Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Characters/AI/PetBehavior.cs
T
2020-10-07 10:39:32 -03:00

292 lines
12 KiB
C#

using Barotrauma.Items.Components;
using Microsoft.Xna.Framework;
using System.Collections.Generic;
using System.Globalization;
using System.Linq;
using System.Xml.Linq;
namespace Barotrauma
{
class PetBehavior
{
public float Hunger { get; set; } = 50.0f;
public float Happiness { get; set; } = 50.0f;
public float MaxHappiness { get; set; }
public float MaxHunger { get; set; }
public float HappinessDecreaseRate { get; set; }
public float HungerIncreaseRate { get; set; }
public float PlayForce { get; set; }
public float PlayTimer { get; set; }
public EnemyAIController AiController { get; private set; } = null;
public Character Owner { get; set; }
private class ItemProduction
{
public struct Item
{
public ItemPrefab Prefab;
public float Commonness;
}
public List<Item> Items;
public Vector2 HungerRange;
public Vector2 HappinessRange;
public float Rate;
public float HungerRate;
public float InvHungerRate;
public float HappinessRate;
public float InvHappinessRate;
private readonly float totalCommonness;
private float timer;
public ItemProduction(XElement element)
{
Items = new List<Item>();
HungerRate = element.GetAttributeFloat("hungerrate", 0.0f);
InvHungerRate = element.GetAttributeFloat("invhungerrate", 0.0f);
HappinessRate = element.GetAttributeFloat("happinessrate", 0.0f);
InvHappinessRate = element.GetAttributeFloat("invhappinessrate", 0.0f);
string[] requiredHappinessStr = element.GetAttributeString("requiredhappiness", "0-100").Split('-');
string[] requiredHungerStr = element.GetAttributeString("requiredhunger", "0-100").Split('-');
HappinessRange = new Vector2(0, 100);
HungerRange = new Vector2(0, 100);
float tempF;
if (requiredHappinessStr.Length >= 2)
{
if (float.TryParse(requiredHappinessStr[0], NumberStyles.Any, CultureInfo.InvariantCulture, out tempF)) { HappinessRange.X = tempF; }
if (float.TryParse(requiredHappinessStr[1], NumberStyles.Any, CultureInfo.InvariantCulture, out tempF)) { HappinessRange.Y = tempF; }
}
if (requiredHungerStr.Length >= 2)
{
if (float.TryParse(requiredHungerStr[0], NumberStyles.Any, CultureInfo.InvariantCulture, out tempF)) { HungerRange.X = tempF; }
if (float.TryParse(requiredHungerStr[1], NumberStyles.Any, CultureInfo.InvariantCulture, out tempF)) { HungerRange.Y = tempF; }
}
Rate = element.GetAttributeFloat("rate", 0.016f);
totalCommonness = 0.0f;
foreach (XElement subElement in element.Elements())
{
switch (subElement.Name.LocalName.ToLowerInvariant())
{
case "item":
Item newItemToProduce = new Item
{
Prefab = ItemPrefab.Find("", subElement.GetAttributeString("identifier", "")),
Commonness = subElement.GetAttributeFloat("commonness", 0.0f)
};
totalCommonness += newItemToProduce.Commonness;
Items.Add(newItemToProduce);
break;
}
}
timer = 1.0f;
}
public void Update(PetBehavior pet, float deltaTime)
{
if (pet.Happiness < HappinessRange.X || pet.Happiness > HappinessRange.Y) { return; }
if (pet.Hunger < HungerRange.X || pet.Hunger > HungerRange.Y) { return; }
float currentRate = Rate;
currentRate += HappinessRate * (pet.Happiness - HappinessRange.X) / (HappinessRange.Y - HappinessRange.X);
currentRate += InvHappinessRate * (1.0f - ((pet.Happiness - HappinessRange.X) / (HappinessRange.Y - HappinessRange.X)));
currentRate += HungerRate * (pet.Hunger - HungerRange.X) / (HungerRange.Y - HungerRange.X);
currentRate += InvHungerRate * (1.0f - ((pet.Hunger - HungerRange.X) / (HungerRange.Y - HungerRange.X)));
timer -= currentRate * deltaTime;
if (timer <= 0.0f)
{
timer = 1.0f;
float r = Rand.Range(0.0f, totalCommonness);
float aggregate = 0.0f;
for (int i = 0; i < Items.Count; i++)
{
aggregate += Items[i].Commonness;
if (aggregate >= r)
{
Entity.Spawner.AddToSpawnQueue(Items[i].Prefab, pet.AiController.Character.WorldPosition);
break;
}
}
}
}
}
private class Food
{
public string Tag;
public Vector2 HungerRange;
public float Hunger;
public float Happiness;
public float Priority;
public CharacterParams.TargetParams TargetParams = null;
}
private readonly List<ItemProduction> itemsToProduce = new List<ItemProduction>();
private readonly List<Food> foods = new List<Food>();
public PetBehavior(XElement element, EnemyAIController aiController)
{
AiController = aiController;
AiController.Character.CanBeDragged = true;
MaxHappiness = element.GetAttributeFloat("maxhappiness", 100.0f);
MaxHunger = element.GetAttributeFloat("maxhunger", 100.0f);
Happiness = MaxHappiness * 0.5f;
Hunger = MaxHunger * 0.5f;
HappinessDecreaseRate = element.GetAttributeFloat("happinessdecreaserate", 0.1f);
HungerIncreaseRate = element.GetAttributeFloat("hungerincreaserate", 0.25f);
PlayForce = element.GetAttributeFloat("playforce", 15.0f);
foreach (XElement subElement in element.Elements())
{
switch (subElement.Name.LocalName.ToLowerInvariant())
{
case "itemproduction":
itemsToProduce.Add(new ItemProduction(subElement));
break;
case "eat":
Food food = new Food
{
Tag = subElement.GetAttributeString("tag", "")
};
string[] requiredHungerStr = subElement.GetAttributeString("requiredhunger", "0-100").Split('-');
food.HungerRange = new Vector2(0, 100);
if (requiredHungerStr.Length >= 2)
{
if (float.TryParse(requiredHungerStr[0], NumberStyles.Any, CultureInfo.InvariantCulture, out float tempF)) { food.HungerRange.X = tempF; }
if (float.TryParse(requiredHungerStr[1], NumberStyles.Any, CultureInfo.InvariantCulture, out tempF)) { food.HungerRange.Y = tempF; }
}
food.Hunger = subElement.GetAttributeFloat("hunger", -1);
food.Happiness = subElement.GetAttributeFloat("happiness", 1);
food.Priority = subElement.GetAttributeFloat("priority", 100);
foods.Add(food);
break;
}
}
}
public void OnEat(IEnumerable<string> tags, float amount)
{
for (int i = 0; i < foods.Count; i++)
{
if (tags.Any(t => t.Equals(foods[i].Tag, System.StringComparison.OrdinalIgnoreCase)))
{
Hunger += foods[i].Hunger * amount;
Happiness += foods[i].Happiness * amount;
break;
}
}
}
public void OnEat(string tag, float amount)
{
for (int i = 0; i < foods.Count; i++)
{
if (tag.Equals(foods[i].Tag, System.StringComparison.OrdinalIgnoreCase))
{
Hunger += foods[i].Hunger * amount;
Happiness += foods[i].Happiness * amount;
break;
}
}
}
public void Play()
{
if (PlayTimer > 0.0f) { return; }
PlayTimer = 5.0f;
AiController.Character.Stun = 1.0f;
Happiness += 10.0f;
if (Happiness > MaxHappiness) { Happiness = MaxHappiness; }
AiController.Character.AnimController.MainLimb.body.LinearVelocity += new Vector2(0, PlayForce);
}
public string GetName()
{
if (AiController.Character.Inventory != null)
{
var items = AiController.Character.Inventory.Items;
for (int i = 0; i < items.Length; i++)
{
var item = items[i];
if (item == null) { continue; }
var tag = item.GetComponent<NameTag>();
if (tag != null && !string.IsNullOrWhiteSpace(tag.WrittenName))
{
return tag.WrittenName;
}
}
}
return AiController.Character.Name;
}
public void Update(float deltaTime)
{
var character = AiController.Character;
if (character?.Removed ?? true || character.IsDead) { return; }
if (GameMain.NetworkMember?.IsClient ?? false) { return; } //TODO: syncing
Hunger += HungerIncreaseRate * deltaTime;
Happiness -= HappinessDecreaseRate * deltaTime;
PlayTimer -= deltaTime;
for (int i = 0; i < foods.Count; i++)
{
if (Hunger >= foods[i].HungerRange.X && Hunger <= foods[i].HungerRange.Y)
{
if (foods[i].TargetParams == null &&
AiController.AIParams.TryAddNewTarget(foods[i].Tag, AIState.Eat, foods[i].Priority, out CharacterParams.TargetParams targetParams))
{
foods[i].TargetParams = targetParams;
}
}
else if (foods[i].TargetParams != null)
{
AiController.AIParams.RemoveTarget(foods[i].TargetParams);
foods[i].TargetParams = null;
}
}
if (Hunger < 0.0f) { Hunger = 0.0f; }
if (Hunger > MaxHunger) { Hunger = MaxHunger; }
if (Happiness < 0.0f) { Happiness = 0.0f; }
if (Happiness > MaxHappiness) { Happiness = MaxHappiness; }
if (PlayTimer < 0.0f) { PlayTimer = 0.0f; }
if (Hunger >= MaxHunger * 0.99f)
{
character.CharacterHealth.ApplyAffliction(character.AnimController.MainLimb, new Affliction(AfflictionPrefab.InternalDamage, 8.0f * deltaTime));
}
else if (Hunger < MaxHunger * 0.1f)
{
character.CharacterHealth.ReduceAffliction(null, null, 8.0f * deltaTime);
}
if (character.SelectedBy != null)
{
character.Stun = 1.0f;
}
for (int i = 0; i < itemsToProduce.Count; i++)
{
itemsToProduce[i].Update(this, deltaTime);
}
}
}
}