1287 lines
53 KiB
C#
1287 lines
53 KiB
C#
using Barotrauma.Extensions;
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using Barotrauma.Items.Components;
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using FarseerPhysics;
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using FarseerPhysics.Dynamics;
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Xml.Linq;
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using System.Linq;
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namespace Barotrauma
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{
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partial class EnemyAIController : AIController
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{
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class WallTarget
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{
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public Vector2 Position;
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public Structure Structure;
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public int SectionIndex;
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public WallTarget(Vector2 position, Structure structure = null, int sectionIndex = -1)
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{
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Position = position;
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Structure = structure;
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SectionIndex = sectionIndex;
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}
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}
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public class TargetingPriority
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{
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public string TargetTag;
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public AIState State;
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public float Priority;
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public TargetingPriority(XElement element)
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{
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TargetTag = element.GetAttributeString("tag", "").ToLowerInvariant();
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Enum.TryParse(element.GetAttributeString("state", ""), out State);
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Priority = element.GetAttributeFloat("priority", 0.0f);
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}
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public TargetingPriority(string tag, AIState state, float priority)
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{
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TargetTag = tag;
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State = state;
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Priority = priority;
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}
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}
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private const float UpdateTargetsInterval = 1.0f;
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private const float RaycastInterval = 1.0f;
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private bool attackWhenProvoked;
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private Dictionary<string, TargetingPriority> targetingPriorities = new Dictionary<string, TargetingPriority>();
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//the preference to attack a specific type of target (-1.0 - 1.0)
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//0.0 = doesn't attack targets of the type
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//positive values = attacks targets of this type
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//negative values = escapes targets of this type
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//private float attackRooms, attackHumans, attackWeaker, attackStronger, eatDeadPriority;
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//determines which characters are considered weaker/stronger
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private float combatStrength;
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private SteeringManager outsideSteering, insideSteering;
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private float updateTargetsTimer;
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private float raycastTimer;
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private bool IsCoolDownRunning => attackingLimb != null && attackingLimb.attack.CoolDownTimer > 0;
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private bool aggressiveBoarding;
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private LatchOntoAI latchOntoAI;
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//a point in a wall which the Character is currently targeting
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private WallTarget wallTarget;
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//the limb selected for the current attack
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private Limb attackingLimb;
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//flee when the health is below this value
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private float fleeHealthThreshold;
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private AITargetMemory selectedTargetMemory;
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private float targetValue;
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private Dictionary<AITarget, AITargetMemory> targetMemories;
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//the eyesight of the NPC (0.0 = blind, 1.0 = sees every target within sightRange)
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private float sight;
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//how far the NPC can hear targets from (0.0 = deaf, 1.0 = hears every target within soundRange)
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private float hearing;
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private float colliderSize;
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private readonly float aggressiongreed;
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private readonly float aggressionhurt;
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// TODO: expose?
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private readonly float priorityFearIncreasement = 2;
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private readonly float memoryFadeTime = 0.5f;
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public bool AttackHumans
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{
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get
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{
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var targetingPriority = GetTargetingPriority("human");
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return targetingPriority != null && targetingPriority.State == AIState.Attack && targetingPriority.Priority > 0.0f;
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}
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}
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public bool AttackRooms
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{
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get
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{
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var targetingPriority = GetTargetingPriority("room");
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return targetingPriority != null && targetingPriority.State == AIState.Attack && targetingPriority.Priority > 0.0f;
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}
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}
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public Limb AttackingLimb
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{
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get { return attackingLimb; }
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}
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public float CombatStrength
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{
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get { return combatStrength; }
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}
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public override bool CanEnterSubmarine
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{
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get
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{
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//can't enter a submarine when attached to something
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return latchOntoAI == null || !latchOntoAI.IsAttached;
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}
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}
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public override bool CanFlip
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{
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get
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{
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//can't flip when attached to something
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return latchOntoAI == null || !latchOntoAI.IsAttached;
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}
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}
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public EnemyAIController(Character c, string file, string seed) : base(c)
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{
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targetMemories = new Dictionary<AITarget, AITargetMemory>();
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steeringManager = outsideSteering;
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XDocument doc = XMLExtensions.TryLoadXml(file);
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if (doc == null || doc.Root == null) return;
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List<XElement> aiElements = new List<XElement>();
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List<float> aiCommonness = new List<float>();
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foreach (XElement element in doc.Root.Elements())
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{
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if (element.Name.ToString().ToLowerInvariant() != "ai") continue;
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aiElements.Add(element);
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aiCommonness.Add(element.GetAttributeFloat("commonness", 1.0f));
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}
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if (aiElements.Count == 0)
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{
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DebugConsole.ThrowError("Error in file \"" + file + "\" - no AI element found.");
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outsideSteering = new SteeringManager(this);
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insideSteering = new IndoorsSteeringManager(this, false, false);
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return;
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}
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//choose a random ai element
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MTRandom random = new MTRandom(ToolBox.StringToInt(seed));
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XElement aiElement = aiElements.Count == 1 ?
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aiElements[0] : ToolBox.SelectWeightedRandom(aiElements, aiCommonness, random);
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combatStrength = aiElement.GetAttributeFloat("combatstrength", 1.0f);
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attackWhenProvoked = aiElement.GetAttributeBool("attackwhenprovoked", false);
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aggressiveBoarding = aiElement.GetAttributeBool("aggressiveboarding", false);
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sight = aiElement.GetAttributeFloat("sight", 0.0f);
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hearing = aiElement.GetAttributeFloat("hearing", 0.0f);
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aggressionhurt = aiElement.GetAttributeFloat("aggressionhurt", 100f);
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aggressiongreed = aiElement.GetAttributeFloat("aggressiongreed", 10f);
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fleeHealthThreshold = aiElement.GetAttributeFloat("fleehealththreshold", 0.0f);
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foreach (XElement subElement in aiElement.Elements())
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{
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switch (subElement.Name.ToString().ToLowerInvariant())
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{
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case "latchonto":
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latchOntoAI = new LatchOntoAI(subElement, this);
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break;
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case "targetpriority":
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targetingPriorities.Add(subElement.GetAttributeString("tag", "").ToLowerInvariant(), new TargetingPriority(subElement));
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break;
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}
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}
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bool canBreakDoors = false;
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if (GetTargetingPriority("room")?.Priority > 0.0f)
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{
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AttackContext currentContext = Character.GetAttackContext();
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foreach (Limb limb in Character.AnimController.Limbs)
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{
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if (limb.attack == null) { continue; }
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if (!limb.attack.IsValidTarget(AttackTarget.Structure)) { continue; }
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if (limb.attack.IsValidContext(currentContext) && limb.attack.StructureDamage > 0.0f)
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{
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canBreakDoors = true;
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break;
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}
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}
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}
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outsideSteering = new SteeringManager(this);
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insideSteering = new IndoorsSteeringManager(this, false, canBreakDoors);
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steeringManager = outsideSteering;
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State = AIState.Idle;
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colliderSize = 0.1f;
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switch (Character.AnimController.Collider.BodyShape)
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{
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case PhysicsBody.Shape.Capsule:
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case PhysicsBody.Shape.HorizontalCapsule:
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case PhysicsBody.Shape.Circle:
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colliderSize = Character.AnimController.Collider.radius * 2;
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break;
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case PhysicsBody.Shape.Rectangle:
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colliderSize = Math.Min(Character.AnimController.Collider.width, Character.AnimController.Collider.height);
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break;
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}
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}
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public TargetingPriority GetTargetingPriority(string targetTag)
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{
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if (targetingPriorities.TryGetValue(targetTag, out TargetingPriority priority))
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{
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return priority;
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}
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return null;
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}
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public override void SelectTarget(AITarget target)
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{
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SelectedAiTarget = target;
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selectedTargetMemory = GetTargetMemory(target);
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targetValue = 100.0f;
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}
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public override void Update(float deltaTime)
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{
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bool ignorePlatforms = (-Character.AnimController.TargetMovement.Y > Math.Abs(Character.AnimController.TargetMovement.X));
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if (steeringManager is IndoorsSteeringManager)
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{
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var currPath = ((IndoorsSteeringManager)steeringManager).CurrentPath;
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if (currPath != null && currPath.CurrentNode != null)
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{
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if (currPath.CurrentNode.SimPosition.Y < Character.AnimController.GetColliderBottom().Y)
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{
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ignorePlatforms = true;
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}
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}
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}
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Character.AnimController.IgnorePlatforms = ignorePlatforms;
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if (Character.AnimController is HumanoidAnimController)
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{
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if (Math.Abs(Character.AnimController.movement.X) > 0.1f && !Character.AnimController.InWater)
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{
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Character.AnimController.TargetDir = Character.AnimController.movement.X > 0.0f ? Direction.Right : Direction.Left;
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}
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}
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UpdateTargetMemories(deltaTime);
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if (updateTargetsTimer > 0.0)
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{
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updateTargetsTimer -= deltaTime;
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}
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else
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{
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var targetingPriority = UpdateTargets(Character);
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updateTargetsTimer = UpdateTargetsInterval;
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if (SelectedAiTarget == null)
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{
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State = AIState.Idle;
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}
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else if (Character.Health < fleeHealthThreshold)
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{
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State = AIState.Escape;
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}
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else if (targetingPriority != null)
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{
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State = targetingPriority.State;
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}
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}
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latchOntoAI?.Update(this, deltaTime);
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if (SelectedAiTarget != null && (SelectedAiTarget.Entity == null || SelectedAiTarget.Entity.Removed))
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{
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State = AIState.Idle;
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return;
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}
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if (Character.Submarine == null)
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{
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if (steeringManager != outsideSteering) outsideSteering.Reset();
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steeringManager = outsideSteering;
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}
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else
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{
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if (steeringManager != insideSteering) insideSteering.Reset();
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steeringManager = insideSteering;
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}
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bool run = false;
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switch (State)
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{
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case AIState.Idle:
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UpdateIdle(deltaTime);
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break;
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case AIState.Attack:
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run = !IsCoolDownRunning;
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UpdateAttack(deltaTime);
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break;
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case AIState.Eat:
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UpdateEating(deltaTime);
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break;
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case AIState.Escape:
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run = true;
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UpdateEscape(deltaTime);
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break;
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default:
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throw new NotImplementedException();
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}
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// Just some debug code that makes the characters to follow the mouse cursor
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//run = true;
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//Vector2 mousePos = ConvertUnits.ToSimUnits(Screen.Selected.Cam.ScreenToWorld(PlayerInput.MousePosition));
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//steeringManager.SteeringSeek(mousePos, Character.AnimController.GetCurrentSpeed(run));
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steeringManager.Update(Character.AnimController.GetCurrentSpeed(run));
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}
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#region Idle
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private void UpdateIdle(float deltaTime)
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{
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if (Character.Submarine == null && SimPosition.Y < ConvertUnits.ToSimUnits(Character.CharacterHealth.CrushDepth * 0.75f))
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{
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//steer straight up if very deep
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steeringManager.SteeringManual(deltaTime, Vector2.UnitY);
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return;
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}
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if (wallTarget != null) return;
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if (SelectedAiTarget != null)
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{
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Vector2 targetSimPos = Character.Submarine == null ? ConvertUnits.ToSimUnits(SelectedAiTarget.WorldPosition) : SelectedAiTarget.SimPosition;
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steeringManager.SteeringAvoid(deltaTime, colliderSize * 3.0f);
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steeringManager.SteeringSeek(targetSimPos);
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}
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else
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{
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//wander around randomly
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if (Character.Submarine == null)
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{
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steeringManager.SteeringAvoid(deltaTime, colliderSize * 5.0f);
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}
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steeringManager.SteeringWander(0.5f);
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}
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}
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#endregion
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#region Escape
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private Vector2 escapePoint;
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private void UpdateEscape(float deltaTime)
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{
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if (SelectedAiTarget == null || SelectedAiTarget.Entity == null || SelectedAiTarget.Entity.Removed)
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{
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State = AIState.Idle;
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return;
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}
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else if (selectedTargetMemory != null)
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{
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selectedTargetMemory.Priority += deltaTime * priorityFearIncreasement;
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}
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if (Character.CurrentHull != null)
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{
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// Seek exit, if inside
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if (SteeringManager is IndoorsSteeringManager indoorSteering && escapePoint == Vector2.Zero)
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{
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foreach (Gap gap in Gap.GapList)
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{
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if (gap.Submarine != Character.Submarine) { continue; }
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if (gap.Open < 1 || gap.IsRoomToRoom) { continue; }
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var path = indoorSteering.PathFinder.FindPath(Character.SimPosition, gap.SimPosition);
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if (!path.Unreachable)
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{
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if (escapePoint != Vector2.Zero)
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{
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// Ignore the gap if it's further away than the previously assigned escape point
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if (Vector2.DistanceSquared(Character.SimPosition, gap.SimPosition) > Vector2.DistanceSquared(Character.SimPosition, escapePoint)) { continue; }
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}
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escapePoint = gap.SimPosition;
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}
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}
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}
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}
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if (escapePoint != Vector2.Zero && Vector2.DistanceSquared(Character.SimPosition, escapePoint) > 1)
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{
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SteeringManager.SteeringSeek(escapePoint);
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}
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else
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{
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// If outside or near enough the escapePoint, steer away
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escapePoint = Vector2.Zero;
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Vector2 escapeDir = Vector2.Normalize(WorldPosition - SelectedAiTarget.WorldPosition);
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if (!MathUtils.IsValid(escapeDir)) escapeDir = Vector2.UnitY;
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SteeringManager.SteeringManual(deltaTime, escapeDir);
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SteeringManager.SteeringWander();
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SteeringManager.SteeringAvoid(deltaTime, colliderSize * 3.0f);
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}
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}
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#endregion
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#region Attack
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private void UpdateAttack(float deltaTime)
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{
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if (SelectedAiTarget == null)
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{
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State = AIState.Idle;
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return;
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}
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Vector2 attackWorldPos = SelectedAiTarget.WorldPosition;
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Vector2 attackSimPos = SelectedAiTarget.SimPosition;
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if (SelectedAiTarget.Entity is Item item)
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{
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// If the item is held by a character, attack the character instead.
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var pickable = item.GetComponent<Pickable>();
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if (pickable != null)
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{
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var target = pickable.Picker?.AiTarget;
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if (target != null)
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{
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SelectedAiTarget = target;
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}
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}
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}
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if (raycastTimer > 0.0)
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{
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raycastTimer -= deltaTime;
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}
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else
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{
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UpdateWallTarget();
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raycastTimer = RaycastInterval;
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}
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if (SelectedAiTarget.Entity is Character c)
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{
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//target the closest limb if the target is a character
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float closestDist = Vector2.DistanceSquared(SelectedAiTarget.WorldPosition, WorldPosition) * 10.0f;
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foreach (Limb limb in c.AnimController.Limbs)
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{
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if (limb == null) continue;
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float dist = Vector2.DistanceSquared(limb.WorldPosition, WorldPosition) / Math.Max(limb.AttackPriority, 0.1f);
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if (dist < closestDist)
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{
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closestDist = dist;
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attackWorldPos = limb.WorldPosition;
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attackSimPos = limb.SimPosition;
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}
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}
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}
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if (wallTarget != null)
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{
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attackWorldPos = wallTarget.Position;
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attackSimPos = ConvertUnits.ToSimUnits(attackWorldPos);
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}
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else
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{
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// Take the sub position into account in the sim pos
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if (Character.Submarine == null && SelectedAiTarget.Entity.Submarine != null)
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{
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attackSimPos += SelectedAiTarget.Entity.Submarine.SimPosition;
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}
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else if (Character.Submarine != null && SelectedAiTarget.Entity.Submarine == null)
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{
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attackSimPos -= Character.Submarine.SimPosition;
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}
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}
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if (Math.Abs(Character.AnimController.movement.X) > 0.1f && !Character.AnimController.InWater)
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{
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Character.AnimController.TargetDir = Character.WorldPosition.X < attackWorldPos.X ? Direction.Right : Direction.Left;
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}
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if (aggressiveBoarding)
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{
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//targeting a wall section that can be passed through -> steer manually through the hole
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if (wallTarget != null && wallTarget.SectionIndex > -1 && CanPassThroughHole(wallTarget.Structure, wallTarget.SectionIndex))
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{
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WallSection section = wallTarget.Structure.GetSection(wallTarget.SectionIndex);
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Vector2 targetPos = wallTarget.Structure.SectionPosition(wallTarget.SectionIndex, true);
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if (section?.gap != null && section.gap.IsRoomToRoom && SteerThroughGap(wallTarget.Structure, section, targetPos, deltaTime))
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{
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return;
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}
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}
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else if (SelectedAiTarget.Entity is Structure wall)
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{
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for (int i = 0; i < wall.Sections.Length; i++)
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{
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WallSection section = wall.Sections[i];
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if (CanPassThroughHole(wall, i) && section?.gap != null)
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{
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if (SteerThroughGap(wall, section, section.gap.WorldPosition, deltaTime))
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{
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return;
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}
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}
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}
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}
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else if (SelectedAiTarget.Entity is Item i)
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{
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var door = i.GetComponent<Door>();
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//steer through the door manually if it's open or broken
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if (door?.LinkedGap?.FlowTargetHull != null && !door.LinkedGap.IsRoomToRoom && (door.IsOpen || door.Item.Condition <= 0.0f))
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{
|
|
var velocity = Vector2.Normalize(door.LinkedGap.FlowTargetHull.WorldPosition - Character.WorldPosition);
|
|
if (door.LinkedGap.IsHorizontal)
|
|
{
|
|
if (Character.WorldPosition.Y < door.Item.WorldRect.Y && Character.WorldPosition.Y > door.Item.WorldRect.Y - door.Item.Rect.Height)
|
|
{
|
|
velocity.Y = 0;
|
|
latchOntoAI?.DeattachFromBody();
|
|
Character.AnimController.ReleaseStuckLimbs();
|
|
steeringManager.SteeringManual(deltaTime, velocity);
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (Character.WorldPosition.X < door.Item.WorldRect.X && Character.WorldPosition.X > door.Item.WorldRect.Right)
|
|
{
|
|
velocity.X = 0;
|
|
latchOntoAI?.DeattachFromBody();
|
|
Character.AnimController.ReleaseStuckLimbs();
|
|
steeringManager.SteeringManual(deltaTime, velocity);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
bool canAttack = true;
|
|
if (IsCoolDownRunning)
|
|
{
|
|
switch (attackingLimb.attack.AfterAttack)
|
|
{
|
|
case AIBehaviorAfterAttack.Pursue:
|
|
case AIBehaviorAfterAttack.PursueIfCanAttack:
|
|
if (attackingLimb.attack.SecondaryCoolDown <= 0)
|
|
{
|
|
// No (valid) secondary cooldown defined.
|
|
if (attackingLimb.attack.AfterAttack == AIBehaviorAfterAttack.Pursue)
|
|
{
|
|
canAttack = false;
|
|
}
|
|
else
|
|
{
|
|
UpdateFallBack(attackWorldPos, deltaTime);
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (attackingLimb.attack.SecondaryCoolDownTimer <= 0)
|
|
{
|
|
// Don't allow attacking when the attack target has just changed.
|
|
if (_previousAiTarget != null && SelectedAiTarget != _previousAiTarget)
|
|
{
|
|
canAttack = false;
|
|
if (attackingLimb.attack.AfterAttack == AIBehaviorAfterAttack.PursueIfCanAttack)
|
|
{
|
|
// Fall back if cannot attack.
|
|
UpdateFallBack(attackWorldPos, deltaTime);
|
|
return;
|
|
}
|
|
attackingLimb = null;
|
|
}
|
|
else
|
|
{
|
|
// If the secondary cooldown is defined and expired, check if we can switch the attack
|
|
var previousLimb = attackingLimb;
|
|
var newLimb = GetAttackLimb(attackWorldPos, previousLimb);
|
|
if (newLimb != null)
|
|
{
|
|
attackingLimb = newLimb;
|
|
}
|
|
else
|
|
{
|
|
// No new limb was found.
|
|
if (attackingLimb.attack.AfterAttack == AIBehaviorAfterAttack.Pursue)
|
|
{
|
|
canAttack = false;
|
|
}
|
|
else
|
|
{
|
|
UpdateFallBack(attackWorldPos, deltaTime);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Cooldown not yet expired, cannot attack -> steer towards the target
|
|
canAttack = false;
|
|
}
|
|
}
|
|
break;
|
|
case AIBehaviorAfterAttack.FallBack:
|
|
default:
|
|
UpdateFallBack(attackWorldPos, deltaTime);
|
|
return;
|
|
|
|
}
|
|
}
|
|
|
|
if (attackingLimb == null || _previousAiTarget != SelectedAiTarget)
|
|
{
|
|
attackingLimb = GetAttackLimb(attackWorldPos);
|
|
}
|
|
if (canAttack)
|
|
{
|
|
canAttack = attackingLimb != null && attackingLimb.attack.CoolDownTimer <= 0;
|
|
}
|
|
float distance = 0;
|
|
if (canAttack)
|
|
{
|
|
// Check that we can reach the target
|
|
distance = Vector2.Distance(attackingLimb.WorldPosition, attackWorldPos);
|
|
canAttack = distance < attackingLimb.attack.Range;
|
|
}
|
|
|
|
// If the attacking limb is a hand or claw, for example, using it as the steering limb can end in the result where the character circles around the target. For example the Hammerhead steering with the claws when it should use the torso.
|
|
// If we always use the main limb, this causes the character to seek the target with it's torso/head, when it should not. For example Mudraptor steering with it's belly, when it should use it's head.
|
|
// So let's use the one that's closer to the attacking limb.
|
|
Limb steeringLimb;
|
|
var torso = Character.AnimController.GetLimb(LimbType.Torso);
|
|
var head = Character.AnimController.GetLimb(LimbType.Head);
|
|
if (attackingLimb == null)
|
|
{
|
|
steeringLimb = head ?? torso;
|
|
}
|
|
else
|
|
{
|
|
if (head != null && torso != null)
|
|
{
|
|
steeringLimb = Vector2.DistanceSquared(attackingLimb.SimPosition, head.SimPosition) < Vector2.DistanceSquared(attackingLimb.SimPosition, torso.SimPosition) ? head : torso;
|
|
}
|
|
else
|
|
{
|
|
steeringLimb = head ?? torso;
|
|
}
|
|
}
|
|
if (steeringLimb != null)
|
|
{
|
|
Vector2 offset = Character.SimPosition - steeringLimb.SimPosition;
|
|
// Offset so that we don't overshoot the movement
|
|
Vector2 steerPos = attackSimPos + offset;
|
|
SteeringManager.SteeringSeek(steerPos, 10);
|
|
|
|
if (SteeringManager is IndoorsSteeringManager indoorsSteering)
|
|
{
|
|
if (indoorsSteering.CurrentPath != null && !indoorsSteering.IsPathDirty)
|
|
{
|
|
if (indoorsSteering.CurrentPath.Unreachable)
|
|
{
|
|
if (selectedTargetMemory != null)
|
|
{
|
|
//wander around randomly and decrease the priority faster if no path is found
|
|
selectedTargetMemory.Priority -= deltaTime * memoryFadeTime * 10;
|
|
}
|
|
SteeringManager.SteeringWander();
|
|
}
|
|
else if (indoorsSteering.CurrentPath.Finished)
|
|
{
|
|
SteeringManager.SteeringManual(deltaTime, Vector2.Normalize(attackSimPos - steeringLimb.SimPosition));
|
|
}
|
|
else if (indoorsSteering.CurrentPath.CurrentNode?.ConnectedDoor != null)
|
|
{
|
|
wallTarget = null;
|
|
SelectedAiTarget = indoorsSteering.CurrentPath.CurrentNode.ConnectedDoor.Item.AiTarget;
|
|
}
|
|
else if (indoorsSteering.CurrentPath.NextNode?.ConnectedDoor != null)
|
|
{
|
|
wallTarget = null;
|
|
SelectedAiTarget = indoorsSteering.CurrentPath.NextNode.ConnectedDoor.Item.AiTarget;
|
|
}
|
|
}
|
|
}
|
|
else if (Character.CurrentHull == null)
|
|
{
|
|
SteeringManager.SteeringAvoid(deltaTime, colliderSize * 1.5f);
|
|
}
|
|
}
|
|
|
|
if (canAttack)
|
|
{
|
|
UpdateLimbAttack(deltaTime, attackingLimb, attackSimPos, distance);
|
|
}
|
|
}
|
|
|
|
private bool SteerThroughGap(Structure wall, WallSection section, Vector2 targetWorldPos, float deltaTime)
|
|
{
|
|
Hull targetHull = section.gap?.FlowTargetHull;
|
|
if (targetHull != null)
|
|
{
|
|
if (wall.IsHorizontal)
|
|
{
|
|
targetWorldPos.Y = targetHull.WorldRect.Y - targetHull.Rect.Height / 2;
|
|
}
|
|
else
|
|
{
|
|
targetWorldPos.X = targetHull.WorldRect.Center.X;
|
|
}
|
|
latchOntoAI?.DeattachFromBody();
|
|
Character.AnimController.ReleaseStuckLimbs();
|
|
if (steeringManager is IndoorsSteeringManager)
|
|
{
|
|
steeringManager.SteeringManual(deltaTime, Vector2.Normalize(targetWorldPos - Character.WorldPosition));
|
|
}
|
|
else
|
|
{
|
|
steeringManager.SteeringSeek(ConvertUnits.ToSimUnits(targetWorldPos));
|
|
}
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
private Limb GetAttackLimb(Vector2 attackWorldPos, Limb ignoredLimb = null)
|
|
{
|
|
AttackContext currentContext = Character.GetAttackContext();
|
|
var target = wallTarget != null ? wallTarget.Structure : SelectedAiTarget.Entity;
|
|
var limbs = Character.AnimController.Limbs
|
|
.Where(l =>
|
|
l != ignoredLimb &&
|
|
l.attack != null &&
|
|
!l.IsSevered &&
|
|
!l.IsStuck &&
|
|
l.attack.IsValidContext(currentContext) &&
|
|
l.attack.IsValidTarget(target) &&
|
|
l.attack.Conditionals.All(c => (target is ISerializableEntity se && c.Matches(se)) || !(target is ISerializableEntity) || !(target is Character)))
|
|
.OrderByDescending(l => l.attack.Priority)
|
|
.ThenBy(l => Vector2.Distance(l.WorldPosition, attackWorldPos));
|
|
// TODO: priority should probably not override the distance -> use values instead of booleans
|
|
return limbs.FirstOrDefault();
|
|
}
|
|
|
|
private void UpdateWallTarget()
|
|
{
|
|
wallTarget = null;
|
|
|
|
//check if there's a wall between the target and the Character
|
|
Vector2 rayStart = SimPosition;
|
|
Vector2 rayEnd = SelectedAiTarget.SimPosition;
|
|
bool offset = SelectedAiTarget.Entity.Submarine != null && Character.Submarine == null;
|
|
|
|
if (offset)
|
|
{
|
|
rayStart -= SelectedAiTarget.Entity.Submarine.SimPosition;
|
|
}
|
|
|
|
Body closestBody = Submarine.CheckVisibility(rayStart, rayEnd, ignoreSubs: true);
|
|
|
|
if (Submarine.LastPickedFraction == 1.0f || closestBody == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (closestBody.UserData is Structure wall && wall.Submarine != null)
|
|
{
|
|
int sectionIndex = wall.FindSectionIndex(ConvertUnits.ToDisplayUnits(Submarine.LastPickedPosition));
|
|
int passableHoleCount = GetMinimumPassableHoleCount();
|
|
|
|
float sectionDamage = wall.SectionDamage(sectionIndex);
|
|
for (int i = sectionIndex - 2; i <= sectionIndex + 2; i++)
|
|
{
|
|
if (wall.SectionBodyDisabled(i))
|
|
{
|
|
if (aggressiveBoarding && CanPassThroughHole(wall, i))
|
|
{
|
|
//aggressive boarders always target holes they can pass through
|
|
sectionIndex = i;
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
//otherwise ignore and keep breaking other sections
|
|
continue;
|
|
}
|
|
}
|
|
if (wall.SectionDamage(i) > sectionDamage) sectionIndex = i;
|
|
}
|
|
|
|
Vector2 sectionPos = wall.SectionPosition(sectionIndex);
|
|
Vector2 attachTargetNormal;
|
|
if (wall.IsHorizontal)
|
|
{
|
|
attachTargetNormal = new Vector2(0.0f, Math.Sign(WorldPosition.Y - wall.WorldPosition.Y));
|
|
sectionPos.Y += (wall.BodyHeight <= 0.0f ? wall.Rect.Height : wall.BodyHeight) / 2 * attachTargetNormal.Y;
|
|
}
|
|
else
|
|
{
|
|
attachTargetNormal = new Vector2(Math.Sign(WorldPosition.X - wall.WorldPosition.X), 0.0f);
|
|
sectionPos.X += (wall.BodyWidth <= 0.0f ? wall.Rect.Width : wall.BodyWidth) / 2 * attachTargetNormal.X;
|
|
}
|
|
|
|
latchOntoAI?.SetAttachTarget(wall.Submarine.PhysicsBody.FarseerBody, wall.Submarine, sectionPos, attachTargetNormal);
|
|
if (wall.Submarine != null)
|
|
{
|
|
sectionPos += wall.Submarine.Position;
|
|
}
|
|
wallTarget = new WallTarget(sectionPos, wall, sectionIndex);
|
|
}
|
|
}
|
|
|
|
public override void OnAttacked(Character attacker, AttackResult attackResult)
|
|
{
|
|
updateTargetsTimer = Math.Min(updateTargetsTimer, 0.1f);
|
|
|
|
if (attackResult.Damage > 0.0f && attackWhenProvoked)
|
|
{
|
|
if (!(attacker is AICharacter) || (((AICharacter)attacker).AIController is HumanAIController))
|
|
{
|
|
targetingPriorities["human"] = new TargetingPriority("human", AIState.Attack, 100.0f);
|
|
targetingPriorities["room"] = new TargetingPriority("room", AIState.Attack, 100.0f);
|
|
}
|
|
}
|
|
|
|
latchOntoAI?.DeattachFromBody();
|
|
Character.AnimController.ReleaseStuckLimbs();
|
|
|
|
if (attacker == null || attacker.AiTarget == null) return;
|
|
AITargetMemory targetMemory = GetTargetMemory(attacker.AiTarget);
|
|
targetMemory.Priority += GetRelativeDamage(attackResult.Damage, Character.Vitality) * aggressionhurt;
|
|
|
|
// Reduce the cooldown so that the character can react
|
|
// Only allow to react once. Otherwise would attack the target with only a fraction of cooldown
|
|
if (SelectedAiTarget != attacker.AiTarget)
|
|
{
|
|
foreach (var limb in Character.AnimController.Limbs)
|
|
{
|
|
if (limb.attack != null)
|
|
{
|
|
limb.attack.CoolDownTimer *= 0.1f;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// 10 dmg, 100 health -> 0.1
|
|
private float GetRelativeDamage(float dmg, float vitality) => dmg / Math.Max(vitality, 1.0f);
|
|
|
|
private void UpdateLimbAttack(float deltaTime, Limb limb, Vector2 attackSimPos, float distance = -1)
|
|
{
|
|
if (SelectedAiTarget == null) { return; }
|
|
if (wallTarget != null)
|
|
{
|
|
// If the selected target is not the wall target, make the wall target the selected target.
|
|
var aiTarget = wallTarget.Structure.AiTarget;
|
|
if (aiTarget != null && SelectedAiTarget != aiTarget)
|
|
{
|
|
SelectTarget(aiTarget);
|
|
}
|
|
}
|
|
if (SelectedAiTarget.Entity is IDamageable damageTarget)
|
|
{
|
|
float prevHealth = damageTarget.Health;
|
|
if (limb.UpdateAttack(deltaTime, attackSimPos, damageTarget, out AttackResult attackResult, distance))
|
|
{
|
|
if (damageTarget.Health > 0)
|
|
{
|
|
// Managed to hit a living/non-destroyed target. Increase the priority more if the target is low in health -> dies easily/soon
|
|
selectedTargetMemory.Priority += GetRelativeDamage(attackResult.Damage, damageTarget.Health) * aggressiongreed;
|
|
}
|
|
else
|
|
{
|
|
selectedTargetMemory.Priority = 0;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
private void UpdateFallBack(Vector2 attackWorldPos, float deltaTime)
|
|
{
|
|
Vector2 attackVector = attackWorldPos - WorldPosition;
|
|
float dist = attackVector.Length();
|
|
float desiredDist = colliderSize * 2.0f;
|
|
if (dist < desiredDist)
|
|
{
|
|
Vector2 attackDir = Vector2.Normalize(-attackVector);
|
|
if (!MathUtils.IsValid(attackDir)) attackDir = Vector2.UnitY;
|
|
steeringManager.SteeringManual(deltaTime, attackDir * (1.0f - (dist / 500.0f)));
|
|
}
|
|
steeringManager.SteeringAvoid(deltaTime, colliderSize * 3.0f);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Eat
|
|
|
|
private void UpdateEating(float deltaTime)
|
|
{
|
|
if (SelectedAiTarget == null)
|
|
{
|
|
State = AIState.Idle;
|
|
return;
|
|
}
|
|
|
|
Limb mouthLimb = Array.Find(Character.AnimController.Limbs, l => l != null && l.MouthPos.HasValue);
|
|
if (mouthLimb == null) mouthLimb = Character.AnimController.GetLimb(LimbType.Head);
|
|
if (mouthLimb == null)
|
|
{
|
|
DebugConsole.ThrowError("Character \"" + Character.SpeciesName + "\" failed to eat a target (a head or a limb with a mouthpos required)");
|
|
State = AIState.Idle;
|
|
return;
|
|
}
|
|
|
|
Vector2 mouthPos = Character.AnimController.GetMouthPosition().Value;
|
|
Vector2 attackSimPosition = Character.Submarine == null ? ConvertUnits.ToSimUnits(SelectedAiTarget.WorldPosition) : SelectedAiTarget.SimPosition;
|
|
|
|
Vector2 limbDiff = attackSimPosition - mouthPos;
|
|
float limbDist = limbDiff.Length();
|
|
if (limbDist < 2.0f)
|
|
{
|
|
Character.SelectCharacter(SelectedAiTarget.Entity as Character);
|
|
steeringManager.SteeringManual(deltaTime, Vector2.Normalize(limbDiff));
|
|
Character.AnimController.Collider.ApplyForce(limbDiff * mouthLimb.Mass * 50.0f, mouthPos);
|
|
}
|
|
else
|
|
{
|
|
steeringManager.SteeringSeek(attackSimPosition - (mouthPos - SimPosition));
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Targeting
|
|
|
|
private bool IsProperlyLatched => latchOntoAI != null && latchOntoAI.IsAttached && SelectedAiTarget?.Entity == wallTarget?.Structure;
|
|
|
|
//goes through all the AItargets, evaluates how preferable it is to attack the target,
|
|
//whether the Character can see/hear the target and chooses the most preferable target within
|
|
//sight/hearing range
|
|
public TargetingPriority UpdateTargets(Character character)
|
|
{
|
|
AITarget newTarget = null;
|
|
TargetingPriority targetingPriority = null;
|
|
selectedTargetMemory = null;
|
|
targetValue = 0.0f;
|
|
|
|
foreach (AITarget target in AITarget.List)
|
|
{
|
|
if (!target.Enabled) continue;
|
|
if (Level.Loaded != null && target.WorldPosition.Y > Level.Loaded.Size.Y)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
Character targetCharacter = target.Entity as Character;
|
|
|
|
//ignore the aitarget if it is the Character itself
|
|
if (targetCharacter == character) continue;
|
|
|
|
float valueModifier = 1;
|
|
string targetingTag = null;
|
|
if (targetCharacter != null)
|
|
{
|
|
if (targetCharacter.Submarine != null && Character.Submarine == null)
|
|
{
|
|
targetingTag = "dead";
|
|
if (targetCharacter.Submarine != Character.Submarine)
|
|
{
|
|
// In a different sub or the target is outside when we are inside or vice versa -> Ignore the target
|
|
continue;
|
|
}
|
|
else if (targetCharacter.CurrentHull != Character.CurrentHull)
|
|
{
|
|
// In the same sub, halve the priority, if not in the same hull.
|
|
valueModifier = 0.5f;
|
|
}
|
|
}
|
|
else if (targetCharacter.AIController is EnemyAIController enemy)
|
|
{
|
|
if (enemy.combatStrength > combatStrength)
|
|
{
|
|
targetingTag = "stronger";
|
|
}
|
|
else if (enemy.combatStrength < combatStrength)
|
|
{
|
|
targetingTag = "weaker";
|
|
}
|
|
if (State == AIState.Escape && targetingTag == "stronger")
|
|
{
|
|
// Frightened
|
|
valueModifier = 2;
|
|
}
|
|
else
|
|
{
|
|
if (targetCharacter.Submarine != Character.Submarine)
|
|
{
|
|
// In a different sub or the target is outside when we are inside or vice versa -> Ignore the target
|
|
continue;
|
|
}
|
|
else if (targetCharacter.CurrentHull != Character.CurrentHull)
|
|
{
|
|
// In the same sub, halve the priority, if not in the same hull.
|
|
valueModifier = 0.5f;
|
|
}
|
|
}
|
|
}
|
|
else if (targetCharacter.Submarine != null && Character.Submarine == null)
|
|
{
|
|
//target inside, AI outside -> we'll be attacking a wall between the characters so use the priority for attacking rooms
|
|
targetingTag = "room";
|
|
}
|
|
else if (targetingPriorities.ContainsKey(targetCharacter.SpeciesName.ToLowerInvariant()))
|
|
{
|
|
targetingTag = targetCharacter.SpeciesName.ToLowerInvariant();
|
|
}
|
|
}
|
|
else if (target.Entity != null)
|
|
{
|
|
//skip the target if it's a room and the character is already inside a sub
|
|
if (character.CurrentHull != null && target.Entity is Hull) continue;
|
|
|
|
Door door = null;
|
|
if (target.Entity is Item item)
|
|
{
|
|
//item inside and we're outside -> attack the hull
|
|
if (item.CurrentHull != null && character.CurrentHull == null)
|
|
{
|
|
targetingTag = "room";
|
|
}
|
|
|
|
door = item.GetComponent<Door>();
|
|
foreach (TargetingPriority prio in targetingPriorities.Values)
|
|
{
|
|
if (item.HasTag(prio.TargetTag))
|
|
{
|
|
targetingTag = prio.TargetTag;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else if (target.Entity is Structure s)
|
|
{
|
|
targetingTag = "wall";
|
|
if (aggressiveBoarding)
|
|
{
|
|
// Ignore walls when inside.
|
|
valueModifier = character.CurrentHull == null ? 2 : 0;
|
|
if (valueModifier > 0)
|
|
{
|
|
// Ignore structures that doesn't have a body (not walls)
|
|
valueModifier *= s.HasBody ? 1 : 0;
|
|
}
|
|
for (int i = 0; i < s.Sections.Length; i++)
|
|
{
|
|
var section = s.Sections[i];
|
|
if (CanPassThroughHole(s, i))
|
|
{
|
|
// Ignore walls that can be passed through
|
|
valueModifier = 0;
|
|
break;
|
|
}
|
|
else if (section.gap != null)
|
|
{
|
|
// up to 100% priority increase for every gap in the wall
|
|
valueModifier *= 1 + section.gap.Open;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
targetingTag = "room";
|
|
}
|
|
if (door != null)
|
|
{
|
|
// If there's not a more specific tag for the door
|
|
if (string.IsNullOrEmpty(targetingTag) || targetingTag == "room")
|
|
{
|
|
targetingTag = "door";
|
|
}
|
|
bool isOutdoor = door.LinkedGap?.FlowTargetHull != null && !door.LinkedGap.IsRoomToRoom;
|
|
bool isOpen = door.IsOpen || door.Item.Condition <= 0.0f;
|
|
//increase priority if the character is outside and an aggressive boarder, and the door is from outside to inside
|
|
if (aggressiveBoarding)
|
|
{
|
|
if (character.CurrentHull == null)
|
|
{
|
|
valueModifier = isOutdoor ? 1 : 0;
|
|
valueModifier *= isOpen ? 5 : 1;
|
|
}
|
|
else
|
|
{
|
|
valueModifier = isOutdoor ? 0 : 1;
|
|
valueModifier *= isOpen ? 0 : 1;
|
|
}
|
|
}
|
|
else if (isOpen) //ignore broken and open doors
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
else if (target.Entity is IDamageable targetDamageable && targetDamageable.Health <= 0.0f)
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
|
|
if (targetingTag == null) continue;
|
|
if (!targetingPriorities.ContainsKey(targetingTag)) continue;
|
|
|
|
valueModifier *= targetingPriorities[targetingTag].Priority;
|
|
|
|
if (targetingTag == null) continue;
|
|
if (!targetingPriorities.ContainsKey(targetingTag)) continue;
|
|
|
|
valueModifier *= targetingPriorities[targetingTag].Priority;
|
|
|
|
if (valueModifier == 0.0f) continue;
|
|
|
|
Vector2 toTarget = target.WorldPosition - character.WorldPosition;
|
|
float dist = toTarget.Length();
|
|
|
|
//if the target has been within range earlier, the character will notice it more easily
|
|
//(i.e. remember where the target was)
|
|
if (targetMemories.ContainsKey(target)) dist *= 0.5f;
|
|
|
|
//ignore target if it's too far to see or hear
|
|
if (dist > target.SightRange * sight && dist > target.SoundRange * hearing) continue;
|
|
if (!target.IsWithinSector(WorldPosition)) continue;
|
|
|
|
//if the target is very close, the distance doesn't make much difference
|
|
// -> just ignore the distance and attack whatever has the highest priority
|
|
dist = Math.Max(dist, 100.0f);
|
|
|
|
AITargetMemory targetMemory = GetTargetMemory(target);
|
|
if (Character.CurrentHull != null && Math.Abs(toTarget.Y) > Character.CurrentHull.Size.Y)
|
|
{
|
|
// Inside the sub, treat objects that are up or down, as they were farther away.
|
|
dist *= 3;
|
|
}
|
|
valueModifier *= targetMemory.Priority / (float)Math.Sqrt(dist);
|
|
|
|
if (valueModifier > targetValue)
|
|
{
|
|
newTarget = target;
|
|
selectedTargetMemory = targetMemory;
|
|
targetingPriority = targetingPriorities[targetingTag];
|
|
targetValue = valueModifier;
|
|
}
|
|
}
|
|
|
|
SelectedAiTarget = newTarget;
|
|
if (SelectedAiTarget != _previousAiTarget)
|
|
{
|
|
wallTarget = null;
|
|
}
|
|
return targetingPriority;
|
|
}
|
|
|
|
private AITargetMemory GetTargetMemory(AITarget target)
|
|
{
|
|
if (!targetMemories.TryGetValue(target, out AITargetMemory memory))
|
|
{
|
|
memory = new AITargetMemory(10);
|
|
targetMemories.Add(target, memory);
|
|
}
|
|
return memory;
|
|
}
|
|
|
|
private List<AITarget> removals = new List<AITarget>();
|
|
private void UpdateTargetMemories(float deltaTime)
|
|
{
|
|
removals.Clear();
|
|
foreach (var memory in targetMemories)
|
|
{
|
|
// Slowly decrease all memories
|
|
memory.Value.Priority -= memoryFadeTime * deltaTime;
|
|
// Remove targets that have no priority or have been removed
|
|
if (memory.Value.Priority <= 1 || !AITarget.List.Contains(memory.Key))
|
|
{
|
|
removals.Add(memory.Key);
|
|
}
|
|
}
|
|
removals.ForEach(r => targetMemories.Remove(r));
|
|
}
|
|
|
|
#endregion
|
|
|
|
protected override void OnStateChanged(AIState from, AIState to)
|
|
{
|
|
latchOntoAI?.DeattachFromBody();
|
|
Character.AnimController.ReleaseStuckLimbs();
|
|
escapePoint = Vector2.Zero;
|
|
wallTarget = null;
|
|
}
|
|
|
|
private int GetMinimumPassableHoleCount()
|
|
{
|
|
return (int)Math.Ceiling(ConvertUnits.ToDisplayUnits(colliderSize) / Structure.WallSectionSize);
|
|
}
|
|
|
|
private bool CanPassThroughHole(Structure wall, int sectionIndex)
|
|
{
|
|
int requiredHoleCount = GetMinimumPassableHoleCount();
|
|
if (!wall.SectionBodyDisabled(sectionIndex)) return false;
|
|
int holeCount = 1;
|
|
for (int j = sectionIndex - 1; j > sectionIndex - requiredHoleCount; j--)
|
|
{
|
|
if (wall.SectionBodyDisabled(j))
|
|
holeCount++;
|
|
else
|
|
break;
|
|
}
|
|
for (int j = sectionIndex + 1; j < sectionIndex + requiredHoleCount; j++)
|
|
{
|
|
if (wall.SectionBodyDisabled(j))
|
|
holeCount++;
|
|
else
|
|
break;
|
|
}
|
|
|
|
return holeCount >= requiredHoleCount;
|
|
}
|
|
}
|
|
|
|
//the "memory" of the Character
|
|
//keeps track of how preferable it is to attack a specific target
|
|
//(if the Character can't inflict much damage the target, the priority decreases
|
|
//and if the target attacks the Character, the priority increases)
|
|
class AITargetMemory
|
|
{
|
|
private float priority;
|
|
|
|
public float Priority
|
|
{
|
|
get { return priority; }
|
|
set { priority = MathHelper.Clamp(value, 1.0f, 100.0f); }
|
|
}
|
|
|
|
public AITargetMemory(float priority)
|
|
{
|
|
this.priority = priority;
|
|
}
|
|
}
|
|
}
|