Files
LuaCsForBarotraumaEP/Subsurface/Source/Characters/AI/Objectives/AIObjectiveIdle.cs

144 lines
5.0 KiB
C#

using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
namespace Barotrauma
{
class AIObjectiveIdle : AIObjective
{
const float WallAvoidDistance = 150.0f;
AITarget currentTarget;
private float newTargetTimer;
public AIObjectiveIdle(Character character) : base(character, "")
{
}
public override float GetPriority(Character character)
{
return 1.0f;
}
protected override void Act(float deltaTime)
{
var pathSteering = character.AIController.SteeringManager as IndoorsSteeringManager;
if (pathSteering==null)
{
return;
}
if (newTargetTimer <= 0.0f)
{
currentTarget = FindRandomTarget();
if (currentTarget != null)
{
Vector2 pos = character.SimPosition;
if (character != null && character.Submarine == null) pos -= Submarine.MainSub.SimPosition;
var path = pathSteering.PathFinder.FindPath(pos, currentTarget.SimPosition);
if (path.Cost > 200.0f && character.AnimController.CurrentHull!=null) return;
pathSteering.SetPath(path);
}
newTargetTimer = currentTarget == null ? 5.0f : 15.0f;
}
newTargetTimer -= deltaTime;
//wander randomly
// - if reached the end of the path
// - if the target is unreachable
// - if the path requires going outside
if (pathSteering==null || (pathSteering.CurrentPath != null &&
(pathSteering.CurrentPath.NextNode == null || pathSteering.CurrentPath.Unreachable || pathSteering.CurrentPath.HasOutdoorsNodes)))
{
//steer away from edges of the hull
if (character.AnimController.CurrentHull!=null)
{
float leftDist = character.Position.X - character.AnimController.CurrentHull.Rect.X;
float rightDist = character.AnimController.CurrentHull.Rect.Right - character.Position.X;
if (leftDist < WallAvoidDistance && rightDist < WallAvoidDistance)
{
if (Math.Abs(rightDist - leftDist) > WallAvoidDistance / 2)
{
pathSteering.SteeringManual(deltaTime, Vector2.UnitX * Math.Sign(rightDist - leftDist));
}
else
{
pathSteering.Reset();
return;
}
}
else if (leftDist < WallAvoidDistance)
{
pathSteering.SteeringManual(deltaTime, Vector2.UnitX * (WallAvoidDistance-leftDist)/WallAvoidDistance);
}
else if (rightDist < WallAvoidDistance)
{
pathSteering.SteeringManual(deltaTime, -Vector2.UnitX * (WallAvoidDistance-rightDist)/WallAvoidDistance);
}
}
if (character.AnimController.InWater)
{
character.AIController.SteeringManager.SteeringManual(deltaTime, new Vector2(0.0f, 0.5f));
}
else
{
character.AIController.SteeringManager.SteeringWander();
}
return;
}
if (currentTarget == null) return;
character.AIController.SteeringManager.SteeringSeek(currentTarget.SimPosition, 2.0f);
}
private AITarget FindRandomTarget()
{
if (Rand.Int(5)==1)
{
var idCard = character.Inventory.FindItem("ID Card");
if (idCard==null) return null;
foreach (WayPoint wp in WayPoint.WayPointList)
{
if (wp.SpawnType != SpawnType.Human || wp.CurrentHull==null) continue;
foreach (string tag in wp.IdCardTags)
{
if (idCard.HasTag(tag)) return wp.CurrentHull.AiTarget;
}
}
}
else
{
List<Hull> targetHulls = new List<Hull>(Hull.hullList);
//ignore all hulls with fires or water in them
targetHulls.RemoveAll(h => h.FireSources.Any() || (h.Volume/h.FullVolume)>0.1f);
if (!targetHulls.Any()) return null;
return targetHulls[Rand.Range(0, targetHulls.Count)].AiTarget;
}
return null;
}
public override bool IsDuplicate(AIObjective otherObjective)
{
return (otherObjective is AIObjectiveIdle);
}
}
}