Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveGoTo.cs
T

241 lines
8.8 KiB
C#

using FarseerPhysics;
using Microsoft.Xna.Framework;
using System;
using System.Linq;
namespace Barotrauma
{
class AIObjectiveGoTo : AIObjective
{
public override string DebugTag => "go to";
private AIObjectiveFindDivingGear findDivingGear;
private AIObjectiveFindDivingGear findDivingGear;
private AIObjectiveFindDivingGear findDivingGear;
private AIObjectiveFindDivingGear findDivingGear;
private AIObjectiveFindDivingGear findDivingGear;
private Vector2 targetPos;
private bool repeat;
private bool cannotReach;
//how long until the path to the target is declared unreachable
private float waitUntilPathUnreachable;
private bool getDivingGearIfNeeded;
public float CloseEnough = 0.5f;
public bool IgnoreIfTargetDead;
public bool AllowGoingOutside = false;
public override float GetPriority(AIObjectiveManager objectiveManager)
{
if (FollowControlledCharacter && Character.Controlled == null) { return 0.0f; }
if (Target != null && Target.Removed) { return 0.0f; }
if (IgnoreIfTargetDead && Target is Character character && character.IsDead) { return 0.0f; }
if (objectiveManager.CurrentOrder == this)
{
return AIObjectiveManager.OrderPriority;
}
return 1.0f;
}
public override bool CanBeCompleted
{
get
{
bool canComplete = !cannotReach && !abandon;
if (canComplete)
{
if (FollowControlledCharacter && Character.Controlled == null)
{
canComplete = false;
}
else if (Target != null && Target.Removed)
{
canComplete = false;
}
else if (!repeat && waitUntilPathUnreachable < 0)
{
if (SteeringManager == PathSteering && PathSteering.CurrentPath != null)
{
canComplete = !PathSteering.CurrentPath.Unreachable;
}
}
}
if (!canComplete)
{
#if DEBUG
DebugConsole.NewMessage($"{character.Name}: Cannot reach the target: {(Target != null ? Target.ToString() : TargetPos.ToString())}", Color.Yellow);
#endif
if (HumanAIController.ObjectiveManager.CurrentOrder != null)
{
character.Speak(TextManager.Get("DialogCannotReach"), identifier: "cannotreach", minDurationBetweenSimilar: 10.0f);
}
character.AIController.SteeringManager.Reset();
}
return canComplete;
}
}
public Entity Target { get; private set; }
public Vector2 TargetPos => Target != null ? Target.SimPosition : targetPos;
public bool FollowControlledCharacter;
public AIObjectiveGoTo(Entity target, Character character, AIObjectiveManager objectiveManager, bool repeat = false, bool getDivingGearIfNeeded = true, float priorityModifier = 1)
: base (character, objectiveManager, priorityModifier)
{
this.Target = target;
this.repeat = repeat;
waitUntilPathUnreachable = 1.0f;
this.getDivingGearIfNeeded = getDivingGearIfNeeded;
CalculateCloseEnough();
}
public AIObjectiveGoTo(Vector2 simPos, Character character, AIObjectiveManager objectiveManager, bool repeat = false, bool getDivingGearIfNeeded = true, float priorityModifier = 1)
: base(character, objectiveManager, priorityModifier)
{
this.targetPos = simPos;
this.repeat = repeat;
waitUntilPathUnreachable = 5.0f;
this.getDivingGearIfNeeded = getDivingGearIfNeeded;
CalculateCloseEnough();
}
protected override void Act(float deltaTime)
{
if (FollowControlledCharacter)
{
if (Character.Controlled == null) { return; }
Target = Character.Controlled;
}
if (Target == character)
{
character.AIController.SteeringManager.Reset();
return;
}
waitUntilPathUnreachable -= deltaTime;
if (!character.IsClimbing)
{
character.SelectedConstruction = null;
}
if (Target != null) { character.AIController.SelectTarget(Target.AiTarget); }
Vector2 currTargetPos = Vector2.Zero;
if (Target == null)
{
currTargetPos = targetPos;
}
else
{
currTargetPos = Target.SimPosition;
//if character is inside the sub and target isn't, transform the position
if (character.Submarine != null && Target.Submarine == null)
{
currTargetPos -= character.Submarine.SimPosition;
}
}
if (Vector2.DistanceSquared(currTargetPos, character.SimPosition) < CloseEnough * CloseEnough)
{
character.AIController.SteeringManager.Reset();
character.AnimController.TargetDir = currTargetPos.X > character.SimPosition.X ? Direction.Right : Direction.Left;
}
else
{
bool isInside = character.CurrentHull != null;
bool insideSteering = SteeringManager == PathSteering && PathSteering.CurrentPath != null;
bool targetIsOutside = (Target != null && Target.Submarine == null) || (insideSteering && PathSteering.CurrentPath.HasOutdoorsNodes);
if (isInside && targetIsOutside && !AllowGoingOutside)
{
cannotReach = true;
}
else
{
character.AIController.SteeringManager.SteeringSeek(currTargetPos);
if (getDivingGearIfNeeded)
{
if (targetIsOutside ||
Target is Hull h && HumanAIController.NeedsDivingGear(h) ||
Target is Item i && HumanAIController.NeedsDivingGear(i.CurrentHull) ||
Target is Character c && HumanAIController.NeedsDivingGear(c.CurrentHull))
{
if (findDivingGear == null)
{
findDivingGear = new AIObjectiveFindDivingGear(character, true);
AddSubObjective(findDivingGear);
}
else if (!findDivingGear.CanBeCompleted)
{
abandon = true;
}
}
}
}
}
}
public override bool IsCompleted()
{
if (repeat) { return false; }
bool completed = false;
if (Target is Item item)
{
if (item.IsInsideTrigger(character.WorldPosition)) completed = true;
}
else if (Target is Character targetCharacter)
{
if (character.CanInteractWith(targetCharacter)) completed = true;
}
completed = completed || Vector2.DistanceSquared(Target != null ? Target.SimPosition : targetPos, character.SimPosition) < CloseEnough * CloseEnough;
if (completed) character.AIController.SteeringManager.Reset();
return completed;
}
public override bool IsDuplicate(AIObjective otherObjective)
{
AIObjectiveGoTo objective = otherObjective as AIObjectiveGoTo;
if (objective == null) return false;
if (objective.Target == Target) return true;
private void CalculateCloseEnough()
{
float interactionDistance = Target is Item i ? ConvertUnits.ToSimUnits(i.InteractDistance) : 0;
CloseEnough = Math.Max(interactionDistance, CloseEnough);
}
private void CalculateCloseEnough()
{
float interactionDistance = Target is Item i ? ConvertUnits.ToSimUnits(i.InteractDistance) : 0;
CloseEnough = Math.Max(interactionDistance, CloseEnough);
}
private void CalculateCloseEnough()
{
float interactionDistance = Target is Item i ? ConvertUnits.ToSimUnits(i.InteractDistance) : 0;
CloseEnough = Math.Max(interactionDistance, CloseEnough);
}
}
}