Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Characters/AI/HumanAIController.cs
T
2020-05-13 12:55:42 -03:00

1086 lines
51 KiB
C#

using Barotrauma.Networking;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using Barotrauma.Extensions;
using Barotrauma.Items.Components;
namespace Barotrauma
{
partial class HumanAIController : AIController
{
public static bool DisableCrewAI;
private AIObjectiveManager objectiveManager;
private float sortTimer;
private float crouchRaycastTimer;
private float reactTimer;
private float unreachableClearTimer;
private bool shouldCrouch;
const float reactionTime = 0.3f;
const float crouchRaycastInterval = 1;
const float sortObjectiveInterval = 1;
const float clearUnreachableInterval = 30;
private float flipTimer;
private const float FlipInterval = 0.5f;
public static float HULL_SAFETY_THRESHOLD = 50;
public readonly HashSet<Hull> UnreachableHulls = new HashSet<Hull>();
public readonly HashSet<Hull> UnsafeHulls = new HashSet<Hull>();
public readonly List<Item> IgnoredItems = new List<Item>();
private SteeringManager outsideSteering, insideSteering;
public IndoorsSteeringManager PathSteering => insideSteering as IndoorsSteeringManager;
public HumanoidAnimController AnimController => Character.AnimController as HumanoidAnimController;
public override AIObjectiveManager ObjectiveManager
{
get { return objectiveManager; }
}
public Order CurrentOrder
{
get;
private set;
}
public string CurrentOrderOption
{
get;
private set;
}
public float CurrentHullSafety { get; private set; } = 100;
public HumanAIController(Character c) : base(c)
{
if (!c.IsHuman)
{
throw new Exception($"Tried to create a human ai controller for a non-human: {c.SpeciesName}!");
}
insideSteering = new IndoorsSteeringManager(this, true, false);
outsideSteering = new SteeringManager(this);
objectiveManager = new AIObjectiveManager(c);
reactTimer = Rand.Range(0f, reactionTime);
sortTimer = Rand.Range(0f, sortObjectiveInterval);
InitProjSpecific();
}
partial void InitProjSpecific();
public override void Update(float deltaTime)
{
if (DisableCrewAI || Character.IsIncapacitated || Character.Removed) { return; }
base.Update(deltaTime);
if (unreachableClearTimer > 0)
{
unreachableClearTimer -= deltaTime;
}
else
{
unreachableClearTimer = clearUnreachableInterval;
UnreachableHulls.Clear();
IgnoredItems.Clear();
}
// Use the pathfinding also outside of the sub, but not farther than the extents of the sub + 500 units.
if (Character.Submarine != null || SelectedAiTarget?.Entity?.Submarine is Submarine sub && sub != null &&
Vector2.DistanceSquared(Character.WorldPosition, sub.WorldPosition) < MathUtils.Pow(Math.Max(sub.Borders.Size.X, sub.Borders.Size.Y) / 2 + 500, 2))
{
if (steeringManager != insideSteering)
{
insideSteering.Reset();
}
steeringManager = insideSteering;
}
else
{
if (steeringManager != outsideSteering)
{
outsideSteering.Reset();
}
steeringManager = outsideSteering;
}
AnimController.Crouching = shouldCrouch;
CheckCrouching(deltaTime);
Character.ClearInputs();
if (sortTimer > 0.0f)
{
sortTimer -= deltaTime;
}
else
{
objectiveManager.SortObjectives();
sortTimer = sortObjectiveInterval;
}
objectiveManager.UpdateObjectives(deltaTime);
if (reactTimer > 0.0f)
{
reactTimer -= deltaTime;
if (findItemState != FindItemState.None)
{
// Update every frame only when seeking items
UnequipUnnecessaryItems();
}
}
else
{
if (Character.CurrentHull != null)
{
VisibleHulls.ForEach(h => PropagateHullSafety(Character, h));
}
if (Character.SpeechImpediment < 100.0f)
{
if (Character.Submarine != null && Character.Submarine.TeamID == Character.TeamID && !Character.Submarine.Info.IsWreck)
{
ReportProblems();
}
UpdateSpeaking();
}
UnequipUnnecessaryItems();
reactTimer = reactionTime * Rand.Range(0.75f, 1.25f);
}
if (objectiveManager.CurrentObjective == null) { return; }
objectiveManager.DoCurrentObjective(deltaTime);
bool run = objectiveManager.CurrentObjective.ForceRun || objectiveManager.GetCurrentPriority() > AIObjectiveManager.RunPriority;
if (ObjectiveManager.CurrentObjective is AIObjectiveGoTo goTo && goTo.Target != null)
{
if (Character.CurrentHull == null)
{
run = Vector2.DistanceSquared(Character.WorldPosition, goTo.Target.WorldPosition) > 300 * 300;
}
else
{
float yDiff = goTo.Target.WorldPosition.Y - Character.WorldPosition.Y;
if (Math.Abs(yDiff) > 100)
{
run = true;
}
else
{
float xDiff = goTo.Target.WorldPosition.X - Character.WorldPosition.X;
run = Math.Abs(xDiff) > 300;
}
}
}
steeringManager.Update(Character.AnimController.GetCurrentSpeed(run && Character.CanRun));
bool ignorePlatforms = Character.AnimController.TargetMovement.Y < -0.5f && (-Character.AnimController.TargetMovement.Y > Math.Abs(Character.AnimController.TargetMovement.X));
if (steeringManager == insideSteering)
{
var currPath = PathSteering.CurrentPath;
if (currPath != null && currPath.CurrentNode != null)
{
if (currPath.CurrentNode.SimPosition.Y < Character.AnimController.GetColliderBottom().Y)
{
// Don't allow to jump from too high.
float allowedJumpHeight = Character.AnimController.ImpactTolerance / 2;
float height = Math.Abs(currPath.CurrentNode.SimPosition.Y - Character.SimPosition.Y);
ignorePlatforms = height < allowedJumpHeight;
}
}
if (Character.IsClimbing && PathSteering.IsNextLadderSameAsCurrent)
{
Character.AnimController.TargetMovement = new Vector2(0.0f, Math.Sign(Character.AnimController.TargetMovement.Y));
}
}
Character.AnimController.IgnorePlatforms = ignorePlatforms;
Vector2 targetMovement = AnimController.TargetMovement;
if (!Character.AnimController.InWater)
{
targetMovement = new Vector2(Character.AnimController.TargetMovement.X, MathHelper.Clamp(Character.AnimController.TargetMovement.Y, -1.0f, 1.0f));
}
Character.AnimController.TargetMovement = Character.ApplyMovementLimits(targetMovement, AnimController.GetCurrentSpeed(run));
flipTimer -= deltaTime;
if (flipTimer <= 0.0f)
{
Direction newDir = Character.AnimController.TargetDir;
if (Character.IsKeyDown(InputType.Aim))
{
var cursorDiffX = Character.CursorPosition.X - Character.Position.X;
if (cursorDiffX > 10.0f)
{
newDir = Direction.Right;
}
else if (cursorDiffX < -10.0f)
{
newDir = Direction.Left;
}
if (Character.SelectedConstruction != null) Character.SelectedConstruction.SecondaryUse(deltaTime, Character);
}
else if (Math.Abs(Character.AnimController.TargetMovement.X) > 0.1f && !Character.AnimController.InWater)
{
newDir = Character.AnimController.TargetMovement.X > 0.0f ? Direction.Right : Direction.Left;
}
if (newDir != Character.AnimController.TargetDir)
{
Character.AnimController.TargetDir = newDir;
flipTimer = FlipInterval;
}
}
}
private void UnequipUnnecessaryItems()
{
if (Character.LockHands) { return; }
if (ObjectiveManager.CurrentObjective == null) { return; }
if (ObjectiveManager.HasActiveObjective<AIObjectiveDecontainItem>()) { return; }
if (findItemState == FindItemState.None || findItemState == FindItemState.Extinguisher)
{
if (!ObjectiveManager.IsCurrentObjective<AIObjectiveExtinguishFires>() && !objectiveManager.HasActiveObjective<AIObjectiveExtinguishFire>())
{
var extinguisher = Character.Inventory.FindItemByTag("extinguisher");
if (extinguisher != null && Character.HasEquippedItem(extinguisher))
{
if (ObjectiveManager.GetCurrentPriority() >= AIObjectiveManager.RunPriority)
{
extinguisher.Drop(Character);
}
else
{
findItemState = FindItemState.Extinguisher;
if (FindSuitableContainer(extinguisher, out Item targetContainer))
{
findItemState = FindItemState.None;
itemIndex = 0;
if (targetContainer != null)
{
var decontainObjective = new AIObjectiveDecontainItem(Character, extinguisher, ObjectiveManager, targetContainer: targetContainer.GetComponent<ItemContainer>());
decontainObjective.Abandoned += () => IgnoredItems.Add(targetContainer);
ObjectiveManager.CurrentObjective.AddSubObjective(decontainObjective, addFirst: true);
return;
}
else
{
extinguisher.Drop(Character);
}
}
}
}
}
}
if (findItemState == FindItemState.None || findItemState == FindItemState.DivingSuit || findItemState == FindItemState.DivingMask)
{
if (!NeedsDivingGear(Character, Character.CurrentHull, out _))
{
bool oxygenLow = Character.OxygenAvailable < CharacterHealth.LowOxygenThreshold;
bool shouldKeepTheGearOn = Character.AnimController.HeadInWater
|| Character.CurrentHull.WaterPercentage > 50
|| ObjectiveManager.IsCurrentObjective<AIObjectiveFindSafety>()
|| ObjectiveManager.CurrentObjective.GetSubObjectivesRecursive(true).Any(o => o.KeepDivingGearOn);
bool removeDivingSuit = !Character.AnimController.HeadInWater && oxygenLow;
bool takeMaskOff = !Character.AnimController.HeadInWater && oxygenLow;
if (!removeDivingSuit)
{
if (shouldKeepTheGearOn)
{
removeDivingSuit = false;
}
}
if (!takeMaskOff)
{
if (shouldKeepTheGearOn)
{
takeMaskOff = false;
}
}
if (!shouldKeepTheGearOn && (!takeMaskOff || !removeDivingSuit))
{
foreach (var objective in ObjectiveManager.CurrentObjective.GetSubObjectivesRecursive(includingSelf: true))
{
if (objective is AIObjectiveGoTo gotoObjective)
{
bool insideSteering = SteeringManager == PathSteering && PathSteering.CurrentPath != null && !PathSteering.IsPathDirty;
Hull targetHull = gotoObjective.GetTargetHull();
bool targetIsOutside = (gotoObjective.Target != null && targetHull == null) || (insideSteering && PathSteering.CurrentPath.HasOutdoorsNodes);
if (targetIsOutside || NeedsDivingGear(Character, targetHull, out _))
{
removeDivingSuit = false;
takeMaskOff = false;
break;
}
else if (gotoObjective.mimic)
{
if (!removeDivingSuit)
{
removeDivingSuit = !HasDivingSuit(gotoObjective.Target as Character);
}
if (!takeMaskOff)
{
takeMaskOff = !HasDivingMask(gotoObjective.Target as Character);
}
}
}
}
}
if (findItemState == FindItemState.None || findItemState == FindItemState.DivingSuit)
{
if (removeDivingSuit)
{
var divingSuit = Character.Inventory.FindItemByTag("divingsuit");
if (divingSuit != null)
{
if (oxygenLow || ObjectiveManager.GetCurrentPriority() >= AIObjectiveManager.RunPriority)
{
divingSuit.Drop(Character);
}
else
{
findItemState = FindItemState.DivingSuit;
if (FindSuitableContainer(divingSuit, out Item targetContainer))
{
findItemState = FindItemState.None;
itemIndex = 0;
if (targetContainer != null)
{
var decontainObjective = new AIObjectiveDecontainItem(Character, divingSuit, ObjectiveManager, targetContainer: targetContainer.GetComponent<ItemContainer>())
{
DropIfFailsToContain = false
};
decontainObjective.Abandoned += () =>
{
IgnoredItems.Add(targetContainer);
};
ObjectiveManager.CurrentObjective.AddSubObjective(decontainObjective, addFirst: true);
return;
}
else
{
divingSuit.Drop(Character);
}
}
}
}
}
}
if (findItemState == FindItemState.None || findItemState == FindItemState.DivingMask)
{
if (takeMaskOff)
{
var mask = Character.Inventory.FindItemByTag("divingmask");
if (mask != null && Character.Inventory.IsInLimbSlot(mask, InvSlotType.Head))
{
if (!mask.AllowedSlots.Contains(InvSlotType.Any) || !Character.Inventory.TryPutItem(mask, Character, new List<InvSlotType>() { InvSlotType.Any }))
{
if (oxygenLow || ObjectiveManager.GetCurrentPriority() >= AIObjectiveManager.RunPriority)
{
mask.Drop(Character);
}
else
{
findItemState = FindItemState.DivingMask;
if (FindSuitableContainer(mask, out Item targetContainer))
{
findItemState = FindItemState.None;
itemIndex = 0;
if (targetContainer != null)
{
var decontainObjective = new AIObjectiveDecontainItem(Character, mask, ObjectiveManager, targetContainer: targetContainer.GetComponent<ItemContainer>());
decontainObjective.Abandoned += () => IgnoredItems.Add(targetContainer);
ObjectiveManager.CurrentObjective.AddSubObjective(decontainObjective, addFirst: true);
return;
}
else
{
mask.Drop(Character);
}
}
}
}
}
}
}
}
}
if (findItemState == FindItemState.None || findItemState == FindItemState.OtherItem)
{
if (!ObjectiveManager.CurrentObjective.UnequipItems || !ObjectiveManager.GetActiveObjective().UnequipItems) { return; }
if (ObjectiveManager.HasActiveObjective<AIObjectiveContainItem>() || ObjectiveManager.HasActiveObjective<AIObjectiveDecontainItem>()) { return; }
foreach (var item in Character.Inventory.Items)
{
if (item == null) { continue; }
if (Character.HasEquippedItem(item) &&
(Character.Inventory.IsInLimbSlot(item, InvSlotType.RightHand) ||
Character.Inventory.IsInLimbSlot(item, InvSlotType.LeftHand) ||
Character.Inventory.IsInLimbSlot(item, InvSlotType.RightHand | InvSlotType.LeftHand)))
{
if (!item.AllowedSlots.Contains(InvSlotType.Any) || !Character.Inventory.TryPutItem(item, Character, new List<InvSlotType>() { InvSlotType.Any }))
{
if (FindSuitableContainer(item, out Item targetContainer))
{
findItemState = FindItemState.None;
itemIndex = 0;
if (targetContainer != null)
{
var decontainObjective = new AIObjectiveDecontainItem(Character, item, ObjectiveManager, targetContainer: targetContainer.GetComponent<ItemContainer>());
decontainObjective.Abandoned += () => IgnoredItems.Add(targetContainer);
ObjectiveManager.CurrentObjective.AddSubObjective(decontainObjective, addFirst: true);
return;
}
else
{
item.Drop(Character);
}
}
else
{
findItemState = FindItemState.OtherItem;
}
}
}
}
}
}
private enum FindItemState
{
None,
DivingSuit,
DivingMask,
Extinguisher,
OtherItem
}
private FindItemState findItemState;
private int itemIndex;
public bool FindSuitableContainer(Item containableItem, out Item suitableContainer)
{
suitableContainer = null;
if (Character.FindItem(ref itemIndex, out Item targetContainer, ignoredItems: IgnoredItems, customPriorityFunction: i =>
{
var container = i.GetComponent<ItemContainer>();
if (container == null) { return 0; }
if (container.Inventory.IsFull()) { return 0; }
if (container.ShouldBeContained(containableItem, out bool isRestrictionsDefined))
{
if (isRestrictionsDefined)
{
return 4;
}
else
{
if (containableItem.Prefab.IsContainerPreferred(container, out bool isPreferencesDefined, out bool isSecondary))
{
return isPreferencesDefined ? isSecondary ? 2 : 3 : 1;
}
else
{
return isPreferencesDefined ? 0 : 1;
}
}
}
else
{
return 0;
}
}))
{
suitableContainer = targetContainer;
return true;
}
return false;
}
protected void ReportProblems()
{
Order newOrder = null;
Hull targetHull = null;
if (Character.CurrentHull != null)
{
bool isFighting = ObjectiveManager.HasActiveObjective<AIObjectiveCombat>();
bool isFleeing = ObjectiveManager.HasActiveObjective<AIObjectiveFindSafety>();
foreach (var hull in VisibleHulls)
{
foreach (Character target in Character.CharacterList)
{
if (target.CurrentHull != hull || !target.Enabled) { continue; }
if (AIObjectiveFightIntruders.IsValidTarget(target, Character))
{
if (AddTargets<AIObjectiveFightIntruders, Character>(Character, target) && newOrder == null)
{
var orderPrefab = Order.GetPrefab("reportintruders");
newOrder = new Order(orderPrefab, hull, null, orderGiver: Character);
targetHull = hull;
}
}
}
if (AIObjectiveExtinguishFires.IsValidTarget(hull, Character))
{
if (AddTargets<AIObjectiveExtinguishFires, Hull>(Character, hull) && newOrder == null)
{
var orderPrefab = Order.GetPrefab("reportfire");
newOrder = new Order(orderPrefab, hull, null, orderGiver: Character);
targetHull = hull;
}
}
if (!isFighting)
{
foreach (var gap in hull.ConnectedGaps)
{
if (AIObjectiveFixLeaks.IsValidTarget(gap, Character))
{
if (AddTargets<AIObjectiveFixLeaks, Gap>(Character, gap) && newOrder == null && !gap.IsRoomToRoom)
{
var orderPrefab = Order.GetPrefab("reportbreach");
newOrder = new Order(orderPrefab, hull, null, orderGiver: Character);
targetHull = hull;
}
}
}
if (!isFleeing)
{
foreach (Character target in Character.CharacterList)
{
if (target.CurrentHull != hull) { continue; }
if (AIObjectiveRescueAll.IsValidTarget(target, Character))
{
if (AddTargets<AIObjectiveRescueAll, Character>(Character, target) && newOrder == null && !ObjectiveManager.HasActiveObjective<AIObjectiveRescue>())
{
var orderPrefab = Order.GetPrefab("requestfirstaid");
newOrder = new Order(orderPrefab, hull, null, orderGiver: Character);
targetHull = hull;
}
}
}
foreach (Item item in Item.ItemList)
{
if (item.CurrentHull != hull) { continue; }
if (AIObjectiveRepairItems.IsValidTarget(item, Character))
{
if (item.Repairables.All(r => item.ConditionPercentage > r.AIRepairThreshold)) { continue; }
if (AddTargets<AIObjectiveRepairItems, Item>(Character, item) && newOrder == null && !ObjectiveManager.HasActiveObjective<AIObjectiveRepairItem>())
{
var orderPrefab = Order.GetPrefab("reportbrokendevices");
newOrder = new Order(orderPrefab, hull, item.Repairables?.FirstOrDefault(), orderGiver: Character);
targetHull = hull;
}
}
}
}
}
}
}
if (newOrder != null)
{
if (GameMain.GameSession?.CrewManager != null && GameMain.GameSession.CrewManager.AddOrder(newOrder, newOrder.FadeOutTime))
{
Character.Speak(newOrder.GetChatMessage("", targetHull?.DisplayName, givingOrderToSelf: false), ChatMessageType.Order);
#if SERVER
GameMain.Server.SendOrderChatMessage(new OrderChatMessage(newOrder, "", targetHull, null, Character));
#endif
}
}
}
private void UpdateSpeaking()
{
if (Character.Oxygen < 20.0f)
{
Character.Speak(TextManager.Get("DialogLowOxygen"), null, 0, "lowoxygen", 30.0f);
}
if (Character.Bleeding > 2.0f)
{
Character.Speak(TextManager.Get("DialogBleeding"), null, 0, "bleeding", 30.0f);
}
if (Character.PressureTimer > 50.0f && Character.CurrentHull != null)
{
Character.Speak(TextManager.GetWithVariable("DialogPressure", "[roomname]", Character.CurrentHull.DisplayName, true), null, 0, "pressure", 30.0f);
}
}
public override void OnAttacked(Character attacker, AttackResult attackResult)
{
float damage = attackResult.Damage;
if (damage <= 0) { return; }
if (ObjectiveManager.CurrentObjective is AIObjectiveFightIntruders) { return; }
if (attacker == null || attacker.IsDead || attacker.Removed)
{
// Ignore damage from falling etc that we shouldn't react to.
if (Character.LastDamageSource == null) { return; }
AddCombatObjective(AIObjectiveCombat.CombatMode.Retreat, Rand.Range(0.5f, 1f, Rand.RandSync.Unsynced));
}
else if (IsFriendly(attacker))
{
if (attacker.AnimController.Anim == Barotrauma.AnimController.Animation.CPR && attacker.SelectedCharacter == Character)
{
// Don't attack characters that damage you while doing cpr, because let's assume that they are helping you.
// Should not cancel any existing ai objectives (so that if the character attacked you and then helped, we still would want to retaliate).
return;
}
if (attacker.IsBot)
{
// Don't retaliate on damage done by friendly ai, because we know that it's accidental
AddCombatObjective(AIObjectiveCombat.CombatMode.Retreat, Rand.Range(0.5f, 1f, Rand.RandSync.Unsynced));
}
else
{
// If not on the same team, always stay defensive
if (attacker.TeamID != Character.TeamID)
{
AddCombatObjective(AIObjectiveCombat.CombatMode.Defensive, Rand.Range(0.5f, 1f, Rand.RandSync.Unsynced));
}
else
{
float dmgPercentage = MathUtils.Percentage(damage, Character.CharacterHealth.Vitality);
if (dmgPercentage < 10)
{
// Don't retaliate on minor (accidental) dmg done by characters that are in the same team
AddCombatObjective(AIObjectiveCombat.CombatMode.Retreat, Rand.Range(0.5f, 1f, Rand.RandSync.Unsynced));
}
else
{
AddCombatObjective(AIObjectiveCombat.CombatMode.Defensive, Rand.Range(0.5f, 1f, Rand.RandSync.Unsynced));
}
}
}
}
else
{
AddCombatObjective(AIObjectiveCombat.CombatMode.Defensive);
}
void AddCombatObjective(AIObjectiveCombat.CombatMode mode, float delay = 0)
{
bool holdPosition = Character.Info?.Job?.Prefab.Identifier == "watchman";
if (ObjectiveManager.CurrentObjective is AIObjectiveCombat combatObjective)
{
if (combatObjective.Enemy != attacker || (combatObjective.Enemy == null && attacker == null))
{
// Replace the old objective with the new.
ObjectiveManager.Objectives.Remove(combatObjective);
objectiveManager.AddObjective(new AIObjectiveCombat(Character, attacker, mode, objectiveManager) { HoldPosition = holdPosition});
}
}
else
{
if (delay > 0)
{
objectiveManager.AddObjective(new AIObjectiveCombat(Character, attacker, mode, objectiveManager) { HoldPosition = holdPosition }, delay);
}
else
{
objectiveManager.AddObjective(new AIObjectiveCombat(Character, attacker, mode, objectiveManager) { HoldPosition = holdPosition });
}
}
}
}
public void SetOrder(Order order, string option, Character orderGiver, bool speak = true)
{
CurrentOrderOption = option;
CurrentOrder = order;
objectiveManager.SetOrder(order, option, orderGiver);
if (ObjectiveManager.CurrentOrder != null && speak && Character.SpeechImpediment < 100.0f)
{
if (ObjectiveManager.CurrentOrder is AIObjectiveRepairItems repairItems && repairItems.Targets.None())
{
Character.Speak(TextManager.Get("DialogNoRepairTargets"), null, 3.0f, "norepairtargets");
}
else if (ObjectiveManager.CurrentOrder is AIObjectiveChargeBatteries chargeBatteries && chargeBatteries.Targets.None())
{
Character.Speak(TextManager.Get("DialogNoBatteries"), null, 3.0f, "nobatteries");
}
else if (ObjectiveManager.CurrentOrder is AIObjectiveExtinguishFires extinguishFires && extinguishFires.Targets.None())
{
Character.Speak(TextManager.Get("DialogNoFire"), null, 3.0f, "nofire");
}
else if (ObjectiveManager.CurrentOrder is AIObjectiveFixLeaks fixLeaks && fixLeaks.Targets.None())
{
Character.Speak(TextManager.Get("DialogNoLeaks"), null, 3.0f, "noleaks");
}
else if (ObjectiveManager.CurrentOrder is AIObjectiveFightIntruders fightIntruders && fightIntruders.Targets.None())
{
Character.Speak(TextManager.Get("DialogNoEnemies"), null, 3.0f, "noenemies");
}
else if (ObjectiveManager.CurrentOrder is AIObjectiveRescueAll rescueAll && rescueAll.Targets.None())
{
Character.Speak(TextManager.Get("DialogNoRescueTargets"), null, 3.0f, "norescuetargets");
}
else if (ObjectiveManager.CurrentOrder is AIObjectivePumpWater pumpWater && pumpWater.Targets.None())
{
Character.Speak(TextManager.Get("DialogNoPumps"), null, 3.0f, "nopumps");
}
else
{
Character.Speak(TextManager.Get("DialogAffirmative"), null, 1.0f);
}
}
}
public override void SelectTarget(AITarget target)
{
SelectedAiTarget = target;
}
private void CheckCrouching(float deltaTime)
{
crouchRaycastTimer -= deltaTime;
if (crouchRaycastTimer > 0.0f) return;
crouchRaycastTimer = crouchRaycastInterval;
//start the raycast in front of the character in the direction it's heading to
Vector2 startPos = Character.SimPosition;
startPos.X += MathHelper.Clamp(Character.AnimController.TargetMovement.X, -1.0f, 1.0f);
//do a raycast upwards to find any walls
float minCeilingDist = Character.AnimController.Collider.height / 2 + Character.AnimController.Collider.radius + 0.1f;
shouldCrouch = Submarine.PickBody(startPos, startPos + Vector2.UnitY * minCeilingDist, null, Physics.CollisionWall) != null;
}
public static bool NeedsDivingGear(Character character, Hull hull, out bool needsSuit)
{
needsSuit = false;
if (hull == null ||
hull.WaterPercentage > 80 ||
(hull.LethalPressure > 0 && character.PressureProtection <= 0) ||
(hull.ConnectedGaps.Any() && hull.ConnectedGaps.Max(g => AIObjectiveFixLeaks.GetLeakSeverity(g)) > 60))
{
needsSuit = true;
return true;
}
if (hull.WaterPercentage > 60 || hull.OxygenPercentage < CharacterHealth.LowOxygenThreshold)
{
return true;
}
return false;
}
public static bool HasDivingGear(Character character, float conditionPercentage = 0) => HasDivingSuit(character, conditionPercentage) || HasDivingMask(character, conditionPercentage);
/// <summary>
/// Check whether the character has a diving suit in usable condition plus some oxygen.
/// </summary>
public static bool HasDivingSuit(Character character, float conditionPercentage = 0) => HasItem(character, "divingsuit", "oxygensource", conditionPercentage);
/// <summary>
/// Check whether the character has a diving mask in usable condition plus some oxygen.
/// </summary>
public static bool HasDivingMask(Character character, float conditionPercentage = 0) => HasItem(character, "divingmask", "oxygensource", conditionPercentage);
public static bool HasItem(Character character, string tagOrIdentifier, string containedTag = null, float conditionPercentage = 0)
{
if (character == null) { return false; }
if (character.Inventory == null) { return false; }
var item = character.Inventory.FindItemByIdentifier(tagOrIdentifier) ?? character.Inventory.FindItemByTag(tagOrIdentifier);
return item != null &&
item.ConditionPercentage > conditionPercentage &&
character.HasEquippedItem(item) &&
(containedTag == null ||
(item.ContainedItems != null &&
item.ContainedItems.Any(i => i.HasTag(containedTag) && i.ConditionPercentage > conditionPercentage)));
}
/// <summary>
/// Updates the hull safety for all ai characters in the team.
/// </summary>
public static void PropagateHullSafety(Character character, Hull hull)
{
DoForEachCrewMember(character, (humanAi) => humanAi.RefreshHullSafety(hull));
}
private void RefreshHullSafety(Hull hull)
{
if (GetHullSafety(hull, Character, VisibleHulls) > HULL_SAFETY_THRESHOLD)
{
UnsafeHulls.Remove(hull);
}
else
{
UnsafeHulls.Add(hull);
}
}
public static void RefreshTargets(Character character, Order order, Hull hull)
{
switch (order.Identifier)
{
case "reportfire":
AddTargets<AIObjectiveExtinguishFires, Hull>(character, hull);
break;
case "reportbreach":
foreach (var gap in hull.ConnectedGaps)
{
if (AIObjectiveFixLeaks.IsValidTarget(gap, character))
{
AddTargets<AIObjectiveFixLeaks, Gap>(character, gap);
}
}
break;
case "reportbrokendevices":
foreach (var item in Item.ItemList)
{
if (item.CurrentHull != hull) { continue; }
if (AIObjectiveRepairItems.IsValidTarget(item, character))
{
if (item.Repairables.All(r => item.ConditionPercentage >= r.AIRepairThreshold)) { continue; }
AddTargets<AIObjectiveRepairItems, Item>(character, item);
}
}
break;
case "reportintruders":
foreach (var enemy in Character.CharacterList)
{
if (enemy.CurrentHull != hull) { continue; }
if (AIObjectiveFightIntruders.IsValidTarget(enemy, character))
{
AddTargets<AIObjectiveFightIntruders, Character>(character, enemy);
}
}
break;
case "requestfirstaid":
foreach (var c in Character.CharacterList)
{
if (c.CurrentHull != hull) { continue; }
if (AIObjectiveRescueAll.IsValidTarget(c, character))
{
AddTargets<AIObjectiveRescueAll, Character>(character, c);
}
}
break;
default:
#if DEBUG
DebugConsole.ThrowError(order.Identifier + " not implemented!");
#endif
break;
}
}
private static bool AddTargets<T1, T2>(Character caller, T2 target) where T1 : AIObjectiveLoop<T2>
{
bool targetAdded = false;
DoForEachCrewMember(caller, humanAI =>
{
var objective = humanAI.ObjectiveManager.GetObjective<T1>();
if (objective != null)
{
if (!targetAdded && objective.AddTarget(target))
{
targetAdded = true;
}
}
});
return targetAdded;
}
public static void RemoveTargets<T1, T2>(Character caller, T2 target) where T1 : AIObjectiveLoop<T2>
{
DoForEachCrewMember(caller, humanAI =>
humanAI.ObjectiveManager.GetObjective<T1>()?.ReportedTargets.Remove(target));
}
public float GetHullSafety(Hull hull, Character character, IEnumerable<Hull> visibleHulls = null)
{
bool isCurrentHull = character == Character && character.CurrentHull == hull;
if (hull == null)
{
if (isCurrentHull)
{
CurrentHullSafety = 0;
}
return CurrentHullSafety;
}
if (isCurrentHull && visibleHulls == null)
{
// Use the cached visible hulls
visibleHulls = VisibleHulls;
}
// TODO: should we calculate the visible hulls for each hull? -> could be a bit heavy.
bool ignoreFire = objectiveManager.HasActiveObjective<AIObjectiveExtinguishFire>();
bool ignoreWater = HasDivingSuit(character);
bool ignoreOxygen = ignoreWater || HasDivingMask(character);
bool ignoreEnemies = ObjectiveManager.IsCurrentObjective<AIObjectiveFightIntruders>();
float safety = GetHullSafety(hull, visibleHulls, character, ignoreWater, ignoreOxygen, ignoreFire, ignoreEnemies);
if (isCurrentHull)
{
CurrentHullSafety = safety;
}
return safety;
}
public static float GetHullSafety(Hull hull, IEnumerable<Hull> visibleHulls, Character character, bool ignoreWater = false, bool ignoreOxygen = false, bool ignoreFire = false, bool ignoreEnemies = false)
{
if (hull == null) { return 0; }
if (hull.LethalPressure > 0 && character.PressureProtection <= 0) { return 0; }
float oxygenFactor = ignoreOxygen ? 1 : MathHelper.Lerp(0.25f, 1, hull.OxygenPercentage / 100);
float waterFactor = ignoreWater ? 1 : MathHelper.Lerp(1, 0.25f, hull.WaterPercentage / 100);
if (!character.NeedsAir)
{
oxygenFactor = 1;
waterFactor = 1;
}
float fireFactor = 1;
if (!ignoreFire)
{
float calculateFire(Hull h) => h.FireSources.Count * 0.5f + h.FireSources.Sum(fs => fs.DamageRange) / h.Size.X;
// Even the smallest fire reduces the safety by 50%
float fire = visibleHulls == null ? calculateFire(hull) : visibleHulls.Sum(h => calculateFire(h));
fireFactor = MathHelper.Lerp(1, 0, MathHelper.Clamp(fire, 0, 1));
}
float enemyFactor = 1;
if (!ignoreEnemies)
{
bool isValidTarget(Character e) => IsActive(e) && !IsFriendly(character, e);
int enemyCount = visibleHulls == null ?
Character.CharacterList.Count(e => isValidTarget(e) && e.CurrentHull == hull) :
Character.CharacterList.Count(e => isValidTarget(e) && visibleHulls.Contains(e.CurrentHull));
// The hull safety decreases 90% per enemy up to 100% (TODO: test smaller percentages)
enemyFactor = MathHelper.Lerp(1, 0, MathHelper.Clamp(enemyCount * 0.9f, 0, 1));
}
float safety = oxygenFactor * waterFactor * fireFactor * enemyFactor;
return MathHelper.Clamp(safety * 100, 0, 100);
}
public void FaceTarget(ISpatialEntity target) => Character.AnimController.TargetDir = target.WorldPosition.X > Character.WorldPosition.X ? Direction.Right : Direction.Left;
public static bool IsFriendly(Character me, Character other)
{
bool sameSpecies = other.SpeciesName == me.SpeciesName || other.Params.CompareGroup(me.Params.Group);
bool differentTeam = me.TeamID == Character.TeamType.Team1 && other.TeamID == Character.TeamType.Team2 || me.TeamID == Character.TeamType.Team2 && other.TeamID == Character.TeamType.Team1;
return sameSpecies && !differentTeam;
}
public static bool IsActive(Character other) => other != null && !other.Removed && !other.IsDead && !other.IsUnconscious;
public static bool IsTrueForAllCrewMembers(Character character, Func<HumanAIController, bool> predicate)
{
if (character == null) { return false; }
foreach (var c in Character.CharacterList)
{
if (FilterCrewMember(character, c))
{
if (!predicate(c.AIController as HumanAIController))
{
return false;
}
}
}
return true;
}
public static bool IsTrueForAnyCrewMember(Character character, Func<HumanAIController, bool> predicate)
{
if (character == null) { return false; }
foreach (var c in Character.CharacterList)
{
if (FilterCrewMember(character, c))
{
if (predicate(c.AIController as HumanAIController))
{
return true;
}
}
}
return false;
}
public static int CountCrew(Character character, Func<HumanAIController, bool> predicate = null, bool onlyActive = true, bool onlyBots = false)
{
if (character == null) { return 0; }
int count = 0;
foreach (var other in Character.CharacterList)
{
if (onlyActive && !IsActive(other))
{
continue;
}
if (onlyBots && other.IsPlayer)
{
continue;
}
if (FilterCrewMember(character, other))
{
if (predicate == null || predicate(other.AIController as HumanAIController))
{
count++;
}
}
}
return count;
}
public static void DoForEachCrewMember(Character character, Action<HumanAIController> action)
{
if (character == null) { return; }
foreach (var c in Character.CharacterList)
{
if (FilterCrewMember(character, c))
{
action(c.AIController as HumanAIController);
}
}
}
private static bool FilterCrewMember(Character self, Character other) => other != null && !other.IsDead && !other.Removed && other.AIController is HumanAIController humanAi && humanAi.IsFriendly(self);
public static bool IsItemOperatedByAnother(Character character, ItemComponent target, out Character operatingCharacter)
{
operatingCharacter = null;
if (target?.Item == null) { return false; }
foreach (var c in Character.CharacterList)
{
if (character != null && c == character) { continue; }
if (character?.AIController is HumanAIController humanAi && !humanAi.IsFriendly(c)) { continue; }
if (c.SelectedConstruction != target.Item) { continue; }
operatingCharacter = c;
// If the other character is player, don't try to operate
if (c.IsRemotePlayer || Character.Controlled == c) { return true; }
if (c.AIController is HumanAIController controllingHumanAi)
{
// If the other character is ordered to operate the item, let him do it
if (controllingHumanAi.ObjectiveManager.IsCurrentOrder<AIObjectiveOperateItem>())
{
return true;
}
else
{
if (character == null)
{
return true;
}
else if (target is Steering)
{
// Steering is hard-coded -> cannot use the required skills collection defined in the xml
return character.GetSkillLevel("helm") <= c.GetSkillLevel("helm");
}
else
{
return target.DegreeOfSuccess(character) <= target.DegreeOfSuccess(c);
}
}
}
else
{
// Shouldn't go here, unless we allow non-humans to operate items
return false;
}
}
return false;
}
#region Wrappers
public bool IsFriendly(Character other) => IsFriendly(Character, other);
public void DoForEachCrewMember(Action<HumanAIController> action) => DoForEachCrewMember(Character, action);
public bool IsTrueForAnyCrewMember(Func<HumanAIController, bool> predicate) => IsTrueForAnyCrewMember(Character, predicate);
public bool IsTrueForAllCrewMembers(Func<HumanAIController, bool> predicate) => IsTrueForAllCrewMembers(Character, predicate);
public int CountCrew(Func<HumanAIController, bool> predicate = null, bool onlyActive = true, bool onlyBots = false) => CountCrew(Character, predicate, onlyActive, onlyBots);
public bool IsItemOperatedByAnother(ItemComponent target, out Character operatingCharacter) => IsItemOperatedByAnother(Character, target, out operatingCharacter);
#endregion
}
}