322 lines
12 KiB
C#
322 lines
12 KiB
C#
using Barotrauma.Items.Components;
|
|
using Microsoft.Xna.Framework;
|
|
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;
|
|
|
|
const float CoolDown = 10.0f;
|
|
|
|
public Character Enemy { get; private set; }
|
|
|
|
private Item _weapon;
|
|
private Item Weapon
|
|
{
|
|
get { return _weapon; }
|
|
set
|
|
{
|
|
_weapon = value;
|
|
_weaponComponent = null;
|
|
reloadWeaponObjective = null;
|
|
}
|
|
}
|
|
private ItemComponent _weaponComponent;
|
|
private ItemComponent WeaponComponent
|
|
{
|
|
get
|
|
{
|
|
if (_weaponComponent == null)
|
|
{
|
|
_weaponComponent =
|
|
Weapon.GetComponent<RangedWeapon>() as ItemComponent ??
|
|
Weapon.GetComponent<MeleeWeapon>() as ItemComponent ??
|
|
Weapon.GetComponent<RepairTool>() as ItemComponent;
|
|
}
|
|
return _weaponComponent;
|
|
}
|
|
}
|
|
private AIObjectiveContainItem reloadWeaponObjective;
|
|
private Hull retreatTarget;
|
|
private AIObjectiveGoTo retreatObjective;
|
|
private AIObjectiveFindSafety findSafety;
|
|
|
|
private float coolDownTimer;
|
|
|
|
public enum CombatMode
|
|
{
|
|
Defensive,
|
|
Offensive, // Not implemented
|
|
Retreat
|
|
}
|
|
|
|
public CombatMode Mode { get; private set; }
|
|
|
|
public AIObjectiveCombat(Character character, Character enemy, CombatMode mode) : base(character, "")
|
|
{
|
|
Enemy = enemy;
|
|
coolDownTimer = CoolDown;
|
|
findSafety = HumanAIController.ObjectiveManager.GetObjective<AIObjectiveFindSafety>();
|
|
findSafety.Priority = 0;
|
|
findSafety.unreachable.Clear();
|
|
Mode = mode;
|
|
if (Enemy == null)
|
|
{
|
|
Mode = CombatMode.Retreat;
|
|
}
|
|
}
|
|
|
|
protected override void Act(float deltaTime)
|
|
{
|
|
coolDownTimer -= deltaTime;
|
|
if (abandon) { return; }
|
|
switch (Mode)
|
|
{
|
|
case CombatMode.Defensive:
|
|
if (Weapon != null && character.Inventory.Items.Contains(_weapon))
|
|
{
|
|
Weapon = null;
|
|
}
|
|
if (Weapon == null)
|
|
{
|
|
Weapon = GetWeapon();
|
|
}
|
|
if (Weapon == null)
|
|
{
|
|
Mode = CombatMode.Retreat;
|
|
}
|
|
else if (Equip(deltaTime))
|
|
{
|
|
if (Reload(deltaTime))
|
|
{
|
|
Attack(deltaTime);
|
|
}
|
|
}
|
|
// When defensive, try to retreat to safety. TODO: in offsensive mode, engage the target
|
|
Retreat(deltaTime);
|
|
break;
|
|
case CombatMode.Retreat:
|
|
Retreat(deltaTime);
|
|
break;
|
|
case CombatMode.Offensive:
|
|
default:
|
|
throw new System.NotImplementedException();
|
|
}
|
|
}
|
|
|
|
private Item GetWeapon()
|
|
{
|
|
_weaponComponent = null;
|
|
var weapon = character.Inventory.FindItemByTag("weapon");
|
|
if (weapon == null)
|
|
{
|
|
foreach (var item in character.Inventory.Items)
|
|
{
|
|
if (item == null) { continue; }
|
|
foreach (var component in item.Components)
|
|
{
|
|
if (component is MeleeWeapon || component is RangedWeapon)
|
|
{
|
|
return item;
|
|
}
|
|
var effects = component.statusEffectLists;
|
|
if (effects != null)
|
|
{
|
|
foreach (var statusEffects in effects.Values)
|
|
{
|
|
foreach (var statusEffect in statusEffects)
|
|
{
|
|
if (statusEffect.Afflictions.Any())
|
|
{
|
|
return item;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return weapon;
|
|
}
|
|
|
|
private void Unequip()
|
|
{
|
|
if (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(float deltaTime)
|
|
{
|
|
if (!character.SelectedItems.Contains(Weapon))
|
|
{
|
|
var slots = Weapon.AllowedSlots.FindAll(s => s == InvSlotType.LeftHand || s == InvSlotType.RightHand || s == (InvSlotType.LeftHand | InvSlotType.RightHand));
|
|
if (character.Inventory.TryPutItem(Weapon, character, slots))
|
|
{
|
|
Weapon.Equip(character);
|
|
}
|
|
else
|
|
{
|
|
//couldn't equip the item, escape
|
|
//Abandon(deltaTime);
|
|
return false;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
private void Retreat(float deltaTime)
|
|
{
|
|
if (retreatTarget == null || (retreatObjective != null && !retreatObjective.CanBeCompleted))
|
|
{
|
|
retreatTarget = findSafety.FindBestHull(new List<Hull>() { character.CurrentHull });
|
|
}
|
|
if (retreatTarget != null)
|
|
{
|
|
if (retreatObjective == null || retreatObjective.Target != retreatTarget)
|
|
{
|
|
retreatObjective = new AIObjectiveGoTo(retreatTarget, character, false, true);
|
|
}
|
|
retreatObjective.TryComplete(deltaTime);
|
|
}
|
|
}
|
|
|
|
private bool Reload(float deltaTime)
|
|
{
|
|
if (WeaponComponent != null && WeaponComponent.requiredItems.ContainsKey(RelatedItem.RelationType.Contained))
|
|
{
|
|
var containedItems = Weapon.ContainedItems;
|
|
foreach (RelatedItem requiredItem in WeaponComponent.requiredItems[RelatedItem.RelationType.Contained])
|
|
{
|
|
Item containedItem = containedItems.FirstOrDefault(it => it.Condition > 0.0f && requiredItem.MatchesItem(it));
|
|
if (containedItem == null)
|
|
{
|
|
if (reloadWeaponObjective == null)
|
|
{
|
|
reloadWeaponObjective = new AIObjectiveContainItem(character, requiredItem.Identifiers, Weapon.GetComponent<ItemContainer>());
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (reloadWeaponObjective != null)
|
|
{
|
|
if (reloadWeaponObjective.IsCompleted())
|
|
{
|
|
reloadWeaponObjective = null;
|
|
}
|
|
else if (!reloadWeaponObjective.CanBeCompleted)
|
|
{
|
|
Mode = CombatMode.Retreat;
|
|
}
|
|
else
|
|
{
|
|
reloadWeaponObjective.TryComplete(deltaTime);
|
|
}
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
private IEnumerable<FarseerPhysics.Dynamics.Body> myBodies;
|
|
private void Attack(float deltaTime)
|
|
{
|
|
character.CursorPosition = Enemy.Position;
|
|
if (Weapon.RequireAimToUse)
|
|
{
|
|
character.SetInput(InputType.Aim, false, true);
|
|
}
|
|
if (WeaponComponent is MeleeWeapon meleeWeapon)
|
|
{
|
|
if (Vector2.DistanceSquared(character.Position, Enemy.Position) <= meleeWeapon.Range * meleeWeapon.Range)
|
|
{
|
|
character.SetInput(InputType.Shoot, false, true);
|
|
Weapon.Use(deltaTime, character);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (WeaponComponent is RepairTool repairTool)
|
|
{
|
|
if (Vector2.DistanceSquared(character.Position, Enemy.Position) > repairTool.Range * repairTool.Range) { return; }
|
|
}
|
|
if (VectorExtensions.Angle(VectorExtensions.Forward(Weapon.body.TransformedRotation), Enemy.Position - character.Position) < MathHelper.PiOver4)
|
|
{
|
|
if (myBodies == null)
|
|
{
|
|
myBodies = character.AnimController.Limbs.Select(l => l.body.FarseerBody);
|
|
}
|
|
var pickedBody = Submarine.PickBody(character.SimPosition, Enemy.SimPosition, myBodies);
|
|
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)
|
|
{
|
|
character.SetInput(InputType.Shoot, false, true);
|
|
Weapon.Use(deltaTime, character);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
private void Abandon(float deltaTime)
|
|
{
|
|
abandon = true;
|
|
SteeringManager.Reset();
|
|
}
|
|
|
|
public override bool IsCompleted()
|
|
{
|
|
bool completed = (Enemy != null && (Enemy.Removed || Enemy.IsDead)) || coolDownTimer <= 0;
|
|
if (completed)
|
|
{
|
|
if (Weapon != null)
|
|
{
|
|
Unequip();
|
|
}
|
|
}
|
|
return completed;
|
|
}
|
|
|
|
public override bool CanBeCompleted => !abandon && (reloadWeaponObjective == null || reloadWeaponObjective.CanBeCompleted) && (retreatObjective == null || retreatObjective.CanBeCompleted);
|
|
public override float GetPriority(AIObjectiveManager objectiveManager) => (Enemy != null && (Enemy.Removed || Enemy.IsDead)) ? 0 : 100;
|
|
|
|
public override bool IsDuplicate(AIObjective otherObjective)
|
|
{
|
|
if (!(otherObjective is AIObjectiveCombat objective)) return false;
|
|
return objective.Enemy == Enemy;
|
|
}
|
|
|
|
//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;
|
|
//}
|
|
}
|
|
}
|