using Microsoft.Xna.Framework; using System; using Barotrauma.Extensions; namespace Barotrauma { class AIObjectiveGoTo : AIObjective { public override string DebugTag => "go to"; private AIObjectiveFindDivingGear findDivingGear; private bool repeat; //how long until the path to the target is declared unreachable private float waitUntilPathUnreachable; private bool getDivingGearIfNeeded; public Func customCondition; public bool followControlledCharacter; public bool mimic; /// /// Display units /// public float CloseEnough { get; set; } = 50; public bool IgnoreIfTargetDead { get; set; } public bool AllowGoingOutside { get; set; } public ISpatialEntity Target { get; private set; } public override float GetPriority() { if (followControlledCharacter && Character.Controlled == null) { return 0.0f; } if (Target is Entity e && e.Removed) { return 0.0f; } if (IgnoreIfTargetDead && Target is Character character && character.IsDead) { return 0.0f; } if (objectiveManager.CurrentOrder == this) { return AIObjectiveManager.OrderPriority; } return 1.0f; } public AIObjectiveGoTo(ISpatialEntity target, Character character, AIObjectiveManager objectiveManager, bool repeat = false, bool getDivingGearIfNeeded = true, float priorityModifier = 1) : base (character, objectiveManager, priorityModifier) { this.Target = target; this.repeat = repeat; waitUntilPathUnreachable = 3.0f; this.getDivingGearIfNeeded = getDivingGearIfNeeded; CalculateCloseEnough(); } protected override void Act(float deltaTime) { if (followControlledCharacter) { if (Character.Controlled == null) { abandon = true; return; } Target = Character.Controlled; } if (Target == character) { character.AIController.SteeringManager.Reset(); abandon = true; return; } waitUntilPathUnreachable -= deltaTime; if (!character.IsClimbing) { character.SelectedConstruction = null; } if (Target is Entity e) { if (e.Removed) { abandon = true; } else { character.AIController.SelectTarget(e.AiTarget); } } bool isInside = character.CurrentHull != null; bool insideSteering = SteeringManager == PathSteering && PathSteering.CurrentPath != null && !PathSteering.IsPathDirty; var targetHull = Target is Hull h ? h : Target is Item i ? i.CurrentHull : Target is Character c ? c.CurrentHull : character.CurrentHull; bool targetIsOutside = (Target != null && targetHull == null) || (insideSteering && PathSteering.CurrentPath.HasOutdoorsNodes); if (isInside && targetIsOutside && !AllowGoingOutside) { abandon = true; } else if (waitUntilPathUnreachable < 0) { if (SteeringManager == PathSteering && PathSteering.CurrentPath != null && PathSteering.CurrentPath.Unreachable) { if (repeat) { SteeringManager.Reset(); } else { abandon = true; } } } if (abandon) { #if DEBUG DebugConsole.NewMessage($"{character.Name}: Cannot reach the target: {Target.ToString()}", Color.Yellow); #endif if (objectiveManager.CurrentOrder != null) { character.Speak(TextManager.Get("DialogCannotReach"), identifier: "cannotreach", minDurationBetweenSimilar: 10.0f); } character.AIController.SteeringManager.Reset(); } else { Vector2 currTargetSimPos = Vector2.Zero; currTargetSimPos = Target.SimPosition; // Take the sub position into account in the sim pos if (SteeringManager != PathSteering && character.Submarine == null && Target.Submarine != null) { currTargetSimPos += Target.Submarine.SimPosition; } else if (character.Submarine != null && Target.Submarine == null) { currTargetSimPos -= character.Submarine.SimPosition; } else if (character.Submarine != Target.Submarine) { if (character.Submarine != null && Target.Submarine != null) { Vector2 diff = character.Submarine.SimPosition - Target.Submarine.SimPosition; currTargetSimPos -= diff; } } character.AIController.SteeringManager.SteeringSeek(currTargetSimPos); if (SteeringManager != PathSteering) { SteeringManager.SteeringAvoid(deltaTime, lookAheadDistance: 5, weight: 1, heading: VectorExtensions.Forward(character.AnimController.Collider.Rotation)); } if (getDivingGearIfNeeded) { Character followTarget = Target as Character; bool needsDivingGear = HumanAIController.NeedsDivingGear(targetHull) || mimic && HumanAIController.HasDivingMask(followTarget); bool needsDivingSuit = needsDivingGear && (targetHull == null || targetIsOutside || targetHull.WaterPercentage > 90) || mimic && HumanAIController.HasDivingSuit(followTarget); bool needsEquipment = false; if (needsDivingSuit) { needsEquipment = !HumanAIController.HasDivingSuit(character); } else if (needsDivingGear) { needsEquipment = !HumanAIController.HasDivingMask(character); } if (needsEquipment) { TryAddSubObjective(ref findDivingGear, () => new AIObjectiveFindDivingGear(character, needsDivingSuit, objectiveManager)); } } } } private bool isCompleted; public override bool IsCompleted() { // First check the distance // Then the custom condition // And finally check if can interact (heaviest) if (isCompleted) { return true; } if (Target == null) { abandon = true; return false; } bool closeEnough = Vector2.DistanceSquared(Target.WorldPosition, character.WorldPosition) < CloseEnough * CloseEnough; if (repeat) { if (closeEnough) { character.AIController.SteeringManager.Reset(); character.AnimController.TargetDir = Target.WorldPosition.X > character.WorldPosition.X ? Direction.Right : Direction.Left; } return false; } else if (closeEnough) { if (customCondition == null || customCondition()) { if (Target is Item item) { if (character.CanInteractWith(item, out _, checkLinked: false)) { isCompleted = true; } } else if (Target is Character targetCharacter) { if (character.CanInteractWith(targetCharacter, CloseEnough)) { isCompleted = true; } } else { isCompleted = true; } } } if (isCompleted) { character.AIController.SteeringManager.Reset(); character.AnimController.TargetDir = Target.WorldPosition.X > character.WorldPosition.X ? Direction.Right : Direction.Left; } return isCompleted; } public override bool IsDuplicate(AIObjective otherObjective) { if (!(otherObjective is AIObjectiveGoTo objective)) { return false; } return objective.Target == Target; } private void CalculateCloseEnough() { float interactionDistance = Target is Item i ? i.InteractDistance * 0.9f : 0; CloseEnough = Math.Max(interactionDistance, CloseEnough); } } }