Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/Source/Characters/AI/HumanAIController.cs
T
Joonas Rikkonen 63493d2b9d Added a Character.AddDamage override method that does damage to a specific limb instead of the limb closest to the source of the damage. Projectiles and melee weapons now always do damage to the limb they hit, even if the center point of some other limb happens to be closer.
Also refactored the IDamageable interface to make more sense; now the attacker has to be a character instead of an IDamageable and damageable classes don't need to have an AiTarget.

Closes #69
2017-12-05 18:03:00 +02:00

171 lines
6.5 KiB
C#

using Microsoft.Xna.Framework;
using System;
namespace Barotrauma
{
partial class HumanAIController : AIController
{
public static bool DisableCrewAI;
const float UpdateObjectiveInterval = 0.5f;
private AIObjectiveManager objectiveManager;
private AITarget selectedAiTarget;
private float updateObjectiveTimer;
public Order CurrentOrder
{
get;
private set;
}
public string CurrentOrderOption
{
get;
private set;
}
public HumanAIController(Character c) : base(c)
{
steeringManager = new IndoorsSteeringManager(this, true);
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;
Character.ClearInputs();
//steeringManager = Character.AnimController.CurrentHull == null ? outdoorsSteeringManager : indoorsSteeringManager;
if (updateObjectiveTimer>0.0f)
{
updateObjectiveTimer -= deltaTime;
}
else
{
objectiveManager.UpdateObjectives();
updateObjectiveTimer = UpdateObjectiveInterval;
}
objectiveManager.DoCurrentObjective(deltaTime);
float currObjectivePriority = objectiveManager.GetCurrentPriority(Character);
float moveSpeed = 1.0f;
if (currObjectivePriority > 30.0f)
{
moveSpeed *= Character.AnimController.InWater ? Character.AnimController.SwimSpeedMultiplier : Character.AnimController.RunSpeedMultiplier;
}
steeringManager.Update(moveSpeed);
bool ignorePlatforms = Character.AnimController.TargetMovement.Y < -0.5f &&
(-Character.AnimController.TargetMovement.Y > Math.Abs(Character.AnimController.TargetMovement.X));
var currPath = (steeringManager as IndoorsSteeringManager).CurrentPath;
if (currPath != null && currPath.CurrentNode != null)
{
if (currPath.CurrentNode.SimPosition.Y < Character.AnimController.GetColliderBottom().Y)
{
ignorePlatforms = true;
}
}
Character.AnimController.IgnorePlatforms = ignorePlatforms;
(Character.AnimController as HumanoidAnimController).Crouching = false;
if (!Character.AnimController.InWater)
{
Character.AnimController.TargetMovement = new Vector2(
Character.AnimController.TargetMovement.X,
MathHelper.Clamp(Character.AnimController.TargetMovement.Y, -1.0f, 1.0f)) * Character.SpeedMultiplier;
Character.SpeedMultiplier = 1.0f;
}
if (Character.SelectedConstruction != null && Character.SelectedConstruction.GetComponent<Items.Components.Ladder>()!=null)
{
if (currPath != null && currPath.CurrentNode != null && currPath.CurrentNode.Ladders != null)
{
Character.AnimController.TargetMovement = new Vector2( 0.0f, Math.Sign(Character.AnimController.TargetMovement.Y));
}
}
//suit can be taken off if there character is inside a hull and there's air in the room
bool canTakeOffSuit = Character.AnimController.CurrentHull != null &&
Character.AnimController.CurrentHull.OxygenPercentage > 30.0f &&
Character.AnimController.CurrentHull.WaterVolume < Character.AnimController.CurrentHull.Volume * 0.3f;
//the suit can be taken off and the character is running out of oxygen (couldn't find a tank for the suit?) or idling
//-> take the suit off
if (canTakeOffSuit && (Character.Oxygen < 50.0f || objectiveManager.CurrentObjective is AIObjectiveIdle))
{
var divingSuit = Character.Inventory.FindItem("Diving Suit");
if (divingSuit != null) divingSuit.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;
}
}
public override void OnAttacked(Character attacker, float amount)
{
if (amount <= 0.0f) return;
var enemy = attacker as Character;
if (enemy == null || enemy == Character) return;
objectiveManager.AddObjective(new AIObjectiveCombat(Character, enemy));
//the objective in the manager is not necessarily the same as the one we just instantiated,
//because the objective isn't added if there's already an identical objective in the manager
var combatObjective = objectiveManager.GetObjective<AIObjectiveCombat>();
combatObjective.MaxEnemyDamage = Math.Max(amount, combatObjective.MaxEnemyDamage);
}
public void SetOrder(Order order, string option)
{
CurrentOrderOption = option;
CurrentOrder = order;
objectiveManager.SetOrder(order, option);
SetOrderProjSpecific(order);
}
partial void SetOrderProjSpecific(Order order);
public override void SelectTarget(AITarget target)
{
selectedAiTarget = target;
}
}
}