Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Characters/AI/HumanAIController.cs
T
Joonas Rikkonen f433a7ba10 v0.11.0.9
2020-12-09 16:34:16 +02:00

1796 lines
85 KiB
C#

using Barotrauma.Networking;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using Barotrauma.Extensions;
using Barotrauma.Items.Components;
namespace Barotrauma
{
partial class HumanAIController : AIController
{
public static bool debugai;
public static bool DisableCrewAI;
private readonly AIObjectiveManager objectiveManager;
private float sortTimer;
private float crouchRaycastTimer;
private float reactTimer;
private float unreachableClearTimer;
private bool shouldCrouch;
const float reactionTime = 0.3f;
const float crouchRaycastInterval = 1;
const float sortObjectiveInterval = 1;
const float clearUnreachableInterval = 30;
private float flipTimer;
private const float FlipInterval = 0.5f;
public static float HULL_SAFETY_THRESHOLD = 50;
private static readonly float characterWaitOnSwitch = 5;
public readonly HashSet<Hull> UnreachableHulls = new HashSet<Hull>();
public readonly HashSet<Hull> UnsafeHulls = new HashSet<Hull>();
public readonly List<Item> IgnoredItems = new List<Item>();
private float respondToAttackTimer;
private const float RespondToAttackInterval = 1.0f;
private bool wasConscious;
private bool freezeAI;
private readonly float maxSteeringBuffer = 5000;
private readonly float minSteeringBuffer = 500;
private readonly float steeringBufferIncreaseSpeed = 100;
private float steeringBuffer;
private readonly float obstacleRaycastInterval = 1;
private float obstacleRaycastTimer;
/// <summary>
/// List of previous attacks done to this character
/// </summary>
private readonly Dictionary<Character, AttackResult> previousAttackResults = new Dictionary<Character, AttackResult>();
private readonly SteeringManager outsideSteering, insideSteering;
public IndoorsSteeringManager PathSteering => insideSteering as IndoorsSteeringManager;
public HumanoidAnimController AnimController => Character.AnimController as HumanoidAnimController;
public override AIObjectiveManager ObjectiveManager
{
get { return objectiveManager; }
}
public Order CurrentOrder
{
get;
private set;
}
public string CurrentOrderOption
{
get;
private set;
}
public float CurrentHullSafety { get; private set; } = 100;
private readonly Dictionary<Character, float> damageDoneByAttacker = new Dictionary<Character, float>();
private readonly HashSet<Character> attackers = new HashSet<Character>();
private readonly Dictionary<Hull, HullSafety> knownHulls = new Dictionary<Hull, HullSafety>();
private class HullSafety
{
public float safety;
public float timer;
public bool IsStale => timer <= 0;
public HullSafety(float safety)
{
Reset(safety);
}
public void Reset(float safety)
{
this.safety = safety;
// How long before the hull safety is considered stale
timer = 0.5f;
}
/// <summary>
/// Returns true when the safety is stale
/// </summary>
public bool Update(float deltaTime)
{
timer = Math.Max(timer - deltaTime, 0);
return IsStale;
}
}
public HumanAIController(Character c) : base(c)
{
if (!c.IsHuman)
{
throw new Exception($"Tried to create a human ai controller for a non-human: {c.SpeciesName}!");
}
insideSteering = new IndoorsSteeringManager(this, true, false);
outsideSteering = new SteeringManager(this);
objectiveManager = new AIObjectiveManager(c);
reactTimer = GetReactionTime();
sortTimer = Rand.Range(0f, sortObjectiveInterval);
InitProjSpecific();
}
partial void InitProjSpecific();
public override void Update(float deltaTime)
{
if (DisableCrewAI || Character.Removed) { return; }
//slowly forget about damage done by attackers
foreach (Character enemy in attackers)
{
float cumulativeDamage = damageDoneByAttacker[enemy];
if (cumulativeDamage > 0)
{
float reduction = deltaTime;
if (cumulativeDamage < 2)
{
// If the damage is very low, let's not forget so quickly, or we can't cumulate the damage from repair tools (high frequency, low damage)
reduction *= 0.5f;
}
damageDoneByAttacker[enemy] -= reduction;
}
}
bool isIncapacitated = Character.IsIncapacitated;
if (freezeAI && !isIncapacitated)
{
freezeAI = false;
}
if (isIncapacitated) { return; }
wasConscious = true;
respondToAttackTimer -= deltaTime;
if (respondToAttackTimer <= 0.0f)
{
foreach (var previousAttackResult in previousAttackResults)
{
RespondToAttack(previousAttackResult.Key, previousAttackResult.Value);
}
previousAttackResults.Clear();
respondToAttackTimer = RespondToAttackInterval;
}
base.Update(deltaTime);
foreach (var values in knownHulls)
{
HullSafety hullSafety = values.Value;
hullSafety.Update(deltaTime);
}
if (unreachableClearTimer > 0)
{
unreachableClearTimer -= deltaTime;
}
else
{
unreachableClearTimer = clearUnreachableInterval;
UnreachableHulls.Clear();
IgnoredItems.Clear();
}
bool IsCloseEnoughToTargetSub(float threshold) => SelectedAiTarget?.Entity?.Submarine is Submarine sub && sub != null && Vector2.DistanceSquared(Character.WorldPosition, sub.WorldPosition) < MathUtils.Pow(Math.Max(sub.Borders.Size.X, sub.Borders.Size.Y) / 2 + threshold, 2);
bool hasValidPath = steeringManager is IndoorsSteeringManager pathSteering && pathSteering.CurrentPath != null && !pathSteering.CurrentPath.Finished && !pathSteering.CurrentPath.Unreachable;
if (Character.Submarine == null && hasValidPath)
{
obstacleRaycastTimer -= deltaTime;
if (obstacleRaycastTimer <= 0)
{
obstacleRaycastTimer = obstacleRaycastInterval;
// Swimming outside and using the path finder -> check that the path is not blocked with anything (the path finder doesn't know about other subs).
foreach (var connectedSub in Submarine.MainSub.GetConnectedSubs())
{
if (connectedSub == Submarine.MainSub) { continue; }
Vector2 rayStart = SimPosition - connectedSub.SimPosition;
Vector2 dir = PathSteering.CurrentPath.CurrentNode.WorldPosition - WorldPosition;
Vector2 rayEnd = rayStart + dir.ClampLength(Character.AnimController.Collider.GetLocalFront().Length() * 5);
if (Submarine.CheckVisibility(rayStart, rayEnd, ignoreSubs: true) != null)
{
PathSteering.CurrentPath.Unreachable = true;
break;
}
}
}
}
if (Character.Submarine != null || hasValidPath && IsCloseEnoughToTargetSub(maxSteeringBuffer) || IsCloseEnoughToTargetSub(steeringBuffer))
{
if (steeringManager != insideSteering)
{
insideSteering.Reset();
}
steeringManager = insideSteering;
steeringBuffer += steeringBufferIncreaseSpeed * deltaTime;
}
else
{
if (steeringManager != outsideSteering)
{
outsideSteering.Reset();
}
steeringManager = outsideSteering;
steeringBuffer = minSteeringBuffer;
}
steeringBuffer = Math.Clamp(steeringBuffer, minSteeringBuffer, maxSteeringBuffer);
AnimController.Crouching = shouldCrouch;
CheckCrouching(deltaTime);
Character.ClearInputs();
if (sortTimer > 0.0f)
{
sortTimer -= deltaTime;
}
else
{
objectiveManager.SortObjectives();
sortTimer = sortObjectiveInterval;
}
objectiveManager.UpdateObjectives(deltaTime);
if (reactTimer > 0.0f)
{
reactTimer -= deltaTime;
if (findItemState != FindItemState.None)
{
// Update every frame only when seeking items
UnequipUnnecessaryItems();
}
}
else
{
if (Character.CurrentHull != null)
{
if (Character.TeamID == Character.TeamType.FriendlyNPC)
{
// Outpost npcs don't inform each other about threads, like crew members do.
VisibleHulls.ForEach(h => RefreshHullSafety(h));
}
else
{
VisibleHulls.ForEach(h => PropagateHullSafety(Character, h));
}
}
if (Character.SpeechImpediment < 100.0f)
{
if (Character.Submarine != null && Character.Submarine.TeamID == Character.TeamID && !Character.Submarine.Info.IsWreck)
{
ReportProblems();
}
UpdateSpeaking();
}
UnequipUnnecessaryItems();
reactTimer = GetReactionTime();
}
if (objectiveManager.CurrentObjective == null) { return; }
objectiveManager.DoCurrentObjective(deltaTime);
bool run = objectiveManager.CurrentObjective.ForceRun || objectiveManager.GetCurrentPriority() > AIObjectiveManager.RunPriority;
if (ObjectiveManager.CurrentObjective is AIObjectiveGoTo goTo && goTo.Target != null)
{
if (Character.CurrentHull == null)
{
run = Vector2.DistanceSquared(Character.WorldPosition, goTo.Target.WorldPosition) > 300 * 300;
}
else
{
float yDiff = goTo.Target.WorldPosition.Y - Character.WorldPosition.Y;
if (Math.Abs(yDiff) > 100)
{
run = true;
}
else
{
float xDiff = goTo.Target.WorldPosition.X - Character.WorldPosition.X;
run = Math.Abs(xDiff) > 500;
}
}
}
steeringManager.Update(Character.AnimController.GetCurrentSpeed(run && Character.CanRun));
bool ignorePlatforms = Character.AnimController.TargetMovement.Y < -0.5f && (-Character.AnimController.TargetMovement.Y > Math.Abs(Character.AnimController.TargetMovement.X));
if (steeringManager == insideSteering)
{
var currPath = PathSteering.CurrentPath;
if (currPath != null && currPath.CurrentNode != null)
{
if (currPath.CurrentNode.SimPosition.Y < Character.AnimController.GetColliderBottom().Y)
{
// Don't allow to jump from too high.
float allowedJumpHeight = Character.AnimController.ImpactTolerance / 2;
float height = Math.Abs(currPath.CurrentNode.SimPosition.Y - Character.SimPosition.Y);
ignorePlatforms = height < allowedJumpHeight;
}
}
if (Character.IsClimbing && PathSteering.IsNextLadderSameAsCurrent)
{
Character.AnimController.TargetMovement = new Vector2(0.0f, Math.Sign(Character.AnimController.TargetMovement.Y));
}
}
Character.AnimController.IgnorePlatforms = ignorePlatforms;
Vector2 targetMovement = AnimController.TargetMovement;
if (!Character.AnimController.InWater)
{
targetMovement = new Vector2(Character.AnimController.TargetMovement.X, MathHelper.Clamp(Character.AnimController.TargetMovement.Y, -1.0f, 1.0f));
}
Character.AnimController.TargetMovement = Character.ApplyMovementLimits(targetMovement, AnimController.GetCurrentSpeed(run));
flipTimer -= deltaTime;
if (flipTimer <= 0.0f)
{
Direction newDir = Character.AnimController.TargetDir;
if (Character.IsKeyDown(InputType.Aim))
{
var cursorDiffX = Character.CursorPosition.X - Character.Position.X;
if (cursorDiffX > 10.0f)
{
newDir = Direction.Right;
}
else if (cursorDiffX < -10.0f)
{
newDir = Direction.Left;
}
if (Character.SelectedConstruction != null)
{
Character.SelectedConstruction.SecondaryUse(deltaTime, Character);
}
}
else if (Math.Abs(Character.AnimController.TargetMovement.X) > 0.1f && !Character.AnimController.InWater)
{
newDir = Character.AnimController.TargetMovement.X > 0.0f ? Direction.Right : Direction.Left;
}
if (newDir != Character.AnimController.TargetDir)
{
Character.AnimController.TargetDir = newDir;
flipTimer = FlipInterval;
}
}
}
private void UnequipUnnecessaryItems()
{
if (Character.LockHands) { return; }
if (ObjectiveManager.CurrentObjective == null) { return; }
if (Character.CurrentHull == null) { return; }
bool oxygenLow = !Character.AnimController.HeadInWater && Character.OxygenAvailable < CharacterHealth.LowOxygenThreshold;
bool isCarrying = ObjectiveManager.HasActiveObjective<AIObjectiveContainItem>() || ObjectiveManager.HasActiveObjective<AIObjectiveDecontainItem>();
bool NeedsDivingGearOnPath(AIObjectiveGoTo gotoObjective)
{
bool insideSteering = SteeringManager == PathSteering && PathSteering.CurrentPath != null && !PathSteering.IsPathDirty;
Hull targetHull = gotoObjective.GetTargetHull();
return gotoObjective.Target != null && targetHull == null ||
NeedsDivingGear(targetHull, out _) ||
insideSteering && (PathSteering.CurrentPath.HasOutdoorsNodes || PathSteering.CurrentPath.Nodes.Any(n => NeedsDivingGear(n.CurrentHull, out _)));
}
if (isCarrying)
{
if (findItemState != FindItemState.OtherItem)
{
if (ObjectiveManager.GetActiveObjective() is AIObjectiveGoTo gotoObjective && NeedsDivingGearOnPath(gotoObjective))
{
gotoObjective.Abandon = true;
}
}
if (!oxygenLow)
{
return;
}
}
// Diving gear
if (oxygenLow || findItemState != FindItemState.OtherItem)
{
if (!NeedsDivingGear(Character.CurrentHull, out bool needsSuit) || !needsSuit || oxygenLow)
{
bool shouldKeepTheGearOn = Character.AnimController.HeadInWater
|| Character.Submarine == null
|| Character.Submarine.TeamID != Character.TeamID
|| ObjectiveManager.IsCurrentObjective<AIObjectiveFindSafety>()
|| ObjectiveManager.CurrentOrder is AIObjectiveGoTo goTo && goTo.Target == Character // wait order
|| ObjectiveManager.CurrentObjective.GetSubObjectivesRecursive(true).Any(o => o.KeepDivingGearOn);
if (oxygenLow && Character.CurrentHull.Oxygen > 0)
{
shouldKeepTheGearOn = false;
}
else if (Character.CurrentHull.Oxygen < CharacterHealth.LowOxygenThreshold)
{
shouldKeepTheGearOn = true;
}
bool removeDivingSuit = !shouldKeepTheGearOn;
bool takeMaskOff = !shouldKeepTheGearOn;
if (!shouldKeepTheGearOn && !oxygenLow)
{
if (ObjectiveManager.IsCurrentObjective<AIObjectiveIdle>())
{
removeDivingSuit = true;
takeMaskOff = true;
}
else
{
bool removeSuit = false;
bool removeMask = false;
foreach (var objective in ObjectiveManager.CurrentObjective.GetSubObjectivesRecursive(includingSelf: true))
{
if (objective is AIObjectiveGoTo gotoObjective)
{
if (NeedsDivingGearOnPath(gotoObjective))
{
removeDivingSuit = false;
takeMaskOff = false;
break;
}
else if (gotoObjective.mimic)
{
if (!removeSuit)
{
removeDivingSuit = !HasDivingSuit(gotoObjective.Target as Character);
if (removeDivingSuit)
{
removeSuit = true;
}
}
if (!removeMask)
{
takeMaskOff = !HasDivingMask(gotoObjective.Target as Character);
if (takeMaskOff)
{
removeMask = true;
}
}
}
}
}
}
}
if (removeDivingSuit)
{
var divingSuit = Character.Inventory.FindItemByTag(AIObjectiveFindDivingGear.HEAVY_DIVING_GEAR);
if (divingSuit != null)
{
if (oxygenLow || ObjectiveManager.GetCurrentPriority() >= AIObjectiveManager.RunPriority)
{
divingSuit.Drop(Character);
HandleRelocation(divingSuit);
}
else if (findItemState == FindItemState.None || findItemState == FindItemState.DivingSuit)
{
findItemState = FindItemState.DivingSuit;
if (FindSuitableContainer(divingSuit, out Item targetContainer))
{
findItemState = FindItemState.None;
itemIndex = 0;
if (targetContainer != null)
{
var decontainObjective = new AIObjectiveDecontainItem(Character, divingSuit, ObjectiveManager, targetContainer: targetContainer.GetComponent<ItemContainer>())
{
DropIfFails = false
};
decontainObjective.Abandoned += () =>
{
ReequipUnequipped();
IgnoredItems.Add(targetContainer);
};
decontainObjective.Completed += () => ReequipUnequipped();
ObjectiveManager.CurrentObjective.AddSubObjective(decontainObjective, addFirst: true);
return;
}
else
{
divingSuit.Drop(Character);
HandleRelocation(divingSuit);
}
}
}
}
}
if (takeMaskOff)
{
if (Character.HasEquippedItem(AIObjectiveFindDivingGear.LIGHT_DIVING_GEAR))
{
var mask = Character.Inventory.FindItemByTag(AIObjectiveFindDivingGear.LIGHT_DIVING_GEAR);
if (mask != null)
{
if (!mask.AllowedSlots.Contains(InvSlotType.Any) || !Character.Inventory.TryPutItem(mask, Character, new List<InvSlotType>() { InvSlotType.Any }))
{
if (ObjectiveManager.GetCurrentPriority() >= AIObjectiveManager.RunPriority)
{
mask.Drop(Character);
HandleRelocation(mask);
}
else if (findItemState == FindItemState.None || findItemState == FindItemState.DivingMask)
{
findItemState = FindItemState.DivingMask;
if (FindSuitableContainer(mask, out Item targetContainer))
{
findItemState = FindItemState.None;
itemIndex = 0;
if (targetContainer != null)
{
var decontainObjective = new AIObjectiveDecontainItem(Character, mask, ObjectiveManager, targetContainer: targetContainer.GetComponent<ItemContainer>());
decontainObjective.Abandoned += () =>
{
ReequipUnequipped();
IgnoredItems.Add(targetContainer);
};
decontainObjective.Completed += () => ReequipUnequipped();
ObjectiveManager.CurrentObjective.AddSubObjective(decontainObjective, addFirst: true);
return;
}
else
{
mask.Drop(Character);
HandleRelocation(mask);
}
}
}
}
else
{
ReequipUnequipped();
}
}
}
}
}
}
// Other items
if (isCarrying) { return; }
if (!ObjectiveManager.CurrentObjective.AllowAutomaticItemUnequipping || !ObjectiveManager.GetActiveObjective().AllowAutomaticItemUnequipping) { return; }
foreach (var item in Character.Inventory.Items)
{
if (item == null) { continue; }
if (Character.HasEquippedItem(item) &&
(Character.Inventory.IsInLimbSlot(item, InvSlotType.RightHand) ||
Character.Inventory.IsInLimbSlot(item, InvSlotType.LeftHand) ||
Character.Inventory.IsInLimbSlot(item, InvSlotType.RightHand | InvSlotType.LeftHand)))
{
if (!item.AllowedSlots.Contains(InvSlotType.Any) || !Character.Inventory.TryPutItem(item, Character, new List<InvSlotType>() { InvSlotType.Any }))
{
if (findItemState == FindItemState.None || findItemState == FindItemState.OtherItem)
{
findItemState = FindItemState.OtherItem;
if (FindSuitableContainer(item, out Item targetContainer))
{
findItemState = FindItemState.None;
itemIndex = 0;
if (targetContainer != null)
{
var decontainObjective = new AIObjectiveDecontainItem(Character, item, ObjectiveManager, targetContainer: targetContainer.GetComponent<ItemContainer>());
decontainObjective.Abandoned += () =>
{
ReequipUnequipped();
IgnoredItems.Add(targetContainer);
};
ObjectiveManager.CurrentObjective.AddSubObjective(decontainObjective, addFirst: true);
return;
}
else
{
item.Drop(Character);
HandleRelocation(item);
}
}
}
}
}
}
}
private readonly HashSet<Item> itemsToRelocate = new HashSet<Item>();
private void HandleRelocation(Item item)
{
if (item.Submarine?.TeamID == Character.TeamType.FriendlyNPC)
{
if (itemsToRelocate.Contains(item)) { return; }
itemsToRelocate.Add(item);
if (item.Submarine.ConnectedDockingPorts.TryGetValue(Submarine.MainSub, out DockingPort myPort))
{
myPort.OnUnDocked += Relocate;
}
var campaign = GameMain.GameSession.Campaign;
if (campaign != null)
{
// In the campaign mode, undocking happens after leaving the outpost, so we can't use that.
campaign.BeforeLevelLoading += Relocate;
}
}
void Relocate()
{
if (item == null || item.Removed) { return; }
if (!itemsToRelocate.Contains(item)) { return; }
var mainSub = Submarine.MainSub;
if (item.ParentInventory != null)
{
if (item.ParentInventory.Owner is Character c)
{
if (c.TeamID == Character.TeamType.Team1 || c.TeamID == Character.TeamType.Team2)
{
// Taken by a player/bot (if npc or monster would take the item, we'd probably still want it to spawn back to the main sub.
return;
}
}
else if (item.ParentInventory.Owner.Submarine == mainSub)
{
// Placed inside an inventory that's already in the main sub.
return;
}
}
// Laying on ground inside the main sub.
if (item.Submarine == mainSub)
{
return;
}
WayPoint wp = WayPoint.GetRandom(SpawnType.Cargo, null, mainSub);
if (wp != null)
{
item.Submarine = mainSub;
item.SetTransform(wp.SimPosition, 0.0f);
}
itemsToRelocate.Remove(item);
}
}
public void ReequipUnequipped()
{
foreach (var item in unequippedItems)
{
if (item != null && !item.Removed && Character.HasItem(item))
{
TakeItem(item, Character.Inventory, equip: true, dropOtherIfCannotMove: true, allowSwapping: true, storeUnequipped: false);
}
}
unequippedItems.Clear();
}
private enum FindItemState
{
None,
DivingSuit,
DivingMask,
OtherItem
}
private FindItemState findItemState;
private int itemIndex;
public bool FindSuitableContainer(Item containableItem, out Item suitableContainer) => FindSuitableContainer(Character, containableItem, IgnoredItems, ref itemIndex, out suitableContainer);
public static bool FindSuitableContainer(Character character, Item containableItem, List<Item> ignoredItems, ref int itemIndex, out Item suitableContainer)
{
suitableContainer = null;
if (character.FindItem(ref itemIndex, out Item targetContainer, ignoredItems: ignoredItems, customPriorityFunction: i =>
{
if (i.IsThisOrAnyContainerIgnoredByAI()) { return 0; }
var container = i.GetComponent<ItemContainer>();
if (container == null) { return 0; }
if (container.Inventory.IsFull()) { return 0; }
if (container.ShouldBeContained(containableItem, out bool isRestrictionsDefined))
{
if (isRestrictionsDefined)
{
return 4;
}
else
{
if (containableItem.Prefab.IsContainerPreferred(container, out bool isPreferencesDefined, out bool isSecondary))
{
return isPreferencesDefined ? isSecondary ? 2 : 3 : 1;
}
else
{
return isPreferencesDefined ? 0 : 1;
}
}
}
else
{
return 0;
}
}))
{
suitableContainer = targetContainer;
return true;
}
return false;
}
protected void ReportProblems()
{
Order newOrder = null;
Hull targetHull = null;
if (Character.CurrentHull != null)
{
bool isFighting = ObjectiveManager.HasActiveObjective<AIObjectiveCombat>();
bool isFleeing = ObjectiveManager.HasActiveObjective<AIObjectiveFindSafety>();
foreach (var hull in VisibleHulls)
{
foreach (Character target in Character.CharacterList)
{
if (target.CurrentHull != hull || !target.Enabled) { continue; }
if (AIObjectiveFightIntruders.IsValidTarget(target, Character))
{
if (AddTargets<AIObjectiveFightIntruders, Character>(Character, target) && newOrder == null)
{
var orderPrefab = Order.GetPrefab("reportintruders");
newOrder = new Order(orderPrefab, hull, null, orderGiver: Character);
targetHull = hull;
}
}
}
if (AIObjectiveExtinguishFires.IsValidTarget(hull, Character))
{
if (AddTargets<AIObjectiveExtinguishFires, Hull>(Character, hull) && newOrder == null)
{
var orderPrefab = Order.GetPrefab("reportfire");
newOrder = new Order(orderPrefab, hull, null, orderGiver: Character);
targetHull = hull;
}
}
if (!isFighting)
{
foreach (var gap in hull.ConnectedGaps)
{
if (AIObjectiveFixLeaks.IsValidTarget(gap, Character))
{
if (AddTargets<AIObjectiveFixLeaks, Gap>(Character, gap) && newOrder == null && !gap.IsRoomToRoom)
{
var orderPrefab = Order.GetPrefab("reportbreach");
newOrder = new Order(orderPrefab, hull, null, orderGiver: Character);
targetHull = hull;
}
}
}
if (!isFleeing)
{
foreach (Character target in Character.CharacterList)
{
if (target.CurrentHull != hull) { continue; }
if (AIObjectiveRescueAll.IsValidTarget(target, Character))
{
if (AddTargets<AIObjectiveRescueAll, Character>(Character, target) && newOrder == null && !ObjectiveManager.HasActiveObjective<AIObjectiveRescue>())
{
var orderPrefab = Order.GetPrefab("requestfirstaid");
newOrder = new Order(orderPrefab, hull, null, orderGiver: Character);
targetHull = hull;
}
}
}
foreach (Item item in Item.ItemList)
{
if (item.CurrentHull != hull) { continue; }
if (AIObjectiveRepairItems.IsValidTarget(item, Character))
{
if (item.Repairables.All(r => item.ConditionPercentage > r.RepairIconThreshold)) { continue; }
if (AddTargets<AIObjectiveRepairItems, Item>(Character, item) && newOrder == null && !ObjectiveManager.HasActiveObjective<AIObjectiveRepairItem>())
{
var orderPrefab = Order.GetPrefab("reportbrokendevices");
newOrder = new Order(orderPrefab, hull, item.Repairables?.FirstOrDefault(), orderGiver: Character);
targetHull = hull;
}
}
}
}
}
}
}
if (newOrder != null)
{
if (Character.TeamID == Character.TeamType.FriendlyNPC)
{
Character.Speak(newOrder.GetChatMessage("", targetHull?.DisplayName, givingOrderToSelf: false), ChatMessageType.Default,
identifier: newOrder.Prefab.Identifier + (targetHull?.DisplayName ?? "null"),
minDurationBetweenSimilar: 60.0f);
}
else if (GameMain.GameSession?.CrewManager != null && GameMain.GameSession.CrewManager.AddOrder(newOrder, newOrder.FadeOutTime))
{
Character.Speak(newOrder.GetChatMessage("", targetHull?.DisplayName, givingOrderToSelf: false), ChatMessageType.Order);
#if SERVER
GameMain.Server.SendOrderChatMessage(new OrderChatMessage(newOrder, "", targetHull, null, Character));
#endif
}
}
}
public static void ReportProblem(Character reporter, Order order)
{
if (reporter == null || order == null) { return; }
var visibleHulls = new List<Hull>(reporter.GetVisibleHulls());
foreach (var hull in visibleHulls)
{
PropagateHullSafety(reporter, hull);
RefreshTargets(reporter, order, hull);
}
}
private void UpdateSpeaking()
{
if (Character.Oxygen < 20.0f)
{
Character.Speak(TextManager.Get("DialogLowOxygen"), null, Rand.Range(0.5f, 5.0f), "lowoxygen", 30.0f);
}
if (Character.Bleeding > 2.0f)
{
Character.Speak(TextManager.Get("DialogBleeding"), null, Rand.Range(0.5f, 5.0f), "bleeding", 30.0f);
}
if (Character.PressureTimer > 50.0f && Character.CurrentHull != null)
{
Character.Speak(TextManager.GetWithVariable("DialogPressure", "[roomname]", Character.CurrentHull.DisplayName, true), null, Rand.Range(0.5f, 5.0f), "pressure", 30.0f);
}
}
public override void OnAttacked(Character attacker, AttackResult attackResult)
{
// The attack incapacitated/killed the character: respond immediately to trigger nearby characters because the update loop no longer runs
if (wasConscious && (Character.IsIncapacitated || Character.Stun > 0.0f))
{
RespondToAttack(attacker, attackResult);
wasConscious = false;
return;
}
if (Character.IsDead) { return; }
if (attacker == null || Character.IsPlayer)
{
// The player characters need to "respond" to the attack always, because the update loop doesn't run for them.
// Otherwise other NPCs totally ignore when player characters are attacked.
RespondToAttack(attacker, attackResult);
return;
}
if (previousAttackResults.ContainsKey(attacker))
{
foreach (Affliction newAffliction in attackResult.Afflictions)
{
var matchingAffliction = previousAttackResults[attacker].Afflictions.Find(a => a.Prefab == newAffliction.Prefab && a.Source == newAffliction.Source);
if (matchingAffliction == null)
{
previousAttackResults[attacker].Afflictions.Add(newAffliction);
}
else
{
matchingAffliction.Strength += newAffliction.Strength;
}
}
previousAttackResults[attacker] = new AttackResult(previousAttackResults[attacker].Afflictions, previousAttackResults[attacker].HitLimb);
}
else
{
previousAttackResults.Add(attacker, attackResult);
}
}
private void RespondToAttack(Character attacker, AttackResult attackResult)
{
// excluding poisons etc
float realDamage = attackResult.Damage;
// including poisons etc
float totalDamage = realDamage;
foreach (Affliction affliction in attackResult.Afflictions)
{
totalDamage -= affliction.Prefab.KarmaChangeOnApplied * affliction.Strength;
}
if (totalDamage <= 0.01f) { return; }
if (Character.IsBot)
{
if (attacker != null)
{
if (!damageDoneByAttacker.ContainsKey(attacker))
{
damageDoneByAttacker[attacker] = 0.0f;
}
damageDoneByAttacker[attacker] += totalDamage;
attackers.Add(attacker);
}
if (!freezeAI && !Character.IsDead && Character.IsIncapacitated)
{
// Removes the combat objective and resets all objectives.
objectiveManager.CreateAutonomousObjectives();
objectiveManager.SortObjectives();
freezeAI = true;
}
}
if (attacker == null || attacker.IsDead || attacker.Removed)
{
// Don't react on the damage if there's no attacker.
// We might consider launching the retreat combat objective in some cases, so that the bot does not just stand somewhere getting damaged and dying.
// But fires and enemies should already be handled by the FindSafetyObjective.
return;
// Ignore damage from falling etc that we shouldn't react to.
//if (Character.LastDamageSource == null) { return; }
//AddCombatObjective(AIObjectiveCombat.CombatMode.Retreat, Rand.Range(0.5f, 1f, Rand.RandSync.Unsynced));
}
else if (realDamage <= 0 && (attacker.IsBot || attacker.TeamID == Character.TeamID))
{
// Don't react on damage that is entirely based on karma penalties (medics, poisons etc), unless applier is player
return;
}
else if (IsFriendly(attacker))
{
if (attacker.AnimController.Anim == Barotrauma.AnimController.Animation.CPR && attacker.SelectedCharacter == Character)
{
// Don't attack characters that damage you while doing cpr, because let's assume that they are helping you.
// Should not cancel any existing ai objectives (so that if the character attacked you and then helped, we still would want to retaliate).
return;
}
float cumulativeDamage = GetDamageDoneByAttacker(attacker);
if (!Character.IsSecurity && attacker.IsBot && Character.CombatAction == null)
{
if (cumulativeDamage > 1)
{
// Don't retaliate on damage done by human ai, because we know it's accidental
AddCombatObjective(AIObjectiveCombat.CombatMode.Retreat, attacker);
}
}
else
{
(GameMain.GameSession?.GameMode as CampaignMode)?.OutpostNPCAttacked(Character, attacker, attackResult);
// Inform other NPCs
if (cumulativeDamage > 1)
{
foreach (Character otherCharacter in Character.CharacterList)
{
if (otherCharacter == Character || otherCharacter.IsDead || otherCharacter.IsUnconscious || otherCharacter.Removed ||
otherCharacter.Info?.Job == null || otherCharacter.TeamID != Character.TeamType.FriendlyNPC ||
!(otherCharacter.AIController is HumanAIController otherHumanAI) ||
otherCharacter.IsInstigator)
{
continue;
}
if (!otherHumanAI.IsFriendly(Character)) { continue; }
bool isWitnessing = otherHumanAI.VisibleHulls.Contains(Character.CurrentHull) || otherHumanAI.VisibleHulls.Contains(attacker.CurrentHull);
if (otherCharacter.IsSecurity)
{
// Alert all the security officers magically
float delay = isWitnessing ? GetReactionTime() * 2 : Rand.Range(2.0f, 5.0f, Rand.RandSync.Unsynced);
otherHumanAI.AddCombatObjective(DetermineCombatMode(otherCharacter, cumulativeDamage), attacker, delay);
}
else if (isWitnessing)
{
var mode = Character.CombatAction != null ? Character.CombatAction.WitnessReaction : AIObjectiveCombat.CombatMode.Retreat;
// Other witnesses retreat to safety
otherHumanAI.AddCombatObjective(mode, attacker, GetReactionTime());
}
}
}
if (Character.IsBot)
{
if (ObjectiveManager.CurrentObjective is AIObjectiveFightIntruders) { return; }
if (Character.IsSecurity)
{
if (attacker.TeamID != Character.TeamID && cumulativeDamage > 1 || cumulativeDamage > 10)
{
Character.Speak(TextManager.Get("dialogattackedbyfriendlysecurityarrest"), null, 0.50f, "attackedbyfriendlysecurityarrest", minDurationBetweenSimilar: 30.0f);
}
else
{
Character.Speak(TextManager.Get("dialogattackedbyfriendlysecurityresponse"), null, 0.50f, "attackedbyfriendlysecurityresponse", minDurationBetweenSimilar: 30.0f);
}
}
else if (!Character.IsInstigator && cumulativeDamage > 1)
{
Character.Speak(TextManager.Get("DialogAttackedByFriendly"), null, 0.50f, "attackedbyfriendly", minDurationBetweenSimilar: 30.0f);
}
if (cumulativeDamage > 1 && attacker.TeamID != Character.TeamID)
{
// If the attacker is using a low damage and high frequency weapon like a repair tool, we shouldn't use any delay.
AddCombatObjective(DetermineCombatMode(Character, cumulativeDamage), attacker, delay: realDamage > 1 ? GetReactionTime() : 0);
}
else
{
bool allowOffensive = HasItem(attacker, "handlocker", out _, requireEquipped: true);
if (attackResult.Afflictions.Any(a => a is AfflictionHusk))
{
cumulativeDamage = 100;
}
// Don't react on minor (accidental) dmg done by characters that are in the same team
if (cumulativeDamage < 10)
{
if (!Character.IsSecurity && cumulativeDamage > 1)
{
AddCombatObjective(AIObjectiveCombat.CombatMode.Retreat, attacker);
}
}
else
{
AddCombatObjective(DetermineCombatMode(Character, cumulativeDamage, dmgThreshold: 20, allowOffensive: allowOffensive), attacker, GetReactionTime() * 2);
}
}
}
}
}
else if (Character.IsBot)
{
// Non-friendly
AddCombatObjective(DetermineCombatMode(Character, cumulativeDamage: realDamage), attacker);
}
AIObjectiveCombat.CombatMode DetermineCombatMode(Character c, float cumulativeDamage, float dmgThreshold = 10, bool allowOffensive = true)
{
if (!IsFriendly(attacker))
{
return c.IsSecurity ? AIObjectiveCombat.CombatMode.Offensive : AIObjectiveCombat.CombatMode.Defensive;
}
else
{
// If there are any enemies around, just ignore the friendly fire
if (Character.CharacterList.Any(ch => ch.Submarine == Character.Submarine && !ch.Removed && !ch.IsDead && !ch.IsIncapacitated && !IsFriendly(ch) && VisibleHulls.Contains(ch.CurrentHull)))
{
return AIObjectiveCombat.CombatMode.None;
}
if (Character.IsInstigator && attacker.IsPlayer)
{
// The guards don't react when the player attacks instigators.
return c.IsSecurity ? AIObjectiveCombat.CombatMode.None : (Character.CombatAction != null ? Character.CombatAction.WitnessReaction : AIObjectiveCombat.CombatMode.Retreat);
}
else if (attacker.TeamID == Character.TeamType.FriendlyNPC)
{
if (c.IsSecurity)
{
return Character.CombatAction != null ? Character.CombatAction.GuardReaction : AIObjectiveCombat.CombatMode.None;
}
else
{
return Character.CombatAction != null ? Character.CombatAction.WitnessReaction : AIObjectiveCombat.CombatMode.None;
}
}
else
{
if (cumulativeDamage > dmgThreshold)
{
if (c.IsSecurity)
{
return c.IsSecurity && allowOffensive ? AIObjectiveCombat.CombatMode.Offensive : AIObjectiveCombat.CombatMode.Arrest;
}
else
{
return c == Character ? AIObjectiveCombat.CombatMode.Defensive : AIObjectiveCombat.CombatMode.Retreat;
}
}
else
{
return c.IsSecurity ? AIObjectiveCombat.CombatMode.Arrest : AIObjectiveCombat.CombatMode.Retreat;
}
}
}
}
}
private void AddCombatObjective(AIObjectiveCombat.CombatMode mode, Character attacker, float delay = 0, Func<bool> abortCondition = null, Action onAbort = null, bool allowHoldFire = false)
{
if (mode == AIObjectiveCombat.CombatMode.None) { return; }
if (Character.IsDead || Character.IsIncapacitated) { return; }
if (ObjectiveManager.CurrentObjective is AIObjectiveCombat combatObjective)
{
// Don't replace offensive mode with something else
if (combatObjective.Mode == AIObjectiveCombat.CombatMode.Offensive && mode != AIObjectiveCombat.CombatMode.Offensive) { return; }
if (combatObjective.Mode != mode || combatObjective.Enemy != attacker || (combatObjective.Enemy == null && attacker == null))
{
// Replace the old objective with the new.
ObjectiveManager.Objectives.Remove(combatObjective);
ObjectiveManager.AddObjective(CreateCombatObjective());
}
}
else
{
if (delay > 0)
{
ObjectiveManager.AddObjective(CreateCombatObjective(), delay);
}
else
{
ObjectiveManager.AddObjective(CreateCombatObjective());
}
}
AIObjectiveCombat CreateCombatObjective()
{
var objective = new AIObjectiveCombat(Character, attacker, mode, objectiveManager)
{
HoldPosition = Character.Info?.Job?.Prefab.Identifier == "watchman" || Character.CurrentHull == null && ObjectiveManager.IsCurrentOrder<AIObjectiveGoTo>(),
abortCondition = abortCondition,
allowHoldFire = allowHoldFire,
};
if (onAbort != null)
{
objective.Abandoned += onAbort;
}
return objective;
}
}
public void SetOrder(Order order, string option, Character orderGiver, bool speak = true)
{
CurrentOrderOption = option;
CurrentOrder = order;
objectiveManager.SetOrder(order, option, orderGiver);
if (ObjectiveManager.CurrentOrder != null && speak && Character.SpeechImpediment < 100.0f)
{
if (ObjectiveManager.CurrentOrder is AIObjectiveRepairItems repairItems && repairItems.Targets.None())
{
Character.Speak(TextManager.Get("DialogNoRepairTargets"), null, 3.0f, "norepairtargets");
}
else if (ObjectiveManager.CurrentOrder is AIObjectiveChargeBatteries chargeBatteries && chargeBatteries.Targets.None())
{
Character.Speak(TextManager.Get("DialogNoBatteries"), null, 3.0f, "nobatteries");
}
else if (ObjectiveManager.CurrentOrder is AIObjectiveExtinguishFires extinguishFires && extinguishFires.Targets.None())
{
Character.Speak(TextManager.Get("DialogNoFire"), null, 3.0f, "nofire");
}
else if (ObjectiveManager.CurrentOrder is AIObjectiveFixLeaks fixLeaks && fixLeaks.Targets.None())
{
Character.Speak(TextManager.Get("DialogNoLeaks"), null, 3.0f, "noleaks");
}
else if (ObjectiveManager.CurrentOrder is AIObjectiveFightIntruders fightIntruders && fightIntruders.Targets.None())
{
Character.Speak(TextManager.Get("DialogNoEnemies"), null, 3.0f, "noenemies");
}
else if (ObjectiveManager.CurrentOrder is AIObjectiveRescueAll rescueAll && rescueAll.Targets.None())
{
Character.Speak(TextManager.Get("DialogNoRescueTargets"), null, 3.0f, "norescuetargets");
}
else if (ObjectiveManager.CurrentOrder is AIObjectivePumpWater pumpWater && pumpWater.Targets.None())
{
Character.Speak(TextManager.Get("DialogNoPumps"), null, 3.0f, "nopumps");
}
else
{
Character.Speak(TextManager.Get("DialogAffirmative"), null, 1.0f);
}
}
}
public override void SelectTarget(AITarget target)
{
SelectedAiTarget = target;
}
public override void Reset()
{
base.Reset();
objectiveManager.SortObjectives();
sortTimer = sortObjectiveInterval;
float waitDuration = characterWaitOnSwitch;
if (ObjectiveManager.IsCurrentObjective<AIObjectiveIdle>())
{
waitDuration *= 2;
}
ObjectiveManager.WaitTimer = waitDuration;
}
private void CheckCrouching(float deltaTime)
{
crouchRaycastTimer -= deltaTime;
if (crouchRaycastTimer > 0.0f) { return; }
crouchRaycastTimer = crouchRaycastInterval;
//start the raycast in front of the character in the direction it's heading to
Vector2 startPos = Character.SimPosition;
startPos.X += MathHelper.Clamp(Character.AnimController.TargetMovement.X, -1.0f, 1.0f);
//do a raycast upwards to find any walls
float minCeilingDist = Character.AnimController.Collider.height / 2 + Character.AnimController.Collider.radius + 0.1f;
shouldCrouch = Submarine.PickBody(startPos, startPos + Vector2.UnitY * minCeilingDist, null, Physics.CollisionWall, customPredicate: (fixture) => { return !(fixture.Body.UserData is Submarine); }) != null;
}
public bool AllowCampaignInteraction()
{
if (Character == null || Character.Removed || Character.IsIncapacitated) { return false; }
switch (ObjectiveManager.CurrentObjective)
{
case AIObjectiveCombat _:
case AIObjectiveFindSafety _:
case AIObjectiveExtinguishFires _:
case AIObjectiveFightIntruders _:
case AIObjectiveFixLeaks _:
return false;
}
return true;
}
private readonly HashSet<Item> unequippedItems = new HashSet<Item>();
public bool TakeItem(Item item, Inventory targetInventory, bool equip, bool dropOtherIfCannotMove = true, bool allowSwapping = false, bool storeUnequipped = false)
{
var pickable = item.GetComponent<Pickable>();
if (item.ParentInventory is ItemInventory itemInventory)
{
if (!itemInventory.Container.HasRequiredItems(Character, addMessage: false)) { return false; }
}
if (equip)
{
int targetSlot = -1;
//check if all the slots required by the item are free
foreach (InvSlotType slots in pickable.AllowedSlots)
{
if (slots.HasFlag(InvSlotType.Any)) { continue; }
for (int i = 0; i < targetInventory.Items.Length; i++)
{
if (targetInventory is CharacterInventory characterInventory)
{
//slot not needed by the item, continue
if (!slots.HasFlag(characterInventory.SlotTypes[i])) { continue; }
}
targetSlot = i;
//slot free, continue
var otherItem = targetInventory.Items[i];
if (otherItem == null) { continue; }
//try to move the existing item to LimbSlot.Any and continue if successful
if (otherItem.AllowedSlots.Contains(InvSlotType.Any) && targetInventory.TryPutItem(otherItem, Character, CharacterInventory.anySlot))
{
if (storeUnequipped && targetInventory.Owner == Character)
{
unequippedItems.Add(otherItem);
}
continue;
}
if (dropOtherIfCannotMove)
{
//if everything else fails, simply drop the existing item
otherItem.Drop(Character);
}
}
}
return targetInventory.TryPutItem(item, targetSlot, allowSwapping, allowCombine: false, Character);
}
else
{
return targetInventory.TryPutItem(item, Character, CharacterInventory.anySlot);
}
}
public static bool NeedsDivingGear(Hull hull, out bool needsSuit)
{
needsSuit = false;
if (hull == null ||
hull.WaterPercentage > 90 ||
hull.LethalPressure > 0 ||
hull.ConnectedGaps.Any(gap => !gap.IsRoomToRoom && gap.Open > 0.5f))
{
needsSuit = true;
return true;
}
if (hull.WaterPercentage > 60 || hull.Oxygen < CharacterHealth.LowOxygenThreshold)
{
return true;
}
return false;
}
public static bool HasDivingGear(Character character, float conditionPercentage = 0) => HasDivingSuit(character, conditionPercentage) || HasDivingMask(character, conditionPercentage);
/// <summary>
/// Check whether the character has a diving suit in usable condition plus some oxygen.
/// </summary>
public static bool HasDivingSuit(Character character, float conditionPercentage = 0) => HasItem(character, AIObjectiveFindDivingGear.HEAVY_DIVING_GEAR, out _, AIObjectiveFindDivingGear.OXYGEN_SOURCE, conditionPercentage, requireEquipped: true);
/// <summary>
/// Check whether the character has a diving mask in usable condition plus some oxygen.
/// </summary>
public static bool HasDivingMask(Character character, float conditionPercentage = 0) => HasItem(character, AIObjectiveFindDivingGear.LIGHT_DIVING_GEAR, out _, AIObjectiveFindDivingGear.OXYGEN_SOURCE, conditionPercentage, requireEquipped: true);
private static List<Item> matchingItems = new List<Item>();
public static bool HasItem(Character character, string tagOrIdentifier, out IEnumerable<Item> items, string containedTag = null, float conditionPercentage = 0, bool requireEquipped = false)
{
matchingItems.Clear();
items = matchingItems;
if (character == null) { return false; }
if (character.Inventory == null) { return false; }
matchingItems = character.Inventory.FindAllItems(i => i.Prefab.Identifier == tagOrIdentifier || i.HasTag(tagOrIdentifier), recursive: true, matchingItems);
items = matchingItems;
return matchingItems.Any(i => i != null &&
i.ConditionPercentage >= conditionPercentage &&
(!requireEquipped || character.HasEquippedItem(i)) &&
(containedTag == null ||
(i.OwnInventory?.Items != null &&
i.OwnInventory.Items.Any(it => it != null && it.HasTag(containedTag) && it.ConditionPercentage > conditionPercentage))));
}
public static void ItemTaken(Item item, Character character)
{
if (item == null || character == null || item.GetComponent<LevelResource>() != null) { return; }
Character thief = character;
bool someoneSpoke = false;
if (item.SpawnedInOutpost && thief.TeamID != Character.TeamType.FriendlyNPC && !item.HasTag("handlocker"))
{
foreach (Character otherCharacter in Character.CharacterList)
{
if (otherCharacter == thief || otherCharacter.TeamID == thief.TeamID || otherCharacter.IsDead ||
otherCharacter.Info?.Job == null ||
!(otherCharacter.AIController is HumanAIController otherHumanAI) ||
!otherHumanAI.VisibleHulls.Contains(thief.CurrentHull))
{
continue;
}
//if (!otherCharacter.IsFacing(thief.WorldPosition)) { continue; }
if (!otherCharacter.CanSeeCharacter(thief)) { continue; }
// Don't react if the player is taking an extinguisher and there's any fires on the sub, or diving gear when the sub is flooding
// -> allow them to use the emergency items
if (character.Submarine != null)
{
var connectedHulls = character.Submarine.GetHulls(alsoFromConnectedSubs: true);
if (item.HasTag("fireextinguisher") && connectedHulls.Any(h => h.FireSources.Any())) { continue; }
if (item.HasTag("diving") && connectedHulls.Any(h => h.ConnectedGaps.Any(g => AIObjectiveFixLeaks.IsValidTarget(g, thief)))) { continue; }
}
if (!someoneSpoke && !character.IsIncapacitated && character.Stun <= 0.0f)
{
if (!item.StolenDuringRound && GameMain.GameSession?.Campaign?.Map?.CurrentLocation != null)
{
var reputationLoss = MathHelper.Clamp(
(item.Prefab.GetMinPrice() ?? 0) * Reputation.ReputationLossPerStolenItemPrice,
Reputation.MinReputationLossPerStolenItem, Reputation.MaxReputationLossPerStolenItem);
GameMain.GameSession.Campaign.Map.CurrentLocation.Reputation.Value -= reputationLoss;
}
item.StolenDuringRound = true;
otherCharacter.Speak(TextManager.Get("dialogstealwarning"), null, Rand.Range(0.5f, 1.0f), "thief", 10.0f);
someoneSpoke = true;
}
// React if we are security
if (!TriggerSecurity(otherHumanAI))
{
// Else call the others
foreach (Character security in Character.CharacterList.Where(c => c.TeamID == otherCharacter.TeamID).OrderByDescending(c => Vector2.DistanceSquared(thief.WorldPosition, c.WorldPosition)))
{
if (TriggerSecurity(security.AIController as HumanAIController))
{
// Only alert one guard at a time
break;
}
}
}
}
}
else if (item.OwnInventory?.FindItem(it => it.SpawnedInOutpost, true) is { } foundItem)
{
ItemTaken(foundItem, character);
}
bool TriggerSecurity(HumanAIController humanAI)
{
if (humanAI == null) { return false; }
if (!humanAI.Character.IsSecurity) { return false; }
if (humanAI.ObjectiveManager.IsCurrentObjective<AIObjectiveCombat>()) { return false; }
humanAI.AddCombatObjective(AIObjectiveCombat.CombatMode.Arrest, thief, delay: GetReactionTime(),
abortCondition: () => thief.Inventory.FindItem(it => it != null && it.StolenDuringRound, true) == null,
onAbort: () =>
{
if (item != null && !item.Removed && humanAI != null && !humanAI.ObjectiveManager.IsCurrentObjective<AIObjectiveGetItem>())
{
humanAI.ObjectiveManager.AddObjective(new AIObjectiveGetItem(humanAI.Character, item, humanAI.ObjectiveManager, equip: false)
{
BasePriority = 10
});
}
},
allowHoldFire: true);
return true;
}
}
// 0.225 - 0.375
private static float GetReactionTime() => reactionTime * Rand.Range(0.75f, 1.25f);
/// <summary>
/// Updates the hull safety for all ai characters in the team. The idea is that the crew communicates (magically) via radio about the threads.
/// The safety levels need to be calculated for each bot individually, because the formula takes into account things like current orders.
/// There's now a cached value per each hull, which should prevent too frequent calculations.
/// </summary>
public static void PropagateHullSafety(Character character, Hull hull)
{
DoForEachCrewMember(character, (humanAi) => humanAi.RefreshHullSafety(hull));
}
private void RefreshHullSafety(Hull hull)
{
if (GetHullSafety(hull, Character, VisibleHulls) > HULL_SAFETY_THRESHOLD)
{
UnsafeHulls.Remove(hull);
}
else
{
UnsafeHulls.Add(hull);
}
}
public static void RefreshTargets(Character character, Order order, Hull hull)
{
switch (order.Identifier)
{
case "reportfire":
AddTargets<AIObjectiveExtinguishFires, Hull>(character, hull);
break;
case "reportbreach":
foreach (var gap in hull.ConnectedGaps)
{
if (AIObjectiveFixLeaks.IsValidTarget(gap, character))
{
AddTargets<AIObjectiveFixLeaks, Gap>(character, gap);
}
}
break;
case "reportbrokendevices":
foreach (var item in Item.ItemList)
{
if (item.CurrentHull != hull) { continue; }
if (AIObjectiveRepairItems.IsValidTarget(item, character))
{
if (item.Repairables.All(r => item.ConditionPercentage >= r.RepairThreshold)) { continue; }
AddTargets<AIObjectiveRepairItems, Item>(character, item);
}
}
break;
case "reportintruders":
foreach (var enemy in Character.CharacterList)
{
if (enemy.CurrentHull != hull) { continue; }
if (AIObjectiveFightIntruders.IsValidTarget(enemy, character))
{
AddTargets<AIObjectiveFightIntruders, Character>(character, enemy);
}
}
break;
case "requestfirstaid":
foreach (var c in Character.CharacterList)
{
if (c.CurrentHull != hull) { continue; }
if (AIObjectiveRescueAll.IsValidTarget(c, character))
{
AddTargets<AIObjectiveRescueAll, Character>(character, c);
}
}
break;
default:
#if DEBUG
DebugConsole.ThrowError(order.Identifier + " not implemented!");
#endif
break;
}
}
private static bool AddTargets<T1, T2>(Character caller, T2 target) where T1 : AIObjectiveLoop<T2>
{
bool targetAdded = false;
DoForEachCrewMember(caller, humanAI =>
{
var objective = humanAI.ObjectiveManager.GetObjective<T1>();
if (objective != null)
{
if (!targetAdded && objective.AddTarget(target))
{
targetAdded = true;
}
}
});
return targetAdded;
}
public static void RemoveTargets<T1, T2>(Character caller, T2 target) where T1 : AIObjectiveLoop<T2>
{
DoForEachCrewMember(caller, humanAI =>
humanAI.ObjectiveManager.GetObjective<T1>()?.ReportedTargets.Remove(target));
}
public float GetDamageDoneByAttacker(Character attacker)
{
if (!damageDoneByAttacker.TryGetValue(attacker, out float dmg))
{
dmg = 0;
}
return dmg;
}
private void StoreHullSafety(Hull hull, HullSafety safety)
{
if (knownHulls.ContainsKey(hull))
{
// Update existing. Shouldn't currently happen, but things might change.
knownHulls[hull] = safety;
}
else
{
// Add new
knownHulls.Add(hull, safety);
}
}
private float CalculateHullSafety(Hull hull, Character character, IEnumerable<Hull> visibleHulls = null)
{
bool isCurrentHull = character == Character && character.CurrentHull == hull;
if (hull == null)
{
if (isCurrentHull)
{
CurrentHullSafety = 0;
}
return CurrentHullSafety;
}
if (isCurrentHull && visibleHulls == null)
{
// Use the cached visible hulls
visibleHulls = VisibleHulls;
}
bool ignoreFire = objectiveManager.CurrentOrder is AIObjectiveExtinguishFires extinguishOrder && extinguishOrder.Priority > 0 || objectiveManager.HasActiveObjective<AIObjectiveExtinguishFire>();
bool ignoreWater = HasDivingSuit(character);
bool ignoreOxygen = ignoreWater || HasDivingMask(character);
bool ignoreEnemies = ObjectiveManager.IsCurrentOrder<AIObjectiveFightIntruders>() || ObjectiveManager.Objectives.Any(o => o is AIObjectiveFightIntruders);
float safety = CalculateHullSafety(hull, visibleHulls, character, ignoreWater, ignoreOxygen, ignoreFire, ignoreEnemies);
if (isCurrentHull)
{
CurrentHullSafety = safety;
}
return safety;
}
private static float CalculateHullSafety(Hull hull, IEnumerable<Hull> visibleHulls, Character character, bool ignoreWater = false, bool ignoreOxygen = false, bool ignoreFire = false, bool ignoreEnemies = false)
{
if (hull == null) { return 0; }
if (hull.LethalPressure > 0 && character.PressureProtection <= 0) { return 0; }
// TODO: take the visiblehulls into account?
float oxygenFactor = ignoreOxygen ? 1 : MathHelper.Lerp(0.25f, 1, hull.OxygenPercentage / 100);
float waterFactor = ignoreWater ? 1 : MathHelper.Lerp(1, 0.25f, hull.WaterPercentage / 100);
if (!character.NeedsAir)
{
oxygenFactor = 1;
waterFactor = 1;
}
float fireFactor = 1;
if (!ignoreFire)
{
float calculateFire(Hull h) => h.FireSources.Count * 0.5f + h.FireSources.Sum(fs => fs.DamageRange) / h.Size.X;
// Even the smallest fire reduces the safety by 50%
float fire = visibleHulls == null ? calculateFire(hull) : visibleHulls.Sum(h => calculateFire(h));
fireFactor = MathHelper.Lerp(1, 0, MathHelper.Clamp(fire, 0, 1));
}
float enemyFactor = 1;
if (!ignoreEnemies)
{
bool isValidTarget(Character e) => IsActive(e) && !IsFriendly(character, e);
int enemyCount = visibleHulls == null ?
Character.CharacterList.Count(e => isValidTarget(e) && e.CurrentHull == hull) :
Character.CharacterList.Count(e => isValidTarget(e) && visibleHulls.Contains(e.CurrentHull));
// The hull safety decreases 90% per enemy up to 100% (TODO: test smaller percentages)
enemyFactor = MathHelper.Lerp(1, 0, MathHelper.Clamp(enemyCount * 0.9f, 0, 1));
}
float dangerousItemsFactor = 1f;
foreach (Item item in Item.ItemList)
{
if (item.CurrentHull != hull) { continue; }
if (item.Prefab != null && item.Prefab.IsDangerous)
{
dangerousItemsFactor = 0;
}
}
float safety = oxygenFactor * waterFactor * fireFactor * enemyFactor * dangerousItemsFactor;
return MathHelper.Clamp(safety * 100, 0, 100);
}
public float GetHullSafety(Hull hull, Character character, IEnumerable<Hull> visibleHulls = null)
{
if (!knownHulls.TryGetValue(hull, out HullSafety hullSafety))
{
hullSafety = new HullSafety(CalculateHullSafety(hull, character, visibleHulls));
StoreHullSafety(hull, hullSafety);
}
else if (hullSafety.IsStale)
{
hullSafety.Reset(CalculateHullSafety(hull, character, visibleHulls));
}
return hullSafety.safety;
}
public static float GetHullSafety(Hull hull, IEnumerable<Hull> visibleHulls, Character character, bool ignoreWater = false, bool ignoreOxygen = false, bool ignoreFire = false, bool ignoreEnemies = false)
{
HullSafety hullSafety;
if (character.AIController is HumanAIController controller)
{
if (!controller.knownHulls.TryGetValue(hull, out hullSafety))
{
hullSafety = new HullSafety(CalculateHullSafety(hull, visibleHulls, character, ignoreWater, ignoreOxygen, ignoreFire, ignoreEnemies));
controller.StoreHullSafety(hull, hullSafety);
}
else if (hullSafety.IsStale)
{
hullSafety.Reset(CalculateHullSafety(hull, visibleHulls, character, ignoreWater, ignoreOxygen, ignoreFire, ignoreEnemies));
}
}
else
{
#if DEBUG
DebugConsole.ThrowError("Cannot store the hull safety, because was unable to cast the AIController as HumanAIController. This should never happen!");
#endif
return CalculateHullSafety(hull, visibleHulls, character, ignoreWater, ignoreOxygen, ignoreFire, ignoreEnemies);
}
return hullSafety.safety;
}
public static bool IsFriendly(Character me, Character other, bool onlySameTeam = false)
{
bool sameTeam = me.TeamID == other.TeamID;
bool friendlyTeam = IsOnFriendlyTeam(GameMain.GameSession?.GameMode, me, other);
bool teamGood = sameTeam || friendlyTeam && !onlySameTeam;
if (!teamGood) { return false; }
bool speciesGood = other.SpeciesName == me.SpeciesName || other.Params.CompareGroup(me.Params.Group);
if (!speciesGood) { return false; }
if (me.TeamID == Character.TeamType.FriendlyNPC && other.TeamID == Character.TeamType.Team1 && GameMain.GameSession?.GameMode is CampaignMode campaign)
{
var reputation = campaign.Map?.CurrentLocation?.Reputation;
if (reputation != null && reputation.NormalizedValue < Reputation.HostileThreshold)
{
return false;
}
}
return true;
}
private static bool IsOnFriendlyTeam(GameMode mode, Character me, Character other)
{
// Only enemies are in the Team "None"
bool friendlyTeam = me.TeamID != Character.TeamType.None && other.TeamID != Character.TeamType.None;
// When playing a combat mission, we need to be on the same team to be friendlies
if (friendlyTeam && mode is MissionMode mm && mm.Mission is CombatMission)
{
friendlyTeam = me.TeamID == other.TeamID;
}
return friendlyTeam;
}
public static bool IsActive(Character other) => other != null && !other.Removed && !other.IsDead && !other.IsUnconscious;
public static bool IsTrueForAllCrewMembers(Character character, Func<HumanAIController, bool> predicate)
{
if (character == null) { return false; }
foreach (var c in Character.CharacterList)
{
if (FilterCrewMember(character, c))
{
if (!predicate(c.AIController as HumanAIController))
{
return false;
}
}
}
return true;
}
public static bool IsTrueForAnyCrewMember(Character character, Func<HumanAIController, bool> predicate)
{
if (character == null) { return false; }
foreach (var c in Character.CharacterList)
{
if (FilterCrewMember(character, c))
{
if (predicate(c.AIController as HumanAIController))
{
return true;
}
}
}
return false;
}
public static int CountCrew(Character character, Func<HumanAIController, bool> predicate = null, bool onlyActive = true, bool onlyBots = false)
{
if (character == null) { return 0; }
int count = 0;
foreach (var other in Character.CharacterList)
{
if (onlyActive && !IsActive(other))
{
continue;
}
if (onlyBots && other.IsPlayer)
{
continue;
}
if (FilterCrewMember(character, other))
{
if (predicate == null || predicate(other.AIController as HumanAIController))
{
count++;
}
}
}
return count;
}
public static void DoForEachCrewMember(Character character, Action<HumanAIController> action)
{
if (character == null) { return; }
foreach (var c in Character.CharacterList)
{
if (FilterCrewMember(character, c))
{
action(c.AIController as HumanAIController);
}
}
}
private static bool FilterCrewMember(Character self, Character other) => other != null && !other.IsDead && !other.Removed && other.AIController is HumanAIController humanAi && humanAi.IsFriendly(self);
public static bool IsItemOperatedByAnother(Character character, ItemComponent target, out Character operatingCharacter)
{
operatingCharacter = null;
if (target?.Item == null) { return false; }
foreach (var c in Character.CharacterList)
{
if (character == null) { continue; }
if (c == character) { continue; }
if (c.IsDead || c.IsIncapacitated) { continue; }
if (c.SelectedConstruction != target.Item) { continue; }
if (!IsFriendly(character, c, onlySameTeam: true)) { continue; }
operatingCharacter = c;
// If the other character is player, don't try to operate
if (c.IsPlayer) { return true; }
if (c.AIController is HumanAIController controllingHumanAi)
{
Item otherTarget = controllingHumanAi.objectiveManager.GetActiveObjective<AIObjectiveOperateItem>()?.Component.Item ?? c.SelectedConstruction;
if (otherTarget != target.Item) { continue; }
// If the other character is ordered to operate the item, let him do it
if (controllingHumanAi.ObjectiveManager.IsCurrentOrder<AIObjectiveOperateItem>())
{
return true;
}
else
{
if (character == null)
{
return true;
}
else if (target is Steering)
{
// Steering is hard-coded -> cannot use the required skills collection defined in the xml
return character.GetSkillLevel("helm") <= c.GetSkillLevel("helm");
}
else
{
return target.DegreeOfSuccess(character) <= target.DegreeOfSuccess(c);
}
}
}
else
{
// Shouldn't go here, unless we allow non-humans to operate items
return false;
}
}
return false;
}
#region Wrappers
public bool IsFriendly(Character other) => IsFriendly(Character, other);
public void DoForEachCrewMember(Action<HumanAIController> action) => DoForEachCrewMember(Character, action);
public bool IsTrueForAnyCrewMember(Func<HumanAIController, bool> predicate) => IsTrueForAnyCrewMember(Character, predicate);
public bool IsTrueForAllCrewMembers(Func<HumanAIController, bool> predicate) => IsTrueForAllCrewMembers(Character, predicate);
public int CountCrew(Func<HumanAIController, bool> predicate = null, bool onlyActive = true, bool onlyBots = false) => CountCrew(Character, predicate, onlyActive, onlyBots);
public bool IsItemOperatedByAnother(ItemComponent target, out Character operatingCharacter) => IsItemOperatedByAnother(Character, target, out operatingCharacter);
#endregion
}
}