449 lines
23 KiB
C#
449 lines
23 KiB
C#
using Barotrauma.Extensions;
|
|
using Barotrauma.Items.Components;
|
|
using Microsoft.Xna.Framework;
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
|
|
namespace Barotrauma
|
|
{
|
|
class AIObjectiveRescue : AIObjective
|
|
{
|
|
public override string DebugTag => "rescue";
|
|
public override bool ForceRun => true;
|
|
public override bool KeepDivingGearOn => true;
|
|
|
|
public override bool AllowOutsideSubmarine => true;
|
|
public override bool AllowInAnySub => true;
|
|
|
|
const float TreatmentDelay = 0.5f;
|
|
|
|
const float CloseEnoughToTreat = 100.0f;
|
|
|
|
private readonly Character targetCharacter;
|
|
|
|
private AIObjectiveGoTo goToObjective;
|
|
private AIObjectiveContainItem replaceOxygenObjective;
|
|
private AIObjectiveGetItem getItemObjective;
|
|
private float treatmentTimer;
|
|
private Hull safeHull;
|
|
private float findHullTimer;
|
|
private bool ignoreOxygen;
|
|
private readonly float findHullInterval = 1.0f;
|
|
|
|
public AIObjectiveRescue(Character character, Character targetCharacter, AIObjectiveManager objectiveManager, float priorityModifier = 1)
|
|
: base(character, objectiveManager, priorityModifier)
|
|
{
|
|
if (targetCharacter == null)
|
|
{
|
|
string errorMsg = $"{character.Name}: Attempted to create a Rescue objective with no target!\n" + Environment.StackTrace.CleanupStackTrace();
|
|
DebugConsole.ThrowError(errorMsg);
|
|
GameAnalyticsManager.AddErrorEventOnce("AIObjectiveRescue:ctor:targetnull", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
|
|
Abandon = true;
|
|
return;
|
|
}
|
|
this.targetCharacter = targetCharacter;
|
|
}
|
|
|
|
protected override void OnAbandon()
|
|
{
|
|
character.SelectedCharacter = null;
|
|
base.OnAbandon();
|
|
}
|
|
|
|
protected override void OnCompleted()
|
|
{
|
|
character.SelectedCharacter = null;
|
|
base.OnCompleted();
|
|
}
|
|
|
|
protected override void Act(float deltaTime)
|
|
{
|
|
if (character.LockHands || targetCharacter == null || targetCharacter.CurrentHull == null || targetCharacter.Removed || targetCharacter.IsDead)
|
|
{
|
|
Abandon = true;
|
|
return;
|
|
}
|
|
var otherRescuer = targetCharacter.SelectedBy;
|
|
if (otherRescuer != null && otherRescuer != character)
|
|
{
|
|
// Someone else is rescuing/holding the target.
|
|
Abandon = otherRescuer.IsPlayer || character.GetSkillLevel("medical") < otherRescuer.GetSkillLevel("medical");
|
|
return;
|
|
}
|
|
if (targetCharacter != character)
|
|
{
|
|
if (targetCharacter.IsIncapacitated)
|
|
{
|
|
// Check if the character needs more oxygen
|
|
if (!ignoreOxygen && character.SelectedCharacter == targetCharacter || character.CanInteractWith(targetCharacter))
|
|
{
|
|
// Replace empty oxygen tank
|
|
// First remove empty tanks
|
|
if (HumanAIController.HasItem(targetCharacter, AIObjectiveFindDivingGear.HEAVY_DIVING_GEAR, out IEnumerable<Item> suits, requireEquipped: true))
|
|
{
|
|
Item suit = suits.FirstOrDefault();
|
|
if (suit != null)
|
|
{
|
|
AIObjectiveFindDivingGear.EjectEmptyTanks(character, suit, out _);
|
|
}
|
|
}
|
|
else if (HumanAIController.HasItem(targetCharacter, AIObjectiveFindDivingGear.LIGHT_DIVING_GEAR, out IEnumerable<Item> masks, requireEquipped: true))
|
|
{
|
|
Item mask = masks.FirstOrDefault();
|
|
if (mask != null)
|
|
{
|
|
AIObjectiveFindDivingGear.EjectEmptyTanks(character, mask, out _);
|
|
}
|
|
}
|
|
bool ShouldRemoveDivingSuit() => targetCharacter.OxygenAvailable < CharacterHealth.InsufficientOxygenThreshold && targetCharacter.CurrentHull?.LethalPressure <= 0;
|
|
if (ShouldRemoveDivingSuit())
|
|
{
|
|
suits.ForEach(suit => suit.Drop(character));
|
|
}
|
|
else if (suits.Any() && suits.None(s => s.OwnInventory?.AllItems != null && s.OwnInventory.AllItems.Any(it => it.HasTag(AIObjectiveFindDivingGear.OXYGEN_SOURCE) && it.ConditionPercentage > 0)))
|
|
{
|
|
// The target has a suit equipped with an empty oxygen tank.
|
|
// Can't remove the suit, because the target needs it.
|
|
// If we happen to have an extra oxygen tank in the inventory, let's swap it.
|
|
Item spareOxygenTank = FindOxygenTank(targetCharacter) ?? FindOxygenTank(character);
|
|
if (spareOxygenTank != null)
|
|
{
|
|
Item suit = suits.FirstOrDefault();
|
|
if (suit != null)
|
|
{
|
|
// Insert the new oxygen tank
|
|
TryAddSubObjective(ref replaceOxygenObjective, () => new AIObjectiveContainItem(character, spareOxygenTank, suit.GetComponent<ItemContainer>(), objectiveManager),
|
|
onCompleted: () => RemoveSubObjective(ref replaceOxygenObjective),
|
|
onAbandon: () =>
|
|
{
|
|
RemoveSubObjective(ref replaceOxygenObjective);
|
|
ignoreOxygen = true;
|
|
if (ShouldRemoveDivingSuit())
|
|
{
|
|
suits.ForEach(suit => suit.Drop(character));
|
|
}
|
|
});
|
|
return;
|
|
}
|
|
}
|
|
|
|
Item FindOxygenTank(Character c) =>
|
|
c.Inventory.FindItem(i =>
|
|
i.HasTag(AIObjectiveFindDivingGear.OXYGEN_SOURCE) &&
|
|
i.ConditionPercentage > 1 &&
|
|
i.FindParentInventory(inv => inv.Owner is Item otherItem && otherItem.HasTag("diving")) == null,
|
|
recursive: true);
|
|
}
|
|
}
|
|
if (HumanAIController.GetHullSafety(targetCharacter.CurrentHull, targetCharacter) < HumanAIController.HULL_SAFETY_THRESHOLD)
|
|
{
|
|
// Incapacitated target is not in a safe place -> Move to a safe place first
|
|
if (character.SelectedCharacter != targetCharacter)
|
|
{
|
|
if (targetCharacter.CurrentHull != null && HumanAIController.VisibleHulls.Contains(targetCharacter.CurrentHull) && targetCharacter.CurrentHull.DisplayName != null)
|
|
{
|
|
character.Speak(TextManager.GetWithVariables("DialogFoundUnconsciousTarget", new string[2] { "[targetname]", "[roomname]" },
|
|
new string[2] { targetCharacter.Name, targetCharacter.CurrentHull.DisplayName }, new bool[2] { false, true }),
|
|
null, 1.0f, "foundunconscioustarget" + targetCharacter.Name, 60.0f);
|
|
}
|
|
// Go to the target and select it
|
|
if (!character.CanInteractWith(targetCharacter))
|
|
{
|
|
RemoveSubObjective(ref replaceOxygenObjective);
|
|
RemoveSubObjective(ref goToObjective);
|
|
TryAddSubObjective(ref goToObjective, () => new AIObjectiveGoTo(targetCharacter, character, objectiveManager)
|
|
{
|
|
CloseEnough = CloseEnoughToTreat,
|
|
DialogueIdentifier = "dialogcannotreachpatient",
|
|
TargetName = targetCharacter.DisplayName
|
|
},
|
|
onCompleted: () => RemoveSubObjective(ref goToObjective),
|
|
onAbandon: () =>
|
|
{
|
|
RemoveSubObjective(ref goToObjective);
|
|
Abandon = true;
|
|
});
|
|
}
|
|
else
|
|
{
|
|
character.SelectCharacter(targetCharacter);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Drag the character into safety
|
|
if (safeHull == null)
|
|
{
|
|
if (findHullTimer > 0)
|
|
{
|
|
findHullTimer -= deltaTime;
|
|
}
|
|
else
|
|
{
|
|
safeHull = objectiveManager.GetObjective<AIObjectiveFindSafety>().FindBestHull(HumanAIController.VisibleHulls);
|
|
findHullTimer = findHullInterval * Rand.Range(0.9f, 1.1f);
|
|
}
|
|
}
|
|
if (safeHull != null && character.CurrentHull != safeHull)
|
|
{
|
|
RemoveSubObjective(ref replaceOxygenObjective);
|
|
RemoveSubObjective(ref goToObjective);
|
|
TryAddSubObjective(ref goToObjective, () => new AIObjectiveGoTo(safeHull, character, objectiveManager),
|
|
onCompleted: () => RemoveSubObjective(ref goToObjective),
|
|
onAbandon: () =>
|
|
{
|
|
RemoveSubObjective(ref goToObjective);
|
|
safeHull = character.CurrentHull;
|
|
});
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (subObjectives.Any()) { return; }
|
|
|
|
if (targetCharacter != character && !character.CanInteractWith(targetCharacter))
|
|
{
|
|
RemoveSubObjective(ref replaceOxygenObjective);
|
|
RemoveSubObjective(ref goToObjective);
|
|
// Go to the target and select it
|
|
TryAddSubObjective(ref goToObjective, () => new AIObjectiveGoTo(targetCharacter, character, objectiveManager)
|
|
{
|
|
CloseEnough = CloseEnoughToTreat,
|
|
DialogueIdentifier = "dialogcannotreachpatient",
|
|
TargetName = targetCharacter.DisplayName
|
|
},
|
|
onCompleted: () => RemoveSubObjective(ref goToObjective),
|
|
onAbandon: () =>
|
|
{
|
|
RemoveSubObjective(ref goToObjective);
|
|
Abandon = true;
|
|
});
|
|
}
|
|
else
|
|
{
|
|
// We can start applying treatment
|
|
if (character != targetCharacter && character.SelectedCharacter != targetCharacter)
|
|
{
|
|
if (targetCharacter.CurrentHull.DisplayName != null)
|
|
{
|
|
character.Speak(TextManager.GetWithVariables("DialogFoundWoundedTarget", new string[2] { "[targetname]", "[roomname]" },
|
|
new string[2] { targetCharacter.Name, targetCharacter.CurrentHull.DisplayName }, new bool[2] { false, true }),
|
|
null, 1.0f, "foundwoundedtarget" + targetCharacter.Name, 60.0f);
|
|
}
|
|
|
|
character.SelectCharacter(targetCharacter);
|
|
}
|
|
GiveTreatment(deltaTime);
|
|
}
|
|
}
|
|
|
|
private readonly List<string> suitableItemIdentifiers = new List<string>();
|
|
private readonly List<string> itemNameList = new List<string>();
|
|
private readonly Dictionary<string, float> currentTreatmentSuitabilities = new Dictionary<string, float>();
|
|
private void GiveTreatment(float deltaTime)
|
|
{
|
|
if (targetCharacter == null)
|
|
{
|
|
string errorMsg = $"{character.Name}: Attempted to update a Rescue objective with no target!";
|
|
DebugConsole.ThrowError(errorMsg);
|
|
Abandon = true;
|
|
return;
|
|
}
|
|
|
|
SteeringManager?.Reset();
|
|
|
|
if (!targetCharacter.IsPlayer)
|
|
{
|
|
// If the target is a bot, don't let it move
|
|
targetCharacter.AIController?.SteeringManager?.Reset();
|
|
}
|
|
if (treatmentTimer > 0.0f)
|
|
{
|
|
treatmentTimer -= deltaTime;
|
|
return;
|
|
}
|
|
treatmentTimer = TreatmentDelay;
|
|
|
|
//find which treatments are the most suitable to treat the character's current condition
|
|
targetCharacter.CharacterHealth.GetSuitableTreatments(currentTreatmentSuitabilities, normalize: false);
|
|
|
|
//check if we already have a suitable treatment for any of the afflictions
|
|
foreach (Affliction affliction in GetSortedAfflictions(targetCharacter))
|
|
{
|
|
if (affliction == null) { throw new Exception("Affliction was null"); }
|
|
if (affliction.Prefab == null) { throw new Exception("Affliction prefab was null"); }
|
|
foreach (KeyValuePair<string, float> treatmentSuitability in affliction.Prefab.TreatmentSuitability)
|
|
{
|
|
if (currentTreatmentSuitabilities.ContainsKey(treatmentSuitability.Key) && currentTreatmentSuitabilities[treatmentSuitability.Key] > 0.0f)
|
|
{
|
|
Item matchingItem = character.Inventory.FindItemByIdentifier(treatmentSuitability.Key, true);
|
|
if (matchingItem == null) { continue; }
|
|
ApplyTreatment(affliction, matchingItem);
|
|
//wait a bit longer after applying a treatment to wait for potential side-effects to manifest
|
|
treatmentTimer = TreatmentDelay * 4;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
// Find treatments outside of own inventory only if inside the own sub.
|
|
if (character.Submarine != null && character.Submarine.TeamID == character.TeamID)
|
|
{
|
|
float cprSuitability = targetCharacter.Oxygen < 0.0f ? -targetCharacter.Oxygen * 100.0f : 0.0f;
|
|
//didn't have any suitable treatments available, try to find some medical items
|
|
if (currentTreatmentSuitabilities.Any(s => s.Value > cprSuitability))
|
|
{
|
|
itemNameList.Clear();
|
|
suitableItemIdentifiers.Clear();
|
|
foreach (KeyValuePair<string, float> treatmentSuitability in currentTreatmentSuitabilities)
|
|
{
|
|
if (treatmentSuitability.Value <= cprSuitability) { continue; }
|
|
if (MapEntityPrefab.Find(null, treatmentSuitability.Key, showErrorMessages: false) is ItemPrefab itemPrefab)
|
|
{
|
|
if (!Item.ItemList.Any(it => it.prefab.Identifier == treatmentSuitability.Key)) { continue; }
|
|
suitableItemIdentifiers.Add(treatmentSuitability.Key);
|
|
//only list the first 4 items
|
|
if (itemNameList.Count < 4)
|
|
{
|
|
itemNameList.Add(itemPrefab.Name);
|
|
}
|
|
}
|
|
}
|
|
if (itemNameList.Count > 0)
|
|
{
|
|
string itemListStr = "";
|
|
if (itemNameList.Count == 1)
|
|
{
|
|
itemListStr = itemNameList[0];
|
|
}
|
|
else
|
|
{
|
|
itemListStr = string.Join(" or ", string.Join(", ", itemNameList.Take(itemNameList.Count - 1)), itemNameList.Last());
|
|
}
|
|
if (targetCharacter != character && character.IsOnPlayerTeam)
|
|
{
|
|
character.Speak(TextManager.GetWithVariables("DialogListRequiredTreatments", new string[2] { "[targetname]", "[treatmentlist]" },
|
|
new string[2] { targetCharacter.Name, itemListStr }, new bool[2] { false, true }),
|
|
null, 2.0f, "listrequiredtreatments" + targetCharacter.Name, 60.0f);
|
|
}
|
|
character.DeselectCharacter();
|
|
RemoveSubObjective(ref getItemObjective);
|
|
TryAddSubObjective(ref getItemObjective,
|
|
constructor: () => new AIObjectiveGetItem(character, suitableItemIdentifiers.ToArray(), objectiveManager, equip: true, spawnItemIfNotFound: character.TeamID == CharacterTeamType.FriendlyNPC),
|
|
onCompleted: () => RemoveSubObjective(ref getItemObjective),
|
|
onAbandon: () =>
|
|
{
|
|
Abandon = true;
|
|
if (character != targetCharacter && character.IsOnPlayerTeam)
|
|
{
|
|
character.Speak(TextManager.GetWithVariable("dialogcannottreatpatient", "[name]", targetCharacter.DisplayName, formatCapitals: false), identifier: "cannottreatpatient", minDurationBetweenSimilar: 20.0f);
|
|
}
|
|
});
|
|
}
|
|
}
|
|
}
|
|
if (character != targetCharacter)
|
|
{
|
|
character.AnimController.Anim = AnimController.Animation.CPR;
|
|
}
|
|
}
|
|
|
|
private void ApplyTreatment(Affliction affliction, Item item)
|
|
{
|
|
var targetLimb = targetCharacter.CharacterHealth.GetAfflictionLimb(affliction);
|
|
bool remove = false;
|
|
foreach (ItemComponent ic in item.Components)
|
|
{
|
|
if (!ic.HasRequiredContainedItems(user: character, addMessage: false)) { continue; }
|
|
#if CLIENT
|
|
ic.PlaySound(ActionType.OnUse, character);
|
|
#endif
|
|
ic.WasUsed = true;
|
|
ic.ApplyStatusEffects(ActionType.OnUse, 1.0f, targetCharacter, targetLimb, user: character);
|
|
if (ic.DeleteOnUse)
|
|
{
|
|
remove = true;
|
|
}
|
|
}
|
|
if (remove)
|
|
{
|
|
Entity.Spawner?.AddToRemoveQueue(item);
|
|
}
|
|
}
|
|
|
|
protected override bool Check()
|
|
{
|
|
if (character.LockHands || targetCharacter == null || targetCharacter.CurrentHull == null || targetCharacter.Removed || targetCharacter.IsDead)
|
|
{
|
|
Abandon = true;
|
|
return false;
|
|
}
|
|
// Don't go into rooms that have enemies
|
|
if (Character.CharacterList.Any(c => c.CurrentHull == targetCharacter.CurrentHull && !HumanAIController.IsFriendly(character, c) && HumanAIController.IsActive(c)))
|
|
{
|
|
Abandon = true;
|
|
return false;
|
|
}
|
|
bool isCompleted =
|
|
AIObjectiveRescueAll.GetVitalityFactor(targetCharacter) >= AIObjectiveRescueAll.GetVitalityThreshold(objectiveManager, character, targetCharacter) ||
|
|
targetCharacter.CharacterHealth.GetAllAfflictions().All(a => a.Strength < a.Prefab.TreatmentThreshold);
|
|
if (isCompleted && targetCharacter != character && character.IsOnPlayerTeam)
|
|
{
|
|
character.Speak(TextManager.GetWithVariable("DialogTargetHealed", "[targetname]", targetCharacter.Name),
|
|
null, 1.0f, "targethealed" + targetCharacter.Name, 60.0f);
|
|
}
|
|
return isCompleted;
|
|
}
|
|
|
|
public override float GetPriority()
|
|
{
|
|
if (!IsAllowed)
|
|
{
|
|
Priority = 0;
|
|
Abandon = true;
|
|
return Priority;
|
|
}
|
|
if (character.LockHands || targetCharacter == null || targetCharacter.CurrentHull == null || targetCharacter.Removed || targetCharacter.IsDead)
|
|
{
|
|
Priority = 0;
|
|
Abandon = true;
|
|
}
|
|
else
|
|
{
|
|
// Vertical distance matters more than horizontal (climbing up/down is harder than moving horizontally)
|
|
float dist = Math.Abs(character.WorldPosition.X - targetCharacter.WorldPosition.X) + Math.Abs(character.WorldPosition.Y - targetCharacter.WorldPosition.Y) * 2.0f;
|
|
float distanceFactor = MathHelper.Lerp(1, 0.1f, MathUtils.InverseLerp(0, 5000, dist));
|
|
if (targetCharacter.CurrentHull == character.CurrentHull)
|
|
{
|
|
distanceFactor = 1;
|
|
}
|
|
float vitalityFactor = 1 - AIObjectiveRescueAll.GetVitalityFactor(targetCharacter) / 100;
|
|
float devotion = CumulatedDevotion / 100;
|
|
Priority = MathHelper.Lerp(0, 100, MathHelper.Clamp(devotion + (vitalityFactor * distanceFactor * PriorityModifier), 0, 1));
|
|
}
|
|
return Priority;
|
|
}
|
|
|
|
public static IEnumerable<Affliction> GetSortedAfflictions(Character character) => CharacterHealth.SortAfflictionsBySeverity(character.CharacterHealth.GetAllAfflictions());
|
|
|
|
public override void Reset()
|
|
{
|
|
base.Reset();
|
|
goToObjective = null;
|
|
getItemObjective = null;
|
|
replaceOxygenObjective = null;
|
|
safeHull = null;
|
|
ignoreOxygen = false;
|
|
character.SelectedCharacter = null;
|
|
}
|
|
|
|
public override void OnDeselected()
|
|
{
|
|
character.SelectedCharacter = null;
|
|
base.OnDeselected();
|
|
}
|
|
}
|
|
}
|