|
||||
{
|
||||
if (targetSpatialEntity == null) { targetSpatialEntity = TargetEntity ?? TargetPosition as ISpatialEntity; }
|
||||
if (targetSpatialEntity == null)
|
||||
{
|
||||
if (TargetType == OrderTargetType.WallSection && WallSectionIndex.HasValue)
|
||||
{
|
||||
targetSpatialEntity = (TargetEntity as Structure)?.Sections[WallSectionIndex.Value];
|
||||
}
|
||||
else
|
||||
{
|
||||
targetSpatialEntity = TargetEntity ?? TargetPosition as ISpatialEntity;
|
||||
}
|
||||
}
|
||||
return targetSpatialEntity;
|
||||
}
|
||||
}
|
||||
|
||||
public enum OrderTargetType
|
||||
{
|
||||
Entity,
|
||||
Position,
|
||||
WallSection
|
||||
}
|
||||
public OrderTargetType TargetType { get; }
|
||||
public int? WallSectionIndex { get; }
|
||||
public bool IsIgnoreOrder { get; }
|
||||
|
||||
public static void Init()
|
||||
{
|
||||
Prefabs = new Dictionary<string, Order>();
|
||||
@@ -292,6 +314,7 @@ namespace Barotrauma
|
||||
|
||||
IsPrefab = true;
|
||||
MustManuallyAssign = orderElement.GetAttributeBool("mustmanuallyassign", false);
|
||||
IsIgnoreOrder = Identifier == "ignorethis" || Identifier == "unignorethis";
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -299,7 +322,7 @@ namespace Barotrauma
|
||||
/// </summary>
|
||||
public Order(Order prefab, Entity targetEntity, ItemComponent targetItem, Character orderGiver = null, bool isAutonomous = false)
|
||||
{
|
||||
Prefab = prefab;
|
||||
Prefab = prefab.Prefab ?? prefab;
|
||||
|
||||
Name = prefab.Name;
|
||||
Identifier = prefab.Identifier;
|
||||
@@ -317,6 +340,7 @@ namespace Barotrauma
|
||||
AppropriateSkill = prefab.AppropriateSkill;
|
||||
Category = prefab.Category;
|
||||
MustManuallyAssign = prefab.MustManuallyAssign;
|
||||
IsIgnoreOrder = prefab.IsIgnoreOrder;
|
||||
|
||||
OrderGiver = orderGiver;
|
||||
TargetEntity = targetEntity;
|
||||
@@ -337,12 +361,21 @@ namespace Barotrauma
|
||||
TargetItemComponent = targetItem;
|
||||
}
|
||||
|
||||
TargetType = OrderTargetType.Entity;
|
||||
|
||||
IsPrefab = false;
|
||||
}
|
||||
|
||||
public Order(Order prefab, OrderTarget target, Character orderGiver = null) : this(prefab, targetEntity: null, targetItem: null, orderGiver)
|
||||
{
|
||||
TargetPosition = target;
|
||||
TargetType = OrderTargetType.Position;
|
||||
}
|
||||
|
||||
public Order(Order prefab, Structure wall, int? sectionIndex, Character orderGiver = null) : this(prefab, targetEntity: wall, null, orderGiver: orderGiver)
|
||||
{
|
||||
WallSectionIndex = sectionIndex;
|
||||
TargetType = OrderTargetType.WallSection;
|
||||
}
|
||||
|
||||
public bool HasAppropriateJob(Character character)
|
||||
|
||||
@@ -7,41 +7,32 @@ namespace Barotrauma
|
||||
{
|
||||
class PathNode
|
||||
{
|
||||
private readonly int wayPointID;
|
||||
|
||||
public int state;
|
||||
|
||||
public PathNode Parent;
|
||||
|
||||
private Vector2 position;
|
||||
|
||||
public float F, G, H;
|
||||
|
||||
public List<PathNode> connections;
|
||||
public readonly List<PathNode> connections = new List<PathNode>();
|
||||
public List<float> distances;
|
||||
|
||||
public Vector2 TempPosition;
|
||||
public float TempDistance;
|
||||
|
||||
public WayPoint Waypoint { get; private set; }
|
||||
|
||||
public Vector2 Position
|
||||
{
|
||||
get { return position; }
|
||||
}
|
||||
public readonly WayPoint Waypoint;
|
||||
public readonly Vector2 Position;
|
||||
public readonly int WayPointID;
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
return $"PathNode {wayPointID}";
|
||||
return $"PathNode {WayPointID}";
|
||||
}
|
||||
|
||||
public PathNode(WayPoint wayPoint)
|
||||
{
|
||||
this.Waypoint = wayPoint;
|
||||
this.position = wayPoint.SimPosition;
|
||||
wayPointID = wayPoint.ID;
|
||||
|
||||
connections = new List<PathNode>();
|
||||
Waypoint = wayPoint;
|
||||
Position = wayPoint.SimPosition;
|
||||
WayPointID = Waypoint.ID;
|
||||
}
|
||||
|
||||
public static List<PathNode> GenerateNodes(List<WayPoint> wayPoints)
|
||||
@@ -78,7 +69,7 @@ namespace Barotrauma
|
||||
node.distances = new List<float>();
|
||||
for (int i = 0; i < node.connections.Count; i++)
|
||||
{
|
||||
node.distances.Add(Vector2.Distance(node.position, node.connections[i].position));
|
||||
node.distances.Add(Vector2.Distance(node.Position, node.connections[i].Position));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -404,13 +404,19 @@ namespace Barotrauma
|
||||
if (petBehavior != null)
|
||||
{
|
||||
petBehavior.Owner = owner;
|
||||
var petBehaviorElement = subElement.Attribute("petbehavior");
|
||||
var petBehaviorElement = subElement.Element("petbehavior");
|
||||
if (petBehaviorElement != null)
|
||||
{
|
||||
petBehavior.Hunger = petBehaviorElement.GetAttributeFloat(50.0f);
|
||||
petBehavior.Happiness = petBehaviorElement.GetAttributeFloat(50.0f);
|
||||
petBehavior.Hunger = petBehaviorElement.GetAttributeFloat("hunger", 50.0f);
|
||||
petBehavior.Happiness = petBehaviorElement.GetAttributeFloat("happiness", 50.0f);
|
||||
}
|
||||
}
|
||||
|
||||
var inventoryElement = subElement.Element("inventory");
|
||||
if (inventoryElement != null)
|
||||
{
|
||||
pet.SpawnInventoryItems(pet.Inventory, inventoryElement);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user