Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Events/Missions/PirateMission.cs
T
Juan Pablo Arce 3ca584f2fc v0.19.8.0
2022-09-28 21:30:52 -03:00

417 lines
18 KiB
C#

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