Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Characters/AI/Objectives/AIObjectiveGoTo.cs
T
2020-10-13 12:59:45 -03:00

520 lines
20 KiB
C#

using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
namespace Barotrauma
{
class AIObjectiveGoTo : AIObjective
{
public override string DebugTag => "go to";
private AIObjectiveFindDivingGear findDivingGear;
private readonly bool repeat;
//how long until the path to the target is declared unreachable
private float waitUntilPathUnreachable;
private bool getDivingGearIfNeeded;
/// <summary>
/// Doesn't allow the objective to complete if this condition is false
/// </summary>
public Func<bool> requiredCondition;
/// <summary>
/// Aborts the objective when this condition is true
/// </summary>
public Func<bool> abortCondition;
public Func<PathNode, bool> endNodeFilter;
public Func<float> priorityGetter;
public bool followControlledCharacter;
public bool mimic;
private float _closeEnough = 50;
private readonly float minDistance = 50;
/// <summary>
/// Display units
/// </summary>
public float CloseEnough
{
get { return _closeEnough; }
set
{
_closeEnough = Math.Max(minDistance, value);
}
}
public bool CheckVisibility { get; set; }
public bool IgnoreIfTargetDead { get; set; }
public bool AllowGoingOutside { get; set; }
public override bool AbandonWhenCannotCompleteSubjectives => !repeat;
public override bool AllowOutsideSubmarine => AllowGoingOutside;
public override bool AllowInAnySub => true;
public string DialogueIdentifier { get; set; }
public string TargetName { get; set; }
public ISpatialEntity Target { get; private set; }
public float? OverridePriority = null;
public override float GetPriority()
{
bool isOrder = objectiveManager.CurrentOrder == this;
if (!IsAllowed)
{
Priority = 0;
Abandon = !isOrder;
return Priority;
}
if (followControlledCharacter && Character.Controlled == null)
{
Priority = 0;
Abandon = !isOrder;
}
if (Target is Entity e && e.Removed)
{
Priority = 0;
Abandon = !isOrder;
}
if (IgnoreIfTargetDead && Target is Character character && character.IsDead)
{
Priority = 0;
Abandon = !isOrder;
}
else
{
if (priorityGetter != null)
{
Priority = priorityGetter();
}
else if (OverridePriority.HasValue)
{
Priority = OverridePriority.Value;
}
else
{
Priority = isOrder ? AIObjectiveManager.OrderPriority : 10;
}
}
return Priority;
}
public AIObjectiveGoTo(ISpatialEntity target, Character character, AIObjectiveManager objectiveManager, bool repeat = false, bool getDivingGearIfNeeded = true, float priorityModifier = 1, float closeEnough = 0)
: base(character, objectiveManager, priorityModifier)
{
Target = target;
this.repeat = repeat;
waitUntilPathUnreachable = 3.0f;
this.getDivingGearIfNeeded = getDivingGearIfNeeded;
if (Target is Item i)
{
CloseEnough = Math.Max(CloseEnough, i.InteractDistance + Math.Max(i.Rect.Width, i.Rect.Height) / 2);
}
else if (Target is Character)
{
//if closeEnough value is given, allow setting CloseEnough as low as 50, otherwise above AIObjectiveGetItem.DefaultReach
CloseEnough = Math.Max(closeEnough, MathUtils.NearlyEqual(closeEnough, 0.0f) ? AIObjectiveGetItem.DefaultReach : minDistance);
}
else
{
CloseEnough = closeEnough;
}
}
private void SpeakCannotReach()
{
#if DEBUG
DebugConsole.NewMessage($"{character.Name}: Cannot reach the target: {Target}", Color.Yellow);
#endif
if (objectiveManager.CurrentOrder != null && DialogueIdentifier != null)
{
string msg = TargetName == null ? TextManager.Get(DialogueIdentifier, true) : TextManager.GetWithVariable(DialogueIdentifier, "[name]", TargetName, formatCapitals: !(Target is Character));
if (msg != null)
{
character.Speak(msg, identifier: DialogueIdentifier, minDurationBetweenSimilar: 20.0f);
}
}
}
protected override void Act(float deltaTime)
{
if (followControlledCharacter)
{
if (Character.Controlled == null)
{
Abandon = true;
SteeringManager.Reset();
return;
}
Target = Character.Controlled;
}
if (Target == character || character.SelectedBy != null && HumanAIController.IsFriendly(character.SelectedBy))
{
// Wait
character.AIController.SteeringManager.Reset();
return;
}
waitUntilPathUnreachable -= deltaTime;
if (!character.IsClimbing)
{
character.SelectedConstruction = null;
}
if (Target is Entity e)
{
if (e.Removed)
{
Abandon = true;
SteeringManager.Reset();
return;
}
else
{
character.AIController.SelectTarget(e.AiTarget);
}
}
Hull targetHull = GetTargetHull();
if (!followControlledCharacter)
{
// Abandon if going through unsafe paths. Note ignores unsafe nodes when following an order or when the objective is set to ignore unsafe hulls.
bool containsUnsafeNodes = HumanAIController.CurrentOrder == null && !HumanAIController.ObjectiveManager.CurrentObjective.IgnoreUnsafeHulls
&& PathSteering != null && PathSteering.CurrentPath != null
&& PathSteering.CurrentPath.Nodes.Any(n => HumanAIController.UnsafeHulls.Contains(n.CurrentHull));
if (containsUnsafeNodes || HumanAIController.UnreachableHulls.Contains(targetHull))
{
Abandon = true;
}
}
bool insideSteering = SteeringManager == PathSteering && PathSteering.CurrentPath != null && !PathSteering.IsPathDirty;
bool isInside = character.CurrentHull != null;
bool targetIsOutside = (Target != null && targetHull == null) || (insideSteering && PathSteering.CurrentPath.HasOutdoorsNodes);
if (isInside && targetIsOutside && !AllowGoingOutside)
{
Abandon = true;
}
else if (waitUntilPathUnreachable < 0)
{
if (SteeringManager == PathSteering && PathSteering.CurrentPath != null && PathSteering.CurrentPath.Unreachable && !PathSteering.IsPathDirty)
{
if (repeat)
{
SpeakCannotReach();
SteeringManager.Reset();
}
else
{
Abandon = true;
}
}
}
if (Abandon)
{
SpeakCannotReach();
SteeringManager.Reset();
}
else
{
if (getDivingGearIfNeeded && !character.LockHands)
{
Character followTarget = Target as Character;
bool needsDivingSuit = targetIsOutside;
bool needsDivingGear = needsDivingSuit || HumanAIController.NeedsDivingGear(targetHull, out needsDivingSuit);
if (!needsDivingGear && mimic)
{
if (HumanAIController.HasDivingSuit(followTarget))
{
needsDivingGear = true;
needsDivingSuit = true;
}
else if (HumanAIController.HasDivingMask(followTarget))
{
needsDivingGear = true;
}
}
bool needsEquipment = false;
if (needsDivingSuit)
{
needsEquipment = !HumanAIController.HasDivingSuit(character, AIObjectiveFindDivingGear.MIN_OXYGEN);
}
else if (needsDivingGear)
{
needsEquipment = !HumanAIController.HasDivingGear(character, AIObjectiveFindDivingGear.MIN_OXYGEN);
}
if (needsEquipment)
{
if (findDivingGear != null && !findDivingGear.CanBeCompleted)
{
TryAddSubObjective(ref findDivingGear, () => new AIObjectiveFindDivingGear(character, needsDivingSuit: false, objectiveManager),
onAbandon: () => Abandon = true,
onCompleted: () => RemoveSubObjective(ref findDivingGear));
}
else
{
TryAddSubObjective(ref findDivingGear, () => new AIObjectiveFindDivingGear(character, needsDivingSuit, objectiveManager),
onCompleted: () => RemoveSubObjective(ref findDivingGear));
}
return;
}
}
if (repeat)
{
if (IsCloseEnough)
{
if (requiredCondition == null || requiredCondition())
{
if (character.CanSeeTarget(Target))
{
OnCompleted();
return;
}
}
}
}
if (!character.AnimController.InWater)
{
useScooter = false;
checkScooterTimer = 0;
}
else if (checkScooterTimer <= 0)
{
useScooter = false;
checkScooterTimer = checkScooterTime;
string scooterTag = "scooter";
string batteryTag = "mobilebattery";
Item scooter = null;
bool isScooterEquipped = false;
float closeEnough = 250;
float squaredDistance = Vector2.DistanceSquared(character.WorldPosition, Target.WorldPosition);
bool shouldUseScooter = squaredDistance > closeEnough * closeEnough && (!mimic ||
(Target is Character targetCharacter && targetCharacter.HasEquippedItem(scooterTag, allowBroken: false)) || squaredDistance > Math.Pow(closeEnough * 2, 2));
if (HumanAIController.HasItem(character, scooterTag, out IEnumerable<Item> equippedScooters, batteryTag, requireEquipped: true))
{
scooter = equippedScooters.FirstOrDefault();
isScooterEquipped = scooter != null;
}
else if (shouldUseScooter && HumanAIController.HasItem(character, scooterTag, out IEnumerable<Item> scooters, batteryTag, requireEquipped: false))
{
scooter = scooters.FirstOrDefault();
if (scooter != null)
{
isScooterEquipped = HumanAIController.TakeItem(scooter, character.Inventory, equip: true, dropOtherIfCannotMove: false, allowSwapping: true, storeUnequipped: false);
}
}
if (scooter != null && isScooterEquipped)
{
if (shouldUseScooter)
{
useScooter = true;
}
else
{
// Unequip
character.Inventory.TryPutItem(scooter, character, CharacterInventory.anySlot);
}
}
}
else
{
checkScooterTimer -= deltaTime;
}
if (SteeringManager == PathSteering)
{
Func<PathNode, bool> nodeFilter = null;
if (isInside && !AllowGoingOutside)
{
nodeFilter = node => node.Waypoint.CurrentHull != null;
}
PathSteering.SteeringSeek(character.GetRelativeSimPosition(Target), 1, n =>
{
if (n.Waypoint.isObstructed) { return false; }
return (n.Waypoint.CurrentHull == null) == (character.CurrentHull == null);
}, endNodeFilter, nodeFilter, CheckVisibility);
if (!isInside && PathSteering.CurrentPath == null || PathSteering.IsPathDirty || PathSteering.CurrentPath.Unreachable)
{
if (useScooter)
{
UseScooter(Target.WorldPosition);
}
else
{
SteeringManager.SteeringManual(deltaTime, Vector2.Normalize(Target.WorldPosition - character.WorldPosition));
if (character.AnimController.InWater)
{
SteeringManager.SteeringAvoid(deltaTime, lookAheadDistance: 5, weight: 2);
}
}
}
else if (useScooter && PathSteering.CurrentPath?.CurrentNode != null)
{
UseScooter(PathSteering.CurrentPath.CurrentNode.WorldPosition);
}
}
else
{
if (useScooter)
{
UseScooter(Target.WorldPosition);
}
else
{
SteeringManager.SteeringSeek(character.GetRelativeSimPosition(Target), 10);
if (character.AnimController.InWater)
{
SteeringManager.SteeringAvoid(deltaTime, lookAheadDistance: 5, weight: 15);
}
}
}
}
void UseScooter(Vector2 targetWorldPos)
{
SteeringManager.Reset();
character.CursorPosition = targetWorldPos;
if (character.Submarine != null)
{
character.CursorPosition -= character.Submarine.Position;
}
Vector2 dir = Vector2.Normalize(character.CursorPosition - character.Position);
if (!MathUtils.IsValid(dir)) { dir = Vector2.UnitY; }
SteeringManager.SteeringManual(1.0f, dir);
character.SetInput(InputType.Aim, false, true);
character.SetInput(InputType.Shoot, false, true);
}
}
private bool useScooter;
private float checkScooterTimer;
private readonly float checkScooterTime = 0.2f;
public Hull GetTargetHull() => GetTargetHull(Target);
public static Hull GetTargetHull(ISpatialEntity target)
{
if (target is Hull h)
{
return h;
}
else if (target is Item i)
{
return i.CurrentHull;
}
else if (target is Character c)
{
return c.CurrentHull;
}
else if (target is Gap g)
{
return g.FlowTargetHull;
}
else if (target is WayPoint wp)
{
return wp.CurrentHull;
}
else if (target is FireSource fs)
{
return fs.Hull;
}
else if (target is OrderTarget ot)
{
return ot.Hull;
}
return null;
}
public bool IsCloseEnough
{
get
{
if (SteeringManager == PathSteering && PathSteering.CurrentPath?.CurrentNode?.Ladders != null)
{
//don't consider the character to be close enough to the target while climbing ladders,
//UNLESS the last node in the path has been reached
//otherwise characters can let go of the ladders too soon once they're close enough to the target
if (PathSteering.CurrentPath.NextNode != null) { return false; }
}
return Vector2.DistanceSquared(Target.WorldPosition, character.WorldPosition) < CloseEnough * CloseEnough;
}
}
protected override bool Check()
{
if (IsCompleted) { return true; }
// First check the distance
// Then the custom condition
// And finally check if can interact (heaviest)
if (Target == null)
{
Abandon = true;
return false;
}
if (abortCondition != null && abortCondition())
{
Abandon = true;
return false;
}
if (repeat)
{
return false;
}
else
{
if (IsCloseEnough)
{
if (requiredCondition == null || requiredCondition())
{
if (Target is Item item)
{
if (!character.IsClimbing && character.CanInteractWith(item, out _, checkLinked: false)) { IsCompleted = true; }
}
else if (Target is Character targetCharacter)
{
character.SelectCharacter(targetCharacter);
if (character.CanInteractWith(targetCharacter, skipDistanceCheck: true)) { IsCompleted = true; }
character.DeselectCharacter();
}
else
{
IsCompleted = true;
}
}
}
}
return IsCompleted;
}
protected override void OnAbandon()
{
StopMovement();
if (SteeringManager == PathSteering)
{
PathSteering.ResetPath();
}
base.OnAbandon();
}
private void StopMovement()
{
character.AIController.SteeringManager.Reset();
if (Target != null)
{
character.AnimController.TargetDir = Target.WorldPosition.X > character.WorldPosition.X ? Direction.Right : Direction.Left;
}
}
protected override void OnCompleted()
{
StopMovement();
HumanAIController.FaceTarget(Target);
base.OnCompleted();
}
public override void Reset()
{
base.Reset();
findDivingGear = null;
}
}
}