Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Characters/AI/EnemyAIController.cs
2021-03-05 17:00:56 +02:00

3209 lines
151 KiB
C#

using Barotrauma.Extensions;
using Barotrauma.Items.Components;
using FarseerPhysics;
using FarseerPhysics.Dynamics;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Xml.Linq;
using System.Linq;
namespace Barotrauma
{
public enum AIState { Idle, Attack, Escape, Eat, Flee, Avoid, Aggressive, PassiveAggressive, Protect, Observe, Freeze, Follow }
public enum AttackPattern { Straight, Sweep, Circle }
public enum CirclePhase { Start, CloseIn, FallBack, Advance, Strike }
partial class EnemyAIController : AIController
{
public static bool DisableEnemyAI;
private AIState _state;
public AIState State
{
get { return _state; }
set
{
if (_state == value) { return; }
PreviousState = _state;
OnStateChanged(_state, value);
_state = value;
}
}
public AIState PreviousState { get; private set; }
/// <summary>
/// Enable the character to attack the outposts and the characters inside them. Disabled by default in normal levels, enabled in outpost levels.
/// </summary>
public bool TargetOutposts;
private readonly float updateTargetsInterval = 1;
private readonly float updateMemoriesInverval = 1;
private readonly float attackLimbResetInterval = 2;
private readonly float avoidLookAheadDistance;
private IndoorsSteeringManager PathSteering => insideSteering as IndoorsSteeringManager;
private SteeringManager outsideSteering, insideSteering;
private float updateTargetsTimer;
private float updateMemoriesTimer;
private float attackLimbResetTimer;
private bool IsAttackRunning => AttackingLimb != null && AttackingLimb.attack.IsRunning;
private bool IsCoolDownRunning => AttackingLimb != null && AttackingLimb.attack.CoolDownTimer > 0;
public float CombatStrength => AIParams.CombatStrength;
private float Sight => AIParams.Sight;
private float Hearing => AIParams.Hearing;
private float FleeHealthThreshold => AIParams.FleeHealthThreshold;
private bool AggressiveBoarding => AIParams.AggressiveBoarding;
private FishAnimController FishAnimController => Character.AnimController as FishAnimController;
//the limb selected for the current attack
private Limb _attackingLimb;
public Limb AttackingLimb
{
get { return _attackingLimb; }
private set
{
attackLimbResetTimer = 0;
_attackingLimb = value;
attackVector = null;
Reverse = _attackingLimb != null && _attackingLimb.attack.Reverse;
}
}
private double lastAttackUpdateTime;
private Attack _activeAttack;
public Attack ActiveAttack
{
get
{
if (_activeAttack == null) { return null; }
return lastAttackUpdateTime > Timing.TotalTime - _activeAttack.Duration ? _activeAttack : null;
}
private set
{
_activeAttack = value;
lastAttackUpdateTime = Timing.TotalTime;
}
}
private AITargetMemory selectedTargetMemory;
private float targetValue;
private CharacterParams.TargetParams selectedTargetingParams;
private Dictionary<AITarget, AITargetMemory> targetMemories;
private readonly float colliderWidth;
private readonly float colliderLength;
private readonly int requiredHoleCount;
private bool canAttackWalls;
private bool canAttackDoors;
private bool canAttackCharacters;
private readonly float priorityFearIncreasement = 2;
private readonly float memoryFadeTime = 0.5f;
private float avoidTimer;
private float observeTimer;
private float sweepTimer;
private float circleRotation;
private float circleDir;
private bool inverseDir;
private bool breakCircling;
private float circleRotationSpeed;
private Vector2 circleOffset;
private float circleFallbackDistance;
private float strikeTimer;
private float aggressionIntensity;
private CirclePhase CirclePhase;
private float currentAttackIntensity;
private readonly IEnumerable<Body> myBodies;
public LatchOntoAI LatchOntoAI { get; private set; }
public SwarmBehavior SwarmBehavior { get; private set; }
public PetBehavior PetBehavior { get; private set; }
public CharacterParams.TargetParams SelectedTargetingParams { get { return selectedTargetingParams; } }
public bool AttackHumans
{
get
{
var target = GetTargetParams(CharacterPrefab.HumanSpeciesName);
return target != null && target.Priority > 0.0f && (target.State == AIState.Attack || target.State == AIState.Aggressive);
}
}
public bool AttackRooms
{
get
{
var target = GetTargetParams("room");
return target != null && target.Priority > 0.0f && (target.State == AIState.Attack || target.State == AIState.Aggressive);
}
}
public override bool CanEnterSubmarine
{
get
{
//can't enter a submarine when attached to something
return Character.AnimController.CanEnterSubmarine && (LatchOntoAI == null || !LatchOntoAI.IsAttached);
}
}
public override bool CanFlip
{
get
{
//can't flip when attached to something, when eating, or reversing or in a (relatively) small room
return !Reverse &&
(State != AIState.Eat || Character.SelectedCharacter == null) &&
(LatchOntoAI == null || !LatchOntoAI.IsAttached) &&
(Character.CurrentHull == null || !Character.AnimController.InWater || Math.Min(Character.CurrentHull.Size.X, Character.CurrentHull.Size.Y) > ConvertUnits.ToDisplayUnits(Math.Max(colliderLength, colliderWidth)));
}
}
public bool IsBeingChasedBy(Character c) => c.AIController is EnemyAIController enemyAI && enemyAI.SelectedAiTarget?.Entity is Character && (enemyAI.State == AIState.Aggressive || enemyAI.State == AIState.Attack);
private bool IsBeingChased => SelectedAiTarget?.Entity is Character targetCharacter && IsBeingChasedBy(targetCharacter);
private bool reverse;
public bool Reverse
{
get { return reverse; }
private set
{
reverse = value;
if (FishAnimController != null)
{
FishAnimController.reverse = reverse;
}
}
}
private readonly float maxSteeringBuffer = 5000;
private readonly float minSteeringBuffer = 500;
private readonly float steeringBufferIncreaseSpeed = 100;
private float steeringBuffer;
public EnemyAIController(Character c, string seed) : base(c)
{
if (c.IsHuman)
{
throw new Exception($"Tried to create an enemy ai controller for human!");
}
if (Character.Params.Group.Equals("human", StringComparison.OrdinalIgnoreCase))
{
// Pet
Character.TeamID = CharacterTeamType.FriendlyNPC;
}
var mainElement = c.Params.OriginalElement.IsOverride() ? c.Params.OriginalElement.FirstElement() : c.Params.OriginalElement;
targetMemories = new Dictionary<AITarget, AITargetMemory>();
steeringManager = outsideSteering;
//allow targeting outposts and outpost NPCs in outpost levels
TargetOutposts = Level.Loaded != null && Level.Loaded.Type == LevelData.LevelType.Outpost;
List<XElement> aiElements = new List<XElement>();
List<float> aiCommonness = new List<float>();
foreach (XElement element in mainElement.Elements())
{
if (!element.Name.ToString().Equals("ai", StringComparison.OrdinalIgnoreCase)) { continue; }
aiElements.Add(element);
aiCommonness.Add(element.GetAttributeFloat("commonness", 1.0f));
}
if (aiElements.Count == 0)
{
DebugConsole.ThrowError("Error in file \"" + c.Params.File + "\" - no AI element found.");
outsideSteering = new SteeringManager(this);
insideSteering = new IndoorsSteeringManager(this, false, false);
return;
}
//choose a random ai element
MTRandom random = new MTRandom(ToolBox.StringToInt(seed));
XElement aiElement = aiElements.Count == 1 ? aiElements[0] : ToolBox.SelectWeightedRandom(aiElements, aiCommonness, random);
foreach (XElement subElement in aiElement.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "chooserandom":
LoadSubElement(subElement.Elements().GetRandom(random));
break;
default:
LoadSubElement(subElement);
break;
}
}
void LoadSubElement(XElement subElement)
{
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "latchonto":
LatchOntoAI = new LatchOntoAI(subElement, this);
break;
case "swarm":
case "swarmbehavior":
SwarmBehavior = new SwarmBehavior(subElement, this);
break;
case "petbehavior":
PetBehavior = new PetBehavior(subElement, this);
break;
}
}
ReevaluateAttacks();
outsideSteering = new SteeringManager(this);
insideSteering = new IndoorsSteeringManager(this, Character.IsHumanoid, canAttackDoors);
steeringManager = outsideSteering;
State = AIState.Idle;
var size = Character.AnimController.Collider.GetSize();
colliderWidth = size.X;
colliderLength = size.Y;
requiredHoleCount = (int)Math.Ceiling(ConvertUnits.ToDisplayUnits(colliderWidth) / Structure.WallSectionSize);
avoidLookAheadDistance = Math.Max(Math.Max(colliderWidth, colliderLength) * 3, 1.5f);
myBodies = Character.AnimController.Limbs.Select(l => l.body.FarseerBody);
}
private CharacterParams.AIParams _aiParams;
public CharacterParams.AIParams AIParams
{
get
{
if (_aiParams == null)
{
_aiParams = Character.Params.AI;
if (_aiParams == null)
{
DebugConsole.ThrowError($"No AI Params defined for {Character.SpeciesName}. AI disabled.");
Enabled = false;
_aiParams = new CharacterParams.AIParams(null, Character.Params);
}
}
return _aiParams;
}
}
private CharacterParams.TargetParams GetTargetParams(string targetTag) => AIParams.GetTarget(targetTag, false);
private CharacterParams.TargetParams GetTargetParams(AITarget aiTarget) => GetTargetParams(GetTargetingTag(aiTarget));
private string GetTargetingTag(AITarget aiTarget)
{
if (aiTarget?.Entity == null) { return null; }
string targetingTag = null;
if (aiTarget.Entity is Character targetCharacter)
{
if (targetCharacter.IsDead)
{
targetingTag = "dead";
}
else if (PetBehavior != null && aiTarget.Entity == PetBehavior.Owner)
{
targetingTag = "owner";
}
else if (AIParams.TryGetTarget(targetCharacter.SpeciesName, out CharacterParams.TargetParams tP))
{
targetingTag = tP.Tag;
}
else if (targetCharacter.AIController is EnemyAIController enemy)
{
if (targetCharacter.IsHusk && AIParams.HasTag("husk"))
{
targetingTag = "husk";
}
else
{
if (enemy.CombatStrength > CombatStrength)
{
targetingTag = "stronger";
}
else if (enemy.CombatStrength < CombatStrength)
{
targetingTag = "weaker";
}
}
}
}
else if (aiTarget.Entity is Item targetItem)
{
foreach (var prio in AIParams.Targets)
{
if (targetItem.HasTag(prio.Tag))
{
targetingTag = prio.Tag;
break;
}
}
if (targetingTag == null)
{
if (targetItem.GetComponent<Sonar>() != null)
{
targetingTag = "sonar";
}
}
}
else if (aiTarget.Entity is Structure)
{
targetingTag = "wall";
}
else if (aiTarget.Entity is Hull)
{
targetingTag = "room";
}
return targetingTag;
}
public override void SelectTarget(AITarget target) => SelectTarget(target, 100);
public void SelectTarget(AITarget target, float priority)
{
SelectedAiTarget = target;
selectedTargetMemory = GetTargetMemory(target, true);
selectedTargetMemory.Priority = priority;
}
private float movementMargin;
public override void Update(float deltaTime)
{
if (DisableEnemyAI) { return; }
base.Update(deltaTime);
UpdateTriggers(deltaTime);
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;
if (Math.Abs(Character.AnimController.movement.X) > 0.1f && !Character.AnimController.InWater &&
(GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer || Character.Controlled == Character))
{
if (SelectedAiTarget?.Entity != null || escapeTarget != null)
{
Entity t = SelectedAiTarget?.Entity ?? escapeTarget;
float referencePos = Vector2.DistanceSquared(Character.WorldPosition, t.WorldPosition) > 100 * 100 && HasValidPath(true) ? PathSteering.CurrentPath.CurrentNode.WorldPosition.X : t.WorldPosition.X;
Character.AnimController.TargetDir = Character.WorldPosition.X < referencePos ? Direction.Right : Direction.Left;
}
else
{
Character.AnimController.TargetDir = Character.AnimController.movement.X > 0.0f ? Direction.Right : Direction.Left;
}
}
if (isStateChanged)
{
if (State == AIState.Idle)
{
stateResetTimer -= deltaTime;
if (stateResetTimer <= 0)
{
ResetOriginalState();
}
}
}
if (targetIgnoreTimer > 0)
{
targetIgnoreTimer -= deltaTime;
}
else
{
ignoredTargets.Clear();
targetIgnoreTimer = targetIgnoreTime;
}
avoidTimer -= deltaTime;
if (avoidTimer < 0)
{
avoidTimer = 0;
}
UpdateCurrentMemoryLocation();
if (updateMemoriesTimer > 0)
{
updateMemoriesTimer -= deltaTime;
}
else
{
FadeMemories(updateMemoriesInverval);
updateMemoriesTimer = updateMemoriesInverval;
}
if (Math.Max(Character.HealthPercentage, 0) < FleeHealthThreshold && SelectedAiTarget != null &&
SelectedAiTarget.Entity is Character target && (target.IsHuman && CanPerceive(SelectedAiTarget) || IsBeingChasedBy(target)))
{
// Keep fleeing if being chased
State = AIState.Flee;
wallTarget = null;
}
else
{
if (updateTargetsTimer > 0)
{
updateTargetsTimer -= deltaTime;
}
else if (avoidTimer <= 0 || activeTriggers.Any() && returnTimer <= 0)
{
CharacterParams.TargetParams targetingParams = null;
UpdateTargets(Character, out targetingParams);
if (!IsLatchedOnSub)
{
UpdateWallTarget(requiredHoleCount);
}
updateTargetsTimer = updateTargetsInterval * Rand.Range(0.75f, 1.25f);
if (SelectedAiTarget == null)
{
State = AIState.Idle;
}
else if (targetingParams != null)
{
selectedTargetingParams = targetingParams;
State = targetingParams.State;
}
}
}
if (AIParams.Infiltrate)
{
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);
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);
}
else
{
if (Character.Submarine != null)
{
if (steeringManager != insideSteering)
{
insideSteering.Reset();
}
steeringManager = insideSteering;
}
else
{
if (steeringManager != outsideSteering)
{
outsideSteering.Reset();
}
steeringManager = outsideSteering;
}
}
bool useSteeringLengthAsMovementSpeed = State == AIState.Idle && Character.AnimController.InWater;
bool run = false;
switch (State)
{
case AIState.Freeze:
SteeringManager.Reset();
break;
case AIState.Idle:
UpdateIdle(deltaTime);
break;
case AIState.Attack:
run = !IsCoolDownRunning || AttackingLimb != null && AttackingLimb.attack.FullSpeedAfterAttack;
UpdateAttack(deltaTime);
break;
case AIState.Eat:
UpdateEating(deltaTime);
break;
case AIState.Escape:
case AIState.Flee:
run = true;
UpdateEscape(deltaTime);
break;
case AIState.Avoid:
case AIState.PassiveAggressive:
case AIState.Aggressive:
if (SelectedAiTarget == null || SelectedAiTarget.Entity == null || SelectedAiTarget.Entity.Removed)
{
State = AIState.Idle;
return;
}
float squaredDistance = Vector2.DistanceSquared(WorldPosition, SelectedAiTarget.WorldPosition);
var attackLimb = AttackingLimb ?? GetAttackLimb(SelectedAiTarget.WorldPosition);
if (attackLimb != null && squaredDistance <= Math.Pow(attackLimb.attack.Range, 2))
{
run = true;
if (State == AIState.Avoid)
{
UpdateEscape(deltaTime);
}
else
{
UpdateAttack(deltaTime);
}
}
else
{
bool isBeingChased = IsBeingChased;
float reactDistance = !isBeingChased && selectedTargetingParams != null && selectedTargetingParams.ReactDistance > 0 ? selectedTargetingParams.ReactDistance : GetPerceivingRange(SelectedAiTarget);
if (squaredDistance <= Math.Pow(reactDistance, 2))
{
float halfReactDistance = reactDistance / 2;
float attackDistance = selectedTargetingParams != null && selectedTargetingParams.AttackDistance > 0 ? selectedTargetingParams.AttackDistance : halfReactDistance;
if (State == AIState.Aggressive || State == AIState.PassiveAggressive && squaredDistance < Math.Pow(attackDistance, 2))
{
run = true;
UpdateAttack(deltaTime);
}
else
{
run = isBeingChased ? true : squaredDistance < Math.Pow(halfReactDistance, 2);
State = AIState.Escape;
avoidTimer = AIParams.AvoidTime * 0.5f * Rand.Range(0.75f, 1.25f);
}
}
else
{
UpdateIdle(deltaTime);
}
}
break;
case AIState.Protect:
case AIState.Follow:
if (SelectedAiTarget == null || SelectedAiTarget.Entity == null || SelectedAiTarget.Entity.Removed)
{
State = AIState.Idle;
return;
}
if (State == AIState.Protect)
{
if (SelectedAiTarget.Entity is Character targetCharacter)
{
bool IsValid(Character.Attacker a)
{
Character c = a.Character;
if (c.IsDead || c.Removed) { return false; }
if (!IsFriendly(Character, c)) { return true; }
// Only apply the threshold to friendly characters
return a.Damage >= selectedTargetingParams.DamageThreshold;
}
Character attacker = targetCharacter.LastAttackers.LastOrDefault(IsValid)?.Character;
if (attacker != null)
{
// Attack the character that attacked the target we are protecting
ChangeTargetState(attacker, AIState.Attack, selectedTargetingParams.Priority * 2);
SelectTarget(attacker.AiTarget);
return;
}
}
}
float sqrDist = Vector2.DistanceSquared(WorldPosition, SelectedAiTarget.WorldPosition);
float reactDist = selectedTargetingParams != null && selectedTargetingParams.ReactDistance > 0 ? selectedTargetingParams.ReactDistance : GetPerceivingRange(SelectedAiTarget);
if (sqrDist > Math.Pow(reactDist + movementMargin, 2))
{
movementMargin = reactDist;
run = true;
UpdateFollow(deltaTime);
}
else
{
movementMargin = MathHelper.Clamp(movementMargin -= deltaTime, 0, reactDist);
UpdateIdle(deltaTime);
}
break;
case AIState.Observe:
if (SelectedAiTarget == null || SelectedAiTarget.Entity == null || SelectedAiTarget.Entity.Removed)
{
State = AIState.Idle;
return;
}
run = false;
sqrDist = Vector2.DistanceSquared(WorldPosition, SelectedAiTarget.WorldPosition);
reactDist = selectedTargetingParams != null && selectedTargetingParams.ReactDistance > 0 ? selectedTargetingParams.ReactDistance : GetPerceivingRange(SelectedAiTarget);
float halfReactDist = reactDist / 2;
float attackDist = selectedTargetingParams != null && selectedTargetingParams.AttackDistance > 0 ? selectedTargetingParams.AttackDistance : halfReactDist;
if (sqrDist > Math.Pow(reactDist, 2))
{
// Too far to react
UpdateIdle(deltaTime);
}
else if (sqrDist < Math.Pow(attackDist + movementMargin, 2))
{
movementMargin = attackDist;
SteeringManager.Reset();
if (Character.AnimController.InWater)
{
useSteeringLengthAsMovementSpeed = true;
Vector2 dir = Vector2.Normalize(SelectedAiTarget.WorldPosition - Character.WorldPosition);
if (sqrDist < Math.Pow(attackDist * 0.75f, 2))
{
// Keep the distance, if too close
dir = -dir;
useSteeringLengthAsMovementSpeed = false;
Reverse = true;
run = true;
}
else
{
Reverse = false;
}
SteeringManager.SteeringManual(deltaTime, dir * 0.2f);
}
else
{
// TODO: doesn't work right here
FaceTarget(SelectedAiTarget.Entity);
}
observeTimer -= deltaTime;
if (observeTimer < 0)
{
IgnoreTarget(SelectedAiTarget);
State = AIState.Idle;
ResetAITarget();
}
}
else
{
run = sqrDist > Math.Pow(attackDist * 2, 2);
movementMargin = MathHelper.Clamp(movementMargin -= deltaTime, 0, attackDist);
UpdateFollow(deltaTime);
}
break;
default:
throw new NotImplementedException();
}
if (!Character.AnimController.SimplePhysicsEnabled)
{
LatchOntoAI?.Update(this, deltaTime);
}
IsSteeringThroughGap = false;
if (SwarmBehavior != null)
{
SwarmBehavior.IsActive = State == AIState.Idle && Character.CurrentHull == null;
SwarmBehavior.Refresh();
SwarmBehavior.UpdateSteering(deltaTime);
}
// Ensure that the creature keeps inside the level
SteerInsideLevel(deltaTime);
float speed = Character.AnimController.GetCurrentSpeed(run && Character.CanRun);
steeringManager.Update(speed);
float targetMovement = useSteeringLengthAsMovementSpeed ? Steering.Length() : speed;
Character.AnimController.TargetMovement = Character.ApplyMovementLimits(Steering, targetMovement);
if (Character.CurrentHull != null && Character.AnimController.InWater)
{
// Limit the swimming speed inside the sub.
Character.AnimController.TargetMovement = Character.AnimController.TargetMovement.ClampLength(5);
}
}
#region Idle
private void UpdateIdle(float deltaTime, bool followLastTarget = true)
{
var pathSteering = SteeringManager as IndoorsSteeringManager;
if (pathSteering == null)
{
if (SimPosition.Y < ConvertUnits.ToSimUnits(Character.CharacterHealth.CrushDepth * 0.75f))
{
// Steer straight up if very deep
SteeringManager.SteeringManual(deltaTime, Vector2.UnitY);
SteeringManager.SteeringAvoid(deltaTime, lookAheadDistance: avoidLookAheadDistance, weight: 5);
return;
}
}
if (followLastTarget)
{
var target = SelectedAiTarget ?? _lastAiTarget;
if (target?.Entity != null && !target.Entity.Removed && PreviousState == AIState.Attack && Character.CurrentHull == null)
{
// Keep heading to the last known position of the target
var memory = GetTargetMemory(target, false);
if (memory != null)
{
var location = memory.Location;
float dist = Vector2.DistanceSquared(WorldPosition, location);
if (dist < 50 * 50)
{
// Target is gone
ResetAITarget();
}
else
{
// Steer towards the target
SteeringManager.SteeringSeek(Character.GetRelativeSimPosition(target.Entity, location), 5);
SteeringManager.SteeringAvoid(deltaTime, lookAheadDistance: avoidLookAheadDistance, weight: 15);
return;
}
}
else
{
ResetAITarget();
}
}
}
if (pathSteering != null && !Character.AnimController.InWater)
{
// Wander around inside
pathSteering.Wander(deltaTime, ConvertUnits.ToDisplayUnits(colliderLength), stayStillInTightSpace: false);
}
else
{
// Wander around outside or swimming
steeringManager.SteeringWander();
if (Character.AnimController.InWater)
{
SteeringManager.SteeringAvoid(deltaTime, lookAheadDistance: avoidLookAheadDistance, weight: 5);
}
}
}
#endregion
#region Escape
private readonly float escapeTargetSeekInterval = 2;
private float escapeTimer;
private Gap escapeTarget;
private bool allGapsSearched;
private readonly HashSet<Gap> unreachableGaps = new HashSet<Gap>();
private void UpdateEscape(float deltaTime)
{
if (SelectedAiTarget != null && (SelectedAiTarget.Entity == null || SelectedAiTarget.Entity.Removed))
{
State = AIState.Idle;
return;
}
else if (selectedTargetMemory != null && SelectedAiTarget?.Entity is Character)
{
selectedTargetMemory.Priority += deltaTime * priorityFearIncreasement;
}
IndoorsSteeringManager pathSteering = SteeringManager as IndoorsSteeringManager;
bool hasValidPath = pathSteering?.CurrentPath != null && !pathSteering.IsPathDirty && !pathSteering.CurrentPath.Unreachable;
if (allGapsSearched)
{
escapeTimer -= deltaTime;
if (escapeTimer <= 0)
{
allGapsSearched = false;
}
}
if (Character.CurrentHull != null && pathSteering != null)
{
// Seek exit if inside
if (!allGapsSearched)
{
float closestDistance = 0;
foreach (Gap gap in Gap.GapList)
{
if (gap == null || gap.Removed) { continue; }
if (escapeTarget == gap) { continue; }
if (unreachableGaps.Contains(gap)) { continue; }
if (gap.Submarine != Character.Submarine) { continue; }
if (gap.IsRoomToRoom) { continue; }
float multiplier = 1;
var door = gap.ConnectedDoor;
if (door != null)
{
if (!door.CanBeTraversed)
{
if (!door.HasAccess(Character))
{
if (!canAttackDoors) { continue; }
// Treat doors that don't have access to like they were farther, because it will take time to break them.
multiplier = 5;
}
}
}
else
{
if (gap.Open < 1) { continue; }
bool canGetThrough = ConvertUnits.ToDisplayUnits(colliderWidth) < gap.Size;
if (!canGetThrough) { continue; }
}
if (gap.FlowTargetHull == Character.CurrentHull)
{
// If the gap is in the same room, it's close enough.
escapeTarget = gap;
break;
}
float distance = Vector2.DistanceSquared(Character.WorldPosition, gap.WorldPosition) * multiplier;
if (escapeTarget == null || distance < closestDistance)
{
escapeTarget = gap;
closestDistance = distance;
}
}
allGapsSearched = true;
escapeTimer = escapeTargetSeekInterval;
}
else if (escapeTarget != null && escapeTarget.FlowTargetHull != Character.CurrentHull)
{
if (pathSteering.CurrentPath != null && !pathSteering.IsPathDirty && pathSteering.CurrentPath.Unreachable)
{
unreachableGaps.Add(escapeTarget);
escapeTarget = null;
allGapsSearched = false;
}
}
}
if (escapeTarget != null && Character.CurrentHull != null && Vector2.DistanceSquared(Character.SimPosition, escapeTarget.SimPosition) > 0.5f)
{
if (hasValidPath && pathSteering.CurrentPath.Finished)
{
// Steer manually towards the gap
SteeringManager.SteeringManual(deltaTime, Vector2.Normalize(escapeTarget.WorldPosition - Character.WorldPosition));
}
else if (SelectedAiTarget?.Entity is Character targetCharacter && targetCharacter.CurrentHull == Character.CurrentHull)
{
// Steer away from the target if in the same room
Vector2 escapeDir = Vector2.Normalize(SelectedAiTarget != null ? WorldPosition - SelectedAiTarget.WorldPosition : Character.AnimController.TargetMovement);
if (!MathUtils.IsValid(escapeDir)) { escapeDir = Vector2.UnitY; }
SteeringManager.SteeringManual(deltaTime, escapeDir);
return;
}
else if (pathSteering != null)
{
if (hasValidPath && canAttackDoors)
{
var door = pathSteering.CurrentPath.CurrentNode?.ConnectedDoor ?? pathSteering.CurrentPath.NextNode?.ConnectedDoor;
if (door != null && !door.CanBeTraversed && !door.HasAccess(Character))
{
if (SelectedAiTarget != door.Item.AiTarget || State != AIState.Attack)
{
SelectTarget(door.Item.AiTarget, selectedTargetMemory.Priority);
State = AIState.Attack;
return;
}
}
}
}
SteeringManager.SteeringSeek(escapeTarget.SimPosition, 10);
}
else
{
escapeTarget = null;
allGapsSearched = false;
Vector2 escapeDir = Vector2.Normalize(SelectedAiTarget != null ? WorldPosition - SelectedAiTarget.WorldPosition : Character.AnimController.TargetMovement);
if (!MathUtils.IsValid(escapeDir)) escapeDir = Vector2.UnitY;
SteeringManager.SteeringManual(deltaTime, escapeDir);
if (Character.CurrentHull == null)
{
SteeringManager.SteeringWander();
SteeringManager.SteeringAvoid(deltaTime, lookAheadDistance: avoidLookAheadDistance, weight: 5);
}
}
}
#endregion
#region Attack
private Vector2 attackWorldPos;
private Vector2 attackSimPos;
private void UpdateAttack(float deltaTime)
{
if (SelectedAiTarget == null || SelectedAiTarget.Entity == null || SelectedAiTarget.Entity.Removed)
{
State = AIState.Idle;
return;
}
attackWorldPos = SelectedAiTarget.WorldPosition;
attackSimPos = SelectedAiTarget.SimPosition;
if (SelectedAiTarget.Entity is Item item)
{
// If the item is held by a character, attack the character instead.
Character owner = GetOwner(item);
if (owner != null)
{
if (IsFriendly(Character, owner))
{
ResetAITarget();
State = AIState.Idle;
return;
}
else
{
SelectedAiTarget = owner.AiTarget;
}
}
}
if (wallTarget != null)
{
attackWorldPos = wallTarget.Position;
if (wallTarget.Structure.Submarine != null)
{
attackWorldPos += wallTarget.Structure.Submarine.Position;
}
attackSimPos = Character.Submarine == wallTarget.Structure.Submarine ? wallTarget.Position : attackWorldPos;
attackSimPos = ConvertUnits.ToSimUnits(attackSimPos);
}
else
{
attackSimPos = Character.GetRelativeSimPosition(SelectedAiTarget.Entity);
}
if (Character.AnimController.CanEnterSubmarine)
{
if (TrySteerThroughGaps(deltaTime))
{
return;
}
}
else if (SelectedAiTarget.Entity is Structure w && wallTarget == null)
{
bool isBroken = true;
for (int i = 0; i < w.Sections.Length; i++)
{
if (!w.SectionBodyDisabled(i))
{
isBroken = false;
Vector2 sectionPos = w.SectionPosition(i);
attackWorldPos = sectionPos;
if (w.Submarine != null)
{
attackWorldPos += w.Submarine.Position;
}
attackSimPos = ConvertUnits.ToSimUnits(attackWorldPos);
break;
}
}
if (isBroken)
{
IgnoreTarget(SelectedAiTarget);
State = AIState.Idle;
ResetAITarget();
return;
}
}
bool canAttack = true;
bool pursue = false;
if (IsCoolDownRunning)
{
if (AttackingLimb.attack.CoolDownTimer >= AttackingLimb.attack.CoolDown + AttackingLimb.attack.CurrentRandomCoolDown - AttackingLimb.attack.AfterAttackDelay)
{
return;
}
switch (AttackingLimb.attack.AfterAttack)
{
case AIBehaviorAfterAttack.Pursue:
case AIBehaviorAfterAttack.PursueIfCanAttack:
if (AttackingLimb.attack.SecondaryCoolDown <= 0)
{
// No (valid) secondary cooldown defined.
if (AttackingLimb.attack.AfterAttack == AIBehaviorAfterAttack.Pursue)
{
canAttack = false;
pursue = true;
}
else
{
UpdateFallBack(attackWorldPos, deltaTime, true);
return;
}
}
else
{
if (AttackingLimb.attack.SecondaryCoolDownTimer <= 0)
{
// Don't allow attacking when the attack target has just changed.
if (_previousAiTarget != null && SelectedAiTarget != _previousAiTarget)
{
canAttack = false;
if (AttackingLimb.attack.AfterAttack == AIBehaviorAfterAttack.PursueIfCanAttack)
{
// Fall back if cannot attack.
UpdateFallBack(attackWorldPos, deltaTime, true);
return;
}
AttackingLimb = null;
}
else
{
// If the secondary cooldown is defined and expired, check if we can switch the attack
var newLimb = GetAttackLimb(attackWorldPos, AttackingLimb);
if (newLimb != null)
{
// Attack with the new limb
AttackingLimb = newLimb;
}
else
{
// No new limb was found.
if (AttackingLimb.attack.AfterAttack == AIBehaviorAfterAttack.Pursue)
{
canAttack = false;
pursue = true;
}
else
{
UpdateFallBack(attackWorldPos, deltaTime, true);
return;
}
}
}
}
else
{
// Cooldown not yet expired, cannot attack -> steer towards the target
canAttack = false;
}
}
break;
case AIBehaviorAfterAttack.FallBackUntilCanAttack:
case AIBehaviorAfterAttack.FollowThroughUntilCanAttack:
if (AttackingLimb.attack.SecondaryCoolDown <= 0)
{
// No (valid) secondary cooldown defined.
UpdateFallBack(attackWorldPos, deltaTime, AttackingLimb.attack.AfterAttack == AIBehaviorAfterAttack.FollowThroughUntilCanAttack);
return;
}
else
{
if (AttackingLimb.attack.SecondaryCoolDownTimer <= 0)
{
// Don't allow attacking when the attack target has just changed.
if (_previousAiTarget != null && SelectedAiTarget != _previousAiTarget)
{
UpdateFallBack(attackWorldPos, deltaTime, AttackingLimb.attack.AfterAttack == AIBehaviorAfterAttack.FollowThroughUntilCanAttack);
return;
}
else
{
// If the secondary cooldown is defined and expired, check if we can switch the attack
var newLimb = GetAttackLimb(attackWorldPos, AttackingLimb);
if (newLimb != null)
{
// Attack with the new limb
AttackingLimb = newLimb;
}
else
{
// No new limb was found.
UpdateFallBack(attackWorldPos, deltaTime, AttackingLimb.attack.AfterAttack == AIBehaviorAfterAttack.FollowThroughUntilCanAttack);
return;
}
}
}
else
{
// Cooldown not yet expired -> steer away from the target
UpdateFallBack(attackWorldPos, deltaTime, AttackingLimb.attack.AfterAttack == AIBehaviorAfterAttack.FollowThroughUntilCanAttack);
return;
}
}
break;
case AIBehaviorAfterAttack.IdleUntilCanAttack:
if (AttackingLimb.attack.SecondaryCoolDown <= 0)
{
// No (valid) secondary cooldown defined.
UpdateIdle(deltaTime, followLastTarget: false);
return;
}
else
{
if (AttackingLimb.attack.SecondaryCoolDownTimer <= 0)
{
// Don't allow attacking when the attack target has just changed.
if (_previousAiTarget != null && SelectedAiTarget != _previousAiTarget)
{
UpdateIdle(deltaTime, followLastTarget: false);
return;
}
else
{
// If the secondary cooldown is defined and expired, check if we can switch the attack
var newLimb = GetAttackLimb(attackWorldPos, AttackingLimb);
if (newLimb != null)
{
// Attack with the new limb
AttackingLimb = newLimb;
}
else
{
// No new limb was found.
UpdateIdle(deltaTime, followLastTarget: false);
return;
}
}
}
else
{
// Cooldown not yet expired
UpdateIdle(deltaTime, followLastTarget: false);
return;
}
}
break;
case AIBehaviorAfterAttack.FollowThrough:
UpdateFallBack(attackWorldPos, deltaTime, followThrough: true);
return;
case AIBehaviorAfterAttack.FallBack:
default:
UpdateFallBack(attackWorldPos, deltaTime, followThrough: false);
return;
}
}
else
{
attackVector = null;
}
if (canAttack)
{
if (AttackingLimb == null || _previousAiTarget != SelectedAiTarget)
{
AttackingLimb = GetAttackLimb(attackWorldPos);
}
canAttack = AttackingLimb != null && AttackingLimb.attack.CoolDownTimer <= 0;
}
if (!AIParams.Infiltrate)
{
if (!Character.AnimController.SimplePhysicsEnabled && SelectedAiTarget.Entity.Submarine != null && Character.Submarine == null && (!canAttackDoors || !canAttackWalls || !AIParams.TargetOuterWalls))
{
if (wallTarget == null && Vector2.DistanceSquared(Character.WorldPosition, attackWorldPos) < 2000 * 2000)
{
// Check that we are not bumping into a door or a wall
Vector2 rayStart = SimPosition;
if (Character.Submarine == null)
{
rayStart -= SelectedAiTarget.Entity.Submarine.SimPosition;
}
Vector2 dir = SelectedAiTarget.WorldPosition - WorldPosition;
Vector2 rayEnd = rayStart + dir.ClampLength(Character.AnimController.Collider.GetLocalFront().Length() * 2);
Body closestBody = Submarine.CheckVisibility(rayStart, rayEnd, ignoreSubs: true);
if (Submarine.LastPickedFraction != 1.0f && closestBody != null &&
(!AIParams.TargetOuterWalls || !canAttackWalls && closestBody.UserData is Structure s && s.Submarine != null || !canAttackDoors && closestBody.UserData is Item i && i.Submarine != null && i.GetComponent<Door>() != null))
{
// Target is unreachable, there's a door or wall ahead
State = AIState.Idle;
IgnoreTarget(SelectedAiTarget);
ResetAITarget();
return;
}
}
}
}
float distance = 0;
Limb attackTargetLimb = null;
Character targetCharacter = SelectedAiTarget.Entity as Character;
if (canAttack)
{
if (!Character.AnimController.SimplePhysicsEnabled)
{
// Target a specific limb instead of the target center position
if (wallTarget == null && targetCharacter != null)
{
var targetLimbType = AttackingLimb.Params.Attack.Attack.TargetLimbType;
attackTargetLimb = GetTargetLimb(AttackingLimb, targetCharacter, targetLimbType);
if (attackTargetLimb == null)
{
State = AIState.Idle;
IgnoreTarget(SelectedAiTarget);
ResetAITarget();
return;
}
attackWorldPos = attackTargetLimb.WorldPosition;
attackSimPos = Character.GetRelativeSimPosition(attackTargetLimb);
}
}
Vector2 attackLimbPos = Character.AnimController.SimplePhysicsEnabled ? Character.WorldPosition : AttackingLimb.WorldPosition;
Vector2 toTarget = attackWorldPos - attackLimbPos;
// Add a margin when the target is moving away, because otherwise it might be difficult to reach it (the attack takes some time to perform)
if (wallTarget != null)
{
if (wallTarget.Structure.Submarine != null)
{
Vector2 margin = CalculateMargin(wallTarget.Structure.Submarine.Velocity);
toTarget += margin;
}
}
else if (targetCharacter != null)
{
Vector2 margin = CalculateMargin(targetCharacter.AnimController.Collider.LinearVelocity);
toTarget += margin;
}
else if (SelectedAiTarget.Entity is MapEntity e)
{
if (e.Submarine != null)
{
Vector2 margin = CalculateMargin(e.Submarine.Velocity);
toTarget += margin;
}
}
Vector2 CalculateMargin(Vector2 targetVelocity)
{
if (targetVelocity == Vector2.Zero) { return targetVelocity; }
float dot = Vector2.Dot(Vector2.Normalize(targetVelocity), Vector2.Normalize(Character.AnimController.Collider.LinearVelocity));
return ConvertUnits.ToDisplayUnits(targetVelocity) * AttackingLimb.attack.Duration * dot;
}
// Check that we can reach the target
distance = toTarget.Length();
canAttack = distance < AttackingLimb.attack.Range;
// Crouch if the target is down (only humanoids), so that we can reach it.
if (Character.AnimController is HumanoidAnimController humanoidAnimController && distance < AttackingLimb.attack.Range * 2)
{
if (Math.Abs(toTarget.Y) > AttackingLimb.attack.Range / 2 && Math.Abs(toTarget.X) <= AttackingLimb.attack.Range)
{
humanoidAnimController.Crouching = true;
}
}
if (canAttack)
{
if (AttackingLimb.attack.Ranged)
{
// Check that is facing the target
float offset = AttackingLimb.Params.GetSpriteOrientation() - MathHelper.PiOver2;
Vector2 forward = VectorExtensions.Forward(AttackingLimb.body.TransformedRotation - offset * Character.AnimController.Dir);
float angle = VectorExtensions.Angle(forward, toTarget);
canAttack = angle < MathHelper.ToRadians(AttackingLimb.attack.RequiredAngle);
if (canAttack && AttackingLimb.attack.AvoidFriendlyFire)
{
float minDistance = MathUtils.Pow(ConvertUnits.ToDisplayUnits(Character.AnimController.Collider.GetMaxExtent() * 3), 2);
bool IsFarEnough(Character other) => Vector2.DistanceSquared(Character.WorldPosition, other.WorldPosition) > minDistance;
if (SwarmBehavior != null)
{
canAttack = SwarmBehavior.Members.All(c => c == Character || IsFarEnough(c));
}
else
{
canAttack = Character.CharacterList.All(c => c == Character || !IsFriendly(Character, c) || IsFarEnough(c));
}
if (canAttack)
{
canAttack = !IsBlocked(attackSimPos) && !IsBlocked(AttackingLimb.SimPosition + forward * ConvertUnits.ToSimUnits(AttackingLimb.attack.Range));
bool IsBlocked(Vector2 targetPosition)
{
foreach (var body in Submarine.PickBodies(AttackingLimb.SimPosition, targetPosition, myBodies, Physics.CollisionCharacter))
{
Character hitTarget = null;
if (body.UserData is Character c)
{
hitTarget = c;
}
else if (body.UserData is Limb limb)
{
hitTarget = limb.character;
}
if (hitTarget != null && !hitTarget.IsDead && IsFriendly(Character, hitTarget))
{
return true;
}
}
return false;
}
}
}
}
}
else if (!IsAttackRunning && !IsCoolDownRunning)
{
// If not, reset the attacking limb, if the cooldown is not running
// Don't use the property, because we don't want cancel reversing, if we are reversing.
if (attackLimbResetTimer > attackLimbResetInterval)
{
_attackingLimb = null;
attackLimbResetTimer = 0;
}
else
{
attackLimbResetTimer += deltaTime;
}
}
}
Limb steeringLimb = canAttack && !AttackingLimb.attack.Ranged ? AttackingLimb : null;
if (steeringLimb == null)
{
// If the attacking limb is a hand or claw, for example, using it as the steering limb can end in the result where the character circles around the target.
steeringLimb = Character.AnimController.GetLimb(LimbType.Head) ?? Character.AnimController.GetLimb(LimbType.Torso);
}
if (steeringLimb == null)
{
State = AIState.Idle;
return;
}
if (AttackingLimb != null && AttackingLimb.attack.Retreat)
{
UpdateFallBack(attackWorldPos, deltaTime, false);
}
else
{
Vector2 steerPos = attackSimPos;
if (!Character.AnimController.SimplePhysicsEnabled)
{
// Offset so that we don't overshoot the movement
Vector2 offset = Character.SimPosition - steeringLimb.SimPosition;
steerPos += offset;
}
if (SteeringManager is IndoorsSteeringManager pathSteering)
{
if (pathSteering.CurrentPath != null)
{
// Attack doors
if (canAttackDoors)
{
// If the target is in the same hull, there shouldn't be any doors blocking the path
if (targetCharacter == null || targetCharacter.CurrentHull != Character.CurrentHull)
{
var door = pathSteering.CurrentPath.CurrentNode?.ConnectedDoor ?? pathSteering.CurrentPath.NextNode?.ConnectedDoor;
if (door != null && !door.CanBeTraversed && !door.HasAccess(Character))
{
if (door.Item.AiTarget != null && SelectedAiTarget != door.Item.AiTarget)
{
SelectTarget(door.Item.AiTarget, selectedTargetMemory.Priority);
State = AIState.Attack;
return;
}
}
}
}
// Steer towards the target if in the same room and swimming
if (Character.CurrentHull != null && ((Character.AnimController.InWater || pursue || !Character.AnimController.CanWalk) &&
(targetCharacter != null && VisibleHulls.Contains(targetCharacter.CurrentHull))))
{
Vector2 myPos = Character.AnimController.SimplePhysicsEnabled ? Character.SimPosition : steeringLimb.SimPosition;
SteeringManager.SteeringManual(deltaTime, Vector2.Normalize(steerPos - myPos));
}
else
{
pathSteering.SteeringSeek(steerPos, 2, startNodeFilter: n => (n.Waypoint.CurrentHull == null) == (Character.CurrentHull == null), checkVisiblity: true);
// Switch to Idle when cannot reach the target and if cannot damage the walls
if ((!canAttackWalls || wallTarget == null) && !pathSteering.IsPathDirty && pathSteering.CurrentPath.Unreachable)
{
State = AIState.Idle;
return;
}
}
}
else
{
SteeringManager.SteeringSeek(steerPos, 5);
}
}
else
{
switch (selectedTargetingParams.AttackPattern)
{
case AttackPattern.Sweep:
if (selectedTargetingParams.SweepDistance > 0)
{
if (distance <= 0)
{
distance = (attackWorldPos - WorldPosition).Length();
}
float amplitude = MathHelper.Lerp(0, selectedTargetingParams.SweepStrength, MathUtils.InverseLerp(selectedTargetingParams.SweepDistance, 0, distance));
if (amplitude > 0)
{
sweepTimer += deltaTime * selectedTargetingParams.SweepSpeed;
float sin = (float)Math.Sin(sweepTimer) * amplitude;
steerPos = MathUtils.RotatePointAroundTarget(attackSimPos, SimPosition, sin);
}
else
{
sweepTimer = Rand.Range(-1000, 1000) * selectedTargetingParams.SweepSpeed;
}
}
break;
case AttackPattern.Circle:
if (IsCoolDownRunning) { break; }
if (IsAttackRunning && CirclePhase != CirclePhase.Strike) { break; }
if (selectedTargetingParams == null) { break; }
var targetSub = SelectedAiTarget.Entity?.Submarine;
if (targetSub == null) { break; }
float subSize = Math.Max(targetSub.Borders.Width, targetSub.Borders.Height) / 2;
float sqrDistToSub = Vector2.DistanceSquared(WorldPosition, targetSub.WorldPosition);
switch (CirclePhase)
{
case CirclePhase.Start:
currentAttackIntensity = MathUtils.InverseLerp(AIParams.StartAggression, AIParams.MaxAggression, aggressionIntensity * Rand.Range(0.9f, 1.1f));
inverseDir = false;
circleDir = GetDirFromHeadingInRadius();
circleRotation = 0;
strikeTimer = 0;
blockCheckTimer = 0;
breakCircling = false;
float minRotationSpeed = 0.01f * selectedTargetingParams.CircleRotationSpeed;
float maxRotationSpeed = 0.5f * selectedTargetingParams.CircleRotationSpeed;
float minFallBackDistance = selectedTargetingParams.CircleStartDistance * 0.5f;
float maxFallBackDistance = selectedTargetingParams.CircleStartDistance;
// The lower the rotation speed, the slower the progression. Also the distance to the target stays longer.
// So basically if the value is higher, the creature will strike the sub more quickly and with more precision.
circleRotationSpeed = MathHelper.Lerp(minRotationSpeed, maxRotationSpeed, currentAttackIntensity * Rand.Range(0.9f, 1.1f));
circleFallbackDistance = MathHelper.Lerp(maxFallBackDistance, minFallBackDistance, currentAttackIntensity * Rand.Range(0.9f, 1.1f));
circleOffset = Rand.Vector(MathHelper.Lerp(selectedTargetingParams.CircleMaxRandomOffset, 0, currentAttackIntensity * Rand.Range(0.9f, 1.1f)));
canAttack = false;
aggressionIntensity = Math.Clamp(aggressionIntensity, AIParams.StartAggression, AIParams.MaxAggression);
if (targetSub.Borders.Width < 1000)
{
breakCircling = true;
CirclePhase = CirclePhase.CloseIn;
}
else if (sqrDistToSub > MathUtils.Pow2(subSize + selectedTargetingParams.CircleStartDistance))
{
CirclePhase = CirclePhase.CloseIn;
}
else if (sqrDistToSub < MathUtils.Pow2(subSize + circleFallbackDistance))
{
CirclePhase = CirclePhase.FallBack;
}
else
{
CirclePhase = CirclePhase.Advance;
}
break;
case CirclePhase.CloseIn:
if (AttackingLimb != null && distance > 0 && distance < AttackingLimb.attack.Range * GetStrikeDistanceMultiplier(targetSub.Velocity))
{
strikeTimer = AttackingLimb.attack.CoolDown;
CirclePhase = CirclePhase.Strike;
}
else if (!breakCircling && sqrDistToSub <= MathUtils.Pow2(subSize + selectedTargetingParams.CircleStartDistance / 2) && targetSub.Velocity.LengthSquared() <= MathUtils.Pow2(GetTargetMaxSpeed()))
{
CirclePhase = CirclePhase.Advance;
}
canAttack = false;
break;
case CirclePhase.FallBack:
bool isBlocked = !UpdateFallBack(attackWorldPos, deltaTime, followThrough: false, checkBlocking: true);
if (isBlocked || sqrDistToSub > MathUtils.Pow2(subSize + circleFallbackDistance))
{
CirclePhase = CirclePhase.Advance;
break;
}
return;
case CirclePhase.Advance:
Vector2 subSpeed = targetSub.Velocity;
float requiredDistMultiplier = 1;
// If the target sub is moving fast, just steer towards the target until close enough to strike
if (breakCircling || subSpeed.LengthSquared() > MathUtils.Pow2(GetTargetMaxSpeed()) || sqrDistToSub > MathUtils.Pow2(subSize + selectedTargetingParams.CircleStartDistance * 1.2f))
{
CirclePhase = CirclePhase.CloseIn;
}
else
{
circleRotation += deltaTime * circleRotationSpeed * circleDir;
if (circleRotation < -360)
{
circleRotation += 360;
}
else if (circleRotation > 360)
{
circleRotation -= 360;
}
Vector2 targetPos = attackSimPos + circleOffset;
if (Vector2.DistanceSquared(SimPosition, targetPos) < 100)
{
// Too close to the target point
// When the offset position is outside of the sub it happens that the creature sometimes reaches the target point,
// which makes it continue circling around the point (as supposed)
// But when there is some offset and the offset is too near, this is not what we want.
if (AttackingLimb != null && sqrDistToSub < MathUtils.Pow2(subSize + circleFallbackDistance))
{
CirclePhase = CirclePhase.Strike;
strikeTimer = AttackingLimb.attack.CoolDown;
}
else
{
CirclePhase = CirclePhase.Start;
}
break;
}
steerPos = MathUtils.RotatePointAroundTarget(SimPosition, targetPos, circleRotation);
requiredDistMultiplier = GetStrikeDistanceMultiplier(subSpeed);
if (IsBlocked(deltaTime, steerPos))
{
if (!inverseDir)
{
// First try changing the direction
circleDir = -circleDir;
inverseDir = true;
}
else if (circleRotationSpeed < 1)
{
// Then try increasing the rotation speed to change the movement curve
circleRotationSpeed *= 1.1f;
}
else if (circleOffset.LengthSquared() > 0.1f)
{
// Then try removing the offset
circleOffset = Vector2.Zero;
}
else
{
// If we still fail, just steer towards the target
breakCircling = true;
}
}
}
if (AttackingLimb != null && distance > 0 && distance < AttackingLimb.attack.Range * requiredDistMultiplier && IsFacing(margin: MathHelper.Lerp(0.5f, 0.9f, currentAttackIntensity)))
{
strikeTimer = AttackingLimb.attack.CoolDown;
CirclePhase = CirclePhase.Strike;
}
canAttack = false;
break;
case CirclePhase.Strike:
strikeTimer -= deltaTime;
// just continue the movement forward to make it possible to evade the attack
steerPos = SimPosition + Steering;
if (strikeTimer <= 0)
{
CirclePhase = CirclePhase.Start;
aggressionIntensity += AIParams.AggressionCumulation;
}
break;
}
break;
bool IsFacing(float margin)
{
float offset = steeringLimb.Params.GetSpriteOrientation() - MathHelper.PiOver2;
Vector2 forward = VectorExtensions.Forward(steeringLimb.body.TransformedRotation - offset * Character.AnimController.Dir);
return Vector2.Dot(Vector2.Normalize(attackWorldPos - WorldPosition), forward) > margin;
}
float GetStrikeDistanceMultiplier(Vector2 subSpeed)
{
float requiredDistMultiplier = 2;
bool isHeading = Steering != null && Vector2.Dot(Vector2.Normalize(attackWorldPos - WorldPosition), Vector2.Normalize(Steering)) > 0.9f;
if (isHeading)
{
requiredDistMultiplier = selectedTargetingParams.CircleStrikeDistanceMultiplier;
float subSpeedHorizontal = Math.Abs(subSpeed.X);
if (subSpeedHorizontal > 1)
{
// Reduce the required distance if the target is moving.
requiredDistMultiplier -= MathHelper.Lerp(0, Math.Max(selectedTargetingParams.CircleStrikeDistanceMultiplier - 1, 1), Math.Clamp(subSpeedHorizontal / 10, 0, 1));
if (requiredDistMultiplier < 2)
{
requiredDistMultiplier = 2;
}
}
}
return requiredDistMultiplier;
}
float GetDirFromHeadingInRadius()
{
Vector2 heading = VectorExtensions.Forward(Character.AnimController.Collider.Rotation);
float angle = MathUtils.VectorToAngle(heading);
return angle > MathHelper.Pi || angle < -MathHelper.Pi ? -1 : 1;
}
float GetTargetMaxSpeed() => Character.ApplyTemporarySpeedLimits(Character.AnimController.CurrentSwimParams.MovementSpeed * 0.3f);
}
SteeringManager.SteeringSeek(steerPos, 10);
if (SelectedAiTarget?.Entity is Character || distance == 0 || distance > ConvertUnits.ToDisplayUnits(avoidLookAheadDistance * 2))
{
SteeringManager.SteeringAvoid(deltaTime, lookAheadDistance: avoidLookAheadDistance, weight: 30);
}
}
}
if (canAttack)
{
if (SelectedAiTarget.Entity is Item targetItem)
{
var door = targetItem.GetComponent<Door>();
if (door != null && door.CanBeTraversed)
{
ResetAITarget();
State = PreviousState;
return;
}
}
if (!UpdateLimbAttack(deltaTime, AttackingLimb, attackSimPos, distance, attackTargetLimb))
{
IgnoreTarget(SelectedAiTarget);
}
}
else if (IsAttackRunning)
{
AttackingLimb.attack.ResetAttackTimer();
}
}
private readonly List<Limb> attackLimbs = new List<Limb>();
private readonly List<float> weights = new List<float>();
private Limb GetAttackLimb(Vector2 attackWorldPos, Limb ignoredLimb = null)
{
var currentContexts = Character.GetAttackContexts();
Entity target = wallTarget != null ? wallTarget.Structure : SelectedAiTarget?.Entity;
if (target == null) { return null; }
Limb selectedLimb = null;
float currentPriority = -1;
foreach (Limb limb in Character.AnimController.Limbs)
{
if (limb == ignoredLimb) { continue; }
if (limb.IsSevered || limb.IsStuck) { continue; }
if (limb.Disabled) { continue; }
var attack = limb.attack;
if (attack == null) { continue; }
if (attack.CoolDownTimer > 0) { continue; }
if (!attack.IsValidContext(currentContexts)) { continue; }
if (!attack.IsValidTarget(target as IDamageable)) { continue; }
if (target is ISerializableEntity se && target is Character)
{
if (attack.Conditionals.Any(c => !c.Matches(se))) { continue; }
}
if (attack.Conditionals.Any(c => c.TargetSelf && !c.Matches(Character))) { continue; }
if (attack.Ranged)
{
// Check that is approximately facing the target
Vector2 attackLimbPos = Character.AnimController.SimplePhysicsEnabled ? Character.WorldPosition : limb.WorldPosition;
Vector2 toTarget = attackWorldPos - attackLimbPos;
float offset = limb.Params.GetSpriteOrientation() - MathHelper.PiOver2;
Vector2 forward = VectorExtensions.Forward(limb.body.TransformedRotation - offset * Character.AnimController.Dir);
float angle = VectorExtensions.Angle(forward, toTarget);
if (angle > MathHelper.ToRadians(attack.RequiredAngle)) { continue; }
}
if (AIParams.RandomAttack)
{
attackLimbs.Add(limb);
weights.Add(limb.attack.Priority);
}
else
{
float priority = CalculatePriority(limb, attackWorldPos);
if (priority > currentPriority)
{
currentPriority = priority;
selectedLimb = limb;
}
}
}
if (AIParams.RandomAttack)
{
selectedLimb = ToolBox.SelectWeightedRandom(attackLimbs, weights, Rand.RandSync.Unsynced);
attackLimbs.Clear();
weights.Clear();
}
return selectedLimb;
float CalculatePriority(Limb limb, Vector2 attackPos)
{
if (Character.AnimController.SimplePhysicsEnabled) { return 1 + limb.attack.Priority; }
float dist = Vector2.Distance(limb.WorldPosition, attackPos);
// The limb is ignored if the target is not close. Prevents character going in reverse if very far away from it.
// We also need a max value that is more than the actual range.
float distanceFactor = MathHelper.Lerp(1, 0, MathUtils.InverseLerp(0, limb.attack.Range * 3, dist));
return (1 + limb.attack.Priority) * distanceFactor;
}
}
public override void OnAttacked(Character attacker, AttackResult attackResult)
{
float reactionTime = Rand.Range(0.1f, 0.3f);
updateTargetsTimer = Math.Min(updateTargetsTimer, reactionTime);
bool wasLatched = IsLatchedOnSub;
Character.AnimController.ReleaseStuckLimbs();
LatchOntoAI?.DeattachFromBody(reset: true, cooldown: 1);
if (attacker == null || attacker.AiTarget == null || attacker.Removed || attacker.IsDead) { return; }
bool isFriendly = IsFriendly(Character, attacker);
if (wasLatched)
{
State = AIState.Escape;
avoidTimer = AIParams.AvoidTime * 0.5f * Rand.Range(0.75f, 1.25f);
if (!isFriendly)
{
SelectTarget(attacker.AiTarget);
}
return;
}
if (State == AIState.Flee)
{
if (!isFriendly)
{
SelectTarget(attacker.AiTarget);
}
return;
}
if (!isFriendly && attackResult.Damage > 0.0f)
{
bool canAttack = attacker.Submarine == Character.Submarine && canAttackCharacters || attacker.Submarine != null && canAttackWalls;
if (AIParams.AttackWhenProvoked && canAttack)
{
if (attacker.IsHusk)
{
ChangeTargetState("husk", AIState.Attack, 100);
}
else
{
ChangeTargetState(attacker, AIState.Attack, 100);
}
}
else if (!AIParams.HasTag(attacker.SpeciesName))
{
if (attacker.IsHusk)
{
ChangeTargetState("husk", canAttack ? AIState.Attack : AIState.Escape, 100);
}
else if (attacker.AIController is EnemyAIController enemyAI)
{
if (enemyAI.CombatStrength > CombatStrength)
{
if (!AIParams.HasTag("stronger"))
{
ChangeTargetState(attacker, canAttack ? AIState.Attack : AIState.Escape, 100);
}
}
else if (enemyAI.CombatStrength < CombatStrength)
{
if (!AIParams.HasTag("weaker"))
{
ChangeTargetState(attacker, canAttack ? AIState.Attack : AIState.Escape, 100);
}
}
else
{
// Equal strength
ChangeTargetState(attacker, canAttack ? AIState.Attack : AIState.Escape, 100);
}
}
else
{
ChangeTargetState(attacker, canAttack ? AIState.Attack : AIState.Escape, 100);
}
}
else if (canAttack && attacker.IsHuman && AIParams.TryGetTarget(attacker.SpeciesName, out CharacterParams.TargetParams targetingParams))
{
if (targetingParams.State == AIState.Aggressive || targetingParams.State == AIState.PassiveAggressive)
{
ChangeTargetState(attacker, AIState.Attack, 100);
}
}
}
AITargetMemory targetMemory = GetTargetMemory(attacker.AiTarget, true);
targetMemory.Priority += GetRelativeDamage(attackResult.Damage, Character.Vitality) * AIParams.AggressionHurt;
// Only allow to react once. Otherwise would attack the target with only a fraction of a cooldown
bool retaliate = !isFriendly && SelectedAiTarget != attacker.AiTarget && attacker.Submarine == Character.Submarine;
bool avoidGunFire = AIParams.AvoidGunfire && attacker.Submarine != Character.Submarine;
if (State == AIState.Attack && !IsAttackRunning && !IsCoolDownRunning)
{
// Don't retaliate or escape while performing an attack/under cooldown
retaliate = false;
avoidGunFire = false;
}
if (retaliate)
{
// Reduce the cooldown so that the character can react
foreach (var limb in Character.AnimController.Limbs)
{
if (limb.attack != null)
{
limb.attack.CoolDownTimer *= reactionTime;
}
}
}
else if (avoidGunFire)
{
State = AIState.Escape;
avoidTimer = AIParams.AvoidTime * Rand.Range(0.75f, 1.25f);
SelectTarget(attacker.AiTarget);
}
if (Math.Max(Character.HealthPercentage, 0) < FleeHealthThreshold)
{
State = AIState.Flee;
avoidTimer = AIParams.MinFleeTime * Rand.Range(0.75f, 1.25f);
SelectTarget(attacker.AiTarget);
}
}
// 10 dmg, 100 health -> 0.1
private float GetRelativeDamage(float dmg, float vitality) => dmg / Math.Max(vitality, 1.0f);
private bool UpdateLimbAttack(float deltaTime, Limb attackingLimb, Vector2 attackSimPos, float distance = -1, Limb targetLimb = null)
{
if (SelectedAiTarget?.Entity == null) { return false; }
ActiveAttack = attackingLimb?.attack;
if (wallTarget != null)
{
// If the selected target is not the wall target, make the wall target the selected target.
var aiTarget = wallTarget.Structure.AiTarget;
if (aiTarget != null && SelectedAiTarget != aiTarget)
{
SelectTarget(aiTarget, GetTargetMemory(SelectedAiTarget, true).Priority);
State = AIState.Attack;
}
}
IDamageable damageTarget = wallTarget != null ? wallTarget.Structure : SelectedAiTarget.Entity as IDamageable;
if (damageTarget != null)
{
//simulate attack input to get the character to attack client-side
Character.SetInput(InputType.Attack, true, true);
if (attackingLimb.UpdateAttack(deltaTime, attackSimPos, damageTarget, out AttackResult attackResult, distance, targetLimb))
{
if (damageTarget.Health > 0)
{
// Managed to hit a living/non-destroyed target. Increase the priority more if the target is low in health -> dies easily/soon
selectedTargetMemory.Priority += GetRelativeDamage(attackResult.Damage, damageTarget.Health) * AIParams.AggressionGreed;
}
else
{
selectedTargetMemory.Priority = 0;
}
}
return true;
}
return false;
}
private readonly float blockCheckInterval = 0.1f;
private float blockCheckTimer;
private bool isBlocked;
private bool IsBlocked(float deltaTime, Vector2 steerPos, Category collisionCategory = Physics.CollisionLevel)
{
blockCheckTimer -= deltaTime;
if (blockCheckTimer <= 0)
{
blockCheckTimer = blockCheckInterval;
isBlocked = Submarine.PickBodies(SimPosition, steerPos, collisionCategory: collisionCategory).Any();
}
return isBlocked;
}
private Vector2? attackVector = null;
private bool UpdateFallBack(Vector2 attackWorldPos, float deltaTime, bool followThrough, bool checkBlocking = false)
{
if (attackVector == null)
{
// TODO: test adding some random variance here?
attackVector = attackWorldPos - WorldPosition;
}
Vector2 attackDir = Vector2.Normalize(followThrough ? attackVector.Value : -attackVector.Value);
if (!MathUtils.IsValid(attackDir))
{
attackDir = Vector2.UnitY;
}
steeringManager.SteeringManual(deltaTime, attackDir);
if (Character.AnimController.InWater)
{
SteeringManager.SteeringAvoid(deltaTime, lookAheadDistance: avoidLookAheadDistance, weight: 15);
}
if (checkBlocking)
{
return !IsBlocked(deltaTime, SimPosition + attackDir * (avoidLookAheadDistance / 2));
}
return true;
}
#endregion
#region Eat
private void UpdateEating(float deltaTime)
{
if (SelectedAiTarget == null || SelectedAiTarget.Entity == null || SelectedAiTarget.Entity.Removed)
{
State = AIState.Idle;
return;
}
if (SelectedAiTarget.Entity is Character || SelectedAiTarget.Entity is Item)
{
Limb mouthLimb = Character.AnimController.GetLimb(LimbType.Head);
if (mouthLimb == null)
{
DebugConsole.ThrowError("Character \"" + Character.SpeciesName + "\" failed to eat a target (No head limb defined)");
State = AIState.Idle;
return;
}
Vector2 mouthPos = Character.AnimController.SimplePhysicsEnabled ? SimPosition : Character.AnimController.GetMouthPosition().Value;
Vector2 attackSimPosition = Character.GetRelativeSimPosition(SelectedAiTarget.Entity);
Vector2 limbDiff = attackSimPosition - mouthPos;
float extent = Math.Max(mouthLimb.body.GetMaxExtent(), 2);
if (limbDiff.LengthSquared() < extent * extent)
{
if (SelectedAiTarget.Entity is Character targetCharacter)
{
Character.SelectCharacter(targetCharacter);
}
else if (SelectedAiTarget.Entity is Item item)
{
if (!item.Removed && item.body != null)
{
float itemBodyExtent = item.body.GetMaxExtent() * 2;
if (Math.Abs(limbDiff.X) < itemBodyExtent &&
Math.Abs(limbDiff.Y) < Character.AnimController.Collider.GetMaxExtent() + Character.AnimController.ColliderHeightFromFloor)
{
item.body.LinearVelocity *= 0.9f;
item.body.LinearVelocity -= limbDiff * 0.25f;
bool wasBroken = item.Condition <= 0.0f;
item.AddDamage(Character, item.WorldPosition, new Attack(0.0f, 0.0f, 0.0f, 0.0f, 0.1f), deltaTime);
if (item.Condition <= 0.0f)
{
if (!wasBroken) { PetBehavior?.OnEat(item.GetTags(), 1.0f); }
Entity.Spawner.AddToRemoveQueue(item);
}
}
}
}
steeringManager.SteeringManual(deltaTime, Vector2.Normalize(limbDiff) * 3);
Character.AnimController.Collider.ApplyForce(limbDiff * mouthLimb.Mass * 50.0f, mouthPos);
}
else
{
steeringManager.SteeringSeek(attackSimPosition - (mouthPos - SimPosition), 2);
if (Character.AnimController.InWater)
{
SteeringManager.SteeringAvoid(deltaTime, lookAheadDistance: avoidLookAheadDistance, weight: 15);
}
}
}
else
{
IgnoreTarget(SelectedAiTarget);
State = AIState.Idle;
ResetAITarget();
}
}
#endregion
private void UpdateFollow(float deltaTime)
{
if (SelectedAiTarget == null || SelectedAiTarget.Entity == null || SelectedAiTarget.Entity.Removed)
{
State = AIState.Idle;
return;
}
if (Character.CurrentHull != null && PathSteering != null)
{
// Inside
Character targetCharacter = SelectedAiTarget.Entity as Character;
if ((Character.AnimController.InWater || !Character.AnimController.CanWalk) &&
(targetCharacter != null && VisibleHulls.Contains(targetCharacter.CurrentHull) || Character.CanSeeTarget(SelectedAiTarget.Entity)))
{
// Steer towards the target if in the same room and swimming
Vector2 dir = Vector2.Normalize(SelectedAiTarget.Entity.WorldPosition - Character.WorldPosition);
if (MathUtils.IsValid(dir))
{
SteeringManager.SteeringManual(deltaTime, dir);
}
}
else
{
// Use path finding
SteeringManager.SteeringSeek(Character.GetRelativeSimPosition(SelectedAiTarget.Entity), 2);
if (!PathSteering.IsPathDirty && PathSteering.CurrentPath.Unreachable)
{
// Can't reach
State = AIState.Idle;
return;
}
}
}
else
{
// Outside
SteeringManager.SteeringSeek(Character.GetRelativeSimPosition(SelectedAiTarget.Entity), 5);
if (Character.AnimController.InWater)
{
SteeringManager.SteeringAvoid(deltaTime, lookAheadDistance: avoidLookAheadDistance, weight: 15);
}
}
}
#region Targeting
private bool IsLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub;
//goes through all the AItargets, evaluates how preferable it is to attack the target,
//whether the Character can see/hear the target and chooses the most preferable target within
//sight/hearing range
public AITarget UpdateTargets(Character character, out CharacterParams.TargetParams targetingParams)
{
AITarget newTarget = null;
targetValue = 0;
selectedTargetMemory = null;
targetingParams = null;
bool isAnyTargetClose = false;
foreach (AITarget aiTarget in AITarget.List)
{
if (!aiTarget.Enabled) { continue; }
if (aiTarget.Entity == null) { continue; }
if (ignoredTargets.Contains(aiTarget)) { continue; }
if (Level.Loaded != null && aiTarget.WorldPosition.Y > Level.Loaded.Size.Y)
{
continue;
}
if (aiTarget.Type == AITarget.TargetType.HumanOnly) { continue; }
if (!TargetOutposts)
{
if (aiTarget.Entity.Submarine != null && aiTarget.Entity.Submarine.Info.IsOutpost) { continue; }
}
Character targetCharacter = aiTarget.Entity as Character;
//ignore the aitarget if it is the Character itself
if (targetCharacter == character) { continue; }
float valueModifier = 1;
string targetingTag = null;
if (targetCharacter != null)
{
if (targetCharacter.IsDead)
{
targetingTag = "dead";
}
else if (PetBehavior != null && aiTarget.Entity == PetBehavior.Owner)
{
targetingTag = "owner";
}
else if (AIParams.TryGetTarget(targetCharacter.SpeciesName, out CharacterParams.TargetParams tP))
{
targetingTag = tP.Tag;
}
else
{
if (IsFriendly(Character, targetCharacter))
{
continue;
}
if (targetCharacter.AIController is EnemyAIController enemy)
{
if (targetCharacter.IsHusk && AIParams.HasTag("husk"))
{
targetingTag = "husk";
}
else
{
if (enemy.CombatStrength > CombatStrength)
{
targetingTag = "stronger";
}
else if (enemy.CombatStrength < CombatStrength)
{
targetingTag = "weaker";
}
if (targetingTag == "stronger" && (State == AIState.Avoid || State == AIState.Escape || State == AIState.Flee))
{
if (SelectedAiTarget == aiTarget)
{
// Freightened -> hold on to the target
valueModifier *= 2;
}
if (IsBeingChasedBy(targetCharacter))
{
valueModifier *= 2;
}
if (Character.CurrentHull != null && !VisibleHulls.Contains(targetCharacter.CurrentHull))
{
// Inside but in a different room
valueModifier /= 2;
}
}
}
}
}
}
else
{
// Ignore all structures and items inside wrecks
if (aiTarget.Entity.Submarine != null && aiTarget.Entity.Submarine.Info.IsWreck) { continue; }
if (aiTarget.Entity is Hull hull)
{
// Ignore the target if it's a room and the character is already inside a sub
if (character.CurrentHull != null) { continue; }
// Ignore ruins
if (hull.Submarine == null) { continue; }
}
Door door = null;
if (aiTarget.Entity is Item item)
{
door = item.GetComponent<Door>();
bool targetingFromOutsideToInside = item.CurrentHull != null && character.CurrentHull == null;
if (targetingFromOutsideToInside)
{
if (door != null && (!canAttackDoors && !AIParams.Infiltrate) || !canAttackWalls)
{
// Can't reach
continue;
}
}
if (door == null)
{
// Ignore items inside ruins, unless we are in the same hull. We can't target the ruin walls.
if (item.Submarine == null && item.CurrentHull != Character.CurrentHull)
{
continue;
}
}
foreach (var prio in AIParams.Targets)
{
if (item.HasTag(prio.Tag))
{
targetingTag = prio.Tag;
break;
}
}
if (door == null && targetingTag == null)
{
if (item.GetComponent<Sonar>() != null)
{
targetingTag = "sonar";
}
else if (targetingFromOutsideToInside)
{
targetingTag = "room";
}
}
else if (targetingTag == "nasonov")
{
if ((item.Submarine == null || !item.Submarine.Info.IsPlayer) && item.ParentInventory == null)
{
// Only target nasonovartifacts when they are held be a player or inside the playersub
continue;
}
}
// Ignore the target if it's a decoy and the character is already inside a sub
if (character.CurrentHull != null && targetingTag == "decoy")
{
continue;
}
}
else if (aiTarget.Entity is Structure s)
{
targetingTag = "wall";
if (!s.HasBody)
{
// Ignore structures that doesn't have a body (not walls)
continue;
}
if (s.IsPlatform) { continue; }
if (s.Submarine == null) { continue; }
bool isCharacterInside = character.CurrentHull != null;
bool isInnerWall = s.prefab.Tags.Contains("inner");
if (isInnerWall && !isCharacterInside)
{
// Ignore inner walls when outside (walltargets still work)
continue;
}
valueModifier = 1;
if (!Character.AnimController.CanEnterSubmarine && IsWallDisabled(s))
{
continue;
}
for (int i = 0; i < s.Sections.Length; i++)
{
var section = s.Sections[i];
if (section.gap == null) { continue; }
bool leadsInside = !section.gap.IsRoomToRoom && section.gap.FlowTargetHull != null;
isInnerWall = isInnerWall || !leadsInside;
if (Character.AnimController.CanEnterSubmarine)
{
if (!isCharacterInside)
{
if (CanPassThroughHole(s, i))
{
valueModifier *= leadsInside ? (AggressiveBoarding ? 5 : 1) : 0;
}
else if (AggressiveBoarding && leadsInside && canAttackWalls && AIParams.TargetOuterWalls)
{
// Up to 100% priority increase for every gap in the wall when an aggressive boarder is outside
valueModifier *= 1 + section.gap.Open;
}
}
else
{
// Inside
if (AggressiveBoarding)
{
if (!isInnerWall)
{
// Only interested in getting inside (aggressive boarder) -> don't target outer walls when already inside
valueModifier = 0;
break;
}
else if (CanPassThroughHole(s, i))
{
valueModifier *= isInnerWall ? 1 : 0;
}
else if (!canAttackWalls)
{
valueModifier = 0;
break;
}
}
else
{
if (!canAttackWalls)
{
valueModifier = 0;
break;
}
// We are actually interested in breaking things -> reduce the priority when the wall is already broken
// (Terminalcells)
valueModifier *= 1 - section.gap.Open * 0.25f;
}
}
}
else
{
// Cannot enter
if (isInnerWall || !canAttackWalls)
{
// Ignore inner walls and all walls if cannot do damage on walls.
valueModifier = 0;
break;
}
else if (AggressiveBoarding)
{
// Up to 100% priority increase for every gap in the wall when an aggressive boarder is outside
// (Bonethreshers)
valueModifier *= 1 + section.gap.Open;
}
}
}
}
else
{
targetingTag = "room";
}
if (door != null)
{
// If there's not a more specific tag for the door
if (string.IsNullOrEmpty(targetingTag) || targetingTag == "room")
{
targetingTag = "door";
}
if (door.Item.Submarine == null) { continue; }
bool isOutdoor = door.LinkedGap?.FlowTargetHull != null && !door.LinkedGap.IsRoomToRoom;
// Ignore inner doors when outside
if (character.CurrentHull == null && !isOutdoor) { continue; }
bool isOpen = door.CanBeTraversed;
if (!isOpen)
{
if (!canAttackDoors || isOutdoor && !AIParams.TargetOuterWalls) { continue; }
}
else if (!Character.AnimController.CanEnterSubmarine)
{
// Ignore broken and open doors, if cannot enter submarine
continue;
}
if (AggressiveBoarding)
{
// Increase the priority if the character is outside and the door is from outside to inside
if (character.CurrentHull == null)
{
valueModifier *= isOpen ? 5 : 1;
}
else
{
// Inside -> ignore open doors and outer doors
valueModifier *= isOpen || isOutdoor ? 0 : 1;
}
}
}
else if (aiTarget.Entity is IDamageable targetDamageable && targetDamageable.Health <= 0.0f)
{
continue;
}
}
if (targetingTag == null) { continue; }
var targetParams = GetTargetParams(targetingTag);
if (targetParams == null) { continue; }
if (targetParams.IgnoreInside && character.CurrentHull != null) { continue; }
if (targetParams.IgnoreOutside && character.CurrentHull == null) { continue; }
if (targetParams.IgnoreIncapacitated && targetCharacter != null && targetCharacter.IsIncapacitated) { continue; }
if (targetParams.IgnoreIfNotInSameSub && aiTarget.Entity.Submarine != Character.Submarine) { continue; }
if (targetParams.State == AIState.Observe || targetParams.State == AIState.Eat)
{
if (targetCharacter != null && targetCharacter.Submarine != Character.Submarine)
{
// Never allow observing or eating characters that are inside a different submarine / outside when we are inside.
continue;
}
}
if (aiTarget.Entity is Item targetItem && targetParams.IgnoreContained && targetItem.ParentInventory != null) { continue; }
valueModifier *= targetParams.Priority;
if (valueModifier == 0.0f) { continue; }
if (targetingTag != "decoy")
{
if (SwarmBehavior != null && SwarmBehavior.Members.Any())
{
// Halve the priority for each swarm mate targeting the same target -> reduces stacking
foreach (Character otherCharacter in SwarmBehavior.Members)
{
if (otherCharacter == character) { continue; }
if (otherCharacter.AIController?.SelectedAiTarget != aiTarget) { continue; }
valueModifier /= 2;
}
}
else
{
// The same as above, but using all the friendly characters in the level.
foreach (Character otherCharacter in Character.CharacterList)
{
if (otherCharacter == character) { continue; }
if (otherCharacter.AIController?.SelectedAiTarget != aiTarget) { continue; }
if (!IsFriendly(character, otherCharacter)) { continue; }
valueModifier /= 2;
}
}
}
if (!aiTarget.IsWithinSector(WorldPosition)) { continue; }
Vector2 toTarget = aiTarget.WorldPosition - character.WorldPosition;
float dist = toTarget.Length();
float nonModifiedDist = dist;
//if the target has been within range earlier, the character will notice it more easily
if (targetMemories.ContainsKey(aiTarget))
{
dist *= 0.9f;
}
if (!CanPerceive(aiTarget, dist)) { continue; }
//if the target is very close, the distance doesn't make much difference
// -> just ignore the distance and attack whatever has the highest priority
dist = Math.Max(dist, 100.0f);
AITargetMemory targetMemory = GetTargetMemory(aiTarget, true);
if (Character.CurrentHull != null && Math.Abs(toTarget.Y) > Character.CurrentHull.Size.Y)
{
// Inside the sub, treat objects that are up or down, as they were farther away.
dist *= 3;
}
if (targetParams.AttackPattern == AttackPattern.Circle)
{
if (Character.Submarine == null && aiTarget.Entity?.Submarine != null && !isAnyTargetClose)
{
if (Submarine.MainSubs.Contains(aiTarget.Entity.Submarine))
{
// Prioritize targets that are near the horizontal center of the sub, but only when none of the targets is reachable.
float horizontalDistanceToSubCenter = Math.Abs(aiTarget.WorldPosition.X - aiTarget.Entity.Submarine.WorldPosition.X);
dist *= MathHelper.Lerp(1f, 5f, MathUtils.InverseLerp(0, 10000, horizontalDistanceToSubCenter));
}
else
{
dist *= 5;
}
}
}
// Don't target characters that are outside of the allowed zone, unless attacking or escaping
if (targetParams.State != AIState.Attack && targetParams.State != AIState.Escape && targetParams.State != AIState.Avoid)
{
if (!IsPositionInsideAllowedZone(aiTarget.WorldPosition, out _))
{
continue;
}
}
valueModifier *= targetMemory.Priority / (float)Math.Sqrt(dist);
if (valueModifier > targetValue)
{
if (aiTarget.Entity is Item i)
{
Character owner = GetOwner(i);
// Don't target items that we own.
// This is a rare case, and almost entirely related to Humanhusks, so let's check it last to reduce unnecessary checks (although the check shouldn't be expensive)
if (owner == character) { continue; }
if (owner != null && IsFriendly(Character, owner))
{
// If the item is held by a friendly character, ignore it.
continue;
}
}
if (targetCharacter != null)
{
if (Character.CurrentHull != null && targetCharacter.CurrentHull != Character.CurrentHull)
{
if (targetParams.State == AIState.Follow || targetParams.State == AIState.Protect || targetParams.State == AIState.Observe)
{
// Ignore targets that cannot see
if (!VisibleHulls.Contains(targetCharacter.CurrentHull))
{
continue;
}
}
}
if (targetCharacter.Submarine != Character.Submarine)
{
if (targetCharacter.Submarine != null)
{
// Target is inside -> reduce the priority
valueModifier *= 0.5f;
if (Character.Submarine != null)
{
// Both inside different submarines -> can ignore safely
continue;
}
}
else if (Character.CurrentHull != null)
{
// Target outside, but we are inside -> Check if we can get to the target.
// Only check if we are not already targeting the character.
// If we are, keep the target (unless we choose another).
if (SelectedAiTarget?.Entity != targetCharacter)
{
foreach (var gap in Character.CurrentHull.ConnectedGaps)
{
var door = gap.ConnectedDoor;
if (door == null)
{
var wall = gap.ConnectedWall;
if (wall != null)
{
for (int j = 0; j < wall.Sections.Length; j++)
{
WallSection section = wall.Sections[j];
if (!CanPassThroughHole(wall, j) && section?.gap != null)
{
continue;
}
}
}
}
}
}
}
}
else if (targetCharacter.Submarine == null && Character.Submarine == null)
{
// Ignore the target when it's far enough and blocked by the level geometry, because the steering avoidance probably can't get us to the target.
if (dist > Math.Clamp(ConvertUnits.ToDisplayUnits(colliderLength) * 10, 1000, 5000))
{
if (Submarine.PickBodies(SimPosition, targetCharacter.SimPosition, collisionCategory: Physics.CollisionLevel).Any())
{
continue;
}
}
}
}
newTarget = aiTarget;
selectedTargetMemory = targetMemory;
targetValue = valueModifier;
targetingParams = targetParams;
if (!isAnyTargetClose)
{
isAnyTargetClose = ConvertUnits.ToDisplayUnits(colliderLength) > nonModifiedDist;
}
}
}
SelectedAiTarget = newTarget;
if (SelectedAiTarget != _previousAiTarget)
{
if ((SelectedAiTarget != null || wallTarget != null) && IsLatchedOnSub)
{
if (!(SelectedAiTarget.Entity is Structure wall))
{
wall = wallTarget?.Structure;
}
// The target is not a wall or it's not the same as we are attached to -> release
bool releaseTarget = wall == null || (!wall.Bodies.Contains(LatchOntoAI.AttachJoints[0].BodyB) && wall.Submarine?.PhysicsBody?.FarseerBody != LatchOntoAI.AttachJoints[0].BodyB);
if (!releaseTarget)
{
for (int i = 0; i < wall.Sections.Length; i++)
{
if (CanPassThroughHole(wall, i))
{
releaseTarget = true;
}
}
}
if (releaseTarget)
{
wallTarget = null;
LatchOntoAI.DeattachFromBody(reset: true, cooldown: 1);
}
}
else
{
wallTarget = null;
}
}
return SelectedAiTarget;
}
class WallTarget
{
public Vector2 Position;
public Structure Structure;
public int SectionIndex;
public WallTarget(Vector2 position, Structure structure = null, int sectionIndex = -1)
{
Position = position;
Structure = structure;
SectionIndex = sectionIndex;
}
}
private WallTarget wallTarget;
private void UpdateWallTarget(int requiredHoleCount)
{
wallTarget = null;
if (State == AIState.Flee || State == AIState.Escape) { return; }
if (AIParams.Infiltrate && HasValidPath(requireNonDirty: true)) { return; }
if (SelectedAiTarget == null) { return; }
if (SelectedAiTarget.Entity == null) { return; }
Vector2 rayStart = SimPosition;
Vector2 rayEnd = SelectedAiTarget.SimPosition;
if (SelectedAiTarget.Entity.Submarine != null && Character.Submarine == null)
{
rayStart -= SelectedAiTarget.Entity.Submarine.SimPosition;
}
else if (SelectedAiTarget.Entity.Submarine == null && Character.Submarine != null)
{
rayEnd -= Character.Submarine.SimPosition;
}
Body closestBody = Submarine.CheckVisibility(rayStart, rayEnd, ignoreSubs: true, ignoreSensors: CanEnterSubmarine, ignoreDisabledWalls: CanEnterSubmarine);
if (Submarine.LastPickedFraction != 1.0f && closestBody != null)
{
if (closestBody.UserData is Structure wall && wall.Submarine != null && (Character.IsBot || wall.Submarine.Info.IsPlayer || wall.Submarine.Info.IsOutpost && TargetOutposts))
{
int sectionIndex = wall.FindSectionIndex(ConvertUnits.ToDisplayUnits(Submarine.LastPickedPosition));
float sectionDamage = wall.SectionDamage(sectionIndex);
for (int i = sectionIndex - 2; i <= sectionIndex + 2; i++)
{
if (wall.SectionBodyDisabled(i))
{
if (Character.AnimController.CanEnterSubmarine && CanPassThroughHole(wall, i, requiredHoleCount))
{
sectionIndex = i;
break;
}
else
{
// Ignore and keep breaking other sections
continue;
}
}
if (wall.SectionDamage(i) > sectionDamage)
{
sectionIndex = i;
}
}
Vector2 sectionPos = wall.SectionPosition(sectionIndex);
Vector2 attachTargetNormal;
if (wall.IsHorizontal)
{
attachTargetNormal = new Vector2(0.0f, Math.Sign(WorldPosition.Y - wall.WorldPosition.Y));
sectionPos.Y += (wall.BodyHeight <= 0.0f ? wall.Rect.Height : wall.BodyHeight) / 2 * attachTargetNormal.Y;
}
else
{
attachTargetNormal = new Vector2(Math.Sign(WorldPosition.X - wall.WorldPosition.X), 0.0f);
sectionPos.X += (wall.BodyWidth <= 0.0f ? wall.Rect.Width : wall.BodyWidth) / 2 * attachTargetNormal.X;
}
LatchOntoAI?.SetAttachTarget(wall, ConvertUnits.ToSimUnits(sectionPos), attachTargetNormal);
if (Character.AnimController.CanEnterSubmarine || !wall.SectionBodyDisabled(sectionIndex) && !IsWallDisabled(wall))
{
if (AIParams.TargetOuterWalls || wall.prefab.Tags.Contains("inner") || wall.Submarine != null && wall.Submarine == Character.Submarine)
{
if (wall.NoAITarget && Character.AnimController.CanEnterSubmarine)
{
// Blocked by a wall that shouldn't be targeted. The main intention here is to prevents monsters from entering the the tail and the nose pieces.
IgnoreTarget(SelectedAiTarget);
ResetAITarget();
}
else
{
wallTarget = new WallTarget(sectionPos, wall, sectionIndex);
}
}
}
}
if (!Character.AnimController.CanEnterSubmarine && wallTarget == null && selectedTargetingParams?.AttackPattern == AttackPattern.Straight)
{
if (closestBody.UserData is Structure w && w.Submarine != null && w.Submarine == SelectedAiTarget.Entity?.Submarine ||
closestBody.UserData is Item i && i.Submarine != null && i.Submarine == SelectedAiTarget.Entity?.Submarine)
{
// Cannot reach the target, because it's blocked by a disabled wall or a door
IgnoreTarget(SelectedAiTarget);
ResetAITarget();
}
}
}
}
private bool TrySteerThroughGaps(float deltaTime)
{
if (wallTarget != null && wallTarget.SectionIndex > -1 && CanPassThroughHole(wallTarget.Structure, wallTarget.SectionIndex, requiredHoleCount))
{
WallSection section = wallTarget.Structure.GetSection(wallTarget.SectionIndex);
Vector2 targetPos = wallTarget.Structure.SectionPosition(wallTarget.SectionIndex, true);
return section?.gap != null && SteerThroughGap(wallTarget.Structure, section, targetPos, deltaTime);
}
else if (SelectedAiTarget != null)
{
if (SelectedAiTarget.Entity is Structure wall)
{
for (int i = 0; i < wall.Sections.Length; i++)
{
WallSection section = wall.Sections[i];
if (CanPassThroughHole(wall, i, requiredHoleCount) && section?.gap != null)
{
return SteerThroughGap(wall, section, wall.SectionPosition(i, true), deltaTime);
}
}
}
else if (SelectedAiTarget.Entity is Item i)
{
var door = i.GetComponent<Door>();
// Don't try to enter dry hulls if cannot walk or if the gap is too narrow
if (door?.LinkedGap?.FlowTargetHull != null && !door.LinkedGap.IsRoomToRoom && door.CanBeTraversed)
{
if (Character.AnimController.CanWalk || door.LinkedGap.FlowTargetHull.WaterPercentage > 25)
{
if (door.LinkedGap.Size > ConvertUnits.ToDisplayUnits(colliderWidth))
{
return SteerThroughGap(door.LinkedGap, door.LinkedGap.FlowTargetHull.WorldPosition, deltaTime, maxDistance: 100);
}
}
}
}
}
return false;
}
private AITargetMemory GetTargetMemory(AITarget target, bool addIfNotFound)
{
if (!targetMemories.TryGetValue(target, out AITargetMemory memory))
{
if (addIfNotFound)
{
memory = new AITargetMemory(target, 10);
targetMemories.Add(target, memory);
}
}
return memory;
}
private void UpdateCurrentMemoryLocation()
{
if (_selectedAiTarget != null)
{
if (_selectedAiTarget.Entity == null || _selectedAiTarget.Entity.Removed)
{
_selectedAiTarget = null;
}
else if (CanPerceive(_selectedAiTarget))
{
var memory = GetTargetMemory(_selectedAiTarget, false);
if (memory != null)
{
memory.Location = _selectedAiTarget.WorldPosition;
}
}
}
}
private readonly List<AITarget> removals = new List<AITarget>();
private void FadeMemories(float deltaTime)
{
removals.Clear();
foreach (var kvp in targetMemories)
{
var target = kvp.Key;
var memory = kvp.Value;
// Slowly decrease all memories
float fadeTime = memoryFadeTime;
if (target == SelectedAiTarget)
{
// Don't decrease the current memory
fadeTime = 0;
}
else if (target == _lastAiTarget)
{
// Halve the latest memory fading.
fadeTime /= 2;
}
memory.Priority -= fadeTime * deltaTime;
// Remove targets that have no priority or have been removed
if (memory.Priority <= 1 || target.Entity == null || target.Entity.Removed || !AITarget.List.Contains(target))
{
removals.Add(target);
}
}
removals.ForEach(r => targetMemories.Remove(r));
}
private readonly float targetIgnoreTime = 10;
private float targetIgnoreTimer;
private readonly HashSet<AITarget> ignoredTargets = new HashSet<AITarget>();
public void IgnoreTarget(AITarget target)
{
if (target == null) { return; }
ignoredTargets.Add(target);
targetIgnoreTimer = targetIgnoreTime * Rand.Range(0.75f, 1.25f);
}
#endregion
#region State switching
/// <summary>
/// How long do we hold on to the current state after losing a target before we reset back to the original state.
/// In other words, how long do we have to idle before the original state is restored.
/// </summary>
private readonly float stateResetCooldown = 10;
private float stateResetTimer;
private bool isStateChanged;
private readonly Dictionary<AITrigger, CharacterParams.TargetParams> activeTriggers = new Dictionary<AITrigger, CharacterParams.TargetParams>();
private readonly HashSet<AITrigger> inactiveTriggers = new HashSet<AITrigger>();
public void LaunchTrigger(AITrigger trigger)
{
if (trigger.IsTriggered) { return; }
if (activeTriggers.ContainsKey(trigger)) { return; }
if (activeTriggers.ContainsValue(selectedTargetingParams))
{
if (!trigger.AllowToOverride) { return; }
var existingTrigger = activeTriggers.FirstOrDefault(kvp => kvp.Value == selectedTargetingParams && kvp.Key.AllowToBeOverridden);
if (existingTrigger.Key == null) { return; }
activeTriggers.Remove(existingTrigger.Key);
}
trigger.Launch();
activeTriggers.Add(trigger, selectedTargetingParams);
ChangeParams(selectedTargetingParams, trigger.State);
}
private void UpdateTriggers(float deltaTime)
{
foreach (var triggerObject in activeTriggers)
{
AITrigger trigger = triggerObject.Key;
trigger.UpdateTimer(deltaTime);
if (!trigger.IsActive)
{
trigger.Reset();
ResetParams(triggerObject.Value);
inactiveTriggers.Add(trigger);
}
}
foreach (AITrigger trigger in inactiveTriggers)
{
activeTriggers.Remove(trigger);
}
inactiveTriggers.Clear();
}
/// <summary>
/// Resets the target's state to the original value defined in the xml.
/// </summary>
private bool TryResetOriginalState(string tag)
{
if (!modifiedParams.ContainsKey(tag)) { return false; }
if (AIParams.TryGetTarget(tag, out CharacterParams.TargetParams targetParams))
{
modifiedParams.Remove(tag);
if (tempParams.ContainsKey(tag))
{
tempParams.Values.ForEach(t => AIParams.RemoveTarget(t));
tempParams.Remove(tag);
}
ResetParams(targetParams);
return true;
}
else
{
return false;
}
}
private readonly Dictionary<string, CharacterParams.TargetParams> modifiedParams = new Dictionary<string, CharacterParams.TargetParams>();
private readonly Dictionary<string, CharacterParams.TargetParams> tempParams = new Dictionary<string, CharacterParams.TargetParams>();
private void ChangeParams(CharacterParams.TargetParams targetParams, AIState state, float? priority = null)
{
if (targetParams == null) { return; }
if (priority.HasValue)
{
targetParams.Priority = priority.Value;
}
targetParams.State = state;
}
private void ResetParams(CharacterParams.TargetParams targetParams)
{
targetParams?.Reset();
if (selectedTargetingParams == targetParams || State == AIState.Idle)
{
ResetAITarget();
State = AIState.Idle;
PreviousState = AIState.Idle;
}
}
private void ChangeParams(string tag, AIState state, float? priority = null, bool onlyExisting = false)
{
if (!AIParams.TryGetTarget(tag, out CharacterParams.TargetParams targetParams))
{
if (!onlyExisting && !tempParams.ContainsKey(tag))
{
if (AIParams.TryAddNewTarget(tag, state, priority ?? 100, out targetParams))
{
tempParams.Add(tag, targetParams);
}
}
}
if (targetParams != null)
{
if (priority.HasValue)
{
targetParams.Priority = priority.Value;
}
targetParams.State = state;
if (!modifiedParams.ContainsKey(tag))
{
modifiedParams.Add(tag, targetParams);
}
}
}
private void ChangeTargetState(string tag, AIState state, float? priority = null)
{
isStateChanged = true;
SetStateResetTimer();
ChangeParams(tag, state, priority);
}
/// <summary>
/// Temporarily changes the predefined state for a target. Eg. Idle -> Attack.
/// </summary>
private void ChangeTargetState(Character target, AIState state, float? priority = null)
{
isStateChanged = true;
SetStateResetTimer();
ChangeParams(target.SpeciesName, state, priority);
if (target.IsHuman)
{
// Target also items, because if we are blind and the target doesn't move, we can only perceive the target when it uses items
if (state == AIState.Attack || state == AIState.Escape)
{
ChangeParams("weapon", state, priority);
ChangeParams("tool", state, priority);
}
if (state == AIState.Attack)
{
// If the target is shooting from the submarine, we might not perceive it because it doesn't move.
// --> Target the submarine too.
if (target.Submarine != null && (canAttackDoors || canAttackWalls))
{
ChangeParams("room", state, priority);
if (canAttackWalls)
{
ChangeParams("wall", state, priority);
}
if (canAttackDoors)
{
ChangeParams("door", state, priority);
}
}
ChangeParams("provocative", state, priority, onlyExisting: true);
ChangeParams("light", state, priority, onlyExisting: true);
}
}
}
private void ResetOriginalState()
{
isStateChanged = false;
modifiedParams.Keys.ForEachMod(tag => TryResetOriginalState(tag));
}
#endregion
protected override void OnTargetChanged(AITarget previousTarget, AITarget newTarget)
{
base.OnTargetChanged(previousTarget, newTarget);
if (newTarget == null) { return; }
var targetParams = GetTargetParams(newTarget);
if (targetParams != null)
{
observeTimer = targetParams.Timer * Rand.Range(0.75f, 1.25f);
}
}
protected override void OnStateChanged(AIState from, AIState to)
{
LatchOntoAI?.DeattachFromBody(reset: true);
Character.AnimController.ReleaseStuckLimbs();
escapeTarget = null;
AttackingLimb = null;
movementMargin = 0;
allGapsSearched = false;
unreachableGaps.Clear();
if (isStateChanged && to == AIState.Idle && from != to)
{
SetStateResetTimer();
}
blockCheckTimer = 0;
}
private void SetStateResetTimer() => stateResetTimer = stateResetCooldown * Rand.Range(0.75f, 1.25f);
private float GetPerceivingRange(AITarget target) => Math.Max(target.SightRange * Sight, target.SoundRange * Hearing);
private bool CanPerceive(AITarget target, float dist = -1, float distSquared = -1)
{
if (dist > 0)
{
return dist <= target.SightRange * Sight || dist <= target.SoundRange * Hearing;
}
else
{
if (distSquared < 0)
{
distSquared = Vector2.DistanceSquared(Character.WorldPosition, target.WorldPosition);
}
return distSquared <= MathUtils.Pow(target.SightRange * Sight, 2) || distSquared <= MathUtils.Pow(target.SoundRange * Hearing, 2);
}
}
public void ReevaluateAttacks()
{
canAttackWalls = LatchOntoAI != null && LatchOntoAI.AttachToSub;
canAttackDoors = false;
canAttackCharacters = false;
foreach (var limb in Character.AnimController.Limbs)
{
if (limb.IsSevered) { continue; }
if (limb.Disabled) { continue; }
if (limb.attack == null) { continue; }
if (!canAttackWalls)
{
canAttackWalls = limb.attack.IsValidTarget(AttackTarget.Structure) && (limb.attack.StructureDamage > 0 || limb.attack.Ranged);
}
if (!canAttackDoors)
{
canAttackDoors = limb.attack.IsValidTarget(AttackTarget.Structure) && (limb.attack.ItemDamage > 0 || limb.attack.Ranged);
}
if (!canAttackCharacters)
{
canAttackCharacters = limb.attack.IsValidTarget(AttackTarget.Character);
}
}
if (PathSteering != null)
{
PathSteering.CanBreakDoors = canAttackDoors;
}
}
private bool IsPositionInsideAllowedZone(Vector2 pos, out Vector2 targetDir)
{
targetDir = Vector2.Zero;
if (AIParams.AvoidAbyss)
{
if (pos.Y < Level.Loaded.AbyssStart)
{
// Too far down
targetDir = Vector2.UnitY;
}
}
if (AIParams.StayInAbyss)
{
if (pos.Y > Level.Loaded.AbyssStart)
{
// Too far up
targetDir = -Vector2.UnitY;
}
else if (pos.Y < Level.Loaded.AbyssEnd)
{
// Too far down
targetDir = Vector2.UnitY;
}
}
float margin = 30000;
if (pos.X < -margin)
{
// Too far left
targetDir = Vector2.UnitX;
}
else if (pos.X > Level.Loaded.Size.X + margin)
{
// Too far right
targetDir = -Vector2.UnitX;
}
return targetDir == Vector2.Zero;
}
private Vector2 returnDir;
private float returnTimer;
private void SteerInsideLevel(float deltaTime)
{
if (SteeringManager is IndoorsSteeringManager) { return; }
if (Level.Loaded == null) { return; }
if (State == AIState.Attack && returnTimer <= 0) { return; }
float returnTime = 5;
if (!IsPositionInsideAllowedZone(WorldPosition, out Vector2 targetDir))
{
returnDir = targetDir;
returnTimer = returnTime * Rand.Range(0.75f, 1.25f);
}
if (returnTimer > 0)
{
returnTimer -= deltaTime;
SteeringManager.Reset();
SteeringManager.SteeringManual(deltaTime, returnDir * 10);
SteeringManager.SteeringAvoid(deltaTime, avoidLookAheadDistance, 15);
}
}
public override bool SteerThroughGap(Structure wall, WallSection section, Vector2 targetWorldPos, float deltaTime)
{
wallTarget = null;
LatchOntoAI?.DeattachFromBody(reset: true, cooldown: 2);
Character.AnimController.ReleaseStuckLimbs();
bool success = base.SteerThroughGap(wall, section, targetWorldPos, deltaTime);
if (success)
{
// If already inside, target the hull, else target the wall.
SelectedAiTarget = Character.CurrentHull != null ? section.gap.AiTarget : wall.AiTarget;
SteeringManager.SteeringAvoid(deltaTime, avoidLookAheadDistance, weight: 1);
}
IsSteeringThroughGap = success;
return success;
}
public override bool SteerThroughGap(Gap gap, Vector2 targetWorldPos, float deltaTime, float maxDistance = -1)
{
wallTarget = null;
LatchOntoAI?.DeattachFromBody(reset: true, cooldown: 2);
Character.AnimController.ReleaseStuckLimbs();
bool success = base.SteerThroughGap(gap, targetWorldPos, deltaTime, maxDistance);
if (success)
{
SteeringManager.SteeringAvoid(deltaTime, avoidLookAheadDistance, weight: 1);
}
IsSteeringThroughGap = success;
return success;
}
public bool CanPassThroughHole(Structure wall, int sectionIndex) => CanPassThroughHole(wall, sectionIndex, requiredHoleCount);
private readonly List<Limb> targetLimbs = new List<Limb>();
public Limb GetTargetLimb(Limb attackLimb, Character target, LimbType targetLimbType = LimbType.None)
{
targetLimbs.Clear();
foreach (var limb in target.AnimController.Limbs)
{
if (limb.type == targetLimbType || targetLimbType == LimbType.None)
{
targetLimbs.Add(limb);
}
}
if (targetLimbs.None())
{
// If no limbs of given type was found, accept any limb.
targetLimbs.AddRange(target.AnimController.Limbs);
}
float closestDist = float.MaxValue;
Limb targetLimb = null;
foreach (Limb limb in targetLimbs)
{
if (limb.IsSevered) { continue; }
if (limb.Hidden) { continue; }
float dist = Vector2.DistanceSquared(limb.WorldPosition, attackLimb.WorldPosition) / Math.Max(limb.AttackPriority, 0.1f);
if (dist < closestDist)
{
closestDist = dist;
targetLimb = limb;
}
}
return targetLimb;
}
private Character GetOwner(Item item)
{
// If the item is held by a character, attack the character instead.
var pickable = item.GetComponent<Pickable>();
if (pickable != null)
{
Character owner = pickable.Picker ?? item.FindParentInventory(i => i.Owner is Character)?.Owner as Character;
if (owner != null)
{
var target = owner.AiTarget;
if (target?.Entity != null && !target.Entity.Removed)
{
return owner;
}
}
}
return null;
}
public static bool IsFriendly(Character me, Character other) => other.SpeciesName == me.SpeciesName || other.Params.CompareGroup(me.Params.Group);
}
//the "memory" of the Character
//keeps track of how preferable it is to attack a specific target
//(if the Character can't inflict much damage the target, the priority decreases
//and if the target attacks the Character, the priority increases)
class AITargetMemory
{
public readonly AITarget Target;
public Vector2 Location { get; set; }
private float priority;
public float Priority
{
get { return priority; }
set { priority = MathHelper.Clamp(value, 1.0f, 100.0f); }
}
public AITargetMemory(AITarget target, float priority)
{
Target = target;
Location = target.WorldPosition;
this.priority = priority;
}
}
}