Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveGoTo.cs

232 lines
9.0 KiB
C#

using Microsoft.Xna.Framework;
using System;
using Barotrauma.Extensions;
namespace Barotrauma
{
class AIObjectiveGoTo : AIObjective
{
public override string DebugTag => "go to";
private AIObjectiveFindDivingGear findDivingGear;
private bool repeat;
//how long until the path to the target is declared unreachable
private float waitUntilPathUnreachable;
private bool getDivingGearIfNeeded;
public Func<bool> customCondition;
public bool followControlledCharacter;
public bool mimic;
/// <summary>
/// Display units
/// </summary>
public float CloseEnough { get; set; } = 50;
public bool IgnoreIfTargetDead { get; set; }
public bool AllowGoingOutside { get; set; }
public ISpatialEntity Target { get; private set; }
public override float GetPriority()
{
if (followControlledCharacter && Character.Controlled == null) { return 0.0f; }
if (Target is Entity e && e.Removed) { return 0.0f; }
if (IgnoreIfTargetDead && Target is Character character && character.IsDead) { return 0.0f; }
if (objectiveManager.CurrentOrder == this)
{
return AIObjectiveManager.OrderPriority;
}
return 1.0f;
}
public AIObjectiveGoTo(ISpatialEntity target, Character character, AIObjectiveManager objectiveManager, bool repeat = false, bool getDivingGearIfNeeded = true, float priorityModifier = 1)
: base (character, objectiveManager, priorityModifier)
{
this.Target = target;
this.repeat = repeat;
waitUntilPathUnreachable = 3.0f;
this.getDivingGearIfNeeded = getDivingGearIfNeeded;
CalculateCloseEnough();
}
protected override void Act(float deltaTime)
{
if (followControlledCharacter)
{
if (Character.Controlled == null)
{
abandon = true;
return;
}
Target = Character.Controlled;
}
if (Target == character)
{
character.AIController.SteeringManager.Reset();
abandon = true;
return;
}
waitUntilPathUnreachable -= deltaTime;
if (!character.IsClimbing)
{
character.SelectedConstruction = null;
}
if (Target is Entity e)
{
if (e.Removed)
{
abandon = true;
}
else
{
character.AIController.SelectTarget(e.AiTarget);
}
}
bool isInside = character.CurrentHull != null;
bool insideSteering = SteeringManager == PathSteering && PathSteering.CurrentPath != null && !PathSteering.IsPathDirty;
var targetHull = Target is Hull h ? h : Target is Item i ? i.CurrentHull : Target is Character c ? c.CurrentHull : character.CurrentHull;
bool targetIsOutside = (Target != null && targetHull == null) || (insideSteering && PathSteering.CurrentPath.HasOutdoorsNodes);
if (isInside && targetIsOutside && !AllowGoingOutside)
{
abandon = true;
}
else if (waitUntilPathUnreachable < 0)
{
if (SteeringManager == PathSteering && PathSteering.CurrentPath != null && PathSteering.CurrentPath.Unreachable)
{
if (repeat)
{
SteeringManager.Reset();
}
else
{
abandon = true;
}
}
}
if (abandon)
{
#if DEBUG
DebugConsole.NewMessage($"{character.Name}: Cannot reach the target: {Target.ToString()}", Color.Yellow);
#endif
if (objectiveManager.CurrentOrder != null)
{
character.Speak(TextManager.Get("DialogCannotReach"), identifier: "cannotreach", minDurationBetweenSimilar: 10.0f);
}
character.AIController.SteeringManager.Reset();
}
else
{
Vector2 currTargetSimPos = Vector2.Zero;
currTargetSimPos = Target.SimPosition;
// Take the sub position into account in the sim pos
if (SteeringManager != PathSteering && character.Submarine == null && Target.Submarine != null)
{
currTargetSimPos += Target.Submarine.SimPosition;
}
else if (character.Submarine != null && Target.Submarine == null)
{
currTargetSimPos -= character.Submarine.SimPosition;
}
else if (character.Submarine != Target.Submarine)
{
if (character.Submarine != null && Target.Submarine != null)
{
Vector2 diff = character.Submarine.SimPosition - Target.Submarine.SimPosition;
currTargetSimPos -= diff;
}
}
character.AIController.SteeringManager.SteeringSeek(currTargetSimPos);
if (SteeringManager != PathSteering)
{
SteeringManager.SteeringAvoid(deltaTime, lookAheadDistance: 5, weight: 1, heading: VectorExtensions.Forward(character.AnimController.Collider.Rotation));
}
if (getDivingGearIfNeeded)
{
Character followTarget = Target as Character;
bool needsDivingGear = HumanAIController.NeedsDivingGear(targetHull) || mimic && HumanAIController.HasDivingMask(followTarget);
bool needsDivingSuit = needsDivingGear && (targetHull == null || targetIsOutside || targetHull.WaterPercentage > 90) || mimic && HumanAIController.HasDivingSuit(followTarget);
bool needsEquipment = false;
if (needsDivingSuit)
{
needsEquipment = !HumanAIController.HasDivingSuit(character);
}
else if (needsDivingGear)
{
needsEquipment = !HumanAIController.HasDivingMask(character);
}
if (needsEquipment)
{
TryAddSubObjective(ref findDivingGear, () => new AIObjectiveFindDivingGear(character, needsDivingSuit, objectiveManager));
}
}
}
}
private bool isCompleted;
public override bool IsCompleted()
{
// First check the distance
// Then the custom condition
// And finally check if can interact (heaviest)
if (isCompleted) { return true; }
if (Target == null)
{
abandon = true;
return false;
}
bool closeEnough = Vector2.DistanceSquared(Target.WorldPosition, character.WorldPosition) < CloseEnough * CloseEnough;
if (repeat)
{
if (closeEnough)
{
OnCompleted();
}
return false;
}
else if (closeEnough)
{
if (customCondition == null || customCondition())
{
if (Target is Item item)
{
if (character.CanInteractWith(item, out _, checkLinked: false)) { isCompleted = true; }
}
else if (Target is Character targetCharacter)
{
if (character.CanInteractWith(targetCharacter, CloseEnough)) { isCompleted = true; }
}
else
{
isCompleted = true;
}
}
}
return isCompleted;
}
public override bool IsDuplicate(AIObjective otherObjective)
{
if (!(otherObjective is AIObjectiveGoTo objective)) { return false; }
return objective.Target == Target;
}
private void CalculateCloseEnough()
{
float interactionDistance = Target is Item i ? i.InteractDistance * 0.9f : 0;
CloseEnough = Math.Max(interactionDistance, CloseEnough);
}
protected override void OnCompleted()
{
character.AIController.SteeringManager.Reset();
if (Target != null)
{
character.AnimController.TargetDir = Target.WorldPosition.X > character.WorldPosition.X ? Direction.Right : Direction.Left;
}
base.OnCompleted();
}
}
}