using System; using System.Linq; using Microsoft.Xna.Framework; using Barotrauma.Items.Components; namespace Barotrauma { class IndoorsSteeringManager : SteeringManager { private PathFinder pathFinder; private SteeringPath currentPath; private bool canOpenDoors; private Character character; private Vector2 currentTarget; private float findPathTimer; public SteeringPath CurrentPath { get { return currentPath; } } public PathFinder PathFinder { get { return pathFinder; } } public Vector2 CurrentTarget { get { return currentTarget; } } public IndoorsSteeringManager(ISteerable host, bool canOpenDoors) : base(host) { pathFinder = new PathFinder(WayPoint.WayPointList.FindAll(wp => wp.SpawnType == SpawnType.Path), true); pathFinder.GetNodePenalty = GetNodePenalty; this.canOpenDoors = canOpenDoors; character = (host as AIController).Character; findPathTimer = Rand.Range(0.0f, 1.0f); } public override void Update(float speed = 1) { base.Update(speed); findPathTimer -= 1.0f / 60.0f; } public void SetPath(SteeringPath path) { currentPath = path; if (path.Nodes.Any()) currentTarget = path.Nodes[path.Nodes.Count - 1].SimPosition; findPathTimer = 1.0f; } protected override Vector2 DoSteeringSeek(Vector2 target, float speed = 1) { //find a new path if one hasn't been found yet or the target is different from the current target if (currentPath == null || Vector2.Distance(target, currentTarget)>1.0f || findPathTimer < -5.0f) { if (findPathTimer > 0.0f) return Vector2.Zero; currentTarget = target; Vector2 pos = host.SimPosition; if (character != null && character.Submarine == null) { var targetHull = Hull.FindHull(FarseerPhysics.ConvertUnits.ToDisplayUnits(target), null, false); if (targetHull!=null && targetHull.Submarine != null) { pos -= targetHull.SimPosition; } } currentPath = pathFinder.FindPath(pos, target); findPathTimer = Rand.Range(1.0f,1.2f); return DiffToCurrentNode(); } Vector2 diff = DiffToCurrentNode(); var collider = character.AnimController.Collider; //if not in water and the waypoint is between the top and bottom of the collider, no need to move vertically if (!character.AnimController.InWater && character.AnimController.Anim != AnimController.Animation.Climbing && diff.Y < collider.height / 2 + collider.radius) { diff.Y = 0.0f; } if (diff.LengthSquared() < 0.001f) return -host.Steering; return Vector2.Normalize(diff) * speed; } private Vector2 DiffToCurrentNode() { if (currentPath == null || currentPath.Finished || currentPath.Unreachable) return Vector2.Zero; if (currentPath.Finished) { Vector2 pos2 = host.SimPosition; if (character != null && character.Submarine == null && CurrentPath.Nodes.Last().Submarine != null) { //todo: take multiple subs into account pos2 -= CurrentPath.Nodes.Last().Submarine.SimPosition; } return currentTarget-pos2; } if (canOpenDoors && !character.LockHands) CheckDoorsInPath(); Vector2 pos = host.SimPosition; if (character != null && currentPath.CurrentNode != null) { if (CurrentPath.CurrentNode.Submarine != null) { if (character.Submarine == null) { pos -= CurrentPath.CurrentNode.Submarine.SimPosition; } else if (character.Submarine != currentPath.CurrentNode.Submarine) { pos -= FarseerPhysics.ConvertUnits.ToSimUnits(currentPath.CurrentNode.Submarine.Position-character.Submarine.Position); } } } if (currentPath.CurrentNode!= null && currentPath.CurrentNode.Ladders!=null) { if (character.SelectedConstruction != currentPath.CurrentNode.Ladders.Item && currentPath.CurrentNode.Ladders.Item.IsInsideTrigger(character.WorldPosition)) { currentPath.CurrentNode.Ladders.Item.Pick(character, false, true); } } var collider = character.AnimController.Collider; Vector2 colliderBottom = character.AnimController.GetColliderBottom(); if (Math.Abs(collider.SimPosition.X - currentPath.CurrentNode.SimPosition.X) < collider.radius * 2 && currentPath.CurrentNode.SimPosition.Y > colliderBottom.Y && currentPath.CurrentNode.SimPosition.Y < colliderBottom.Y + 1.5f) { currentPath.SkipToNextNode(); } if (currentPath.CurrentNode == null) return Vector2.Zero; if (character.AnimController.Anim == AnimController.Animation.Climbing) { Vector2 diff = currentPath.CurrentNode.SimPosition - pos; if (currentPath.CurrentNode.Ladders != null) { //climbing ladders -> don't move horizontally diff.X = 0.0f; //at the same height as the waypoint if (Math.Abs(collider.SimPosition.Y - currentPath.CurrentNode.SimPosition.Y) < collider.height / 2 + collider.radius) { float heightFromFloor = character.AnimController.GetColliderBottom().Y - character.AnimController.FloorY; //we can safely skip to the next waypoint if the character is at a safe height above the floor, //or if the next waypoint in the path is also on ladders if ((heightFromFloor > 0.0f && heightFromFloor < collider.height) || (currentPath.NextNode != null && currentPath.NextNode.Ladders != null)) { currentPath.SkipToNextNode(); } } } character.AnimController.IgnorePlatforms = false; return diff; } return currentPath.CurrentNode.SimPosition - pos; } private void CheckDoorsInPath() { for (int i = 0; i < 2; i++) { WayPoint node = null; WayPoint nextNode = null; if (i==0) { node = currentPath.CurrentNode; nextNode = currentPath.NextNode; } else { node = currentPath.PrevNode; nextNode = currentPath.CurrentNode; } if (node == null || node.ConnectedGap == null || node.ConnectedGap.ConnectedDoor == null) continue; if (nextNode == null) continue; var door = node.ConnectedGap.ConnectedDoor; bool shouldBeOpen = false; if (door.LinkedGap.isHorizontal) { int currentDir = Math.Sign(nextNode.WorldPosition.X - door.Item.WorldPosition.X); shouldBeOpen = (door.Item.WorldPosition.X - character.WorldPosition.X) * currentDir > -50.0f; } else { int currentDir = Math.Sign(nextNode.WorldPosition.Y - door.Item.WorldPosition.Y); shouldBeOpen = (door.Item.WorldPosition.Y - character.WorldPosition.Y) * currentDir > -80.0f; } //toggle the door if it's the previous node and open, or if it's current node and closed if (door.IsOpen != shouldBeOpen) { var buttons = door.Item.GetConnectedComponents(true); Controller closestButton = null; float closestDist = 0.0f; foreach (Controller controller in buttons) { float dist = Vector2.Distance(controller.Item.WorldPosition, character.WorldPosition); if (dist > controller.Item.PickDistance * 2.0f) continue; if (dist < closestDist || closestButton == null) { closestButton = controller; closestDist = dist; } } if (closestButton != null) { if (!closestButton.HasRequiredItems(character, false) && shouldBeOpen) { currentPath.Unreachable = true; return; } closestButton.Item.Pick(character, false, true); break; } } } } private float? GetNodePenalty(PathNode node, PathNode nextNode) { if (character == null) return 0.0f; if (nextNode.Waypoint.ConnectedGap != null) { if (nextNode.Waypoint.ConnectedGap.Open > 0.9f) return 0.0f; if (nextNode.Waypoint.ConnectedGap.ConnectedDoor == null) return 100.0f; if (!canOpenDoors || character.LockHands) return null; var doorButtons = nextNode.Waypoint.ConnectedGap.ConnectedDoor.Item.GetConnectedComponents(); if (!doorButtons.Any()) return null; foreach (Controller button in doorButtons) { if (Math.Sign(button.Item.Position.X - nextNode.Waypoint.Position.X) != Math.Sign(node.Position.X - nextNode.Position.X)) continue; if (!button.HasRequiredItems(character, false)) return null; } } if (node.Waypoint!=null && node.Waypoint.CurrentHull!=null) { var hull = node.Waypoint.CurrentHull; float penalty = hull.FireSources.Any() ? 1000.0f : 0.0f; if (character.NeedsAir && hull.Volume / hull.Rect.Width > 100.0f) penalty += 500.0f; if (character.PressureProtection < 10.0f && hull.Volume > hull.FullVolume) penalty += 1000.0f; } return 0.0f; } } }