Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Characters/AI/Objectives/AIObjectiveExtinguishFire.cs
2025-03-12 12:56:27 +00:00

200 lines
10 KiB
C#

using Barotrauma.Items.Components;
using Microsoft.Xna.Framework;
using System;
using System.Linq;
using Barotrauma.Extensions;
namespace Barotrauma
{
class AIObjectiveExtinguishFire : AIObjective
{
public override Identifier Identifier { get; set; } = "extinguish fire".ToIdentifier();
public override bool ForceRun => true;
protected override bool ConcurrentObjectives => true;
public override bool KeepDivingGearOn => true;
protected override bool AllowInAnySub => true;
protected override bool AllowWhileHandcuffed => false;
private readonly Hull targetHull;
private AIObjectiveGetItem getExtinguisherObjective;
private AIObjectiveGoTo gotoObjective;
public AIObjectiveExtinguishFire(Character character, Hull targetHull, AIObjectiveManager objectiveManager, float priorityModifier = 1)
: base(character, objectiveManager, priorityModifier)
{
this.targetHull = targetHull;
}
protected override float GetPriority()
{
if (!IsAllowed)
{
HandleDisallowed();
return Priority;
}
bool isOrder = objectiveManager.HasOrder<AIObjectiveExtinguishFires>();
if (!isOrder && Character.CharacterList.Any(c => c.CurrentHull == targetHull && !HumanAIController.IsFriendly(c) && HumanAIController.IsActive(c)))
{
// Don't go into rooms with any enemies, unless it's an order
Priority = 0;
Abandon = true;
return Priority;
}
// Prioritize fires that currently damage the character.
bool inDamageRange = targetHull.FireSources.Any(fs => fs.IsInDamageRange(character, fs.DamageRange));
float severity = inDamageRange ? 1.0f : AIObjectiveExtinguishFires.GetFireSeverity(targetHull);
float characterY = character.CurrentHull?.WorldPosition.Y ?? character.WorldPosition.Y;
float distanceFactor = targetHull == character.CurrentHull ? 1.0f
: HumanAIController.VisibleHulls.Contains(targetHull) ? 0.75f : 0.0f;
if (distanceFactor <= 0.0f)
{
distanceFactor =
GetDistanceFactor(
new Vector2(character.WorldPosition.Y, characterY),
targetHull.WorldPosition,
verticalDistanceMultiplier: 3,
maxDistance: 5000,
factorAtMaxDistance: 0.1f);
}
if (!inDamageRange && severity > 0.75f && distanceFactor < 0.75f && !isOrder && character.IsOnPlayerTeam &&
targetHull.RoomName != null &&
!targetHull.RoomName.Contains("reactor", StringComparison.OrdinalIgnoreCase) &&
!targetHull.RoomName.Contains("engine", StringComparison.OrdinalIgnoreCase) &&
!targetHull.RoomName.Contains("command", StringComparison.OrdinalIgnoreCase))
{
// Bots in the player crew ignore severe fires that are not close to the target to prevent casualties unless ordered to extinguish.
Priority = 0;
Abandon = true;
return Priority;
}
float devotion = CumulatedDevotion / 100;
Priority = MathHelper.Lerp(0, AIObjectiveManager.MaxObjectivePriority, MathHelper.Clamp(devotion + (severity * distanceFactor * PriorityModifier), 0, 1));
return Priority;
}
protected override bool CheckObjectiveState() => targetHull.FireSources.None();
private float sinTime;
protected override void Act(float deltaTime)
{
var extinguisherItem = character.Inventory.FindItemByTag(Tags.FireExtinguisher);
if (extinguisherItem == null || extinguisherItem.Condition <= 0.0f || !character.HasEquippedItem(extinguisherItem))
{
TryAddSubObjective(ref getExtinguisherObjective, () =>
{
if (character.IsOnPlayerTeam && !character.HasEquippedItem(Tags.FireExtinguisher, allowBroken: false))
{
character.Speak(TextManager.Get("DialogFindExtinguisher").Value, null, 2.0f, Tags.FireExtinguisher, 30.0f);
}
var getItemObjective = new AIObjectiveGetItem(character, Tags.FireExtinguisher, objectiveManager, equip: true)
{
AllowStealing = true,
// If the item is inside an unsafe hull, decrease the priority
GetItemPriority = i => HumanAIController.UnsafeHulls.Contains(i.CurrentHull) ? 0.1f : 1
};
if (objectiveManager.HasOrder<AIObjectiveExtinguishFires>())
{
getItemObjective.Abandoned += () => character.Speak(TextManager.Get("dialogcannotfindfireextinguisher").Value, null, 0.0f, "dialogcannotfindfireextinguisher".ToIdentifier(), 10.0f);
};
return getItemObjective;
});
}
else
{
var extinguisher = extinguisherItem.GetComponent<RepairTool>();
if (extinguisher == null)
{
#if DEBUG
DebugConsole.ThrowError($"{character.Name}: AIObjectiveExtinguishFire failed - the item \"" + extinguisherItem + "\" has no RepairTool component but is tagged as an extinguisher");
#endif
Abandon = true;
return;
}
foreach (FireSource fs in targetHull.FireSources)
{
if (fs == null) { continue; }
if (fs.Removed) { continue; }
if (character.CurrentHull == null)
{
Abandon = true;
break;
}
float xDist = Math.Abs(character.WorldPosition.X - fs.WorldPosition.X);
// If fire source and the character are on the same level, it's better to ignore the y-axis (e.g. it doesn't matter if we stand or crouch), as the fire size is rectangular.
// If we'd do this while climbing, the character would often get too close to the fire.
float yDist = !character.IsClimbing && MathUtils.NearlyEqual(character.CurrentHull.WorldPosition.Y, targetHull.WorldPosition.Y) ? 0.0f : Math.Abs(character.CurrentHull.WorldPosition.Y - fs.WorldPosition.Y);
float dist = xDist + yDist;
bool inRange = dist < extinguisher.Range;
bool isInDamageRange = fs.IsInDamageRange(character, fs.DamageRange) && character.CanSeeTarget(targetHull);
bool moveCloser = !isInDamageRange && (!inRange || !character.CanSeeTarget(targetHull));
bool operateExtinguisher = !moveCloser || (dist < extinguisher.Range * 1.2f && character.CanSeeTarget(targetHull));
if (operateExtinguisher)
{
character.CursorPosition = fs.Position;
Vector2 fromCharacterToFireSource = fs.WorldPosition - character.WorldPosition;
character.CursorPosition += VectorExtensions.Forward(extinguisherItem.body.TransformedRotation + (float)Math.Sin(sinTime) / 2, fromCharacterToFireSource.Length() / 2);
if (extinguisherItem.RequireAimToUse)
{
character.SetInput(InputType.Aim, false, true);
sinTime += deltaTime * 10;
}
character.SetInput(extinguisherItem.IsShootable ? InputType.Shoot : InputType.Use, false, true);
extinguisher.Use(deltaTime, character);
if (!targetHull.FireSources.Contains(fs))
{
character.Speak(TextManager.GetWithVariable("DialogPutOutFire", "[roomname]", targetHull.DisplayName, FormatCapitals.Yes).Value, null, 0, "putoutfire".ToIdentifier(), 10.0f);
}
// Prevents running into the flames.
objectiveManager.CurrentObjective.ForceWalk = true;
}
if (moveCloser)
{
if (TryAddSubObjective(ref gotoObjective, () => new AIObjectiveGoTo(fs, character, objectiveManager, closeEnough: extinguisher.Range * 0.8f)
{
DialogueIdentifier = AIObjectiveGoTo.DialogCannotReachFire,
TargetName = fs.Hull.DisplayName
},
onAbandon: () => Abandon = true,
onCompleted: () => RemoveSubObjective(ref gotoObjective)))
{
gotoObjective.requiredCondition = () => character.CanSeeTarget(targetHull);
}
}
else if (!operateExtinguisher || isInDamageRange)
{
// Don't walk into the flames.
RemoveSubObjective(ref gotoObjective);
SteeringManager.Reset();
}
// Only target one fire source at the time.
break;
}
}
}
public override void Reset()
{
base.Reset();
getExtinguisherObjective = null;
gotoObjective = null;
sinTime = 0;
SteeringManager?.Reset();
}
protected override void OnCompleted()
{
base.OnCompleted();
SteeringManager?.Reset();
}
protected override void OnAbandon()
{
base.OnAbandon();
SteeringManager?.Reset();
}
}
}