using Barotrauma.Items.Components; using Microsoft.Xna.Framework; using System; using System.Collections.Generic; using System.Linq; namespace Barotrauma { class ShipCommandManager { public readonly Character character; public readonly HumanAIController humanAIController; private bool active; public bool Active { get { return active; } set { active = value ? TryInitializeShipCommandManager() : value; } } public Submarine EnemySubmarine { get; private set; } public Submarine CommandedSubmarine { get; private set; } private Steering steering; public readonly List patrolPositions = new List(); public enum NavigationStates { Inactive, Patrol, Aggressive } public NavigationStates NavigationState { get; private set; } = NavigationStates.Inactive; float navigationTimer = 0f; private readonly float navigationInterval = 4f; float timeUntilRam; private const float RamTimerMax = 17.5f; public readonly List ShipIssueWorkers = new List(); public const float MinimumIssueThreshold = 10f; private const float IssueDevotionBuffer = 5f; private float decisionTimer = 6f; private readonly float decisionInterval = 6f; private float timeSinceLastCommandDecision; private float timeSinceLastNavigation; public readonly List AlliedCharacters = new List(); public readonly List EnemyCharacters = new List(); private readonly List attendedIssues = new List(); private readonly List availableIssues = new List(); private readonly List shipGlobalIssues = new List(); public ShipCommandManager(Character character) { this.character = character; humanAIController = character.AIController as HumanAIController; } public void Update(float deltaTime) { if (!Active || character.IsHandcuffed) { return; } decisionTimer -= deltaTime; if (decisionTimer <= 0.0f) { UpdateCommandDecision(timeSinceLastCommandDecision); decisionTimer = decisionInterval * Rand.Range(0.8f, 1.2f); timeSinceLastCommandDecision = decisionTimer; } navigationTimer -= deltaTime; if (navigationTimer <= 0.0f) { UpdateNavigation(timeSinceLastNavigation); navigationTimer = navigationInterval * Rand.Range(0.8f, 1.2f); timeSinceLastNavigation = navigationTimer; } } public static void ShipCommandLog(string text) { if (GameSettings.CurrentConfig.VerboseLogging) { DebugConsole.NewMessage(text); } } static bool WithinRange(float range, float distanceSquared) { return range * range > distanceSquared; } void UpdateNavigation(float timeSinceLastUpdate) { if (steering == null || EnemySubmarine == null) { return; } float distanceSquaredEnemy = Vector2.DistanceSquared(CommandedSubmarine.WorldPosition, EnemySubmarine.WorldPosition); if (NavigationState != NavigationStates.Aggressive) { if (WithinRange(7000f, distanceSquaredEnemy)) { #if DEBUG ShipCommandLog("Ship " + CommandedSubmarine + " was within the aggro range of " + EnemySubmarine); #endif NavigationState = NavigationStates.Aggressive; } else if (WithinRange(40000f, distanceSquaredEnemy)) { NavigationState = NavigationStates.Patrol; } } if (NavigationState == NavigationStates.Aggressive) { steering.AITacticalTarget = EnemySubmarine.WorldPosition; if (WithinRange(8500f, distanceSquaredEnemy) && !WithinRange(1500f, distanceSquaredEnemy)) // if we are within enemy ship's range for ramTimerMax, try to ram them instead (if we're not already very close) { if (steering.AIRamTimer > 0f) { #if DEBUG ShipCommandLog("Ship " + CommandedSubmarine + " was still ramming, " + steering.AIRamTimer + " left"); #endif } else { timeUntilRam -= timeSinceLastUpdate; #if DEBUG ShipCommandLog("Ship " + CommandedSubmarine + " was close enough to ram, " + timeUntilRam + " left until ramming"); #endif if (timeUntilRam <= 0f) { #if DEBUG ShipCommandLog("Ship " + CommandedSubmarine + " is attempting to ram!"); #endif steering.AIRamTimer = 50f; timeUntilRam = RamTimerMax * Rand.Range(0.9f, 1.1f); } } } else { steering.AIRamTimer = 0f; timeUntilRam = RamTimerMax * Rand.Range(0.9f, 1.1f); } } else if (patrolPositions.Any()) { float distanceSquaredPatrol = Vector2.DistanceSquared(CommandedSubmarine.WorldPosition, patrolPositions.First()); if (WithinRange(7000f, distanceSquaredPatrol)) { Vector2 lastPosition = patrolPositions.First(); patrolPositions.RemoveAt(0); patrolPositions.Add(lastPosition); } steering.AITacticalTarget = patrolPositions.First(); } } public bool AbleToTakeOrder(Character character) { return !character.IsIncapacitated && !character.LockHands && character.Submarine == CommandedSubmarine; } void UpdateCommandDecision(float timeSinceLastUpdate) { #if DEBUG ShipCommandLog("Updating command for character " + character); #endif shipGlobalIssues.ForEach(c => c.CalculateGlobalIssue()); AlliedCharacters.Clear(); EnemyCharacters.Clear(); bool isEmergency = false; foreach (Character potentialCharacter in Character.CharacterList) { if (!HumanAIController.IsActive(potentialCharacter)) { continue; } if (HumanAIController.IsFriendly(character, potentialCharacter, true) && potentialCharacter.AIController is HumanAIController) { if (AbleToTakeOrder(potentialCharacter)) { AlliedCharacters.Add(potentialCharacter); } } else { EnemyCharacters.Add(potentialCharacter); if (potentialCharacter.Submarine == CommandedSubmarine) // if enemies are on board, don't issue normal orders anymore { isEmergency = true; } } } attendedIssues.Clear(); availableIssues.Clear(); foreach (ShipIssueWorker shipIssueWorker in ShipIssueWorkers) { float importance = shipIssueWorker.CalculateImportance(isEmergency); if (shipIssueWorker.OrderAttendedTo(timeSinceLastUpdate)) { #if DEBUG ShipCommandLog("Current importance for " + shipIssueWorker + " was " + importance + " and it was already being attended by " + shipIssueWorker.OrderedCharacter); #endif InsertIssue(shipIssueWorker, attendedIssues); } else { #if DEBUG ShipCommandLog("Current importance for " + shipIssueWorker + " was " + importance + " and it is not attended to"); #endif shipIssueWorker.RemoveOrder(); InsertIssue(shipIssueWorker, availableIssues); } } static void InsertIssue(ShipIssueWorker issue, List list) { int index = 0; while (index < list.Count && list[index].Importance > issue.Importance) { index++; } list.Insert(index, issue); } ShipIssueWorker mostImportantIssue = availableIssues.FirstOrDefault(); float bestValue = 0f; Character bestCharacter = null; if (mostImportantIssue != null && mostImportantIssue.Importance >= MinimumIssueThreshold) { IEnumerable bestCharacters = CrewManager.GetCharactersSortedForOrder(mostImportantIssue.SuggestedOrder, AlliedCharacters, character, true); foreach (Character orderedCharacter in bestCharacters) { float issueApplicability = mostImportantIssue.Importance; // prefer not to switch if not qualified issueApplicability *= mostImportantIssue.SuggestedOrder.AppropriateJobs.Contains(orderedCharacter.Info.Job.Prefab.Identifier) ? 1f : 0.75f; ShipIssueWorker occupiedIssue = attendedIssues.FirstOrDefault(i => i.OrderedCharacter == orderedCharacter); if (occupiedIssue != null) { if (occupiedIssue.GetType() == mostImportantIssue.GetType() && mostImportantIssue is ShipIssueWorkerGlobal && occupiedIssue is ShipIssueWorkerGlobal) { continue; } // reverse redundancy to ensure certain issues can be switched over easily (operating weapons) if (mostImportantIssue.AllowEasySwitching && occupiedIssue.AllowEasySwitching) { issueApplicability /= mostImportantIssue.CurrentRedundancy; } // give slight preference if not qualified for current job issueApplicability += occupiedIssue.SuggestedOrder.AppropriateJobs.Contains(orderedCharacter.Info.Job.Prefab.Identifier) ? 0 : 7.5f; // prefer not to switch orders unless considerably more important issueApplicability -= IssueDevotionBuffer; if (issueApplicability + IssueDevotionBuffer < occupiedIssue.Importance) { continue; } } // prefer first one in bestCharacters in tiebreakers if (issueApplicability > bestValue) { bestValue = issueApplicability; bestCharacter = orderedCharacter; } } } if (bestCharacter != null && mostImportantIssue != null) { #if DEBUG ShipCommandLog("Setting " + mostImportantIssue + " for character " + bestCharacter); #endif mostImportantIssue.SetOrder(bestCharacter); } else // if we didn't give an order, let's try to dismiss someone instead { foreach (ShipIssueWorker shipIssueWorker in ShipIssueWorkers) { if (shipIssueWorker.Importance <= 0f && shipIssueWorker.OrderAttendedTo()) { #if DEBUG ShipCommandLog("Dismissing " + shipIssueWorker + " for character " + shipIssueWorker.OrderedCharacter); #endif var order = new Order(OrderPrefab.Dismissal, null).WithManualPriority(3).WithOrderGiver(character); shipIssueWorker.OrderedCharacter.SetOrder(order, isNewOrder: true); shipIssueWorker.RemoveOrder(); break; } } } } bool TryInitializeShipCommandManager() { CommandedSubmarine = character.Submarine; if (CommandedSubmarine == null) { DebugConsole.ThrowError("TryInitializeShipCommandManager failed: CommandedSubmarine was null for character " + character); return false; } EnemySubmarine = Submarine.MainSubs[0] == CommandedSubmarine ? Submarine.MainSubs[1] : Submarine.MainSubs[0]; if (EnemySubmarine == null) { DebugConsole.ThrowError("TryInitializeShipCommandManager failed: EnemySubmarine was null for character " + character); return false; } timeUntilRam = RamTimerMax * Rand.Range(0.9f, 1.1f); ShipIssueWorkers.Clear(); if (CommandedSubmarine.GetItems(false).Find(i => i.HasTag(Tags.Reactor) && !i.NonInteractable)?.GetComponent() is Reactor reactor) { var order = new Order(OrderPrefab.Prefabs["operatereactor"], "powerup".ToIdentifier(), reactor.Item, reactor); ShipIssueWorkers.Add(new ShipIssueWorkerPowerUpReactor(this, order)); } if (CommandedSubmarine.GetItems(false).Find(i => i.HasTag(Tags.NavTerminal) && !i.NonInteractable) is Item nav && nav.GetComponent() is Steering steeringComponent) { steering = steeringComponent; var order = new Order(OrderPrefab.Prefabs["steer"], "navigatetactical".ToIdentifier(), nav, steeringComponent); ShipIssueWorkers.Add(new ShipIssueWorkerSteer(this, order)); } foreach (Item item in CommandedSubmarine.GetItems(true).FindAll(i => i.HasTag(Tags.Turret) && !i.HasTag(Tags.Hardpoint))) { var order = new Order(OrderPrefab.Prefabs["operateweapons"], item, item.GetComponent()); ShipIssueWorkers.Add(new ShipIssueWorkerOperateWeapons(this, order)); } int crewSizeModifier = 2; // these issueworkers revolve around a singular, shared issue, which is injected into them to prevent redundant calculations ShipGlobalIssueFixLeaks shipGlobalIssueFixLeaks = new ShipGlobalIssueFixLeaks(this); for (int i = 0; i < crewSizeModifier; i++) { var order = OrderPrefab.Prefabs["fixleaks"].CreateInstance(OrderPrefab.OrderTargetType.Entity); ShipIssueWorkers.Add(new ShipIssueWorkerFixLeaks(this, order, shipGlobalIssueFixLeaks)); } shipGlobalIssues.Add(shipGlobalIssueFixLeaks); ShipGlobalIssueRepairSystems shipGlobalIssueRepairSystems = new ShipGlobalIssueRepairSystems(this); for (int i = 0; i < crewSizeModifier; i++) { var order = OrderPrefab.Prefabs["repairsystems"].CreateInstance(OrderPrefab.OrderTargetType.Entity); ShipIssueWorkers.Add(new ShipIssueWorkerRepairSystems(this, order, shipGlobalIssueRepairSystems)); } shipGlobalIssues.Add(shipGlobalIssueRepairSystems); return true; } } }