using Microsoft.Xna.Framework; using System; using System.Collections.Generic; using System.Linq; namespace Barotrauma { class AIObjectiveFindSafety : AIObjective { public override string DebugTag => "find safety"; public override bool ForceRun => true; // TODO: expose? const float priorityIncrease = 100; const float priorityDecrease = 10; const float SearchHullInterval = 3.0f; const float clearUnreachableInterval = 30; public readonly HashSet unreachable = new HashSet(); private float currenthullSafety; private float unreachableClearTimer; private float searchHullTimer; private AIObjectiveGoTo goToObjective; private AIObjectiveFindDivingGear divingGearObjective; public AIObjectiveFindSafety(Character character, AIObjectiveManager objectiveManager, float priorityModifier = 1) : base(character, objectiveManager, priorityModifier) { } public override bool IsCompleted() => false; public override bool CanBeCompleted => true; public override bool IsDuplicate(AIObjective otherObjective) => otherObjective is AIObjectiveFindSafety; public override void Update(float deltaTime) { if (unreachableClearTimer > 0) { unreachableClearTimer -= deltaTime; } else { unreachableClearTimer = clearUnreachableInterval; unreachable.Clear(); } if (character.CurrentHull == null) { currenthullSafety = 0; Priority = objectiveManager.CurrentOrder is AIObjectiveGoTo ? 0 : 100; return; } if (character.OxygenAvailable < CharacterHealth.LowOxygenThreshold) { Priority = 100; } currenthullSafety = HumanAIController.CurrentHullSafety; if (currenthullSafety > HumanAIController.HULL_SAFETY_THRESHOLD) { Priority -= priorityDecrease * deltaTime; } else { float dangerFactor = (100 - currenthullSafety) / 100; Priority += dangerFactor * priorityIncrease * deltaTime; } Priority = MathHelper.Clamp(Priority, 0, 100); if (divingGearObjective != null && !divingGearObjective.IsCompleted() && divingGearObjective.CanBeCompleted) { // Boost the priority while seeking the diving gear Priority = Math.Max(Priority, Math.Min(AIObjectiveManager.OrderPriority + 20, 100)); } } private Hull currentSafeHull; private Hull previousSafeHull; protected override void Act(float deltaTime) { var currentHull = character.AnimController.CurrentHull; bool needsDivingGear = HumanAIController.NeedsDivingGear(currentHull); bool needsDivingSuit = needsDivingGear && (currentHull == null || currentHull.WaterPercentage > 90); bool needsEquipment = false; if (needsDivingSuit) { needsEquipment = !HumanAIController.HasDivingSuit(character); } else if (needsDivingGear) { needsEquipment = !HumanAIController.HasDivingMask(character); } if (needsEquipment) { TryAddSubObjective(ref divingGearObjective, () => new AIObjectiveFindDivingGear(character, needsDivingSuit, objectiveManager), onAbandon: () => searchHullTimer = Math.Min(1, searchHullTimer)); } else { if (divingGearObjective != null && divingGearObjective.IsCompleted()) { // Reset the devotion. Priority = 0; divingGearObjective = null; } if (currenthullSafety < HumanAIController.HULL_SAFETY_THRESHOLD) { searchHullTimer = Math.Min(1, searchHullTimer); } if (searchHullTimer > 0.0f) { searchHullTimer -= deltaTime; } else { searchHullTimer = SearchHullInterval; previousSafeHull = currentSafeHull; currentSafeHull = FindBestHull(); if (currentSafeHull == null) { currentSafeHull = previousSafeHull; } if (currentSafeHull != null && currentSafeHull != currentHull) { if (goToObjective?.Target != currentSafeHull) { goToObjective = null; } TryAddSubObjective(ref goToObjective, constructor: () => new AIObjectiveGoTo(currentSafeHull, character, objectiveManager, getDivingGearIfNeeded: true) { AllowGoingOutside = HumanAIController.HasDivingSuit(character) }, onAbandon: () => unreachable.Add(goToObjective.Target as Hull)); } else { goToObjective = null; } } if (goToObjective != null) { if (goToObjective.IsCompleted()) { objectiveManager.GetObjective()?.Wander(deltaTime); } Priority = 0; return; } if (currentHull == null) { return; } //goto objective doesn't exist (a safe hull not found, or a path to a safe hull not found) // -> attempt to manually steer away from hazards Vector2 escapeVel = Vector2.Zero; // TODO: optimize foreach (FireSource fireSource in HumanAIController.VisibleHulls.SelectMany(h => h.FireSources)) { Vector2 dir = character.Position - fireSource.Position; float distMultiplier = MathHelper.Clamp(100.0f / Vector2.Distance(fireSource.Position, character.Position), 0.1f, 10.0f); escapeVel += new Vector2(Math.Sign(dir.X) * distMultiplier, !character.IsClimbing ? 0 : Math.Sign(dir.Y) * distMultiplier); } foreach (Character enemy in Character.CharacterList) { if (enemy.IsDead || enemy.IsUnconscious || enemy.Removed || HumanAIController.IsFriendly(enemy)) { continue; } if (HumanAIController.VisibleHulls.Contains(enemy.CurrentHull)) { Vector2 dir = character.Position - enemy.Position; float distMultiplier = MathHelper.Clamp(100.0f / Vector2.Distance(enemy.Position, character.Position), 0.1f, 10.0f); escapeVel += new Vector2(Math.Sign(dir.X) * distMultiplier, !character.IsClimbing ? 0 : Math.Sign(dir.Y) * distMultiplier); } } if (escapeVel != Vector2.Zero) { float left = currentHull.Rect.X + 50; float right = currentHull.Rect.Right - 50; //only move if we haven't reached the edge of the room if (escapeVel.X < 0 && character.Position.X > left || escapeVel.X > 0 && character.Position.X < right) { character.AIController.SteeringManager.SteeringManual(deltaTime, escapeVel); } else { character.AnimController.TargetDir = escapeVel.X < 0.0f ? Direction.Right : Direction.Left; character.AIController.SteeringManager.Reset(); } } else { Priority = 0; objectiveManager.GetObjective()?.Wander(deltaTime); } } } public Hull FindBestHull(IEnumerable ignoredHulls = null) { Hull bestHull = null; float bestValue = 0; foreach (Hull hull in Hull.hullList) { if (hull.Submarine == null) { continue; } if (ignoredHulls != null && ignoredHulls.Contains(hull)) { continue; } if (unreachable.Contains(hull)) { continue; } float hullSafety = 0; if (character.CurrentHull != null) { // Inside if (!character.Submarine.IsConnectedTo(hull.Submarine)) { continue; } hullSafety = HumanAIController.GetHullSafety(hull, character); // Vertical distance matters more than horizontal (climbing up/down is harder than moving horizontally) float dist = Math.Abs(character.WorldPosition.X - hull.WorldPosition.X) + Math.Abs(character.WorldPosition.Y - hull.WorldPosition.Y) * 2.0f; float distanceFactor = MathHelper.Lerp(1, 0.9f, MathUtils.InverseLerp(0, 10000, dist)); hullSafety *= distanceFactor; //skip the hull if the safety is already less than the best hull //(no need to do the expensive pathfinding if we already know we're not going to choose this hull) if (hullSafety < bestValue) { continue; } var path = PathSteering.PathFinder.FindPath(character.SimPosition, hull.SimPosition); if (path.Unreachable) { unreachable.Add(hull); continue; } // Each unsafe node reduces the hull safety value. // Ignore the current hull, because otherwise we couldn't find a path out. int unsafeNodes = path.Nodes.Count(n => n.CurrentHull != character.CurrentHull && HumanAIController.UnsafeHulls.Contains(n.CurrentHull)); hullSafety /= 1 + unsafeNodes; // If the target is not inside a friendly submarine, considerably reduce the hull safety. if (!character.Submarine.IsEntityFoundOnThisSub(hull, true)) { hullSafety /= 10; } } else { // Outside if (hull.RoomName != null && hull.RoomName.ToLowerInvariant().Contains("airlock")) { hullSafety = 100; } else { // TODO: could also target gaps that get us inside? foreach (Item item in Item.ItemList) { if (item.CurrentHull != hull && item.HasTag("airlock")) { hullSafety = 100; break; } } } // TODO: could we get a closest door to the outside and target the flowing hull if no airlock is found? // Huge preference for closer targets float distance = Vector2.DistanceSquared(character.WorldPosition, hull.WorldPosition); float distanceFactor = MathHelper.Lerp(1, 0.2f, MathUtils.InverseLerp(0, MathUtils.Pow(100000, 2), distance)); hullSafety *= distanceFactor; // If the target is not inside a friendly submarine, considerably reduce the hull safety. if (hull.Submarine.TeamID != character.TeamID && hull.Submarine.TeamID != Character.TeamType.FriendlyNPC) { hullSafety /= 10; } } if (hullSafety > bestValue) { bestHull = hull; bestValue = hullSafety; } } return bestHull; } } }