192 lines
6.0 KiB
C#
192 lines
6.0 KiB
C#
using FarseerPhysics.Dynamics;
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using Microsoft.Xna.Framework;
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using System;
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namespace Barotrauma
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{
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class SteeringManager
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{
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protected const float CircleDistance = 2.5f;
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protected const float CircleRadius = 0.3f;
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protected const float RayCastInterval = 0.5f;
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protected ISteerable host;
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private Vector2 steering;
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private Vector2? avoidObstaclePos;
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private float rayCastTimer;
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private float wanderAngle;
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public float WanderAngle
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{
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get { return wanderAngle; }
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set { wanderAngle = value; }
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}
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public SteeringManager(ISteerable host)
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{
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this.host = host;
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wanderAngle = Rand.Range(0.0f, MathHelper.TwoPi);
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}
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public void SteeringSeek(Vector2 targetSimPos, float weight = 1)
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{
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steering += DoSteeringSeek(targetSimPos, weight);
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}
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public void SteeringWander(float weight = 1)
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{
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steering += DoSteeringWander(weight);
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}
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public void SteeringAvoid(float deltaTime, float lookAheadDistance, float weight = 1)
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{
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steering += DoSteeringAvoid(deltaTime, lookAheadDistance, weight);
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}
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public void SteeringManual(float deltaTime, Vector2 velocity)
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{
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steering += velocity;
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}
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public void Reset()
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{
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steering = Vector2.Zero;
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}
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public void ResetX()
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{
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steering.X = 0.0f;
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}
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public void ResetY()
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{
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steering.Y = 0.0f;
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}
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public virtual void Update(float speed)
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{
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if (steering == Vector2.Zero || !MathUtils.IsValid(steering))
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{
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steering = Vector2.Zero;
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host.Steering = Vector2.Zero;
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return;
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}
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if (steering.LengthSquared() > speed * speed)
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{
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steering = Vector2.Normalize(steering) * Math.Abs(speed);
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}
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host.Steering = steering;
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}
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protected virtual Vector2 DoSteeringSeek(Vector2 target, float weight)
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{
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Vector2 targetVel = target - host.SimPosition;
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if (targetVel.LengthSquared() < 0.00001f) return Vector2.Zero;
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targetVel = Vector2.Normalize(targetVel) * weight;
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Vector2 newSteering = targetVel - host.Steering;
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if (newSteering == Vector2.Zero) return Vector2.Zero;
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float steeringSpeed = (newSteering + host.Steering).Length();
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if (steeringSpeed > Math.Abs(weight))
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{
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newSteering = Vector2.Normalize(newSteering) * Math.Abs(weight);
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}
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return newSteering;
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}
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protected virtual Vector2 DoSteeringWander(float weight)
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{
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Vector2 circleCenter = (host.Steering == Vector2.Zero) ? Rand.Vector(weight) : host.Steering;
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circleCenter = Vector2.Normalize(circleCenter) * CircleDistance;
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Vector2 displacement = new Vector2(
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(float)Math.Cos(wanderAngle),
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(float)Math.Sin(wanderAngle));
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displacement = displacement * CircleRadius;
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float angleChange = 1.5f;
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wanderAngle += Rand.Range(0.0f, 1.0f) * angleChange - angleChange * 0.5f;
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Vector2 newSteering = circleCenter + displacement;
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float steeringSpeed = (newSteering + host.Steering).Length();
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if (steeringSpeed > weight)
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{
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newSteering = Vector2.Normalize(newSteering) * weight;
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}
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return newSteering;
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}
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protected virtual Vector2 DoSteeringAvoid(float deltaTime, float lookAheadDistance, float weight)
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{
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if (steering == Vector2.Zero || host.Steering == Vector2.Zero) return Vector2.Zero;
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float maxDistance = lookAheadDistance;
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if (rayCastTimer <= 0.0f)
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{
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Vector2 ahead = host.SimPosition + Vector2.Normalize(host.Steering) * maxDistance;
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rayCastTimer = RayCastInterval;
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Body closestBody = Submarine.CheckVisibility(host.SimPosition, ahead);
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if (closestBody == null)
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{
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avoidObstaclePos = null;
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return Vector2.Zero;
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}
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else
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{
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if (closestBody.UserData is Structure closestStructure)
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{
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Vector2 obstaclePosition = Submarine.LastPickedPosition;
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if (closestStructure.IsHorizontal)
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{
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obstaclePosition.Y = closestStructure.SimPosition.Y;
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}
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else
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{
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obstaclePosition.X = closestStructure.SimPosition.X;
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}
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avoidObstaclePos = obstaclePosition;
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//avoidSteering = Vector2.Normalize(Submarine.LastPickedPosition - obstaclePosition);
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}
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/*else if (closestBody.UserData is Item)
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{
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avoidSteering = Vector2.Normalize(Submarine.LastPickedPosition - item.SimPosition);
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}*/
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else
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{
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avoidObstaclePos = Submarine.LastPickedPosition;
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//avoidSteering = Vector2.Normalize(host.SimPosition - Submarine.LastPickedPosition);
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}
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}
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}
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else
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{
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rayCastTimer -= deltaTime;
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}
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if (!avoidObstaclePos.HasValue) return Vector2.Zero;
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Vector2 diff = avoidObstaclePos.Value - host.SimPosition;
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float dist = diff.Length();
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if (dist > maxDistance) return Vector2.Zero;
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return -diff * (1.0f - dist / maxDistance) * weight;
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}
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}
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}
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