Files
LuaCsForBarotraumaEP/Subsurface/Source/Characters/AI/Objectives/AIObjectiveCombat.cs

130 lines
4.2 KiB
C#

using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Barotrauma
{
class AIObjectiveCombat : AIObjective
{
const float CoolDown = 10.0f;
private Character enemy;
private AIObjectiveFindSafety escapeObjective;
float coolDownTimer;
private readonly float enemyStrength;
public AIObjectiveCombat (Character character, Character enemy)
: base(character, "")
{
this.enemy = enemy;
foreach (Limb limb in enemy.AnimController.Limbs)
{
if (limb.attack == null) continue;
enemyStrength += limb.attack.GetDamage(1.0f);
}
coolDownTimer = CoolDown;
}
protected override void Act(float deltaTime)
{
coolDownTimer -= deltaTime;
var weapon = character.Inventory.FindItem("weapon");
if (weapon==null)
{
Escape(deltaTime);
}
else
{
if (!character.SelectedItems.Contains(weapon))
{
character.Inventory.TryPutItem(weapon, 3, false);
weapon.Equip(character);
}
character.CursorPosition = enemy.Position;
character.SetInput(InputType.Aim, false, true);
Vector2 enemyDiff = Vector2.Normalize(enemy.Position - character.Position);
float weaponAngle = ((weapon.body.Dir == 1.0f) ? weapon.body.Rotation : weapon.body.Rotation - MathHelper.Pi);
Vector2 weaponDir = new Vector2((float)Math.Cos(weaponAngle), (float)Math.Sin(weaponAngle));
if (Vector2.Dot(enemyDiff, weaponDir)<0.9f) return;
List<FarseerPhysics.Dynamics.Body> ignoredBodies = new List<FarseerPhysics.Dynamics.Body>();
foreach (Limb limb in character.AnimController.Limbs)
{
ignoredBodies.Add(limb.body.FarseerBody);
}
var pickedBody = Submarine.PickBody(character.SimPosition, enemy.SimPosition, ignoredBodies);
if (pickedBody != null && pickedBody.UserData as Limb == null) return;
weapon.Use(deltaTime, character);
}
}
private void Escape(float deltaTime)
{
if (escapeObjective == null)
{
escapeObjective = new AIObjectiveFindSafety(character);
}
if (enemy.AnimController.CurrentHull == character.AnimController.CurrentHull)
{
escapeObjective.OverrideCurrentHullSafety = 0.0f;
}
else
{
escapeObjective.OverrideCurrentHullSafety = null;
}
escapeObjective.TryComplete(deltaTime);
if (Vector2.Distance(character.SimPosition, enemy.SimPosition) < 3.0f)
{
character.AIController.SteeringManager.SteeringManual(deltaTime, (character.SimPosition - enemy.SimPosition)*0.1f);
coolDownTimer = CoolDown;
}
}
public override bool IsCompleted()
{
return enemy.IsDead || coolDownTimer <= 0.0f;
}
public override float GetPriority(Character character)
{
//clamp the strength to the health of this character
//(it doesn't make a difference whether the enemy does 200 or 600 damage, it's one hit kill anyway)
float enemyDanger = Math.Min(enemyStrength, character.Health) + enemy.Health / 10.0f;
EnemyAIController enemyAI = enemy.AIController as EnemyAIController;
if (enemyAI != null)
{
if (enemyAI.SelectedAiTarget == character.AiTarget) enemyDanger *= 2.0f;
}
return Math.Max(enemyDanger, 30.0f);
}
public override bool IsDuplicate(AIObjective otherObjective)
{
AIObjectiveCombat objective = otherObjective as AIObjectiveCombat;
if (objective == null) return false;
return objective.enemy == enemy;
}
}
}