Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveGoTo.cs
T
Joonas Rikkonen 044fd3344b 2f107db...5202af9
2019-03-18 21:42:26 +02:00

214 lines
7.8 KiB
C#

using Barotrauma.Items.Components;
using FarseerPhysics;
using Microsoft.Xna.Framework;
using System;
namespace Barotrauma
{
class AIObjectiveGoTo : AIObjective
{
private Vector2 targetPos;
private bool repeat;
//how long until the path to the target is declared unreachable
private float waitUntilPathUnreachable;
private bool getDivingGearIfNeeded;
public float CloseEnough = 0.5f;
public bool IgnoreIfTargetDead;
public bool AllowGoingOutside = false;
public override float GetPriority(AIObjectiveManager objectiveManager)
{
if (FollowControlledCharacter && Character.Controlled == null) { return 0.0f; }
if (Target != null && Target.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 override bool CanBeCompleted
{
get
{
if (FollowControlledCharacter && Character.Controlled == null) { return false; }
if (Target != null && Target.Removed) { return false; }
if (repeat || waitUntilPathUnreachable > 0.0f) { return true; }
var pathSteering = character.AIController.SteeringManager as IndoorsSteeringManager;
//path doesn't exist (= hasn't been searched for yet), assume for now that the target is reachable
if (pathSteering?.CurrentPath == null) { return true; }
if (!AllowGoingOutside && pathSteering.CurrentPath.HasOutdoorsNodes) { return false; }
return !pathSteering.CurrentPath.Unreachable;
}
}
public Entity Target { get; private set; }
public bool FollowControlledCharacter;
public AIObjectiveGoTo(Entity target, Character character, bool repeat = false, bool getDivingGearIfNeeded = true)
: base (character, "")
{
this.Target = target;
this.repeat = repeat;
waitUntilPathUnreachable = 1.0f;
this.getDivingGearIfNeeded = getDivingGearIfNeeded;
}
public AIObjectiveGoTo(Vector2 simPos, Character character, bool repeat = false, bool getDivingGearIfNeeded = true)
: base(character, "")
{
this.targetPos = simPos;
this.repeat = repeat;
waitUntilPathUnreachable = 5.0f;
this.getDivingGearIfNeeded = getDivingGearIfNeeded;
}
protected override void Act(float deltaTime)
{
if (FollowControlledCharacter)
{
if (Character.Controlled == null) { return; }
Target = Character.Controlled;
}
if (Target == character)
{
character.AIController.SteeringManager.Reset();
return;
}
waitUntilPathUnreachable -= deltaTime;
if (character.SelectedConstruction != null && character.SelectedConstruction.GetComponent<Ladder>() == null)
{
character.SelectedConstruction = null;
}
if (Target != null) { character.AIController.SelectTarget(Target.AiTarget); }
Vector2 currTargetPos = Vector2.Zero;
if (Target == null)
{
currTargetPos = targetPos;
}
else
{
currTargetPos = Target.SimPosition;
//if character is inside the sub and target isn't, transform the position
if (character.Submarine != null && Target.Submarine == null)
{
currTargetPos -= character.Submarine.SimPosition;
}
}
if (Vector2.DistanceSquared(currTargetPos, character.SimPosition) < CloseEnough * CloseEnough)
{
character.AIController.SteeringManager.Reset();
character.AnimController.TargetDir = currTargetPos.X > character.SimPosition.X ? Direction.Right : Direction.Left;
}
else
{
if (!AllowGoingOutside)
{
//if path is up-to-date and contains outdoors nodes, this path is unreachable
var pathSteering = character.AIController.SteeringManager as IndoorsSteeringManager;
if (pathSteering?.CurrentPath != null &&
Vector2.Distance(pathSteering.CurrentTarget, currTargetPos) < 1.0f &&
pathSteering.CurrentPath.HasOutdoorsNodes)
{
waitUntilPathUnreachable = 0.0f;
character.AIController.SteeringManager.Reset();
return;
}
}
float normalSpeed = character.AnimController.GetCurrentSpeed(false);
character.AIController.SteeringManager.SteeringSeek(currTargetPos, normalSpeed);
if (getDivingGearIfNeeded && Target?.Submarine == null && AllowGoingOutside)
{
if (indoorsSteering.CurrentPath == null || indoorsSteering.CurrentPath.Unreachable)
{
indoorsSteering.SteeringWander(normalSpeed);
}
else if (AllowGoingOutside &&
getDivingGearIfNeeded &&
indoorsSteering.CurrentPath != null &&
indoorsSteering.CurrentPath.HasOutdoorsNodes)
{
AddSubObjective(new AIObjectiveFindDivingGear(character, true));
}
}
else if (character.AIController.SteeringManager is IndoorsSteeringManager indoorsSteering)
{
if (indoorsSteering.CurrentPath == null || indoorsSteering.CurrentPath.Unreachable)
{
indoorsSteering.SteeringWander(normalSpeed);
}
else if (AllowGoingOutside &&
getDivingGearIfNeeded &&
indoorsSteering.CurrentPath != null &&
indoorsSteering.CurrentPath.HasOutdoorsNodes)
{
AddSubObjective(new AIObjectiveFindDivingGear(character, true));
}
}
}
}
public override bool IsCompleted()
{
if (repeat) return false;
bool completed = false;
float allowedDistance = 0.5f;
if (Target is Item item)
{
allowedDistance = Math.Max(ConvertUnits.ToSimUnits(item.InteractDistance), allowedDistance);
if (item.IsInsideTrigger(character.WorldPosition)) completed = true;
}
else if (Target is Character targetCharacter)
{
if (character.CanInteractWith(targetCharacter)) completed = true;
}
completed = completed || Vector2.DistanceSquared(Target != null ? Target.SimPosition : targetPos, character.SimPosition) < allowedDistance * allowedDistance;
if (completed) character.AIController.SteeringManager.Reset();
return completed;
}
public override bool IsDuplicate(AIObjective otherObjective)
{
AIObjectiveGoTo objective = otherObjective as AIObjectiveGoTo;
if (objective == null) return false;
if (objective.Target == Target) return true;
return (objective.targetPos == targetPos);
}
}
}