using FarseerPhysics; using Microsoft.Xna.Framework; using System; using System.Collections.Generic; using System.Linq; namespace Barotrauma { class AIObjectiveIdle : AIObjective { public override string DebugTag => "idle"; public override bool UnequipItems => true; public override bool AllowOutsideSubmarine => true; private readonly float newTargetIntervalMin = 10; private readonly float newTargetIntervalMax = 20; private readonly float standStillMin = 2; private readonly float standStillMax = 10; private readonly float walkDurationMin = 5; private readonly float walkDurationMax = 10; private Hull currentTarget; private float newTargetTimer; private bool searchingNewHull; private float standStillTimer; private float walkDuration; private readonly List targetHulls = new List(20); private readonly List hullWeights = new List(20); public AIObjectiveIdle(Character character, AIObjectiveManager objectiveManager, float priorityModifier = 1) : base(character, objectiveManager, priorityModifier) { standStillTimer = Rand.Range(-10.0f, 10.0f); walkDuration = Rand.Range(0.0f, 10.0f); CalculatePriority(); } protected override bool Check() => false; public override bool CanBeCompleted => true; public override bool IsLoop { get => true; set => throw new Exception("Trying to set the value for IsLoop from: " + Environment.StackTrace); } private float randomTimer; private float randomUpdateInterval = 5; public float Random { get; private set; } public void CalculatePriority(float max = 0) { //Random = Rand.Range(0.5f, 1.5f); //randomTimer = randomUpdateInterval; //max = max > 0 ? max : Math.Min(Math.Min(AIObjectiveManager.RunPriority, AIObjectiveManager.OrderPriority) - 1, 100); //float initiative = character.GetSkillLevel("initiative"); //Priority = MathHelper.Lerp(1, max, MathUtils.InverseLerp(100, 0, initiative * Random)); Priority = 1; } public override float GetPriority() => Priority; public override void Update(float deltaTime) { //if (objectiveManager.CurrentObjective == this) //{ // if (randomTimer > 0) // { // randomTimer -= deltaTime; // } // else // { // CalculatePriority(); // } //} } protected override void Act(float deltaTime) { if (PathSteering == null) { return; } //don't keep dragging others when idling if (character.SelectedCharacter != null) { character.DeselectCharacter(); } if (!character.IsClimbing) { character.SelectedConstruction = null; } bool currentTargetIsInvalid = currentTarget == null || IsForbidden(currentTarget) || (PathSteering.CurrentPath != null && PathSteering.CurrentPath.Nodes.Any(n => HumanAIController.UnsafeHulls.Contains(n.CurrentHull))); if (currentTargetIsInvalid || currentTarget == null && HumanAIController.VisibleHulls.Any(h => IsForbidden(h))) { //don't reset to zero, otherwise the character will keep calling FindTargetHulls //almost constantly when there's a small number of potential hulls to move to newTargetTimer = Math.Min(newTargetTimer, 0.5f); //standStillTimer = 0.0f; } else if (character.IsClimbing) { if (currentTarget == null) { newTargetTimer = 0; } else if (Math.Abs(character.AnimController.TargetMovement.Y) > 0.9f) { // Don't allow new targets when climbing straight up or down newTargetTimer = Math.Max(newTargetIntervalMin, newTargetTimer); } } else if (character.AnimController.InWater) { if (currentTarget == null) { newTargetTimer = Math.Min(newTargetTimer, 0.5f); } } if (newTargetTimer <= 0.0f) { if (!searchingNewHull) { //find all available hulls first FindTargetHulls(); searchingNewHull = true; return; } else if (targetHulls.Count > 0) { //choose a random available hull currentTarget = ToolBox.SelectWeightedRandom(targetHulls, hullWeights, Rand.RandSync.Unsynced); bool isCurrentHullAllowed = !IsForbidden(character.CurrentHull); var path = PathSteering.PathFinder.FindPath(character.SimPosition, currentTarget.SimPosition, errorMsgStr: $"AIObjectiveIdle {character.DisplayName}", nodeFilter: node => { if (node.Waypoint.CurrentHull == null) { return false; } // Check that there is no unsafe or forbidden hulls on the way to the target if (node.Waypoint.CurrentHull != character.CurrentHull && HumanAIController.UnsafeHulls.Contains(node.Waypoint.CurrentHull)) { return false; } if (isCurrentHullAllowed && IsForbidden(node.Waypoint.CurrentHull)) { return false; } return true; }); if (path.Unreachable) { //can't go to this room, remove it from the list and try another room next frame int index = targetHulls.IndexOf(currentTarget); targetHulls.RemoveAt(index); hullWeights.RemoveAt(index); PathSteering.Reset(); currentTarget = null; return; } searchingNewHull = false; } else { // Couldn't find a target for some reason -> reset newTargetTimer = Math.Max(newTargetIntervalMin, newTargetTimer); searchingNewHull = false; } if (currentTarget != null) { character.AIController.SelectTarget(currentTarget.AiTarget); string errorMsg = null; #if DEBUG bool isRoomNameFound = currentTarget.DisplayName != null; errorMsg = "(Character " + character.Name + " idling, target " + (isRoomNameFound ? currentTarget.DisplayName : currentTarget.ToString()) + ")"; #endif var path = PathSteering.PathFinder.FindPath(character.SimPosition, currentTarget.SimPosition, errorMsgStr: errorMsg, nodeFilter: node => node.Waypoint.CurrentHull != null); PathSteering.SetPath(path); } newTargetTimer = currentTarget != null && character.AnimController.InWater ? newTargetIntervalMin : Rand.Range(newTargetIntervalMin, newTargetIntervalMax); } newTargetTimer -= deltaTime; //wander randomly // - if reached the end of the path // - if the target is unreachable // - if the path requires going outside if (!character.IsClimbing) { if (SteeringManager != PathSteering || (PathSteering.CurrentPath != null && (PathSteering.CurrentPath.Finished || PathSteering.CurrentPath.Unreachable || PathSteering.CurrentPath.HasOutdoorsNodes))) { Wander(deltaTime); return; } } if (currentTarget != null) { if (SteeringManager == PathSteering) { PathSteering.SteeringSeek(character.GetRelativeSimPosition(currentTarget), weight: 1, nodeFilter: node => node.Waypoint.CurrentHull != null); } else { character.AIController.SteeringManager.SteeringSeek(character.GetRelativeSimPosition(currentTarget)); } } else { Wander(deltaTime); } } public void Wander(float deltaTime) { if (character.IsClimbing) { return; } if (!character.AnimController.InWater) { standStillTimer -= deltaTime; if (standStillTimer > 0.0f) { walkDuration = Rand.Range(walkDurationMin, walkDurationMax); PathSteering.Reset(); return; } if (standStillTimer < -walkDuration) { standStillTimer = Rand.Range(standStillMin, standStillMax); } } PathSteering.Wander(deltaTime); } private void FindTargetHulls() { targetHulls.Clear(); hullWeights.Clear(); foreach (var hull in Hull.hullList) { if (HumanAIController.UnsafeHulls.Contains(hull)) { continue; } if (hull.Submarine == null) { continue; } if (character.Submarine == null) { break; } if (hull.Submarine.TeamID != character.Submarine.TeamID) { continue; } if (hull.Submarine.Info.Type != character.Submarine.Info.Type) { continue; } // If the character is inside, only take connected subs into account. if (!character.Submarine.IsEntityFoundOnThisSub(hull, true)) { continue; } if (IsForbidden(hull)) { continue; } // Ignore hulls that are too low to stand inside if (character.AnimController is HumanoidAnimController animController) { if (hull.CeilingHeight < ConvertUnits.ToDisplayUnits(animController.HeadPosition.Value)) { continue; } } if (!targetHulls.Contains(hull)) { targetHulls.Add(hull); float weight = hull.Volume; // Prefer rooms that are closer. Avoid rooms that are not in the same level. 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)); weight *= distanceFactor; hullWeights.Add(weight); } } } public static bool IsForbidden(Hull hull) { if (hull == null) { return true; } string hullName = hull.RoomName; if (hullName == null) { return false; } return hullName.Contains("ballast", StringComparison.OrdinalIgnoreCase) || hullName.Contains("airlock", StringComparison.OrdinalIgnoreCase); } } }