Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Characters/AI/Objectives/AIObjectiveCombat.cs
T
2020-04-23 19:19:37 +03:00

696 lines
26 KiB
C#

using Barotrauma.Items.Components;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using Barotrauma.Extensions;
namespace Barotrauma
{
class AIObjectiveCombat : AIObjective
{
public override string DebugTag => "combat";
public override bool KeepDivingGearOn => true;
public override bool IgnoreUnsafeHulls => true;
public override bool AllowOutsideSubmarine => true;
private readonly CombatMode initialMode;
private float seekWeaponsTimer;
const float seekWeaponsInterval = 1;
private float ignoreWeaponTimer;
const float ignoredWeaponsClearTime = 10;
const float coolDown = 10.0f;
// Won't take the offensive with weapons that have lower priority than this
const float goodWeaponPriority = 30;
public Character Enemy { get; private set; }
public bool HoldPosition { get; set; }
private Item _weapon;
private Item Weapon
{
get { return _weapon; }
set
{
_weapon = value;
_weaponComponent = null;
RemoveSubObjective(ref seekAmmunition);
}
}
private ItemComponent _weaponComponent;
private ItemComponent WeaponComponent
{
get
{
if (Weapon == null) { return null; }
if (_weaponComponent == null)
{
_weaponComponent =
Weapon.GetComponent<RangedWeapon>() as ItemComponent ??
Weapon.GetComponent<MeleeWeapon>() as ItemComponent ??
Weapon.GetComponent<RepairTool>() as ItemComponent;
}
return _weaponComponent;
}
}
public override bool ConcurrentObjectives => true;
public override bool AbandonWhenCannotCompleteSubjectives => false;
private readonly AIObjectiveFindSafety findSafety;
private readonly HashSet<ItemComponent> weapons = new HashSet<ItemComponent>();
private readonly HashSet<Item> ignoredWeapons = new HashSet<Item>();
private AIObjectiveContainItem seekAmmunition;
private AIObjectiveGoTo retreatObjective;
private AIObjectiveGoTo followTargetObjective;
private Hull retreatTarget;
private float coolDownTimer;
private IEnumerable<FarseerPhysics.Dynamics.Body> myBodies;
private float aimTimer;
public enum CombatMode
{
Defensive,
Offensive,
Retreat
}
public CombatMode Mode { get; private set; }
public AIObjectiveCombat(Character character, Character enemy, CombatMode mode, AIObjectiveManager objectiveManager, float priorityModifier = 1)
: base(character, objectiveManager, priorityModifier)
{
Enemy = enemy;
coolDownTimer = coolDown;
findSafety = objectiveManager.GetObjective<AIObjectiveFindSafety>();
if (findSafety != null)
{
findSafety.Priority = 0;
HumanAIController.UnreachableHulls.Clear();
}
Mode = mode;
initialMode = Mode;
if (Enemy == null)
{
Mode = CombatMode.Retreat;
}
}
public override float GetPriority()
{
Priority = (Enemy != null && (Enemy.Removed || Enemy.IsDead)) ? 0 : Math.Min(100 * PriorityModifier, 100);
return Priority;
}
public override void Update(float deltaTime)
{
base.Update(deltaTime);
ignoreWeaponTimer -= deltaTime;
seekWeaponsTimer -= deltaTime;
if (ignoreWeaponTimer < 0)
{
ignoredWeapons.Clear();
ignoreWeaponTimer = ignoredWeaponsClearTime;
}
}
protected override bool Check()
{
bool completed = (Enemy != null && (Enemy.Removed || Enemy.IsDead)) || (initialMode != CombatMode.Offensive && coolDownTimer <= 0);
if (completed)
{
if (objectiveManager.CurrentOrder == this && Enemy != null && Enemy.IsDead)
{
character.Speak(TextManager.Get("DialogTargetDown"), null, 3.0f, "targetdown", 30.0f);
}
if (Weapon != null)
{
Unequip();
}
}
return completed;
}
protected override void Act(float deltaTime)
{
if (initialMode != CombatMode.Offensive)
{
coolDownTimer -= deltaTime;
}
if (seekAmmunition == null)
{
if (Mode != CombatMode.Retreat && TryArm() && Enemy != null && !Enemy.Removed)
{
OperateWeapon(deltaTime);
}
if (!HoldPosition && seekAmmunition == null)
{
Move(deltaTime);
}
}
}
private void Move(float deltaTime)
{
switch (Mode)
{
case CombatMode.Offensive:
Engage();
break;
case CombatMode.Defensive:
case CombatMode.Retreat:
Retreat(deltaTime);
break;
default:
throw new NotImplementedException();
}
}
private bool IsLoaded(ItemComponent weapon) => weapon.HasRequiredContainedItems(character, addMessage: false);
private bool TryArm()
{
if (character.LockHands || Enemy == null)
{
Weapon = null;
return false;
}
if (seekWeaponsTimer < 0)
{
seekWeaponsTimer = seekWeaponsInterval;
// First go through all weapons and try to reload without seeking ammunition
var allWeapons = GetAllWeapons().ToList();
while (allWeapons.Any())
{
Weapon = GetWeapon(allWeapons, out _weaponComponent);
if (Weapon == null)
{
// No weapons
break;
}
if (!character.Inventory.Items.Contains(Weapon) || WeaponComponent == null)
{
// Not in the inventory anymore or cannot find the weapon component
allWeapons.Remove(WeaponComponent);
Weapon = null;
continue;
}
if (initialMode == CombatMode.Offensive)
{
// In the offensive mode, let's ignore weapons that cannot be used in the offensive mode
if (WeaponComponent.CombatPriority < goodWeaponPriority)
{
allWeapons.Remove(WeaponComponent);
Weapon = null;
continue;
}
}
if (IsLoaded(WeaponComponent))
{
// All good, the weapon is loaded
break;
}
if (Reload(seekAmmo: false))
{
// All good, reloading successful
break;
}
else
{
// No ammo.
allWeapons.Remove(WeaponComponent);
Weapon = null;
}
}
if (Weapon == null)
{
// No weapon found with the conditions above. Try again, now let's try to seek ammunition too
Weapon = GetWeapon(out _weaponComponent);
if (Weapon != null)
{
if (!CheckWeapon(seekAmmo: true))
{
if (seekAmmunition != null)
{
// No loaded weapon, but we are trying to seek ammunition.
return false;
}
else
{
Weapon = null;
}
}
}
}
}
else
{
if (!CheckWeapon(seekAmmo: false))
{
Weapon = null;
}
}
if (Weapon == null)
{
Mode = CombatMode.Retreat;
}
else
{
Mode = WeaponComponent.CombatPriority >= goodWeaponPriority ? initialMode : CombatMode.Defensive;
}
return Weapon != null;
bool CheckWeapon(bool seekAmmo)
{
if (!character.Inventory.Items.Contains(Weapon) || WeaponComponent == null)
{
// Not in the inventory anymore or cannot find the weapon component
return false;
}
if (!IsLoaded(WeaponComponent))
{
// Try reloading (and seek ammo)
if (!Reload(seekAmmo))
{
return false;
}
}
return true;
};
}
private void OperateWeapon(float deltaTime)
{
switch (Mode)
{
case CombatMode.Offensive:
case CombatMode.Defensive:
if (Equip())
{
Attack(deltaTime);
}
break;
case CombatMode.Retreat:
break;
default:
throw new NotImplementedException();
}
}
private Item GetWeapon(out ItemComponent weaponComponent)
{
GetAllWeapons();
return GetWeapon(weapons, out weaponComponent);
}
private Item GetWeapon(IEnumerable<ItemComponent> weaponList, out ItemComponent weaponComponent)
{
weaponComponent = weaponList.OrderByDescending(w => CalculateWeaponPriority(w)).FirstOrDefault();
if (weaponComponent == null) { return null; }
if (weaponComponent.CombatPriority < 1) { return null; }
return weaponComponent.Item;
}
private float CalculateWeaponPriority(ItemComponent weapon)
{
float priority = weapon.CombatPriority;
// Halve the priority for weapons that don't have proper ammunition loaded.
if (!weapon.HasRequiredContainedItems(character, addMessage: false))
{
priority /= 2;
}
return priority;
}
private HashSet<ItemComponent> GetAllWeapons()
{
weapons.Clear();
foreach (var item in character.Inventory.Items)
{
if (item == null) { continue; }
if (ignoredWeapons.Contains(item)) { continue; }
SeekWeapons(item, weapons);
if (item.OwnInventory != null)
{
item.OwnInventory.Items.ForEach(i => SeekWeapons(i, weapons));
}
}
return weapons;
}
private void SeekWeapons(Item item, ICollection<ItemComponent> weaponList)
{
if (item == null) { return; }
foreach (var component in item.Components)
{
if (component is RangedWeapon rw)
{
weaponList.Add(rw);
}
else if (component is MeleeWeapon mw)
{
weaponList.Add(mw);
}
else
{
var effects = component.statusEffectLists;
if (effects != null)
{
foreach (var statusEffects in effects.Values)
{
foreach (var statusEffect in statusEffects)
{
if (statusEffect.Afflictions.Any())
{
weaponList.Add(component);
}
}
}
}
}
}
}
private void Unequip()
{
if (!character.LockHands && character.SelectedItems.Contains(Weapon))
{
if (!Weapon.AllowedSlots.Contains(InvSlotType.Any) || !character.Inventory.TryPutItem(Weapon, character, new List<InvSlotType>() { InvSlotType.Any }))
{
Weapon.Drop(character);
}
}
}
private bool Equip()
{
if (character.LockHands) { return false; }
if (!WeaponComponent.HasRequiredContainedItems(character, addMessage: false))
{
return false;
}
if (!character.HasEquippedItem(Weapon))
{
Weapon.TryInteract(character, forceSelectKey: true);
var slots = Weapon.AllowedSlots.FindAll(s => s == InvSlotType.LeftHand || s == InvSlotType.RightHand || s == (InvSlotType.LeftHand | InvSlotType.RightHand));
if (character.Inventory.TryPutItem(Weapon, character, slots))
{
aimTimer = Rand.Range(0.5f, 1f);
}
else
{
Weapon = null;
Mode = CombatMode.Retreat;
return false;
}
}
return true;
}
private float findHullTimer;
private readonly float findHullInterval = 1.0f;
private void Retreat(float deltaTime)
{
RemoveSubObjective(ref followTargetObjective);
RemoveSubObjective(ref seekAmmunition);
if (retreatObjective != null && retreatObjective.Target != retreatTarget)
{
retreatObjective = null;
}
if (retreatTarget == null || (retreatObjective != null && !retreatObjective.CanBeCompleted))
{
if (findHullTimer > 0)
{
findHullTimer -= deltaTime;
}
else
{
retreatTarget = findSafety.FindBestHull(HumanAIController.VisibleHulls);
findHullTimer = findHullInterval * Rand.Range(0.9f, 1.1f);
}
}
if (retreatTarget != null && character.CurrentHull != retreatTarget)
{
TryAddSubObjective(ref retreatObjective, () => new AIObjectiveGoTo(retreatTarget, character, objectiveManager, false, true),
onAbandon: () =>
{
if (Enemy != null && HumanAIController.VisibleHulls.Contains(Enemy.CurrentHull))
{
// If in the same room with an enemy -> don't try to escape because we'd want to fight it
SteeringManager.Reset();
RemoveSubObjective(ref retreatObjective);
}
else
{
// else abandon and fall back to find safety mode
Abandon = true;
}
},
onCompleted: () => RemoveSubObjective(ref retreatObjective));
}
}
private void Engage()
{
if (character.LockHands || Enemy == null)
{
Mode = CombatMode.Retreat;
SteeringManager.Reset();
return;
}
retreatTarget = null;
RemoveSubObjective(ref retreatObjective);
RemoveSubObjective(ref seekAmmunition);
if (followTargetObjective != null && followTargetObjective.Target != Enemy)
{
followTargetObjective = null;
}
TryAddSubObjective(ref followTargetObjective,
constructor: () => new AIObjectiveGoTo(Enemy, character, objectiveManager, repeat: true, getDivingGearIfNeeded: true)
{
IgnoreIfTargetDead = true,
DialogueIdentifier = "dialogcannotreachtarget",
TargetName = Enemy.DisplayName
},
onAbandon: () =>
{
Mode = CombatMode.Defensive;
SteeringManager.Reset();
RemoveSubObjective(ref followTargetObjective);
});
if (followTargetObjective != null)
{
followTargetObjective.CloseEnough =
WeaponComponent is RangedWeapon ? 1000 :
WeaponComponent is MeleeWeapon mw ? mw.Range :
WeaponComponent is RepairTool rt ? rt.Range : 50;
}
}
/// <summary>
/// Seeks for more ammunition. Creates a new subobjective.
/// </summary>
private void SeekAmmunition(string[] ammunitionIdentifiers)
{
retreatTarget = null;
RemoveSubObjective(ref retreatObjective);
RemoveSubObjective(ref followTargetObjective);
TryAddSubObjective(ref seekAmmunition,
constructor: () => new AIObjectiveContainItem(character, ammunitionIdentifiers, Weapon.GetComponent<ItemContainer>(), objectiveManager)
{
targetItemCount = Weapon.GetComponent<ItemContainer>().Capacity,
checkInventory = false
},
onCompleted: () => RemoveSubObjective(ref seekAmmunition),
onAbandon: () =>
{
SteeringManager.Reset();
RemoveSubObjective(ref seekAmmunition);
ignoredWeapons.Add(Weapon);
Weapon = null;
});
}
/// <summary>
/// Reloads the ammunition found in the inventory.
/// If seekAmmo is true, tries to get find the ammo elsewhere.
/// </summary>
private bool Reload(bool seekAmmo)
{
if (WeaponComponent == null) { return false; }
if (!WeaponComponent.requiredItems.ContainsKey(RelatedItem.RelationType.Contained)) { return false; }
var containedItems = Weapon.ContainedItems;
// Drop empty ammo
foreach (Item containedItem in containedItems)
{
if (containedItem == null) { continue; }
if (containedItem.Condition <= 0)
{
containedItem.Drop(character);
}
}
RelatedItem item = null;
Item ammunition = null;
string[] ammunitionIdentifiers = null;
foreach (RelatedItem requiredItem in WeaponComponent.requiredItems[RelatedItem.RelationType.Contained])
{
ammunition = containedItems.FirstOrDefault(it => it.Condition > 0 && requiredItem.MatchesItem(it));
if (ammunition != null)
{
// Ammunition still remaining
return true;
}
item = requiredItem;
ammunitionIdentifiers = requiredItem.Identifiers;
}
// No ammo
if (ammunition == null)
{
if (ammunitionIdentifiers != null)
{
// Try reload ammunition from inventory
ammunition = character.Inventory.FindItem(i => ammunitionIdentifiers.Any(id => id == i.Prefab.Identifier || i.HasTag(id)) && i.Condition > 0, true);
if (ammunition != null)
{
var container = Weapon.GetComponent<ItemContainer>();
if (container.Item.ParentInventory == character.Inventory)
{
if (!container.Inventory.CanBePut(ammunition))
{
return false;
}
character.Inventory.RemoveItem(ammunition);
if (!container.Inventory.TryPutItem(ammunition, null))
{
ammunition.Drop(character);
}
}
else
{
container.Combine(ammunition, character);
}
}
}
}
if (WeaponComponent.HasRequiredContainedItems(character, addMessage: false))
{
return true;
}
else if (ammunition == null && !HoldPosition && initialMode == CombatMode.Offensive && seekAmmo && ammunitionIdentifiers != null)
{
SeekAmmunition(ammunitionIdentifiers);
}
return false;
}
private void Attack(float deltaTime)
{
float squaredDistance = Vector2.DistanceSquared(character.Position, Enemy.Position);
character.CursorPosition = Enemy.Position;
float engageDistance = 500;
if (character.CurrentHull != Enemy.CurrentHull && squaredDistance > engageDistance * engageDistance) { return; }
if (!character.CanSeeCharacter(Enemy)) { return; }
if (Weapon.RequireAimToUse)
{
bool isOperatingButtons = false;
if (SteeringManager == PathSteering)
{
var door = PathSteering.CurrentPath?.CurrentNode?.ConnectedDoor;
if (door != null && !door.IsOpen)
{
isOperatingButtons = door.HasIntegratedButtons || door.Item.GetConnectedComponents<Controller>(true).Any();
}
}
if (!isOperatingButtons)
{
character.SetInput(InputType.Aim, false, true);
}
}
bool isFacing = character.AnimController.Dir > 0 && Enemy.WorldPosition.X > character.WorldPosition.X || character.AnimController.Dir < 0 && Enemy.WorldPosition.X < character.WorldPosition.X;
if (!isFacing)
{
aimTimer = Rand.Range(1f, 1.5f);
}
if (aimTimer > 0)
{
aimTimer -= deltaTime;
return;
}
if (WeaponComponent is MeleeWeapon meleeWeapon)
{
if (squaredDistance <= meleeWeapon.Range * meleeWeapon.Range)
{
character.SetInput(InputType.Shoot, false, true);
Weapon.Use(deltaTime, character);
}
}
else
{
if (WeaponComponent is RepairTool repairTool)
{
if (squaredDistance > repairTool.Range * repairTool.Range) { return; }
}
if (VectorExtensions.Angle(VectorExtensions.Forward(Weapon.body.TransformedRotation), Enemy.Position - Weapon.Position) < MathHelper.PiOver4)
{
if (myBodies == null)
{
myBodies = character.AnimController.Limbs.Select(l => l.body.FarseerBody);
}
var collisionCategories = Physics.CollisionCharacter | Physics.CollisionWall | Physics.CollisionLevel;
var pickedBody = Submarine.PickBody(Weapon.SimPosition, Enemy.SimPosition, myBodies, collisionCategories);
if (pickedBody != null)
{
Character target = null;
if (pickedBody.UserData is Character c)
{
target = c;
}
else if (pickedBody.UserData is Limb limb)
{
target = limb.character;
}
if (target != null && (target == Enemy || !HumanAIController.IsFriendly(target)))
{
character.SetInput(InputType.Shoot, false, true);
Weapon.Use(deltaTime, character);
float reloadTime = 0;
if (WeaponComponent is RangedWeapon rangedWeapon)
{
reloadTime = rangedWeapon.Reload;
}
if (WeaponComponent is MeleeWeapon mw)
{
reloadTime = mw.Reload;
}
aimTimer = reloadTime * Rand.Range(1f, 1.5f);
}
}
}
}
}
//private float CalculateEnemyStrength()
//{
// float enemyStrength = 0;
// AttackContext currentContext = character.GetAttackContext();
// foreach (Limb limb in Enemy.AnimController.Limbs)
// {
// if (limb.attack == null) continue;
// if (!limb.attack.IsValidContext(currentContext)) { continue; }
// if (!limb.attack.IsValidTarget(AttackTarget.Character)) { continue; }
// enemyStrength += limb.attack.GetTotalDamage(false);
// }
// return enemyStrength;
//}
}
}