Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/Source/Items/Components/Holdable/RepairTool.cs
T
Joonas Rikkonen 604fc65154 Human AI improvements & fixes:
- Replaced item name comparisons with Prefab.NameMatches (-> item names can be changed without breaking the AIs).
- Having an AIObjective set as the current order of the character doesn't automatically cause it to have a high priority. For example, the order to fix leaks has a low priority if there are no leaks to fix.
- AIObjectiveFixLeaks makes sure the character is wearing a diving suit before going to fix a leak. The characters used to run in and out of flooded rooms because the AIObjectiveFindSafety objective would become active as soon as the character entered the room, causing the character to run out, and then immediately run back because they are no longer in immediate danger of drowning, making the FixLeaks objective the most high-priority one.
- Characters attempt to find a room with no water in AIObjectiveIdle even if the character is wearing a diving suit.
- AIObjectiveFindSafety considers flooded rooms dangerous even if the character is wearing a diving suit (-> the character attempts to go into a more dry room instead of happily idling in the flooded one).
- Distance to a hull doesn't decrease its desirability nearly as much in AIObjectiveFindSafety (-> fixes characters not bothering to move into a non-flooded room if it's far away).
- AIObjectiveOperateItem makes sure the item is equipped before using it (-> characters can't weld leaks with the welder in their inventory).
2017-12-21 19:49:26 +02:00

272 lines
9.6 KiB
C#

using FarseerPhysics;
using FarseerPhysics.Dynamics;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Xml.Linq;
namespace Barotrauma.Items.Components
{
class RepairTool : ItemComponent
{
private readonly List<string> fixableEntities;
private float range;
private Vector2 pickedPosition;
private Vector2 barrelPos;
private string particles;
private float activeTimer;
[Serialize(0.0f, false)]
public float Range
{
get { return range; }
set { range = value; }
}
[Serialize(0.0f, false)]
public float StructureFixAmount
{
get; set;
}
[Serialize(0.0f, false)]
public float LimbFixAmount
{
get; set;
}
[Serialize(0.0f, false)]
public float ExtinquishAmount
{
get; set;
}
[Serialize("", false)]
public string Particles
{
get { return particles; }
set { particles = value; }
}
[Serialize(0.0f, false)]
public float ParticleSpeed
{
get; set;
}
[Serialize("0.0,0.0", false)]
public Vector2 BarrelPos
{
get { return barrelPos; }
set { barrelPos = value; }
}
public Vector2 TransformedBarrelPos
{
get
{
Matrix bodyTransform = Matrix.CreateRotationZ(item.body.Rotation);
Vector2 flippedPos = barrelPos;
if (item.body.Dir < 0.0f) flippedPos.X = -flippedPos.X;
return (Vector2.Transform(flippedPos, bodyTransform));
}
}
public RepairTool(Item item, XElement element)
: base(item, element)
{
this.item = item;
fixableEntities = new List<string>();
foreach (XElement subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "fixable":
fixableEntities.Add(subElement.Attribute("name").Value);
break;
}
}
}
public override void Update(float deltaTime, Camera cam)
{
activeTimer -= deltaTime;
if (activeTimer <= 0.0f) IsActive = false;
}
public override bool Use(float deltaTime, Character character = null)
{
if (character == null) return false;
if (!character.IsKeyDown(InputType.Aim)) return false;
float degreeOfSuccess = DegreeOfSuccess(character)/100.0f;
if (Rand.Range(0.0f, 0.5f) > degreeOfSuccess)
{
ApplyStatusEffects(ActionType.OnFailure, deltaTime, character);
return false;
}
Vector2 targetPosition = item.WorldPosition;
targetPosition += new Vector2(
(float)Math.Cos(item.body.Rotation),
(float)Math.Sin(item.body.Rotation)) * range * item.body.Dir;
List<Body> ignoredBodies = new List<Body>();
foreach (Limb limb in character.AnimController.Limbs)
{
if (Rand.Range(0.0f, 0.5f) > degreeOfSuccess) continue;
ignoredBodies.Add(limb.body.FarseerBody);
}
IsActive = true;
activeTimer = 0.1f;
Vector2 rayStart = ConvertUnits.ToSimUnits(item.WorldPosition);
Vector2 rayEnd = ConvertUnits.ToSimUnits(targetPosition);
if (character.Submarine == null)
{
foreach (Submarine sub in Submarine.Loaded)
{
Repair(rayStart - sub.SimPosition, rayEnd - sub.SimPosition, deltaTime, character, degreeOfSuccess, ignoredBodies);
}
Repair(rayStart, rayEnd, deltaTime, character, degreeOfSuccess, ignoredBodies);
}
else
{
Repair(rayStart - character.Submarine.SimPosition, rayEnd - character.Submarine.SimPosition, deltaTime, character, degreeOfSuccess, ignoredBodies);
}
#if CLIENT
GameMain.ParticleManager.CreateParticle(particles, item.WorldPosition + TransformedBarrelPos,
-item.body.Rotation + ((item.body.Dir > 0.0f) ? 0.0f : MathHelper.Pi), ParticleSpeed);
#endif
return true;
}
private void Repair(Vector2 rayStart, Vector2 rayEnd, float deltaTime, Character user, float degreeOfSuccess, List<Body> ignoredBodies)
{
if (ExtinquishAmount > 0.0f && item.CurrentHull != null)
{
Vector2 displayPos = ConvertUnits.ToDisplayUnits(rayStart + (rayEnd - rayStart) * Submarine.LastPickedFraction * 0.9f);
displayPos += item.CurrentHull.Submarine.Position;
Hull hull = Hull.FindHull(displayPos, item.CurrentHull);
if (hull != null)
{
hull.Extinguish(deltaTime, ExtinquishAmount, displayPos);
if (hull != item.CurrentHull)
{
item.CurrentHull.Extinguish(deltaTime, ExtinquishAmount, displayPos);
}
}
}
Body targetBody = Submarine.PickBody(rayStart, rayEnd, ignoredBodies,
Physics.CollisionWall | Physics.CollisionCharacter | Physics.CollisionItem | Physics.CollisionLevel | Physics.CollisionRepair, false);
if (targetBody == null || targetBody.UserData == null) return;
pickedPosition = Submarine.LastPickedPosition;
Structure targetStructure;
Limb targetLimb;
Item targetItem;
if ((targetStructure = (targetBody.UserData as Structure)) != null)
{
if (!fixableEntities.Contains("structure") && !fixableEntities.Contains(targetStructure.Name)) return;
if (targetStructure.IsPlatform) return;
int sectionIndex = targetStructure.FindSectionIndex(ConvertUnits.ToDisplayUnits(pickedPosition));
if (sectionIndex < 0) return;
#if CLIENT
Vector2 progressBarPos = targetStructure.SectionPosition(sectionIndex);
if (targetStructure.Submarine != null)
{
progressBarPos += targetStructure.Submarine.DrawPosition;
}
var progressBar = user.UpdateHUDProgressBar(
targetStructure,
progressBarPos,
1.0f - targetStructure.SectionDamage(sectionIndex) / targetStructure.Health,
Color.Red, Color.Green);
if (progressBar != null) progressBar.Size = new Vector2(60.0f, 20.0f);
#endif
targetStructure.AddDamage(sectionIndex, -StructureFixAmount * degreeOfSuccess,user);
//if the next section is small enough, apply the effect to it as well
//(to make it easier to fix a small "left-over" section)
for (int i = -1; i < 2; i += 2)
{
int nextSectionLength = targetStructure.SectionLength(sectionIndex + i);
if ((sectionIndex == 1 && i == -1) ||
(sectionIndex == targetStructure.SectionCount - 2 && i == 1) ||
(nextSectionLength > 0 && nextSectionLength < Structure.WallSectionSize * 0.3f))
{
//targetStructure.HighLightSection(sectionIndex + i);
targetStructure.AddDamage(sectionIndex + i, -StructureFixAmount * degreeOfSuccess);
}
}
}
else if ((targetLimb = (targetBody.UserData as Limb)) != null)
{
targetLimb.character.AddDamage(CauseOfDeath.Damage, -LimbFixAmount * degreeOfSuccess, user);
}
else if ((targetItem = (targetBody.UserData as Item)) != null)
{
targetItem.IsHighlighted = true;
ApplyStatusEffects(ActionType.OnUse, targetItem.AllPropertyObjects, deltaTime);
}
}
public override bool AIOperate(float deltaTime, Character character, AIObjectiveOperateItem objective)
{
Gap leak = objective.OperateTarget as Gap;
if (leak == null) return true;
float dist = Vector2.Distance(leak.WorldPosition, item.WorldPosition);
//too far away -> consider this done and hope the AI is smart enough to move closer
if (dist > range * 5.0f) return true;
//steer closer if almost in range
if (dist > range)
{
Vector2 standPos = leak.IsHorizontal ?
new Vector2(Math.Sign(item.WorldPosition.X - leak.WorldPosition.X), 0.0f)
: new Vector2(0.0f, Math.Sign(item.WorldPosition.Y - leak.WorldPosition.Y));
standPos = leak.WorldPosition + standPos * range;
character.AIController.SteeringManager.SteeringManual(deltaTime, (standPos - character.WorldPosition) / 1000.0f);
}
else
{
//close enough -> stop moving
character.AIController.SteeringManager.Reset();
}
character.CursorPosition = leak.Position;
character.SetInput(InputType.Aim, false, true);
Use(deltaTime, character);
return leak.Open <= 0.0f;
}
}
}