Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/Source/Characters/AI/HumanAIController.cs
2019-03-27 20:52:47 +02:00

482 lines
21 KiB
C#

using Barotrauma.Networking;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
namespace Barotrauma
{
partial class HumanAIController : AIController
{
public static bool DisableCrewAI;
const float UpdateObjectiveInterval = 0.5f;
private AIObjectiveManager objectiveManager;
private float updateObjectiveTimer;
private bool shouldCrouch;
private float crouchRaycastTimer;
const float CrouchRaycastInterval = 1.0f;
public const float HULL_SAFETY_THRESHOLD = 50;
public HashSet<Hull> UnsafeHulls { get; private set; } = new HashSet<Hull>();
private SteeringManager outsideSteering, insideSteering;
public IndoorsSteeringManager PathSteering => insideSteering as IndoorsSteeringManager;
public HumanoidAnimController AnimController => Character.AnimController as HumanoidAnimController;
public override AIObjectiveManager ObjectiveManager
{
get { return objectiveManager; }
}
public Order CurrentOrder
{
get;
private set;
}
public string CurrentOrderOption
{
get;
private set;
}
public HumanAIController(Character c) : base(c)
{
insideSteering = new IndoorsSteeringManager(this, true, false);
outsideSteering = new SteeringManager(this);
objectiveManager = new AIObjectiveManager(c);
objectiveManager.AddObjective(new AIObjectiveFindSafety(c));
objectiveManager.AddObjective(new AIObjectiveIdle(c));
updateObjectiveTimer = Rand.Range(0.0f, UpdateObjectiveInterval);
InitProjSpecific();
}
partial void InitProjSpecific();
public override void Update(float deltaTime)
{
if (DisableCrewAI || Character.IsUnconscious) return;
if (Character.Submarine != null || SelectedAiTarget?.Entity?.Submarine != null)
{
if (steeringManager != insideSteering) insideSteering.Reset();
steeringManager = insideSteering;
}
else
{
if (steeringManager != outsideSteering) outsideSteering.Reset();
steeringManager = outsideSteering;
}
AnimController.Crouching = shouldCrouch;
CheckCrouching(deltaTime);
Character.ClearInputs();
objectiveManager.UpdateObjectives(deltaTime);
if (updateObjectiveTimer > 0.0f)
{
updateObjectiveTimer -= deltaTime;
}
else
{
objectiveManager.SortObjectives();
updateObjectiveTimer = UpdateObjectiveInterval;
}
if (Character.SpeechImpediment < 100.0f)
{
ReportProblems();
UpdateSpeaking();
}
objectiveManager.DoCurrentObjective(deltaTime);
bool run = objectiveManager.GetCurrentPriority() > AIObjectiveManager.OrderPriority;
if (ObjectiveManager.CurrentObjective is AIObjectiveGoTo goTo && goTo.Target != null)
{
if (Vector2.DistanceSquared(Character.SimPosition, goTo.Target.SimPosition) > 3 * 3)
{
run = true;
}
}
if (!run)
{
run = objectiveManager.CurrentObjective.ForceRun;
}
if (run)
{
run = !AnimController.Crouching && !AnimController.IsMovingBackwards;
}
float currentSpeed = Character.AnimController.GetCurrentSpeed(run);
steeringManager.Update(currentSpeed);
bool ignorePlatforms = Character.AnimController.TargetMovement.Y < -0.5f &&
(-Character.AnimController.TargetMovement.Y > Math.Abs(Character.AnimController.TargetMovement.X));
if (steeringManager == insideSteering)
{
var currPath = PathSteering.CurrentPath;
if (currPath != null && currPath.CurrentNode != null)
{
if (currPath.CurrentNode.SimPosition.Y < Character.AnimController.GetColliderBottom().Y)
{
ignorePlatforms = true;
}
}
if (Character.IsClimbing && PathSteering.InLadders && PathSteering.IsNextLadderSameAsCurrent)
{
Character.AnimController.TargetMovement = new Vector2(0.0f, Math.Sign(Character.AnimController.TargetMovement.Y));
}
}
Character.AnimController.IgnorePlatforms = ignorePlatforms;
Vector2 targetMovement = AnimController.TargetMovement;
if (!Character.AnimController.InWater)
{
targetMovement = new Vector2(Character.AnimController.TargetMovement.X, MathHelper.Clamp(Character.AnimController.TargetMovement.Y, -1.0f, 1.0f));
}
float maxSpeed = Character.ApplyTemporarySpeedLimits(currentSpeed);
targetMovement.X = MathHelper.Clamp(targetMovement.X, -maxSpeed, maxSpeed);
targetMovement.Y = MathHelper.Clamp(targetMovement.Y, -maxSpeed, maxSpeed);
//apply speed multiplier if
// a. it's boosting the movement speed and the character is trying to move fast (= running)
// b. it's a debuff that decreases movement speed
float speedMultiplier = Character.SpeedMultiplier;
if (run || speedMultiplier <= 0.0f) targetMovement *= speedMultiplier;
Character.ResetSpeedMultiplier(); // Reset, items will set the value before the next update
Character.AnimController.TargetMovement = targetMovement;
if (!NeedsDivingGear(Character.CurrentHull))
{
bool oxygenLow = Character.OxygenAvailable < CharacterHealth.LowOxygenThreshold;
bool highPressure = Character.CurrentHull == null || Character.CurrentHull.LethalPressure > 0 && Character.PressureProtection <= 0;
bool shouldKeepTheGearOn = objectiveManager.CurrentObjective.KeepDivingGearOn;
bool removeDivingSuit = (oxygenLow && !highPressure) || (!shouldKeepTheGearOn && Character.CurrentHull.WaterPercentage < 1 && !Character.IsClimbing && steeringManager == insideSteering && !PathSteering.InStairs);
if (removeDivingSuit)
{
var divingSuit = Character.Inventory.FindItemByIdentifier("divingsuit") ?? Character.Inventory.FindItemByTag("divingsuit");
if (divingSuit != null)
{
// TODO: take the item where it was taken from?
divingSuit.Drop(Character);
}
}
bool takeMaskOff = oxygenLow || (!shouldKeepTheGearOn && Character.CurrentHull.WaterPercentage < 20);
if (takeMaskOff)
{
var mask = Character.Inventory.FindItemByIdentifier("divingmask");
if (mask != null)
{
// Try to put the mask in an Any slot, and drop it if that fails
if (!mask.AllowedSlots.Contains(InvSlotType.Any) || !Character.Inventory.TryPutItem(mask, Character, new List<InvSlotType>() { InvSlotType.Any }))
{
mask.Drop(Character);
}
}
}
}
if (!(ObjectiveManager.CurrentOrder is AIObjectiveExtinguishFires) && !(ObjectiveManager.CurrentObjective is AIObjectiveExtinguishFire))
{
var extinguisherItem = Character.Inventory.FindItemByIdentifier("extinguisher") ?? Character.Inventory.FindItemByTag("extinguisher");
if (extinguisherItem != null && Character.HasEquippedItem(extinguisherItem))
{
// TODO: take the item where it was taken from?
extinguisherItem.Drop(Character);
}
}
if (Character.IsKeyDown(InputType.Aim))
{
var cursorDiffX = Character.CursorPosition.X - Character.Position.X;
if (cursorDiffX > 10.0f)
{
Character.AnimController.TargetDir = Direction.Right;
}
else if (cursorDiffX < -10.0f)
{
Character.AnimController.TargetDir = Direction.Left;
}
if (Character.SelectedConstruction != null) Character.SelectedConstruction.SecondaryUse(deltaTime, Character);
}
else if (Math.Abs(Character.AnimController.TargetMovement.X) > 0.1f && !Character.AnimController.InWater)
{
Character.AnimController.TargetDir = Character.AnimController.TargetMovement.X > 0.0f ? Direction.Right : Direction.Left;
}
if (Character.CurrentHull != null)
{
PropagateHullSafety(Character, Character.CurrentHull);
}
}
protected void ReportProblems()
{
Order newOrder = null;
if (Character.CurrentHull != null)
{
if (Character.CurrentHull.FireSources.Count > 0)
{
var orderPrefab = Order.PrefabList.Find(o => o.AITag == "reportfire");
newOrder = new Order(orderPrefab, Character.CurrentHull, null);
}
if (Character.CurrentHull.ConnectedGaps.Any(g => !g.IsRoomToRoom && g.ConnectedDoor == null && g.Open > 0.0f))
{
var orderPrefab = Order.PrefabList.Find(o => o.AITag == "reportbreach");
newOrder = new Order(orderPrefab, Character.CurrentHull, null);
}
foreach (Character c in Character.CharacterList)
{
if (c.CurrentHull == Character.CurrentHull && !c.IsDead &&
(c.AIController is EnemyAIController || (c.TeamID != Character.TeamID && Character.TeamID != Character.TeamType.FriendlyNPC && c.TeamID != Character.TeamType.FriendlyNPC)))
{
var orderPrefab = Order.PrefabList.Find(o => o.AITag == "reportintruders");
newOrder = new Order(orderPrefab, Character.CurrentHull, null);
}
}
}
if (Character.CurrentHull != null && (Character.Bleeding > 1.0f || Character.Vitality < Character.MaxVitality * 0.1f))
{
var orderPrefab = Order.PrefabList.Find(o => o.AITag == "requestfirstaid");
newOrder = new Order(orderPrefab, Character.CurrentHull, null);
}
if (newOrder != null)
{
if (GameMain.GameSession?.CrewManager != null && GameMain.GameSession.CrewManager.AddOrder(newOrder, newOrder.FadeOutTime))
{
Character.Speak(
newOrder.GetChatMessage("", Character.CurrentHull?.RoomName, givingOrderToSelf: false), ChatMessageType.Order);
}
}
}
private void UpdateSpeaking()
{
if (Character.Oxygen < 20.0f)
{
Character.Speak(TextManager.Get("DialogLowOxygen"), null, 0, "lowoxygen", 30.0f);
}
if (Character.Bleeding > 2.0f)
{
Character.Speak(TextManager.Get("DialogBleeding"), null, 0, "bleeding", 30.0f);
}
if (Character.PressureTimer > 50.0f && Character.CurrentHull != null)
{
Character.Speak(TextManager.Get("DialogPressure").Replace("[roomname]", Character.CurrentHull.RoomName), null, 0, "pressure", 30.0f);
}
}
public override void OnAttacked(Character attacker, AttackResult attackResult)
{
float damage = attackResult.Damage;
if (damage <= 0) { return; }
if (attacker == null || attacker.IsDead || attacker.Removed)
{
if (objectiveManager.CurrentOrder == null)
{
objectiveManager.GetObjective<AIObjectiveFindSafety>().Priority = 100;
}
return;
}
if (IsFriendly(attacker))
{
if (attacker.AnimController.Anim == Barotrauma.AnimController.Animation.CPR && attacker.SelectedCharacter == Character)
{
// Don't attack characters that damage you while doing cpr, because let's assume that they are helping you.
// Should not cancel any existing ai objectives (so that if the character attacked you and then helped, we still would want to retaliate).
return;
}
if (!attacker.IsRemotePlayer && Character.Controlled != attacker && attacker.AIController != null && attacker.AIController.Enabled)
{
// Don't react to damage done by friendly ai, because we know that it's accidental
if (objectiveManager.CurrentOrder == null)
{
objectiveManager.GetObjective<AIObjectiveFindSafety>().Priority = 100;
}
return;
}
float currentVitality = Character.CharacterHealth.Vitality;
float dmgPercentage = damage / currentVitality * 100;
if (dmgPercentage < currentVitality / 10)
{
// Don't react to a minor amount of (accidental) dmg done by friendly characters
if (objectiveManager.CurrentOrder == null)
{
objectiveManager.GetObjective<AIObjectiveFindSafety>().Priority = 100;
}
}
if (ObjectiveManager.CurrentObjective is AIObjectiveCombat combatObjective)
{
if (combatObjective.Enemy != attacker)
{
// Replace the old objective with the new.
ObjectiveManager.Objectives.Remove(combatObjective);
objectiveManager.AddObjective(new AIObjectiveCombat(Character, attacker));
}
}
else
{
objectiveManager.AddObjective(new AIObjectiveCombat(Character, attacker), Rand.Range(0.5f, 1f, Rand.RandSync.Unsynced));
}
}
else
{
if (ObjectiveManager.CurrentObjective is AIObjectiveCombat combatObjective)
{
if (combatObjective.Enemy != attacker)
{
// Replace the old objective with the new.
ObjectiveManager.Objectives.Remove(combatObjective);
objectiveManager.AddObjective(new AIObjectiveCombat(Character, attacker));
}
}
else
{
objectiveManager.AddObjective(new AIObjectiveCombat(Character, attacker));
}
}
}
public void SetOrder(Order order, string option, Character orderGiver, bool speak = true)
{
CurrentOrderOption = option;
CurrentOrder = order;
objectiveManager.SetOrder(order, option, orderGiver);
if (speak && Character.SpeechImpediment < 100.0f) Character.Speak(TextManager.Get("DialogAffirmative"), null, 1.0f);
SetOrderProjSpecific(order);
}
partial void SetOrderProjSpecific(Order order);
public override void SelectTarget(AITarget target)
{
SelectedAiTarget = target;
}
private void CheckCrouching(float deltaTime)
{
crouchRaycastTimer -= deltaTime;
if (crouchRaycastTimer > 0.0f) return;
crouchRaycastTimer = CrouchRaycastInterval;
//start the raycast in front of the character in the direction it's heading to
Vector2 startPos = Character.SimPosition;
startPos.X += MathHelper.Clamp(Character.AnimController.TargetMovement.X, -1.0f, 1.0f);
//do a raycast upwards to find any walls
float minCeilingDist = Character.AnimController.Collider.height / 2 + Character.AnimController.Collider.radius + 0.1f;
shouldCrouch = Submarine.PickBody(startPos, startPos + Vector2.UnitY * minCeilingDist, null, Physics.CollisionWall) != null;
}
public static bool NeedsDivingGear(Hull hull) => hull == null || hull.OxygenPercentage < 50 || hull.WaterPercentage > 50;
/// <summary>
/// Check whether the character has a diving suit in usable condition plus some oxygen.
/// </summary>
public static bool HasDivingSuit(Character character) => HasItem(character, "divingsuit", "oxygensource");
/// <summary>
/// Check whether the character has a diving mask in usable condition plus some oxygen.
/// </summary>
public static bool HasDivingGear(Character character) => HasItem(character, "diving", "oxygensource");
public static bool HasItem(Character character, string tag, string containedTag, float conditionPercentage = 0)
{
var item = character.Inventory.FindItemByTag(tag);
return item != null &&
item.ConditionPercentage > conditionPercentage &&
character.HasEquippedItem(item) &&
(containedTag == null ||
(item.ContainedItems != null &&
item.ContainedItems.Any(i => i.HasTag(containedTag) && i.ConditionPercentage > conditionPercentage)));
}
/// <summary>
/// Updates the hull safety for all ai characters in the team.
/// </summary>
public static void PropagateHullSafety(Character character, Hull hull)
{
foreach (var c in Character.CharacterList)
{
if (c.TeamID == character.TeamID)
{
if (c.AIController is HumanAIController humanAi)
{
humanAi.RefreshHullSafety(hull);
}
}
}
}
private void RefreshHullSafety(Hull hull)
{
if (GetHullSafety(hull) > HULL_SAFETY_THRESHOLD)
{
UnsafeHulls.Remove(hull);
}
else
{
UnsafeHulls.Add(hull);
}
}
public float GetHullSafety(Hull hull)
{
if (hull == null) { return 0; }
bool ignoreFire = ObjectiveManager.CurrentObjective is AIObjectiveExtinguishFire || ObjectiveManager.CurrentOrder is AIObjectiveExtinguishFires;
bool ignoreWater = HasDivingSuit(Character);
bool ignoreOxygen = ignoreWater || HasDivingGear(Character);
bool ignoreEnemies = ObjectiveManager.CurrentObjective is AIObjectiveCombat || ObjectiveManager.CurrentOrder is AIObjectiveCombat;
return GetHullSafety(hull, Character, ignoreWater, ignoreOxygen, ignoreFire, ignoreEnemies);
}
public static float GetHullSafety(Hull hull, Character character, bool ignoreWater = false, bool ignoreOxygen = false, bool ignoreFire = false, bool ignoreEnemies = false)
{
if (hull == null) { return 0; }
if (hull.LethalPressure > 0 && character.PressureProtection <= 0) { return 0; }
float oxygenFactor = ignoreOxygen ? 1 : MathHelper.Lerp(0.25f, 1, hull.OxygenPercentage / 100);
float waterFactor = ignoreWater ? 1 : MathHelper.Lerp(1, 0.25f, hull.WaterPercentage / 100);
if (!character.NeedsAir)
{
oxygenFactor = 1;
waterFactor = 1;
}
// Even the smallest fire reduces the safety by 50%
float fire = hull.FireSources.Count * 0.5f + hull.FireSources.Sum(fs => fs.DamageRange) / hull.Size.X;
float fireFactor = ignoreFire ? 1 : MathHelper.Lerp(1, 0, MathHelper.Clamp(fire, 0, 1));
int enemyCount = Character.CharacterList.Count(e =>
e.CurrentHull == hull && !e.IsDead && !e.IsUnconscious &&
(e.AIController is EnemyAIController || (e.TeamID != character.TeamID && character.TeamID != Character.TeamType.FriendlyNPC && e.TeamID != Character.TeamType.FriendlyNPC)));
// The hull safety decreases 90% per enemy up to 100% (TODO: test smaller percentages)
float enemyFactor = ignoreEnemies ? 1 : MathHelper.Lerp(1, 0, MathHelper.Clamp(enemyCount * 0.9f, 0, 1));
float safety = oxygenFactor * waterFactor * fireFactor * enemyFactor;
return MathHelper.Clamp(safety * 100, 0, 100);
}
// TODO: If the aliens are quaranteed to be in another team than the player, we wouldn't need to check the species.
public bool IsFriendly(Character other) => other.TeamID == Character.TeamID && other.SpeciesName == Character.SpeciesName;
}
}