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