Files
LuaCsForBarotraumaEP/Subsurface/Characters/AI/EnemyAIController.cs

522 lines
19 KiB
C#

using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Xml.Linq;
using FarseerPhysics;
using Lidgren.Network;
using Microsoft.Xna.Framework;
using FarseerPhysics.Dynamics;
namespace Subsurface
{
class EnemyAIController : AIController
{ //the preference to attack a specific type of target (-1.0 - 1.0)
//0.0 = doesn't attack targets of the type
//positive values = attacks targets of this type
//negative values = escapes targets of this type
private float attackRooms;
private float attackHumans;
private float attackWeaker;
private float attackStronger;
private float updateTargetsTimer;
private const float UpdateTargetsInterval = 5.0f;
private float raycastTimer;
private const float RaycastInterval = 1.0f;
private Vector2 prevPosition;
private float distanceAccumulator;
//a timer for attacks such as biting that last for a specific amount of time
//the duration is determined by the attackDuration of the attacking limb
private float attackTimer;
//a "cooldown time" after an attack during which the character doesn't try to attack again
private float attackCoolDown;
private float coolDownTimer;
//a point in a wall which the character is currently targeting
private Vector2 wallAttackPos;
//the entity (a wall) which the character is targeting
private IDamageable targetEntity;
//the limb selected for the current attack
private Limb attackingLimb;
private AITarget selectedTarget;
private AITargetMemory selectedTargetMemory;
private float targetValue;
private Dictionary<AITarget, AITargetMemory> targetMemories;
//the eyesight of the NPC (0.0 = blind, 1.0 = sees every target within sightRange)
private float sight;
//how far the NPC can hear targets from (0.0 = deaf, 1.0 = hears every target within soundRange)
private float hearing;
public EnemyAIController(Character c, string file) : base(c)
{
targetMemories = new Dictionary<AITarget, AITargetMemory>();
XDocument doc = ToolBox.TryLoadXml(file);
if (doc == null) return;
XElement aiElement = doc.Root.Element("ai");
if (aiElement == null) return;
attackRooms = ToolBox.GetAttributeFloat(aiElement, "attackrooms", 0.0f) / 100.0f;
attackHumans = ToolBox.GetAttributeFloat(aiElement, "attackhumans", 0.0f) / 100.0f;
attackWeaker = ToolBox.GetAttributeFloat(aiElement, "attackweaker", 0.0f) / 100.0f;
attackStronger = ToolBox.GetAttributeFloat(aiElement, "attackstronger", 0.0f) / 100.0f;
attackCoolDown = ToolBox.GetAttributeFloat(aiElement, "attackcooldown", 5.0f);
sight = ToolBox.GetAttributeFloat(aiElement, "sight", 0.0f);
hearing = ToolBox.GetAttributeFloat(aiElement, "hearing", 0.0f);
state = AiState.None;
}
public override void Update(float deltaTime)
{
UpdateDistanceAccumulator();
character.animController.IgnorePlatforms = (-character.animController.TargetMovement.Y > Math.Abs(character.animController.TargetMovement.X));
if (updateTargetsTimer > 0.0)
{
updateTargetsTimer -= deltaTime;
}
else
{
System.Diagnostics.Debug.WriteLine("updatetargets");
UpdateTargets(character);
updateTargetsTimer = UpdateTargetsInterval;
if (selectedTarget == null)
{
state = AiState.None;
}
else
{
state = (targetValue > 0.0f) ? AiState.Attack : AiState.Escape;
}
//if (coolDownTimer >= 0.0f) return;
}
switch (state)
{
case AiState.None:
UpdateNone(deltaTime);
break;
case AiState.Attack:
UpdateAttack(deltaTime);
break;
}
steeringManager.Update();
}
private void UpdateNone(float deltaTime)
{
//wander around randomly
//UpdateSteeringWander(deltaTime, 0.8f);
steeringManager.SteeringWander(0.8f);
steeringManager.SteeringAvoid(deltaTime, 1.0f);
attackingLimb = null;
attackTimer = 0.0f;
coolDownTimer -= deltaTime;
}
private void UpdateDistanceAccumulator()
{
Limb limb = character.animController.limbs[0];
distanceAccumulator += (limb.SimPosition - prevPosition).Length();
prevPosition = limb.body.Position;
}
private void UpdateAttack(float deltaTime)
{
if (selectedTarget == null)
{
state = AiState.None;
return;
}
selectedTargetMemory.Priority -= deltaTime;
Vector2 attackPosition = selectedTarget.Position;
if (wallAttackPos != Vector2.Zero) attackPosition = wallAttackPos;
if (coolDownTimer>0.0f)
{
UpdateCoolDown(attackPosition, deltaTime);
return;
}
if (raycastTimer > 0.0)
{
raycastTimer -= deltaTime;
}
else
{
GetTargetEntity();
raycastTimer = RaycastInterval;
}
steeringManager.SteeringSeek(attackPosition);
//check if any of the limbs is close enough to attack the target
if (attackingLimb == null)
{
foreach (Limb limb in character.animController.limbs)
{
if (limb.attack==null || limb.attack.type == Attack.Type.None) continue;
if (Vector2.Distance(limb.SimPosition, attackPosition) > limb.attack.range) continue;
attackingLimb = limb;
break;
}
return;
}
UpdateLimbAttack(deltaTime, attackingLimb, attackPosition);
}
private void UpdateCoolDown(Vector2 attackPosition, float deltaTime)
{
coolDownTimer -= deltaTime;
attackingLimb = null;
//System.Diagnostics.Debug.WriteLine("cooldown");
if (selectedTarget.entity is Hull ||
Vector2.Distance(attackPosition, character.animController.limbs[0].SimPosition) < ConvertUnits.ToSimUnits(500.0f))
{
steeringManager.SteeringSeek(attackPosition, -0.8f);
steeringManager.SteeringAvoid(deltaTime, 1.0f);
}
else
{
steeringManager.SteeringSeek(attackPosition, -0.5f);
steeringManager.SteeringAvoid(deltaTime, 1.0f);
}
}
private void GetTargetEntity()
{
targetEntity = null;
//check if there's a wall between the target and the character
Vector2 rayStart = character.animController.limbs[0].SimPosition;
Vector2 rayEnd = selectedTarget.Position;
Body closestBody = Submarine.CheckVisibility(rayStart, rayEnd);
if (Submarine.LastPickedFraction == 1.0f || closestBody == null)
{
wallAttackPos = Vector2.Zero;
return;
}
Structure wall = closestBody.UserData as Structure;
if (wall == null)
{
wallAttackPos = Submarine.LastPickedPosition;
}
else
{
int sectionIndex = wall.FindSectionIndex(ConvertUnits.ToDisplayUnits(Submarine.LastPickedPosition));
float sectionDamage = wall.SectionDamage(sectionIndex);
for (int i = sectionIndex - 2; i <= sectionIndex + 2; i++)
{
if (wall.SectionHasHole(i))
{
sectionIndex = i;
break;
}
if (wall.SectionDamage(i) > sectionDamage) sectionIndex = i;
}
wallAttackPos = wall.SectionPosition(sectionIndex);
wallAttackPos = ConvertUnits.ToSimUnits(wallAttackPos);
}
targetEntity = closestBody.UserData as IDamageable;
}
private void UpdateLimbAttack(float deltaTime, Limb limb, Vector2 attackPosition)
{
IDamageable damageTarget = null;
switch (limb.attack.type)
{
case Attack.Type.PinchCW:
case Attack.Type.PinchCCW:
float dir = (limb.attack.type == Attack.Type.PinchCW) ? 1.0f : -1.0f;
float dist = Vector2.Distance(limb.SimPosition, attackPosition);
if (wallAttackPos != Vector2.Zero && targetEntity != null)
{
damageTarget = targetEntity as IDamageable;
}
else
{
damageTarget = selectedTarget.entity as IDamageable;
}
attackTimer += deltaTime*0.05f;
if (damageTarget == null)
{
attackTimer = limb.attack.duration;
break;
}
if (dist < limb.attack.range * 0.5f)
{
attackTimer += deltaTime;
limb.body.ApplyTorque(limb.Mass * 50.0f * character.animController.Dir * dir);
limb.attack.DoDamage(damageTarget, limb.SimPosition, deltaTime, (limb.soundTimer <= 0.0f));
limb.soundTimer = Limb.SoundInterval;
}
else
{
//limb.body.ApplyTorque(limb.Mass * -20.0f * character.animController.Dir * dir);
}
limb.body.ApplyLinearImpulse(limb.Mass * 10.0f *
Vector2.Normalize(attackPosition - limb.SimPosition));
steeringManager.SteeringSeek(attackPosition + (limb.SimPosition-Position), 5.0f);
break;
default:
attackTimer = limb.attack.duration;
break;
}
if (attackTimer >= limb.attack.duration)
{
attackTimer = 0.0f;
if (Vector2.Distance(limb.SimPosition, attackPosition)<5.0) coolDownTimer = attackCoolDown;
}
}
//goes through all the AItargets, evaluates how preferable it is to attack the target,
//whether the character can see/hear the target and chooses the most preferable target within
//sight/hearing range
public void UpdateTargets(Character character)
{
if (distanceAccumulator<5.0f && Game1.random.Next(1,3)==1)
{
selectedTarget = null;
character.animController.TargetMovement = -character.animController.TargetMovement;
state = AiState.None;
return;
}
distanceAccumulator = 0.0f;
selectedTarget = null;
selectedTargetMemory = null;
targetValue = 0.0f;
UpdateTargetMemories();
foreach (AITarget target in AITarget.list)
{
float valueModifier = 0.0f;
float dist = 0.0f;
IDamageable targetDamageable = target.entity as IDamageable;
if (targetDamageable!=null && targetDamageable.Health <= 0.0f) continue;
Character targetCharacter = target.entity as Character;
//ignore the aitarget if it is the character itself
if (targetCharacter == character) continue;
if (targetCharacter!=null)
{
if (attackHumans == 0.0f || targetCharacter.speciesName != "human") continue;
valueModifier = attackHumans;
}
else if (target.entity!=null && attackRooms!=0.0f)
{
//skip the target if it's the room the character is inside of
if (character.animController.CurrentHull != null && character.animController.CurrentHull == target.entity as Hull) continue;
valueModifier = attackRooms;
}
dist = Vector2.Distance(
character.animController.limbs[0].SimPosition,
target.Position);
dist = ConvertUnits.ToDisplayUnits(dist);
AITargetMemory targetMemory = FindTargetMemory(target);
valueModifier = valueModifier * targetMemory.Priority / dist;
//dist -= targetMemory.Priority;
if (Math.Abs(valueModifier) > Math.Abs(targetValue) && (dist < target.SightRange * sight || dist < target.SoundRange * hearing))
{
Vector2 rayStart = character.animController.limbs[0].SimPosition;
Vector2 rayEnd = target.Position;
Body closestBody = Submarine.CheckVisibility(rayStart, rayEnd);
Structure closestStructure = (closestBody == null) ? null : closestBody.UserData as Structure;
//if (targetCharacter != null)
//{
// //if target is a character that isn't visible, ignore
// if (closestStructure != null) continue;
// //prefer targets with low health
// valueModifier = valueModifier / targetCharacter.Health;
//}
//else
//{
if (targetDamageable != null)
{
valueModifier = valueModifier / targetDamageable.Health;
}
else if (closestStructure!=null)
{
valueModifier = valueModifier / (closestStructure as IDamageable).Health;
}
else
{
valueModifier = valueModifier / 1000.0f;
}
//}
//float newTargetValue = valueModifier/dist;
if (selectedTarget == null || Math.Abs(valueModifier) > Math.Abs(targetValue))
{
selectedTarget = target;
selectedTargetMemory = targetMemory;
targetValue = valueModifier;
Debug.WriteLine(selectedTarget.entity+": "+targetValue);
}
}
}
//selectedTarget = bestTarget;
//selectedTargetMemory = targetMemory;
//this.targetValue = bestTargetValue;
}
//find the targetMemory that corresponds to some AItarget or create if there isn't one yet
private AITargetMemory FindTargetMemory(AITarget target)
{
AITargetMemory memory = null;
if (targetMemories.TryGetValue(target, out memory))
{
return memory;
}
memory = new AITargetMemory(100.0f);
targetMemories.Add(target, memory);
return memory;
}
//go through all the targetmemories and delete ones that don't
//have a corresponding AItarget or whose priority is 0.0f
private void UpdateTargetMemories()
{
List<AITarget> toBeRemoved = new List<AITarget>();
foreach(KeyValuePair<AITarget, AITargetMemory> memory in targetMemories)
{
memory.Value.Priority += 0.5f;
if (memory.Value.Priority == 0.0f || !AITarget.list.Contains(memory.Key)) toBeRemoved.Add(memory.Key);
}
foreach (AITarget target in toBeRemoved)
{
targetMemories.Remove(target);
}
}
public override void FillNetworkData(NetOutgoingMessage message)
{
message.Write((byte)state);
message.Write(wallAttackPos.X);
message.Write(wallAttackPos.Y);
message.Write(steeringManager.WanderAngle);
message.Write(updateTargetsTimer);
message.Write(raycastTimer);
message.Write(coolDownTimer);
message.Write(targetEntity==null ? -1 : (targetEntity as Entity).ID);
}
public override void ReadNetworkData(NetIncomingMessage message)
{
state = (AiState)(message.ReadByte());
wallAttackPos.X = message.ReadFloat();
wallAttackPos.Y = message.ReadFloat();
steeringManager.WanderAngle = message.ReadFloat();
updateTargetsTimer = message.ReadFloat();
raycastTimer = message.ReadFloat();
coolDownTimer = message.ReadFloat();
int targetID = message.ReadInt32();
if (targetID>-1)
targetEntity = Entity.FindEntityByID(targetID) as IDamageable;
}
}
//the "memory" of the character
//keeps track of how preferable it is to attack a specific target
//(if the character can't inflict much damage the target, the priority decreases
//and if the target attacks the character, the priority increases)
class AITargetMemory
{
//private AITarget target;
private float priority;
//public AITarget Target
//{
// get { return target; }
//}
public float Priority
{
get { return priority; }
set { priority = MathHelper.Clamp(value, 1.0f, 100.0f); }
}
public AITargetMemory(float priority)
{
this.priority = priority;
}
}
}