Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Characters/AI/AITarget.cs
2026-04-09 15:10:07 +03:00

319 lines
10 KiB
C#

using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Xml.Linq;
namespace Barotrauma
{
partial class AITarget
{
public static List<AITarget> List = new List<AITarget>();
private Entity entity;
public Entity Entity
{
get
{
if (entity != null && entity.Removed) { return null; }
return entity;
}
}
private float soundRange;
private float sightRange;
/// <summary>
/// How long does it take for the ai target to fade out if not kept alive.
/// </summary>
public float FadeOutTime { get; private set; } = 2;
public bool Static { get; private set; }
public bool StaticSound { get; private set; }
public bool StaticSight { get; private set; }
public float SoundRange
{
get { return soundRange; }
set
{
if (float.IsNaN(value))
{
DebugConsole.ThrowError("Attempted to set the SoundRange of an AITarget to NaN.\n" + Environment.StackTrace.CleanupStackTrace());
return;
}
soundRange = MathHelper.Clamp(value, MinSoundRange, MaxSoundRange);
if (soundRange > 0.0f && !Static && FadeOutTime > 0.0f)
{
NeedsUpdate = true;
}
}
}
/// <summary>
/// A multiplier for the sound range for the purposes of displaying the target on sonar.
/// E.g. a value of 10 would mean the sonar can detect the target from x10 further than monsters.
/// </summary>
public float SoundRangeOnSonarMultiplier { get; private set; } = 1.0f;
public float SightRange
{
get { return sightRange; }
set
{
if (float.IsNaN(value))
{
DebugConsole.ThrowError("Attempted to set the SightRange of an AITarget to NaN.\n" + Environment.StackTrace.CleanupStackTrace());
return;
}
sightRange = MathHelper.Clamp(value, MinSightRange, MaxSightRange);
if (sightRange > 0 && !Static && FadeOutTime > 0.0f)
{
NeedsUpdate = true;
}
}
}
private float sectorRad = MathHelper.TwoPi;
public float SectorDegrees
{
get { return MathHelper.ToDegrees(sectorRad); }
set { sectorRad = MathHelper.ToRadians(value); }
}
private Vector2 sectorDir;
public Vector2 SectorDir
{
get { return sectorDir; }
set
{
if (!MathUtils.IsValid(value))
{
string errorMsg = "Invalid AITarget sector direction (" + value + ")\n" + Environment.StackTrace.CleanupStackTrace();
DebugConsole.ThrowError(errorMsg);
GameAnalyticsManager.AddErrorEventOnce("AITarget.SectorDir:" + entity?.ToString(), GameAnalyticsManager.ErrorSeverity.Error, errorMsg);
return;
}
sectorDir = value;
}
}
public float SonarDisruption
{
get;
set;
}
public LocalizedString SonarLabel;
public Identifier SonarIconIdentifier;
private bool inDetectable;
public double InDetectableSetTime;
/// <summary>
/// Should be reset to false each frame and kept indetectable by e.g. a status effect.
/// </summary>
public bool InDetectable
{
get
{
return inDetectable || (SoundRange <= 0 && SightRange <= 0);
}
set
{
inDetectable = value;
if (inDetectable)
{
InDetectableSetTime = Timing.TotalTime;
NeedsUpdate = true;
}
}
}
public float MinSoundRange, MinSightRange;
public float MaxSoundRange = 100000, MaxSightRange = 100000;
/// <summary>
/// Does the AI target do something that requires Update() to be called (e.g. static targets don't need to be updated)
/// </summary>
public bool NeedsUpdate
{
get;
private set;
} = true;
public TargetType Type { get; private set; }
public enum TargetType
{
Any,
HumanOnly,
EnemyOnly
}
public Vector2 WorldPosition
{
get
{
if (entity == null || entity.Removed)
{
#if DEBUG
DebugConsole.ThrowError("Attempted to access a removed AITarget\n" + Environment.StackTrace.CleanupStackTrace());
#endif
GameAnalyticsManager.AddErrorEventOnce("AITarget.WorldPosition:EntityRemoved",
GameAnalyticsManager.ErrorSeverity.Error,
"Attempted to access a removed AITarget\n" + Environment.StackTrace.CleanupStackTrace());
return Vector2.Zero;
}
return entity.WorldPosition;
}
}
public Vector2 SimPosition
{
get
{
if (entity == null || entity.Removed)
{
#if DEBUG
DebugConsole.ThrowError("Attempted to access a removed AITarget\n" + Environment.StackTrace.CleanupStackTrace());
#endif
GameAnalyticsManager.AddErrorEventOnce("AITarget.WorldPosition:EntityRemoved",
GameAnalyticsManager.ErrorSeverity.Error,
"Attempted to access a removed AITarget\n" + Environment.StackTrace.CleanupStackTrace());
return Vector2.Zero;
}
return entity.SimPosition;
}
}
/// <summary>
/// Is some condition met (e.g. entity null, indetectable, outside level) that prevents anyone from detecting the target?
/// </summary>
public bool ShouldBeIgnored()
{
if (InDetectable) { return true; }
if (Entity == null) { return true; }
if (Level.IsPositionAboveLevel(WorldPosition))
{
return true;
}
return false;
}
public AITarget(Entity e, XElement element) : this(e)
{
SightRange = element.GetAttributeFloat("sightrange", 0.0f);
SoundRange = element.GetAttributeFloat("soundrange", 0.0f);
MinSightRange = element.GetAttributeFloat("minsightrange", 0f);
MinSoundRange = element.GetAttributeFloat("minsoundrange", 0f);
MaxSightRange = element.GetAttributeFloat("maxsightrange", SightRange);
MaxSoundRange = element.GetAttributeFloat("maxsoundrange", SoundRange);
SoundRangeOnSonarMultiplier = element.GetAttributeFloat(nameof(SoundRangeOnSonarMultiplier), 1.0f);
FadeOutTime = element.GetAttributeFloat("fadeouttime", FadeOutTime);
Static = element.GetAttributeBool("static", Static);
StaticSight = element.GetAttributeBool("staticsight", StaticSight);
StaticSound = element.GetAttributeBool("staticsound", StaticSound);
if (Static)
{
StaticSound = true;
StaticSight = true;
}
SonarDisruption = element.GetAttributeFloat("sonardisruption", 0.0f);
string label = element.GetAttributeString("sonarlabel", "");
SonarLabel = TextManager.Get(label).Fallback(label);
SonarIconIdentifier = element.GetAttributeIdentifier("sonaricon", Identifier.Empty);
Type = element.GetAttributeEnum("type", TargetType.Any);
Reset();
}
public AITarget(Entity e)
{
entity = e;
List.Add(this);
}
public void Update(float deltaTime)
{
InDetectable = false;
if (!Static && FadeOutTime > 0)
{
// The aitarget goes silent/invisible if the components don't keep it active
if (!StaticSight && sightRange > 0)
{
DecreaseSightRange(deltaTime);
}
if (!StaticSound && soundRange > 0)
{
DecreaseSoundRange(deltaTime);
}
if (sightRange <= 0 && soundRange <= 0)
{
NeedsUpdate = false;
}
}
else
{
NeedsUpdate = false;
}
}
public void IncreaseSoundRange(float deltaTime, float speed = 1)
{
SoundRange += speed * deltaTime * (MaxSoundRange / FadeOutTime);
}
public void IncreaseSightRange(float deltaTime, float speed = 1)
{
SightRange += speed * deltaTime * (MaxSightRange / FadeOutTime);
}
public void DecreaseSoundRange(float deltaTime, float speed = 1)
{
SoundRange -= speed * deltaTime * (MaxSoundRange / FadeOutTime);
}
public void DecreaseSightRange(float deltaTime, float speed = 1)
{
SightRange -= speed * deltaTime * (MaxSightRange / FadeOutTime);
}
public bool HasSector()
{
return sectorRad < MathHelper.TwoPi;
}
public bool IsWithinSector(Vector2 worldPosition)
{
if (!HasSector()) { return true; }
Vector2 diff = worldPosition - WorldPosition;
return Math.Abs(MathUtils.GetShortestAngle(MathUtils.VectorToAngle(diff), MathUtils.VectorToAngle(sectorDir))) <= sectorRad * 0.5f;
}
public void Remove()
{
List.Remove(this);
entity = null;
}
public void Reset()
{
if (Static)
{
SightRange = MaxSightRange;
SoundRange = MaxSoundRange;
}
else
{
// Non-static ai targets must be kept alive by a custom logic (e.g. item components)
SightRange = StaticSight ? MaxSightRange : MinSightRange;
SoundRange = StaticSound ? MaxSoundRange : MinSoundRange;
}
}
}
}