229 lines
9.0 KiB
C#
229 lines
9.0 KiB
C#
using FarseerPhysics;
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using Microsoft.Xna.Framework;
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using System;
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using System.Linq;
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namespace Barotrauma
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{
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class AIObjectiveGoTo : AIObjective
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{
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public override string DebugTag => "go to";
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private AIObjectiveFindDivingGear findDivingGear;
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private Vector2 targetPos;
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private bool repeat;
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//how long until the path to the target is declared unreachable
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private float waitUntilPathUnreachable;
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private bool getDivingGearIfNeeded;
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public Func<bool> customCondition;
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/// <summary>
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/// Sim units
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/// </summary>
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public float CloseEnough { get; set; } = 0.5f;
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public bool IgnoreIfTargetDead { get; set; }
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public bool AllowGoingOutside { get; set; }
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public bool CheckVisibility { get; set; }
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public override float GetPriority()
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{
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if (FollowControlledCharacter && Character.Controlled == null) { return 0.0f; }
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if (Target != null && Target.Removed) { return 0.0f; }
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if (IgnoreIfTargetDead && Target is Character character && character.IsDead) { return 0.0f; }
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if (objectiveManager.CurrentOrder == this)
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{
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return AIObjectiveManager.OrderPriority;
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}
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return 1.0f;
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}
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public Entity Target { get; private set; }
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public Vector2 TargetPos => Target != null ? Target.SimPosition : targetPos;
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public bool FollowControlledCharacter;
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public AIObjectiveGoTo(Entity target, Character character, AIObjectiveManager objectiveManager, bool repeat = false, bool getDivingGearIfNeeded = true, float priorityModifier = 1)
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: base (character, objectiveManager, priorityModifier)
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{
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this.Target = target;
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this.repeat = repeat;
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waitUntilPathUnreachable = 2.0f;
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this.getDivingGearIfNeeded = getDivingGearIfNeeded;
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CalculateCloseEnough();
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}
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public AIObjectiveGoTo(Vector2 simPos, Character character, AIObjectiveManager objectiveManager, bool repeat = false, bool getDivingGearIfNeeded = true, float priorityModifier = 1)
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: base(character, objectiveManager, priorityModifier)
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{
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this.targetPos = simPos;
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this.repeat = repeat;
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waitUntilPathUnreachable = 5.0f;
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this.getDivingGearIfNeeded = getDivingGearIfNeeded;
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CalculateCloseEnough();
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}
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protected override void Act(float deltaTime)
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{
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if (FollowControlledCharacter)
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{
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if (Character.Controlled == null)
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{
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abandon = true;
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return;
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}
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Target = Character.Controlled;
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}
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if (Target == character)
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{
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character.AIController.SteeringManager.Reset();
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abandon = true;
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return;
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}
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waitUntilPathUnreachable -= deltaTime;
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if (!character.IsClimbing)
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{
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character.SelectedConstruction = null;
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}
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if (Target != null)
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{
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if (Target.Removed)
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{
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abandon = true;
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}
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else
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{
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character.AIController.SelectTarget(Target.AiTarget);
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}
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}
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Vector2 currTargetPos = Vector2.Zero;
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if (Target == null)
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{
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currTargetPos = targetPos;
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}
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else
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{
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currTargetPos = Target.SimPosition;
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//if character is inside the sub and target isn't, transform the position
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if (character.Submarine != null && Target.Submarine == null)
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{
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currTargetPos -= character.Submarine.SimPosition;
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}
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}
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bool sightCheck = true;
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if (CheckVisibility && Target != null)
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{
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sightCheck = Target is Character ch ? character.CanSeeCharacter(ch) : character.CanSeeTarget(Target);
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}
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if (sightCheck && Vector2.DistanceSquared(currTargetPos, character.SimPosition) < CloseEnough * CloseEnough)
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{
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character.AIController.SteeringManager.Reset();
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character.AnimController.TargetDir = currTargetPos.X > character.SimPosition.X ? Direction.Right : Direction.Left;
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}
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else
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{
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bool isInside = character.CurrentHull != null;
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bool insideSteering = SteeringManager == PathSteering && PathSteering.CurrentPath != null && !PathSteering.IsPathDirty;
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bool targetIsOutside = (Target != null && Target.Submarine == null) || (insideSteering && PathSteering.CurrentPath.HasOutdoorsNodes);
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if (isInside && targetIsOutside && !AllowGoingOutside)
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{
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abandon = true;
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}
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else if (!repeat && waitUntilPathUnreachable < 0)
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{
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if (SteeringManager == PathSteering && PathSteering.CurrentPath != null)
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{
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abandon = PathSteering.CurrentPath.Unreachable;
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}
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}
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if (abandon)
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{
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#if DEBUG
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DebugConsole.NewMessage($"{character.Name}: Cannot reach the target: {(Target != null ? Target.ToString() : TargetPos.ToString())}", Color.Yellow);
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#endif
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if (objectiveManager.CurrentOrder != null)
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{
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character.Speak(TextManager.Get("DialogCannotReach"), identifier: "cannotreach", minDurationBetweenSimilar: 10.0f);
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}
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character.AIController.SteeringManager.Reset();
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}
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else
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{
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character.AIController.SteeringManager.SteeringSeek(currTargetPos);
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if (getDivingGearIfNeeded)
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{
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var targetHull = Target is Hull h ? h : Target is Item i ? i.CurrentHull : Target is Character c ? c.CurrentHull : character.CurrentHull;
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bool needsDivingGear = HumanAIController.NeedsDivingGear(targetHull);
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bool needsDivingSuit = needsDivingGear && (targetIsOutside || targetHull.WaterPercentage > 90);
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bool needsEquipment = false;
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if (needsDivingSuit)
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{
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needsEquipment = !HumanAIController.HasDivingSuit(character);
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}
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else if (needsDivingGear)
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{
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needsEquipment = !HumanAIController.HasDivingMask(character);
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}
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if (needsEquipment)
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{
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TryAddSubObjective(ref findDivingGear, () => new AIObjectiveFindDivingGear(character, needsDivingSuit, objectiveManager));
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}
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}
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}
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}
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}
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private bool isCompleted;
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public override bool IsCompleted()
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{
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// First check the distance
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// Then the custom condition
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// And finally check if can interact (heaviest)
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if (repeat) { return false; }
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if (isCompleted) { return true; }
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bool closeEnough = Vector2.DistanceSquared(Target != null ? Target.SimPosition : targetPos, character.SimPosition) < CloseEnough * CloseEnough;
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if (closeEnough)
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{
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if (customCondition == null || customCondition())
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{
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if (Target is Item item)
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{
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if (character.CanInteractWith(item, out _, checkLinked: false)) { isCompleted = true; }
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}
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else if (Target is Character targetCharacter)
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{
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if (character.CanInteractWith(targetCharacter, ConvertUnits.ToDisplayUnits(CloseEnough))) { isCompleted = true; }
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}
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else
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{
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isCompleted = true;
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}
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}
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}
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if (isCompleted)
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{
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character.AIController.SteeringManager.Reset();
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}
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return isCompleted;
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}
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public override bool IsDuplicate(AIObjective otherObjective)
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{
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if (!(otherObjective is AIObjectiveGoTo objective)) { return false; }
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if (objective.Target == Target) { return true; }
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return objective.targetPos == targetPos;
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}
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private void CalculateCloseEnough()
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{
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float interactionDistance = Target is Item i ? ConvertUnits.ToSimUnits(i.InteractDistance * 0.9f) : 0;
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CloseEnough = Math.Max(interactionDistance, CloseEnough);
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}
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}
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}
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