using System; using System.Collections.Generic; using System.Diagnostics; using System.Xml.Linq; using FarseerPhysics; using Lidgren.Network; using Microsoft.Xna.Framework; using FarseerPhysics.Dynamics; using Microsoft.Xna.Framework.Graphics; namespace Barotrauma { class EnemyAIController : AIController { private const float UpdateTargetsInterval = 5.0f; private const float RaycastInterval = 1.0f; private bool attackWhenProvoked; //the preference to attack a specific type of target (-1.0 - 1.0) //0.0 = doesn't attack targets of the type //positive values = attacks targets of this type //negative values = escapes targets of this type private float attackRooms, attackHumans, attackWeaker, attackStronger; private SteeringManager outsideSteering, insideSteering; private float updateTargetsTimer; private float raycastTimer; private Vector2 prevPosition; private float distanceAccumulator; //a timer for attacks such as biting that last for a specific amount of time //the duration is determined by the attackDuration of the attacking limb private float attackTimer; //a "cooldown time" after an attack during which the Character doesn't try to attack again private float attackCoolDown; private float coolDownTimer; //a point in a wall which the Character is currently targeting private Vector2 wallAttackPos; //the entity (a wall) which the Character is targeting private IDamageable targetEntity; //the limb selected for the current attack private Limb attackingLimb; private AITarget selectedAiTarget; private AITargetMemory selectedTargetMemory; private float targetValue; private Dictionary targetMemories; //the eyesight of the NPC (0.0 = blind, 1.0 = sees every target within sightRange) private float sight; //how far the NPC can hear targets from (0.0 = deaf, 1.0 = hears every target within soundRange) private float hearing; public AITarget SelectedAiTarget { get { return selectedAiTarget; } } public EnemyAIController(Character c, string file) : base(c) { if (GameMain.Client != null && GameMain.Server == null) c.Enabled = false; targetMemories = new Dictionary(); XDocument doc = ToolBox.TryLoadXml(file); if (doc == null || doc.Root == null) return; XElement aiElement = doc.Root.Element("ai"); if (aiElement == null) return; attackRooms = ToolBox.GetAttributeFloat(aiElement, "attackrooms", 0.0f) / 100.0f; attackHumans = ToolBox.GetAttributeFloat(aiElement, "attackhumans", 0.0f) / 100.0f; attackWeaker = ToolBox.GetAttributeFloat(aiElement, "attackweaker", 0.0f) / 100.0f; attackStronger = ToolBox.GetAttributeFloat(aiElement, "attackstronger", 0.0f) / 100.0f; attackCoolDown = ToolBox.GetAttributeFloat(aiElement, "attackcooldown", 5.0f); sight = ToolBox.GetAttributeFloat(aiElement, "sight", 0.0f); hearing = ToolBox.GetAttributeFloat(aiElement, "hearing", 0.0f); attackWhenProvoked = ToolBox.GetAttributeBool(aiElement, "attackwhenprovoked", false); outsideSteering = new SteeringManager(this); insideSteering = new IndoorsSteeringManager(this, false); steeringManager = outsideSteering; state = AiState.None; } public override void SelectTarget(AITarget target) { selectedAiTarget = target; selectedTargetMemory = FindTargetMemory(target); targetValue = 100.0f; } public override void Update(float deltaTime) { UpdateDistanceAccumulator(); bool ignorePlatforms = (-Character.AnimController.TargetMovement.Y > Math.Abs(Character.AnimController.TargetMovement.X)); if (steeringManager is IndoorsSteeringManager) { var currPath = ((IndoorsSteeringManager)steeringManager).CurrentPath; if (currPath != null && currPath.CurrentNode != null) { if (currPath.CurrentNode.SimPosition.Y < Character.AnimController.GetColliderBottom().Y) { ignorePlatforms = true; } } } Character.AnimController.IgnorePlatforms = ignorePlatforms; if (Character.AnimController is HumanoidAnimController) { if (Math.Abs(Character.AnimController.movement.X) > 0.1f && !Character.AnimController.InWater) { Character.AnimController.TargetDir = Character.AnimController.movement.X > 0.0f ? Direction.Right : Direction.Left; } } if (updateTargetsTimer > 0.0) { updateTargetsTimer -= deltaTime; } else { UpdateTargets(Character); updateTargetsTimer = UpdateTargetsInterval; if (selectedAiTarget == null) { state = AiState.None; } else { state = (targetValue > 0.0f) ? AiState.Attack : AiState.Escape; } //if (coolDownTimer >= 0.0f) return; } steeringManager = Character.Submarine == null ? outsideSteering : insideSteering; switch (state) { case AiState.None: UpdateNone(deltaTime); break; case AiState.Attack: UpdateAttack(deltaTime); break; } steeringManager.Update(); } private void UpdateNone(float deltaTime) { //wander around randomly if (Character.Submarine==null && SimPosition.Y < ConvertUnits.ToSimUnits(SubmarineBody.DamageDepth*0.5f)) { steeringManager.SteeringManual(deltaTime, Vector2.UnitY); } else { steeringManager.SteeringAvoid(deltaTime, 0.1f); steeringManager.SteeringWander(0.5f); } attackingLimb = null; attackTimer = 0.0f; coolDownTimer -= deltaTime; } private void UpdateDistanceAccumulator() { Limb limb = Character.AnimController.Limbs[0]; distanceAccumulator += (limb.SimPosition - prevPosition).Length(); prevPosition = limb.body.SimPosition; } private void UpdateAttack(float deltaTime) { if (selectedAiTarget == null) { state = AiState.None; return; } selectedTargetMemory.Priority -= deltaTime; Vector2 attackSimPosition = Character.Submarine==null ? ConvertUnits.ToSimUnits(selectedAiTarget.WorldPosition) : selectedAiTarget.SimPosition; if (wallAttackPos != Vector2.Zero && targetEntity != null) { attackSimPosition = wallAttackPos; if (selectedAiTarget.Entity != null && Character.Submarine==null && selectedAiTarget.Entity.Submarine != null) attackSimPosition += ConvertUnits.ToSimUnits(selectedAiTarget.Entity.Submarine.Position); } if (coolDownTimer>0.0f) { UpdateCoolDown(attackSimPosition, deltaTime); return; } if (raycastTimer > 0.0) { raycastTimer -= deltaTime; } else { GetTargetEntity(); raycastTimer = RaycastInterval; } //steeringManager.SteeringAvoid(deltaTime, 1.0f); Limb attackLimb = attackingLimb; //check if any of the limbs is close enough to attack the target if (attackingLimb == null) { foreach (Limb limb in Character.AnimController.Limbs) { if (limb.attack==null) continue; attackLimb = limb; if (ConvertUnits.ToDisplayUnits(Vector2.Distance(limb.SimPosition, attackSimPosition)) > limb.attack.Range) continue; attackingLimb = limb; break; } } if (attackLimb != null) { steeringManager.SteeringSeek(attackSimPosition - (attackLimb.SimPosition - SimPosition)); if (steeringManager is IndoorsSteeringManager) { var indoorsSteering = (IndoorsSteeringManager)steeringManager; if (indoorsSteering.CurrentPath!=null && (indoorsSteering.CurrentPath.Finished || indoorsSteering.CurrentPath.Unreachable)) { steeringManager.SteeringManual(deltaTime, attackSimPosition - attackLimb.SimPosition); } } if (attackingLimb != null) UpdateLimbAttack(deltaTime, attackingLimb, attackSimPosition); } } private void UpdateCoolDown(Vector2 attackPosition, float deltaTime) { coolDownTimer -= deltaTime; attackingLimb = null; if (selectedAiTarget.Entity is Hull || Vector2.Distance(attackPosition, Character.AnimController.Limbs[0].SimPosition) < ConvertUnits.ToSimUnits(500.0f)) { steeringManager.SteeringSeek(attackPosition, -0.8f); steeringManager.SteeringAvoid(deltaTime, 1.0f); } else { steeringManager.SteeringSeek(attackPosition, -0.5f); steeringManager.SteeringAvoid(deltaTime, 1.0f); } } private void GetTargetEntity() { targetEntity = null; if (Character.AnimController.CurrentHull != null) { wallAttackPos = Vector2.Zero; return; } //check if there's a wall between the target and the Character Vector2 rayStart = Character.SimPosition; Vector2 rayEnd = selectedAiTarget.SimPosition; if (selectedAiTarget.Entity.Submarine!=null && Character.Submarine==null) { rayStart -= ConvertUnits.ToSimUnits(selectedAiTarget.Entity.Submarine.Position); } Body closestBody = Submarine.CheckVisibility(rayStart, rayEnd); if (Submarine.LastPickedFraction == 1.0f || closestBody == null) { wallAttackPos = Vector2.Zero; return; } Structure wall = closestBody.UserData as Structure; if (wall == null) { wallAttackPos = Submarine.LastPickedPosition; if (selectedAiTarget.Entity.Submarine!=null && Character.Submarine == null) wallAttackPos -= ConvertUnits.ToSimUnits(selectedAiTarget.Entity.Submarine.Position); } else { int sectionIndex = wall.FindSectionIndex(ConvertUnits.ToDisplayUnits(Submarine.LastPickedPosition)); float sectionDamage = wall.SectionDamage(sectionIndex); for (int i = sectionIndex - 2; i <= sectionIndex + 2; i++) { if (wall.SectionBodyDisabled(i)) { sectionIndex = i; break; } if (wall.SectionDamage(i) > sectionDamage) sectionIndex = i; } wallAttackPos = wall.SectionPosition(sectionIndex); //if (wall.Submarine != null) wallAttackPos += wall.Submarine.Position; wallAttackPos = ConvertUnits.ToSimUnits(wallAttackPos); } targetEntity = closestBody.UserData as IDamageable; } public override void OnAttacked(IDamageable attacker, float amount) { updateTargetsTimer = Math.Min(updateTargetsTimer, 0.1f); coolDownTimer *= 0.1f; if (amount > 0.1f && attackWhenProvoked) { attackHumans = 100.0f; attackRooms = 100.0f; } if (attacker==null || attacker.AiTarget==null) return; AITargetMemory targetMemory = FindTargetMemory(attacker.AiTarget); targetMemory.Priority += amount; } private void UpdateLimbAttack(float deltaTime, Limb limb, Vector2 attackPosition) { var damageTarget = (wallAttackPos != Vector2.Zero && targetEntity != null) ? targetEntity : selectedAiTarget.Entity as IDamageable; limb.UpdateAttack(deltaTime, attackPosition, damageTarget); if (limb.AttackTimer >= limb.attack.Duration) { wallAttackPos = Vector2.Zero; limb.AttackTimer = 0.0f; coolDownTimer = attackCoolDown; } } //goes through all the AItargets, evaluates how preferable it is to attack the target, //whether the Character can see/hear the target and chooses the most preferable target within //sight/hearing range public void UpdateTargets(Character character) { if (distanceAccumulator<5.0f && Rand.Range(1,3)==1) { selectedAiTarget = null; character.AnimController.TargetMovement = -character.AnimController.TargetMovement; state = AiState.None; return; } distanceAccumulator = 0.0f; wallAttackPos = Vector2.Zero; selectedAiTarget = null; selectedTargetMemory = null; targetValue = 0.0f; UpdateTargetMemories(); foreach (AITarget target in AITarget.List) { if (Level.Loaded != null && target.WorldPosition.Y > Level.Loaded.Size.Y) { continue; } float valueModifier = 0.0f; float dist = 0.0f; IDamageable targetDamageable = target.Entity as IDamageable; if (targetDamageable!=null && targetDamageable.Health <= 0.0f) continue; Character targetCharacter = target.Entity as Character; //ignore the aitarget if it is the Character itself if (targetCharacter == character) continue; if (targetCharacter!=null) { if (attackHumans == 0.0f || targetCharacter.SpeciesName != "human") continue; valueModifier = attackHumans; } else if (target.Entity!=null && attackRooms != 0.0f) { //skip the target if it's the room the Character is inside of if (character.AnimController.CurrentHull != null && character.AnimController.CurrentHull == target.Entity as Hull) continue; valueModifier = attackRooms; } dist = Vector2.Distance( character.WorldPosition, target.WorldPosition); //if the target has been within range earlier, the character will notice it more easily //(i.e. remember where the target was) if (targetMemories.ContainsKey(target)) dist *= 0.5f; //ignore target if it's too far to see or hear if (dist > target.SightRange * sight && dist > target.SoundRange * hearing) continue; AITargetMemory targetMemory = FindTargetMemory(target); valueModifier = valueModifier * targetMemory.Priority / dist; if (Math.Abs(valueModifier) > Math.Abs(targetValue)) { Vector2 rayStart = character.AnimController.Limbs[0].SimPosition; Vector2 rayEnd = target.SimPosition; if (target.Entity.Submarine != null && character.Submarine==null) { rayStart -= ConvertUnits.ToSimUnits(target.Entity.Submarine.Position); } Body closestBody = Submarine.CheckVisibility(rayStart, rayEnd); Structure closestStructure = (closestBody == null) ? null : closestBody.UserData as Structure; if (targetDamageable != null) { valueModifier = valueModifier / targetDamageable.Health; } else if (closestStructure!=null) { valueModifier = valueModifier / ((IDamageable)closestStructure).Health; } else { valueModifier = valueModifier / 1000.0f; } if (selectedAiTarget == null || Math.Abs(valueModifier) > Math.Abs(targetValue)) { selectedAiTarget = target; selectedTargetMemory = targetMemory; targetValue = valueModifier; } } } } //find the targetMemory that corresponds to some AItarget or create if there isn't one yet private AITargetMemory FindTargetMemory(AITarget target) { AITargetMemory memory = null; if (targetMemories.TryGetValue(target, out memory)) { return memory; } memory = new AITargetMemory(100.0f); targetMemories.Add(target, memory); return memory; } //go through all the targetmemories and delete ones that don't //have a corresponding AItarget or whose priority is 0.0f private void UpdateTargetMemories() { List toBeRemoved = new List(); foreach(KeyValuePair memory in targetMemories) { memory.Value.Priority += 0.5f; if (Math.Abs(memory.Value.Priority) < 1.0f || !AITarget.List.Contains(memory.Key)) toBeRemoved.Add(memory.Key); } foreach (AITarget target in toBeRemoved) { targetMemories.Remove(target); } } public override void DebugDraw(SpriteBatch spriteBatch) { if (Character.IsDead) return; Vector2 pos = Character.WorldPosition; pos.Y = -pos.Y; if (selectedAiTarget!=null) { GUI.DrawLine(spriteBatch, pos, new Vector2(selectedAiTarget.WorldPosition.X, -selectedAiTarget.WorldPosition.Y), Color.Red); if (wallAttackPos!=Vector2.Zero) { GUI.DrawRectangle(spriteBatch, ConvertUnits.ToDisplayUnits(new Vector2(wallAttackPos.X, -wallAttackPos.Y)) - new Vector2(10.0f, 10.0f), new Vector2(20.0f, 20.0f), Color.Red, false); } spriteBatch.DrawString(GUI.Font, targetValue.ToString(), pos - Vector2.UnitY*20.0f, Color.Red); } if (selectedAiTarget != null) { GUI.DrawLine(spriteBatch, new Vector2(Character.DrawPosition.X, -Character.DrawPosition.Y), new Vector2(selectedAiTarget.WorldPosition.X, -selectedAiTarget.WorldPosition.Y), Color.Red); } spriteBatch.DrawString(GUI.Font, targetValue.ToString(), pos - Vector2.UnitY * 80.0f, Color.Red); spriteBatch.DrawString(GUI.Font, "updatetargets: "+updateTargetsTimer, pos - Vector2.UnitY * 100.0f, Color.Red); spriteBatch.DrawString(GUI.Font, "cooldown: " + coolDownTimer, pos - Vector2.UnitY * 120.0f, Color.Red); IndoorsSteeringManager pathSteering = steeringManager as IndoorsSteeringManager; if (pathSteering == null || pathSteering.CurrentPath == null || pathSteering.CurrentPath.CurrentNode == null) return; GUI.DrawLine(spriteBatch, new Vector2(Character.DrawPosition.X, -Character.DrawPosition.Y), new Vector2(pathSteering.CurrentPath.CurrentNode.DrawPosition.X, -pathSteering.CurrentPath.CurrentNode.DrawPosition.Y), Color.LightGreen); for (int i = 1; i < pathSteering.CurrentPath.Nodes.Count; i++) { GUI.DrawLine(spriteBatch, new Vector2(pathSteering.CurrentPath.Nodes[i].DrawPosition.X, -pathSteering.CurrentPath.Nodes[i].DrawPosition.Y), new Vector2(pathSteering.CurrentPath.Nodes[i - 1].DrawPosition.X, -pathSteering.CurrentPath.Nodes[i - 1].DrawPosition.Y), Color.LightGreen); spriteBatch.DrawString(GUI.SmallFont, pathSteering.CurrentPath.Nodes[i].ID.ToString(), new Vector2(pathSteering.CurrentPath.Nodes[i].DrawPosition.X, -pathSteering.CurrentPath.Nodes[i].DrawPosition.Y - 10), Color.LightGreen); } } public override void FillNetworkData(NetBuffer message) { message.WriteRangedInteger(0, Enum.GetValues(typeof(AiState)).Length-1, (int)state); //bool wallAttack = (wallAttackPos != Vector2.Zero && state == AiState.Attack); //message.Write(wallAttack); message.Write(MathUtils.AngleToByte(steeringManager.WanderAngle)); coolDownTimer = MathHelper.Clamp(coolDownTimer, 0.0f, 30.0f); message.WriteRangedSingle(coolDownTimer, 0.0f, 30.0f, 8); message.Write(targetEntity==null ? (ushort)0 : (targetEntity as Entity).ID); } public override void ReadNetworkData(NetIncomingMessage message) { if (GameMain.Server != null) return; AiState newState = AiState.None; float wanderAngle; ushort targetID; try { newState = (AiState)message.ReadRangedInteger(0, Enum.GetValues(typeof(AiState)).Length - 1); //bool wallAttack = message.ReadBoolean(); //if (wallAttack) //{ // newWallAttackPos = new Vector2( // message.ReadRangedSingle(-50.0f, 50.0f, 10), // message.ReadRangedSingle(-50.0f, 50.0f, 10)); // newWallAttackPos += Submarine.Loaded.SimPosition; //} //newVelocity = new Vector2(message.ReadFloat(), message.ReadFloat()); //targetPosition = new Vector2(message.ReadFloat(), message.ReadFloat()); wanderAngle = MathUtils.ByteToAngle(message.ReadByte()); coolDownTimer = message.ReadRangedSingle(0.0f, 30.0f, 8); targetID = message.ReadUInt16(); } catch (Exception e) { #if DEBUG DebugConsole.ThrowError("Failed to read enemy ai update message", e); #endif return; } steeringManager.WanderAngle = wanderAngle; state = newState; if (targetID > 0) targetEntity = Entity.FindEntityByID(targetID) as IDamageable; //updateTargetsTimer = UpdateTargetsInterval; } } //the "memory" of the Character //keeps track of how preferable it is to attack a specific target //(if the Character can't inflict much damage the target, the priority decreases //and if the target attacks the Character, the priority increases) class AITargetMemory { private float priority; public float Priority { get { return priority; } set { priority = MathHelper.Clamp(value, 1.0f, 100.0f); } } public AITargetMemory(float priority) { this.priority = priority; } } }