using Barotrauma.Items.Components; using Microsoft.Xna.Framework; using System; using System.Collections.Generic; using System.Linq; using Barotrauma.Extensions; using FarseerPhysics; namespace Barotrauma { class AIObjectiveCombat : AIObjective { public override string DebugTag => "combat"; private readonly CombatMode initialMode; const float coolDown = 10.0f; public Character Enemy { get; private set; } private Item _weapon; private Item Weapon { get { return _weapon; } set { _weapon = value; _weaponComponent = null; RemoveSubObjective(ref seekAmmunition); } } private ItemComponent _weaponComponent; private ItemComponent WeaponComponent { get { if (Weapon == null) { return null; } if (_weaponComponent == null) { _weaponComponent = Weapon.GetComponent() as ItemComponent ?? Weapon.GetComponent() as ItemComponent ?? Weapon.GetComponent() as ItemComponent; } return _weaponComponent; } } public override bool ConcurrentObjectives => true; private readonly AIObjectiveFindSafety findSafety; private readonly HashSet rangedWeapons = new HashSet(); private readonly HashSet meleeWeapons = new HashSet(); private readonly HashSet adHocWeapons = new HashSet(); private AIObjectiveContainItem seekAmmunition; private AIObjectiveGoTo retreatObjective; private AIObjectiveGoTo followTargetObjective; private Hull retreatTarget; private float coolDownTimer; private IEnumerable myBodies; private float aimTimer; public enum CombatMode { Defensive, Offensive, Retreat } public CombatMode Mode { get; private set; } public AIObjectiveCombat(Character character, Character enemy, CombatMode mode, AIObjectiveManager objectiveManager, float priorityModifier = 1) : base(character, objectiveManager, priorityModifier) { Enemy = enemy; coolDownTimer = coolDown; findSafety = objectiveManager.GetObjective(); if (findSafety != null) { findSafety.Priority = 0; findSafety.unreachable.Clear(); } Mode = mode; initialMode = Mode; if (Enemy == null) { Mode = CombatMode.Retreat; } } public override float GetPriority() => (Enemy != null && (Enemy.Removed || Enemy.IsDead)) ? 0 : Math.Min(100 * PriorityModifier, 100); public override bool IsDuplicate(AIObjective otherObjective) { if (!(otherObjective is AIObjectiveCombat objective)) return false; return objective.Enemy == Enemy; } public override void OnSelected() => Weapon = null; public override bool IsCompleted() { bool completed = (Enemy != null && (Enemy.Removed || Enemy.IsDead)) || (initialMode != CombatMode.Offensive && coolDownTimer <= 0); if (completed) { if (objectiveManager.CurrentOrder == this && Enemy != null && Enemy.IsDead) { character.Speak(TextManager.Get("DialogTargetDown"), null, 3.0f, "targetdown", 30.0f); } if (Weapon != null) { Unequip(); } } return completed; } protected override void Act(float deltaTime) { if (initialMode != CombatMode.Offensive) { coolDownTimer -= deltaTime; } if (abandon) { return; } TryArm(); if (seekAmmunition == null || !subObjectives.Contains(seekAmmunition)) { Move(); if (Weapon != null) { OperateWeapon(deltaTime); } } } private void Move() { switch (Mode) { case CombatMode.Offensive: Engage(); break; case CombatMode.Defensive: case CombatMode.Retreat: Retreat(); break; default: throw new NotImplementedException(); } } private bool TryArm() { if (Weapon != null) { if (!character.Inventory.Items.Contains(Weapon) || WeaponComponent == null) { Weapon = null; } else if (!WeaponComponent.HasRequiredContainedItems(false)) { // Seek ammunition only if cannot find a new weapon if (!Reload(true, () => GetWeapon() == null)) { if (seekAmmunition != null && subObjectives.Contains(seekAmmunition)) { return false; } else { Weapon = null; } } } } if (Weapon == null) { Weapon = GetWeapon(); } if (Weapon == null) { Weapon = GetWeapon(ignoreRequiredItems: true); } Mode = Weapon == null ? CombatMode.Retreat : initialMode; return Weapon != null; } private void OperateWeapon(float deltaTime) { switch (Mode) { case CombatMode.Offensive: case CombatMode.Defensive: if (Equip()) { Attack(deltaTime); } break; case CombatMode.Retreat: break; default: throw new NotImplementedException(); } } private Item GetWeapon(bool ignoreRequiredItems = false) { rangedWeapons.Clear(); meleeWeapons.Clear(); adHocWeapons.Clear(); Item weapon = null; _weaponComponent = null; foreach (var item in character.Inventory.Items) { if (item == null) { continue; } foreach (var component in item.Components) { if (component is RangedWeapon rw) { if (ignoreRequiredItems || rw.HasRequiredContainedItems(false)) { rangedWeapons.Add(rw); } } else if (component is MeleeWeapon mw) { if (ignoreRequiredItems || mw.HasRequiredContainedItems(false)) { meleeWeapons.Add(mw); } } else { var effects = component.statusEffectLists; if (effects != null) { foreach (var statusEffects in effects.Values) { foreach (var statusEffect in statusEffects) { if (statusEffect.Afflictions.Any()) { if (ignoreRequiredItems || component.HasRequiredContainedItems(false)) { adHocWeapons.Add(item); } } } } } } } } var rangedWeapon = rangedWeapons.OrderByDescending(w => w.CombatPriority).FirstOrDefault(); var meleeWeapon = meleeWeapons.OrderByDescending(w => w.CombatPriority).FirstOrDefault(); if (rangedWeapon != null) { weapon = rangedWeapon.Item; } else if (meleeWeapon != null) { weapon = meleeWeapon.Item; } if (weapon == null) { weapon = adHocWeapons.GetRandom(Rand.RandSync.Server); } return weapon; } private void Unequip() { if (character.SelectedItems.Contains(Weapon)) { if (!Weapon.AllowedSlots.Contains(InvSlotType.Any) || !character.Inventory.TryPutItem(Weapon, character, new List() { InvSlotType.Any })) { Weapon.Drop(character); } } return true; } private bool Equip() { if (!WeaponComponent.HasRequiredContainedItems(false)) { Mode = CombatMode.Retreat; return false; } //if (!character.SelectedItems.Contains(Weapon)) if (!character.HasEquippedItem(Weapon)) { Weapon.TryInteract(character, forceSelectKey: true); var slots = Weapon.AllowedSlots.FindAll(s => s == InvSlotType.LeftHand || s == InvSlotType.RightHand || s == (InvSlotType.LeftHand | InvSlotType.RightHand)); if (character.Inventory.TryPutItem(Weapon, character, slots)) { Weapon.Equip(character); aimTimer = Rand.Range(0.5f, 1f); } else { Weapon = null; Mode = CombatMode.Retreat; return false; } } return true; } private void Retreat() { RemoveSubObjective(ref followTargetObjective); RemoveSubObjective(ref seekAmmunition); if (retreatObjective != null && retreatObjective.Target != retreatTarget) { retreatObjective = null; } if (retreatTarget == null || (retreatObjective != null && !retreatObjective.CanBeCompleted)) { retreatTarget = findSafety.FindBestHull(new List() { character.CurrentHull }); } TryAddSubObjective(ref retreatObjective, () => new AIObjectiveGoTo(retreatTarget, character, objectiveManager, false, true)); } private void Engage() { retreatTarget = null; RemoveSubObjective(ref retreatObjective); RemoveSubObjective(ref seekAmmunition); if (followTargetObjective != null && followTargetObjective.Target != Enemy) { followTargetObjective = null; } TryAddSubObjective(ref followTargetObjective, constructor: () => new AIObjectiveGoTo(Enemy, character, objectiveManager, repeat: true, getDivingGearIfNeeded: true) { AllowGoingOutside = true, IgnoreIfTargetDead = true, CheckVisibility = true }, onAbandon: () => { Mode = CombatMode.Retreat; SteeringManager.Reset(); }); if (followTargetObjective != null && subObjectives.Contains(followTargetObjective)) { followTargetObjective.CloseEnough = WeaponComponent is RangedWeapon ? 3 : WeaponComponent is MeleeWeapon mw ? ConvertUnits.ToSimUnits(mw.Range) : WeaponComponent is RepairTool rt ? ConvertUnits.ToSimUnits(rt.Range) : 0.5f; } } /// /// Seeks for more ammunition. Creates a new subobjective. /// private void SeekAmmunition(string[] ammunitionIdentifiers) { retreatTarget = null; RemoveSubObjective(ref retreatObjective); RemoveSubObjective(ref followTargetObjective); TryAddSubObjective(ref seekAmmunition, constructor: () => new AIObjectiveContainItem(character, ammunitionIdentifiers, Weapon.GetComponent(), objectiveManager) { targetItemCount = Weapon.GetComponent().Capacity, checkInventory = false }, onAbandon: () => { Weapon = null; Mode = CombatMode.Retreat; SteeringManager.Reset(); }); } /// /// Reloads the ammunition found in the inventory. /// If seekAmmo is true and the condition is met or not provided, tries to get find the ammo elsewhere. /// private bool Reload(bool seekAmmo, Func condition = null) { if (WeaponComponent == null) { return false; } if (!WeaponComponent.requiredItems.ContainsKey(RelatedItem.RelationType.Contained)) { return false; } var containedItems = Weapon.ContainedItems; RelatedItem item = null; Item ammunition = null; string[] ammunitionIdentifiers = null; foreach (RelatedItem requiredItem in WeaponComponent.requiredItems[RelatedItem.RelationType.Contained]) { ammunition = containedItems.FirstOrDefault(it => it.Condition > 0.0f && requiredItem.MatchesItem(it)); if (ammunition != null) { // Ammunition still remaining return true; } item = requiredItem; ammunitionIdentifiers = requiredItem.Identifiers; } // No ammo if (ammunition == null) { var container = Weapon.GetComponent(); // Try reload ammunition in inventory foreach (string identifier in ammunitionIdentifiers) { foreach (var i in character.Inventory.Items) { if (i == null) { continue; } if (i.Prefab.Identifier == identifier || i.HasTag(identifier)) { if (i.Condition > 0) { container.Inventory.TryPutItem(ammunition, null); } } } } } if (WeaponComponent.HasRequiredContainedItems(false)) { return true; } else if (ammunition == null) { if (seekAmmo && ammunitionIdentifiers != null && (condition == null || condition())) { SeekAmmunition(ammunitionIdentifiers); } } return false; } private void Attack(float deltaTime) { float squaredDistance = Vector2.DistanceSquared(character.Position, Enemy.Position); character.CursorPosition = Enemy.Position; float engageDistance = 500; if (squaredDistance > engageDistance * engageDistance) { return; } bool canSeeTarget = character.CanSeeCharacter(Enemy); if (!canSeeTarget && character.CurrentHull != Enemy.CurrentHull) { return; } if (Weapon.RequireAimToUse) { bool isOperatingButtons = false; if (SteeringManager == PathSteering) { var door = PathSteering.CurrentPath?.CurrentNode?.ConnectedDoor; if (door != null && !door.IsOpen) { isOperatingButtons = door.HasIntegratedButtons || door.Item.GetConnectedComponents(true).Any(); } } if (!isOperatingButtons && character.SelectedConstruction == null) { character.SetInput(InputType.Aim, false, true); } } bool isFacing = character.AnimController.Dir > 0 && Enemy.WorldPosition.X > character.WorldPosition.X || character.AnimController.Dir < 0 && Enemy.WorldPosition.X < character.WorldPosition.X; if (!isFacing) { aimTimer = Rand.Range(1f, 1.5f); } if (aimTimer > 0) { aimTimer -= deltaTime; return; } if (WeaponComponent is MeleeWeapon meleeWeapon) { if (squaredDistance <= meleeWeapon.Range * meleeWeapon.Range) { character.SetInput(InputType.Shoot, false, true); Weapon.Use(deltaTime, character); } } else { if (WeaponComponent is RepairTool repairTool) { if (squaredDistance > repairTool.Range * repairTool.Range) { return; } } if (VectorExtensions.Angle(VectorExtensions.Forward(Weapon.body.TransformedRotation), Enemy.Position - Weapon.Position) < MathHelper.PiOver4) { if (myBodies == null) { myBodies = character.AnimController.Limbs.Select(l => l.body.FarseerBody); } var collisionCategories = Physics.CollisionCharacter | Physics.CollisionWall; var pickedBody = Submarine.PickBody(Weapon.SimPosition, Enemy.SimPosition, myBodies, collisionCategories); if (pickedBody != null) { Character target = null; if (pickedBody.UserData is Character c) { target = c; } else if (pickedBody.UserData is Limb limb) { target = limb.character; } if (target != null && (target == Enemy || !HumanAIController.IsFriendly(target))) { character.SetInput(InputType.Shoot, false, true); Weapon.Use(deltaTime, character); aimTimer = Rand.Range(0.25f, 0.5f); } } } } } //private float CalculateEnemyStrength() //{ // float enemyStrength = 0; // AttackContext currentContext = character.GetAttackContext(); // foreach (Limb limb in Enemy.AnimController.Limbs) // { // if (limb.attack == null) continue; // if (!limb.attack.IsValidContext(currentContext)) { continue; } // if (!limb.attack.IsValidTarget(AttackTarget.Character)) { continue; } // enemyStrength += limb.attack.GetTotalDamage(false); // } // return enemyStrength; //} } }