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

274 lines
12 KiB
C#

using FarseerPhysics;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
namespace Barotrauma
{
class AIObjectiveIdle : AIObjective
{
public override string DebugTag => "idle";
public override bool UnequipItems => true;
public override bool AllowOutsideSubmarine => true;
private readonly float newTargetIntervalMin = 10;
private readonly float newTargetIntervalMax = 20;
private readonly float standStillMin = 2;
private readonly float standStillMax = 10;
private readonly float walkDurationMin = 5;
private readonly float walkDurationMax = 10;
private Hull currentTarget;
private float newTargetTimer;
private bool searchingNewHull;
private float standStillTimer;
private float walkDuration;
private readonly List<Hull> targetHulls = new List<Hull>(20);
private readonly List<float> hullWeights = new List<float>(20);
public AIObjectiveIdle(Character character, AIObjectiveManager objectiveManager, float priorityModifier = 1) : base(character, objectiveManager, priorityModifier)
{
standStillTimer = Rand.Range(-10.0f, 10.0f);
walkDuration = Rand.Range(0.0f, 10.0f);
CalculatePriority();
}
protected override bool Check() => false;
public override bool CanBeCompleted => true;
public override bool IsLoop { get => true; set => throw new Exception("Trying to set the value for IsLoop from: " + Environment.StackTrace); }
private float randomTimer;
private float randomUpdateInterval = 5;
public float Random { get; private set; }
public void CalculatePriority(float max = 0)
{
//Random = Rand.Range(0.5f, 1.5f);
//randomTimer = randomUpdateInterval;
//max = max > 0 ? max : Math.Min(Math.Min(AIObjectiveManager.RunPriority, AIObjectiveManager.OrderPriority) - 1, 100);
//float initiative = character.GetSkillLevel("initiative");
//Priority = MathHelper.Lerp(1, max, MathUtils.InverseLerp(100, 0, initiative * Random));
Priority = 1;
}
public override float GetPriority() => Priority;
public override void Update(float deltaTime)
{
//if (objectiveManager.CurrentObjective == this)
//{
// if (randomTimer > 0)
// {
// randomTimer -= deltaTime;
// }
// else
// {
// CalculatePriority();
// }
//}
}
protected override void Act(float deltaTime)
{
if (PathSteering == null) { return; }
//don't keep dragging others when idling
if (character.SelectedCharacter != null)
{
character.DeselectCharacter();
}
if (!character.IsClimbing)
{
character.SelectedConstruction = null;
}
bool currentTargetIsInvalid = currentTarget == null || IsForbidden(currentTarget) ||
(PathSteering.CurrentPath != null && PathSteering.CurrentPath.Nodes.Any(n => HumanAIController.UnsafeHulls.Contains(n.CurrentHull)));
if (currentTargetIsInvalid || currentTarget == null && HumanAIController.VisibleHulls.Any(h => IsForbidden(h)))
{
//don't reset to zero, otherwise the character will keep calling FindTargetHulls
//almost constantly when there's a small number of potential hulls to move to
newTargetTimer = Math.Min(newTargetTimer, 0.5f);
//standStillTimer = 0.0f;
}
else if (character.IsClimbing)
{
if (currentTarget == null)
{
newTargetTimer = 0;
}
else if (Math.Abs(character.AnimController.TargetMovement.Y) > 0.9f)
{
// Don't allow new targets when climbing straight up or down
newTargetTimer = Math.Max(newTargetIntervalMin, newTargetTimer);
}
}
else if (character.AnimController.InWater)
{
if (currentTarget == null)
{
newTargetTimer = Math.Min(newTargetTimer, 0.5f);
}
}
if (newTargetTimer <= 0.0f)
{
if (!searchingNewHull)
{
//find all available hulls first
FindTargetHulls();
searchingNewHull = true;
return;
}
else if (targetHulls.Count > 0)
{
//choose a random available hull
currentTarget = ToolBox.SelectWeightedRandom(targetHulls, hullWeights, Rand.RandSync.Unsynced);
bool isCurrentHullAllowed = !IsForbidden(character.CurrentHull);
var path = PathSteering.PathFinder.FindPath(character.SimPosition, currentTarget.SimPosition, errorMsgStr: $"AIObjectiveIdle {character.DisplayName}", nodeFilter: node =>
{
if (node.Waypoint.CurrentHull == null) { return false; }
// Check that there is no unsafe or forbidden hulls on the way to the target
if (node.Waypoint.CurrentHull != character.CurrentHull && HumanAIController.UnsafeHulls.Contains(node.Waypoint.CurrentHull)) { return false; }
if (isCurrentHullAllowed && IsForbidden(node.Waypoint.CurrentHull)) { return false; }
return true;
});
if (path.Unreachable)
{
//can't go to this room, remove it from the list and try another room next frame
int index = targetHulls.IndexOf(currentTarget);
targetHulls.RemoveAt(index);
hullWeights.RemoveAt(index);
PathSteering.Reset();
currentTarget = null;
return;
}
searchingNewHull = false;
}
else
{
// Couldn't find a target for some reason -> reset
newTargetTimer = Math.Max(newTargetIntervalMin, newTargetTimer);
searchingNewHull = false;
}
if (currentTarget != null)
{
character.AIController.SelectTarget(currentTarget.AiTarget);
string errorMsg = null;
#if DEBUG
bool isRoomNameFound = currentTarget.DisplayName != null;
errorMsg = "(Character " + character.Name + " idling, target " + (isRoomNameFound ? currentTarget.DisplayName : currentTarget.ToString()) + ")";
#endif
var path = PathSteering.PathFinder.FindPath(character.SimPosition, currentTarget.SimPosition, errorMsgStr: errorMsg, nodeFilter: node => node.Waypoint.CurrentHull != null);
PathSteering.SetPath(path);
}
newTargetTimer = currentTarget != null && character.AnimController.InWater ? newTargetIntervalMin : Rand.Range(newTargetIntervalMin, newTargetIntervalMax);
}
newTargetTimer -= deltaTime;
//wander randomly
// - if reached the end of the path
// - if the target is unreachable
// - if the path requires going outside
if (!character.IsClimbing)
{
if (SteeringManager != PathSteering || (PathSteering.CurrentPath != null &&
(PathSteering.CurrentPath.Finished || PathSteering.CurrentPath.Unreachable || PathSteering.CurrentPath.HasOutdoorsNodes)))
{
Wander(deltaTime);
return;
}
}
if (currentTarget != null)
{
if (SteeringManager == PathSteering)
{
PathSteering.SteeringSeek(character.GetRelativeSimPosition(currentTarget), weight: 1, nodeFilter: node => node.Waypoint.CurrentHull != null);
}
else
{
character.AIController.SteeringManager.SteeringSeek(character.GetRelativeSimPosition(currentTarget));
}
}
else
{
Wander(deltaTime);
}
}
public void Wander(float deltaTime)
{
if (character.IsClimbing) { return; }
if (!character.AnimController.InWater)
{
standStillTimer -= deltaTime;
if (standStillTimer > 0.0f)
{
walkDuration = Rand.Range(walkDurationMin, walkDurationMax);
PathSteering.Reset();
return;
}
if (standStillTimer < -walkDuration)
{
standStillTimer = Rand.Range(standStillMin, standStillMax);
}
}
PathSteering.Wander(deltaTime);
}
private void FindTargetHulls()
{
targetHulls.Clear();
hullWeights.Clear();
foreach (var hull in Hull.hullList)
{
if (HumanAIController.UnsafeHulls.Contains(hull)) { continue; }
if (hull.Submarine == null) { continue; }
if (character.Submarine == null) { break; }
if (hull.Submarine.TeamID != character.Submarine.TeamID) { continue; }
if (hull.Submarine.Info.Type != character.Submarine.Info.Type) { continue; }
// If the character is inside, only take connected subs into account.
if (!character.Submarine.IsEntityFoundOnThisSub(hull, true)) { continue; }
if (IsForbidden(hull)) { continue; }
// Ignore hulls that are too low to stand inside
if (character.AnimController is HumanoidAnimController animController)
{
if (hull.CeilingHeight < ConvertUnits.ToDisplayUnits(animController.HeadPosition.Value))
{
continue;
}
}
if (!targetHulls.Contains(hull))
{
targetHulls.Add(hull);
float weight = hull.Volume;
// Prefer rooms that are closer. Avoid rooms that are not in the same level.
float yDist = Math.Abs(character.WorldPosition.Y - hull.WorldPosition.Y);
yDist = yDist > 100 ? yDist * 5 : 0;
float dist = Math.Abs(character.WorldPosition.X - hull.WorldPosition.X) + yDist;
float distanceFactor = MathHelper.Lerp(1, 0, MathUtils.InverseLerp(0, 2500, dist));
weight *= distanceFactor;
hullWeights.Add(weight);
}
}
}
public static bool IsForbidden(Hull hull)
{
if (hull == null) { return true; }
string hullName = hull.RoomName;
if (hullName == null) { return false; }
return hullName.Contains("ballast", StringComparison.OrdinalIgnoreCase) || hullName.Contains("airlock", StringComparison.OrdinalIgnoreCase);
}
}
}