Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Events/Missions/PirateMission.cs
Eero 046483b9da Revert "OBT1.1.0 Merge branch 'dev_pte' into dev"
This reverts commit 177cf89756, reversing
changes made to 42ba733cd4.
2025-12-29 11:18:11 +08:00

564 lines
25 KiB
C#

using Barotrauma.Extensions;
using Barotrauma.Items.Components;
using FarseerPhysics;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Xml.Linq;
namespace Barotrauma
{
partial class PirateMission : Mission
{
private readonly ContentXElement submarineTypeConfig;
private readonly ContentXElement characterTypeConfig;
private readonly float addedMissionDifficultyPerPlayer;
private float missionDifficulty;
private int alternateReward;
private Identifier factionIdentifier;
private Submarine enemySub;
private readonly Dictionary<HumanPrefab, List<StatusEffect>> characterStatusEffects = new Dictionary<HumanPrefab, List<StatusEffect>>();
// Update the last sighting periodically so that the players can find the pirate sub even if they have lost the track of it.
private readonly float pirateSightingUpdateFrequency = 30;
private float pirateSightingUpdateTimer;
private Vector2? lastSighting;
private LevelData levelData;
public override int TeamCount => 2;
private bool outsideOfSonarRange;
private readonly List<Vector2> patrolPositions = new List<Vector2>();
public override IEnumerable<(LocalizedString Label, Vector2 Position)> SonarLabels
{
get
{
if (!outsideOfSonarRange || state > 1)
{
yield break;
}
else if (state == 0)
{
foreach (Vector2 patrolPos in patrolPositions)
{
yield return (Prefab.SonarLabel, patrolPos);
}
}
else if (state == 1)
{
if (lastSighting.HasValue)
{
yield return (Prefab.SonarLabel, lastSighting.Value);
}
else
{
yield break;
}
}
}
}
public override float GetBaseReward(Submarine sub)
{
return alternateReward;
}
private SubmarineInfo submarineInfo;
public override SubmarineInfo EnemySubmarineInfo
{
get
{
return submarineInfo;
}
}
// these values could also be defined within the mission XML
private const float RandomnessModifier = 25;
private const float ShipRandomnessModifier = 15;
private const float MaxDifficulty = 100;
public PirateMission(MissionPrefab prefab, Location[] locations, Submarine sub) : base(prefab, locations, sub)
{
submarineTypeConfig = prefab.ConfigElement.GetChildElement("SubmarineTypes");
characterTypeConfig = prefab.ConfigElement.GetChildElement("CharacterTypes");
addedMissionDifficultyPerPlayer = prefab.ConfigElement.GetAttributeFloat("addedmissiondifficultyperplayer", 0);
factionIdentifier = prefab.ConfigElement.GetAttributeIdentifier("faction", Identifier.Empty);
//make sure all referenced character types are defined
foreach (XElement characterElement in characterConfig.Elements())
{
Identifier typeId = characterElement.GetAttributeIdentifier("typeidentifier", Identifier.Empty);
if (typeId.IsEmpty)
{
if (characterElement.GetAttributeIdentifier("identifier", Identifier.Empty).IsEmpty)
{
DebugConsole.ThrowError($"Error in mission \"{prefab.Identifier}\". Character element with neither a typeidentifier or identifier ({characterElement.ToString()}).",
contentPackage: Prefab.ContentPackage);
}
continue;
}
var characterTypeElement = characterTypeConfig.Elements().FirstOrDefault(e =>
e.GetAttributeIdentifier("typeidentifier", Identifier.Empty) == typeId);
if (characterTypeElement == null)
{
DebugConsole.ThrowError($"Error in mission \"{prefab.Identifier}\". Could not find a character type element for the character \"{typeId}\".",
contentPackage: Prefab.ContentPackage);
}
}
//make sure all defined character types can be found from human prefabs
foreach (XElement characterTypeElement in characterTypeConfig.Elements())
{
foreach (XElement characterElement in characterTypeElement.Elements())
{
Identifier characterIdentifier = characterElement.GetAttributeIdentifier("identifier", Identifier.Empty);
Identifier characterFrom = characterElement.GetAttributeIdentifier("from", Identifier.Empty);
HumanPrefab humanPrefab = NPCSet.Get(characterFrom, characterIdentifier, contentPackageToLogInError: Prefab.ContentPackage);
if (humanPrefab == null)
{
DebugConsole.ThrowError($"Error in mission \"{prefab.Identifier}\". Character prefab \"{characterIdentifier}\" not found in the NPC set \"{characterFrom}\".",
contentPackage: Prefab.ContentPackage);
}
}
}
// for campaign missions, set level at construction
LevelData levelData = locations[0].Connections.Where(c => c.Locations.Contains(locations[1])).FirstOrDefault()?.LevelData ?? locations[0]?.LevelData;
if (levelData != null)
{
SetLevel(levelData);
}
}
public override void SetLevel(LevelData level)
{
if (levelData != null)
{
//level already set
return;
}
submarineInfo = null;
levelData = level;
missionDifficulty = level?.Difficulty ?? 0;
//no specific sub configured, choose a random one
if (submarineTypeConfig == null)
{
submarineInfo = GetRandomDifficultyModifiedSubmarine(missionDifficulty, ShipRandomnessModifier);
alternateReward = (int)submarineInfo.EnemySubmarineInfo.Reward;
}
else
{
XElement submarineConfig = GetRandomDifficultyModifiedElement(submarineTypeConfig, missionDifficulty, ShipRandomnessModifier);
alternateReward = submarineConfig.GetAttributeInt("alternatereward", Reward);
factionIdentifier = submarineConfig.GetAttributeIdentifier("faction", factionIdentifier);
ContentPath submarinePath = submarineConfig.GetAttributeContentPath("path", Prefab.ContentPackage);
if (submarinePath.IsNullOrEmpty())
{
DebugConsole.ThrowError($"No path used for submarine for the pirate mission \"{Prefab.Identifier}\"!",
contentPackage: Prefab.ContentPackage);
return;
}
BaseSubFile contentFile =
GetSubFile<EnemySubmarineFile>(submarinePath) ??
GetSubFile<SubmarineFile>(submarinePath);
BaseSubFile GetSubFile<T>(ContentPath path) where T : BaseSubFile
{
return ContentPackageManager.EnabledPackages.All.SelectMany(p => p.GetFiles<T>()).FirstOrDefault(f => f.Path == submarinePath);
}
if (contentFile == null)
{
DebugConsole.ThrowError($"No submarine file found from the path {submarinePath}!",
contentPackage: Prefab.ContentPackage);
return;
}
submarineInfo = new SubmarineInfo(contentFile.Path.Value);
}
string rewardText = $"‖color:gui.orange‖{string.Format(System.Globalization.CultureInfo.InvariantCulture, "{0:N0}", alternateReward)}‖end‖";
if (descriptionWithoutReward != null) { description = descriptionWithoutReward.Replace("[reward]", rewardText); }
}
private static float GetDifficultyModifiedValue(float preferredDifficulty, float levelDifficulty, float randomnessModifier, Random rand)
{
return Math.Abs(levelDifficulty - preferredDifficulty + MathHelper.Lerp(-randomnessModifier, randomnessModifier, (float)rand.NextDouble()));
}
private static int GetDifficultyModifiedAmount(int minAmount, int maxAmount, float levelDifficulty, Random rand)
{
return Math.Max((int)Math.Round(minAmount + (maxAmount - minAmount) * (levelDifficulty + MathHelper.Lerp(-RandomnessModifier, RandomnessModifier, (float)rand.NextDouble())) / MaxDifficulty), minAmount);
}
private SubmarineInfo GetRandomDifficultyModifiedSubmarine(float levelDifficulty, float randomnessModifier)
{
Random rand = new MTRandom(ToolBox.StringToInt(levelData.Seed));
// look for the saved submarine that is closest to our difficulty, with some randomness
SubmarineInfo bestSubmarine = null;
float bestValue = float.MaxValue;
var submarineInfos = SubmarineInfo.SavedSubmarines.Where(i => i.IsEnemySubmarine);
foreach (SubmarineInfo submarineInfo in submarineInfos)
{
if (!Prefab.Tags.Any(t => submarineInfo.EnemySubmarineInfo.MissionTags.Contains(t))) { continue; }
float applicabilityValue = GetDifficultyModifiedValue(submarineInfo.EnemySubmarineInfo.PreferredDifficulty, levelDifficulty, randomnessModifier, rand);
if (applicabilityValue < bestValue)
{
bestSubmarine = submarineInfo;
bestValue = applicabilityValue;
}
}
if (bestSubmarine == null)
{
DebugConsole.ThrowError("No EnemySubmarine found that matches the mission's tags!");
return SubmarineInfo.SavedSubmarines.First(i => i.IsEnemySubmarine);
}
return bestSubmarine;
}
private XElement GetRandomDifficultyModifiedElement(XElement parentElement, float levelDifficulty, float randomnessModifier)
{
Random rand = new MTRandom(ToolBox.StringToInt(levelData.Seed));
// look for the element that is closest to our difficulty, with some randomness
XElement bestElement = null;
float bestValue = float.MaxValue;
foreach (XElement element in parentElement.Elements())
{
float applicabilityValue = GetDifficultyModifiedValue(element.GetAttributeFloat(0f, "preferreddifficulty"), levelDifficulty, randomnessModifier, rand);
if (applicabilityValue < bestValue)
{
bestElement = element;
bestValue = applicabilityValue;
}
}
return bestElement;
}
private void CreateMissionPositions(out Vector2 preferredSpawnPos)
{
Vector2 patrolPos = Level.Loaded.EndPosition;
Point subSize = enemySub.GetDockedBorders().Size;
preferredSpawnPos = Level.Loaded.EndPosition;
if (Level.Loaded.TryGetInterestingPosition(true, Level.PositionType.MainPath, Level.Loaded.Size.X * 0.3f, out var potentialSpawnPos))
{
preferredSpawnPos = potentialSpawnPos.Position.ToVector2();
}
else
{
DebugConsole.ThrowError("Could not spawn pirate submarine in an interesting location! " + this,
contentPackage: Prefab.ContentPackage);
}
if (Level.Loaded.TryGetInterestingPositionAwayFromPoint(true, Level.PositionType.MainPath, Level.Loaded.Size.X * 0.3f, out var potentialPatrolPos, preferredSpawnPos, minDistFromPoint: 10000f))
{
patrolPos = potentialPatrolPos.Position.ToVector2();
}
else
{
DebugConsole.ThrowError("Could not give pirate submarine an interesting location to patrol to! " + this,
contentPackage: Prefab.ContentPackage);
}
patrolPos = enemySub.FindSpawnPos(patrolPos, subSize);
patrolPositions.Add(patrolPos);
patrolPositions.Add(preferredSpawnPos);
if (!IsClient)
{
PathFinder pathFinder = new PathFinder(WayPoint.WayPointList, false);
var path = pathFinder.FindPath(ConvertUnits.ToSimUnits(patrolPos), ConvertUnits.ToSimUnits(preferredSpawnPos));
if (!path.Unreachable)
{
var validNodes = path.Nodes.FindAll(n => !Level.Loaded.ExtraWalls.Any(w => w.Cells.Any(c => c.IsPointInside(n.WorldPosition))));
if (validNodes.Any())
{
preferredSpawnPos = validNodes.GetRandomUnsynced().WorldPosition; // spawn the sub in a random point in the path if possible
}
}
int graceDistance = 500; // the sub still spawns awkwardly close to walls, so this helps. could also be given as a parameter instead
preferredSpawnPos = enemySub.FindSpawnPos(preferredSpawnPos, new Point(subSize.X + graceDistance, subSize.Y + graceDistance));
}
}
private void InitPirateShip()
{
enemySub.NeutralizeBallast();
if (enemySub.GetItems(alsoFromConnectedSubs: false).Find(i => i.HasTag(Tags.Reactor) && !i.NonInteractable)?.GetComponent<Reactor>() is Reactor reactor)
{
reactor.PowerUpImmediately();
}
enemySub.EnableMaintainPosition();
enemySub.TeamID = CharacterTeamType.None;
//make the enemy sub withstand atleast the same depth as the player sub
enemySub.SetCrushDepth(Math.Max(enemySub.RealWorldCrushDepth, Submarine.MainSub.RealWorldCrushDepth));
if (Level.Loaded != null)
{
//...and the depth of the patrol positions + 1000 m
foreach (var patrolPos in patrolPositions)
{
enemySub.SetCrushDepth(Math.Max(enemySub.RealWorldCrushDepth, Level.Loaded.GetRealWorldDepth(patrolPos.Y) + 1000));
}
}
enemySub.ImmuneToBallastFlora = true;
enemySub.EnableFactionSpecificEntities(factionIdentifier);
}
private void InitPirates()
{
characters.Clear();
characterItems.Clear();
if (characterConfig == null)
{
DebugConsole.ThrowError("Failed to initialize characters for escort mission (characterConfig == null)",
contentPackage: Prefab.ContentPackage);
return;
}
int playerCount = 1;
#if SERVER
playerCount = GameMain.Server.ConnectedClients.Where(c => !c.SpectateOnly || !GameMain.Server.ServerSettings.AllowSpectating).Count();
#endif
float enemyCreationDifficulty = missionDifficulty + playerCount * addedMissionDifficultyPerPlayer;
Random rand = new MTRandom(ToolBox.StringToInt(levelData.Seed));
bool commanderAssigned = false;
foreach (ContentXElement element in characterConfig.Elements())
{
//there's two ways to define the characters in pirate missions
//1. "the normal way", referring to a human prefab
Identifier humanPrefabId = element.GetAttributeIdentifier("identifier", Identifier.Empty);
//2. the strange way it was initially implemented and the way the vanilla missions work: using a reference to a "character type" in the mission, which refers to a human prefab
Identifier characterTypeId = element.GetAttributeIdentifier("typeidentifier", Identifier.Empty);
int minAmount = element.GetAttributeInt("minamount", 0);
int maxAmount = element.GetAttributeInt("maxamount", 0);
// it is possible to get more than the "max" amount of characters if the modified difficulty is high enough; this is intentional
// if necessary, another "hard max" value could be used to clamp the value for performance/gameplay concerns
int amountCreated = minAmount == 0 && maxAmount == 0 ?
//default to 1 character if amount is not defined
1 :
//otherwise choose a value between min and max based on difficulty
GetDifficultyModifiedAmount(minAmount, maxAmount, enemyCreationDifficulty, rand);
for (int i = 0; i < amountCreated; i++)
{
HumanPrefab humanPrefab = null;
bool isCommander = false;
if (!characterTypeId.IsEmpty)
{
XElement characterType = characterTypeConfig.Elements().Where(e => e.GetAttributeIdentifier("typeidentifier", Identifier.Empty) == characterTypeId).FirstOrDefault();
if (characterType == null)
{
DebugConsole.ThrowError($"No character types defined in CharacterTypes for a declared type identifier in mission \"{Prefab.Identifier}\".",
contentPackage: element.ContentPackage);
return;
}
XElement variantElement = GetRandomDifficultyModifiedElement(characterType, enemyCreationDifficulty, RandomnessModifier);
humanPrefab = GetHumanPrefabFromElement(variantElement);
isCommander = variantElement.GetAttributeBool("iscommander", false);
}
else if (!humanPrefabId.IsEmpty)
{
humanPrefab = GetHumanPrefabFromElement(element);
isCommander = element.GetAttributeBool("iscommander", false);
}
if (humanPrefab == null) { continue; }
Character spawnedCharacter = CreateHuman(humanPrefab, characters, characterItems, enemySub, CharacterTeamType.None, null);
if (element.GetAttribute("color") != null)
{
spawnedCharacter.UniqueNameColor = element.GetAttributeColor("color", Color.Red);
}
if (!commanderAssigned)
{
if (isCommander && spawnedCharacter.AIController is HumanAIController humanAIController)
{
humanAIController.InitShipCommandManager();
foreach (var patrolPos in patrolPositions)
{
humanAIController.ShipCommandManager.patrolPositions.Add(patrolPos);
}
commanderAssigned = true;
}
}
foreach (var subElement in element.Elements())
{
if (subElement.NameAsIdentifier() == "statuseffect")
{
var newEffect = StatusEffect.Load(subElement, parentDebugName: Prefab.Name.Value);
newEffect?.Apply(newEffect.type, 1.0f, spawnedCharacter, spawnedCharacter);
}
}
foreach (Item item in spawnedCharacter.Inventory.AllItems)
{
if (item?.GetComponent<IdCard>() != null)
{
item.AddTag("id_pirate");
}
}
}
}
}
protected override void StartMissionSpecific(Level level)
{
if (characters.Count > 0)
{
#if DEBUG
throw new Exception($"characters.Count > 0 ({characters.Count})");
#else
DebugConsole.AddWarning("Character list was not empty at the start of a pirate mission. The mission instance may not have been ended correctly on previous rounds.");
characters.Clear();
#endif
}
if (patrolPositions.Count > 0)
{
#if DEBUG
throw new Exception($"patrolPositions.Count > 0 ({patrolPositions.Count})");
#else
DebugConsole.AddWarning("Patrol point list was not empty at the start of a pirate mission. The mission instance may not have been ended correctly on previous rounds.");
patrolPositions.Clear();
#endif
}
enemySub = Submarine.MainSubs[1];
if (enemySub == null)
{
DebugConsole.ThrowError(submarineInfo == null ?
$"Error in PirateMission: enemy sub was not created (submarineInfo == null)." :
$"Error in PirateMission: enemy sub was not created.",
contentPackage: Prefab.ContentPackage);
return;
}
CreateMissionPositions(out Vector2 spawnPos); // patrol positions are not explicitly replicated, instead they are acquired the same way the server acquires them
#if DEBUG
if (IsClient)
{
DebugConsole.NewMessage("The patrol positions set by client were: ");
}
else
{
DebugConsole.NewMessage("The patrol positions set by server were: ");
}
foreach (var patrolPos in patrolPositions)
{
DebugConsole.NewMessage("Patrol pos: " + patrolPos);
}
#endif
enemySub.SetPosition(spawnPos);
InitPirateShip();
// flipping the sub on the frame it is moved into place must be done after it's been moved, or it breaks item connections in the submarine
// creating the pirates has to be done after the sub has been flipped, or it seems to break the AI pathing
enemySub.FlipX();
enemySub.ShowSonarMarker = false;
if (!IsClient)
{
InitPirates();
}
}
protected override void UpdateMissionSpecific(float deltaTime)
{
if (state >= 2 || enemySub == null) { return; }
float sqrSonarRange = MathUtils.Pow2(Sonar.DefaultSonarRange);
outsideOfSonarRange = Vector2.DistanceSquared(enemySub.WorldPosition, Submarine.MainSub.WorldPosition) > sqrSonarRange;
if (CheckWinState())
{
State = 2;
}
else
{
switch (State)
{
case 0:
for (int i = patrolPositions.Count - 1; i >= 0; i--)
{
if (Vector2.DistanceSquared(patrolPositions[i], Submarine.MainSub.WorldPosition) < sqrSonarRange)
{
patrolPositions.RemoveAt(i);
}
}
if (!outsideOfSonarRange || patrolPositions.None())
{
State = 1;
}
break;
case 1:
if (outsideOfSonarRange)
{
if (lastSighting.HasValue && Vector2.DistanceSquared(lastSighting.Value, Submarine.MainSub.WorldPosition) < sqrSonarRange)
{
lastSighting = null;
}
pirateSightingUpdateTimer -= deltaTime;
if (pirateSightingUpdateTimer < 0)
{
pirateSightingUpdateTimer = pirateSightingUpdateFrequency;
lastSighting = enemySub.WorldPosition;
}
}
else
{
lastSighting = enemySub.WorldPosition;
pirateSightingUpdateTimer = 0;
}
break;
}
}
}
private bool CheckWinState() => !IsClient && characters.All(m => DeadOrCaptured(m));
private static bool DeadOrCaptured(Character character)
{
return character == null || character.Removed || character.Submarine == null || (character.LockHands && character.Submarine == Submarine.MainSub) || character.IsIncapacitated;
}
protected override bool DetermineCompleted()
{
return state == 2;
}
protected override void EndMissionSpecific(bool completed)
{
characters.Clear();
characterItems.Clear();
failed = !completed;
submarineInfo = null;
}
}
}