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

190 lines
6.3 KiB
C#

using Barotrauma.Items.Components;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Barotrauma
{
class AIObjectiveFindSafety : AIObjective
{
const float SearchHullInterval = 3.0f;
const float MinSafety = 50.0f;
private AIObjectiveGoTo goToObjective;
private List<Hull> unreachable;
private float currenthullSafety;
private float searchHullTimer;
private AIObjective divingGearObjective;
public float? OverrideCurrentHullSafety;
public AIObjectiveFindSafety(Character character)
: base(character, "")
{
unreachable = new List<Hull>();
}
protected override void Act(float deltaTime)
{
if (character.AnimController.CurrentHull == null) return;
currenthullSafety = OverrideCurrentHullSafety == null ?
GetHullSafety(character.AnimController.CurrentHull) : (float)OverrideCurrentHullSafety;
if (character.AnimController.CurrentHull == null || currenthullSafety > MinSafety)
{
character.AIController.SteeringManager.SteeringSeek(character.AnimController.CurrentHull.SimPosition);
character.AIController.SelectTarget(null);
goToObjective = null;
return;
}
var currentHull = character.AnimController.CurrentHull;
if (currentHull.Volume / currentHull.FullVolume > 0.5f)
{
if (!FindDivingGear(deltaTime)) return;
}
if (searchHullTimer>0.0f)
{
searchHullTimer -= deltaTime;
//return;
}
else
{
var pathSteering = character.AIController.SteeringManager as IndoorsSteeringManager;
Hull bestHull = null;
float bestValue = currenthullSafety;
foreach (Hull hull in Hull.hullList)
{
if (hull == character.AnimController.CurrentHull) continue;
if (unreachable.Contains(hull)) continue;
float hullValue = GetHullSafety(hull);
hullValue -= (float)Math.Sqrt(Math.Abs(character.Position.X- hull.Position.X));
hullValue -= (float)Math.Sqrt(Math.Abs(character.Position.Y - hull.Position.Y)*2.0f);
if (bestHull==null || hullValue > bestValue)
{
bestHull = hull;
bestValue = hullValue;
}
}
if (bestHull != null)
{
//var path = pathSteering.PathFinder.FindPath(character.SimPosition, bestHull.SimPosition);
//if (pathSteering.CurrentPath == null || (pathSteering.CurrentPath.NextNode==null && pathSteering.CurrentPath.Cost > path.Cost) ||
// pathSteering.CurrentPath.Unreachable || goToObjective==null)
//{
//pathSteering.SetPath(path);
goToObjective = new AIObjectiveGoTo(bestHull, character);
//}
//haracter.AIController.SelectTarget(bestHull.AiTarget);
}
searchHullTimer = SearchHullInterval;
}
if (goToObjective != null)
{
var pathSteering = character.AIController.SteeringManager as IndoorsSteeringManager;
if (pathSteering!=null && pathSteering.CurrentPath!= null &&
pathSteering.CurrentPath.Unreachable && !unreachable.Contains(goToObjective.Target))
{
unreachable.Add(goToObjective.Target as Hull);
}
goToObjective.TryComplete(deltaTime);
}
}
private bool FindDivingGear(float deltaTime)
{
var item = character.Inventory.FindItem("diving");
if (item == null)
{
//get a diving mask/suit first
if (!(divingGearObjective is AIObjectiveGetItem))
{
divingGearObjective = new AIObjectiveGetItem(character, "diving", true);
}
}
else
{
var containedItems = item.ContainedItems;
if (containedItems == null) return true;
//check if there's an oxygen tank in the mask
var oxygenTank = Array.Find(containedItems, i => i.Name == "Oxygen Tank" && i.Condition > 0.0f);
if (oxygenTank != null) return true;
if (!(divingGearObjective is AIObjectiveContainItem))
{
divingGearObjective = new AIObjectiveContainItem(character, "Oxygen Tank", item.GetComponent<ItemContainer>());
}
}
if (divingGearObjective != null)
{
divingGearObjective.TryComplete(deltaTime);
return divingGearObjective.IsCompleted();
}
return false;
}
public override bool IsDuplicate(AIObjective otherObjective)
{
return (otherObjective is AIObjectiveFindSafety);
}
public override float GetPriority(Character character)
{
if (character.AnimController.CurrentHull == null) return 0.0f;
currenthullSafety = GetHullSafety(character.AnimController.CurrentHull);
priority = 100.0f - currenthullSafety;
return priority;
}
private float GetHullSafety(Hull hull)
{
float waterPercentage = (hull.Volume / hull.FullVolume)*100.0f;
float fireAmount = 0.0f;
foreach (FireSource fireSource in hull.FireSources)
{
fireAmount += Math.Max(fireSource.Size.X,50.0f);
}
float safety = 100.0f - fireAmount;
if (waterPercentage > 30.0f && character.Oxygen<80.0f) safety -= waterPercentage;
if (hull.OxygenPercentage < 30.0f) safety -= (30.0f-hull.OxygenPercentage)*5.0f;
return safety;
}
}
}