197 lines
6.5 KiB
C#
197 lines
6.5 KiB
C#
using Barotrauma.Items.Components;
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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namespace Barotrauma
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{
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class AIObjectiveFindSafety : AIObjective
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{
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const float SearchHullInterval = 3.0f;
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const float MinSafety = 50.0f;
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private AIObjectiveGoTo goToObjective;
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private List<Hull> unreachable;
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private float currenthullSafety;
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private float searchHullTimer;
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private AIObjective divingGearObjective;
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public float? OverrideCurrentHullSafety;
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public AIObjectiveFindSafety(Character character)
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: base(character, "")
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{
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unreachable = new List<Hull>();
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}
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protected override void Act(float deltaTime)
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{
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if (character.AnimController.CurrentHull == null) return;
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currenthullSafety = OverrideCurrentHullSafety == null ?
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GetHullSafety(character.AnimController.CurrentHull) : (float)OverrideCurrentHullSafety;
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if (character.AnimController.CurrentHull == null || currenthullSafety > MinSafety)
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{
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character.AIController.SteeringManager.SteeringSeek(character.AnimController.CurrentHull.SimPosition);
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character.AIController.SelectTarget(null);
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goToObjective = null;
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return;
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}
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var currentHull = character.AnimController.CurrentHull;
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if (currentHull.Volume / currentHull.FullVolume > 0.5f)
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{
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if (!FindDivingGear(deltaTime)) return;
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}
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if (searchHullTimer>0.0f)
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{
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searchHullTimer -= deltaTime;
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//return;
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}
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else
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{
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var pathSteering = character.AIController.SteeringManager as IndoorsSteeringManager;
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Hull bestHull = null;
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float bestValue = currenthullSafety;
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foreach (Hull hull in Hull.hullList)
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{
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if (hull == character.AnimController.CurrentHull) continue;
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if (unreachable.Contains(hull)) continue;
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float hullValue = GetHullSafety(hull);
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hullValue -= (float)Math.Sqrt(Math.Abs(character.Position.X- hull.Position.X));
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hullValue -= (float)Math.Sqrt(Math.Abs(character.Position.Y - hull.Position.Y)*2.0f);
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if (bestHull==null || hullValue > bestValue)
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{
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bestHull = hull;
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bestValue = hullValue;
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}
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}
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if (bestHull != null)
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{
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//var path = pathSteering.PathFinder.FindPath(character.SimPosition, bestHull.SimPosition);
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//if (pathSteering.CurrentPath == null || (pathSteering.CurrentPath.NextNode==null && pathSteering.CurrentPath.Cost > path.Cost) ||
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// pathSteering.CurrentPath.Unreachable || goToObjective==null)
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//{
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//pathSteering.SetPath(path);
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goToObjective = new AIObjectiveGoTo(bestHull, character);
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//}
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//haracter.AIController.SelectTarget(bestHull.AiTarget);
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}
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searchHullTimer = SearchHullInterval;
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}
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if (goToObjective != null)
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{
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var pathSteering = character.AIController.SteeringManager as IndoorsSteeringManager;
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if (pathSteering!=null && pathSteering.CurrentPath!= null &&
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pathSteering.CurrentPath.Unreachable && !unreachable.Contains(goToObjective.Target))
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{
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unreachable.Add(goToObjective.Target as Hull);
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}
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goToObjective.TryComplete(deltaTime);
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}
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}
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private bool FindDivingGear(float deltaTime)
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{
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var item = character.Inventory.FindItem("diving");
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if (item == null)
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{
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//get a diving mask/suit first
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if (!(divingGearObjective is AIObjectiveGetItem))
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{
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divingGearObjective = new AIObjectiveGetItem(character, "diving", true);
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}
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}
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else
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{
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var containedItems = item.ContainedItems;
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if (containedItems == null) return true;
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//check if there's an oxygen tank in the mask
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var oxygenTank = Array.Find(containedItems, i => i.Name == "Oxygen Tank" && i.Condition > 0.0f);
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if (oxygenTank != null) return true;
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if (!(divingGearObjective is AIObjectiveContainItem))
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{
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divingGearObjective = new AIObjectiveContainItem(character, "Oxygen Tank", item.GetComponent<ItemContainer>());
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}
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}
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if (divingGearObjective != null)
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{
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divingGearObjective.TryComplete(deltaTime);
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bool isCompleted = divingGearObjective.IsCompleted();
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if (isCompleted) divingGearObjective = null;
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return isCompleted;
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}
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return false;
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}
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public override bool IsDuplicate(AIObjective otherObjective)
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{
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return (otherObjective is AIObjectiveFindSafety);
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}
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public override float GetPriority(Character character)
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{
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if (character.AnimController.CurrentHull == null) return 0.0f;
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currenthullSafety = GetHullSafety(character.AnimController.CurrentHull);
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priority = 100.0f - currenthullSafety;
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if (divingGearObjective != null && !divingGearObjective.IsCompleted()) priority += 20.0f;
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return priority;
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}
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private float GetHullSafety(Hull hull)
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{
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float waterPercentage = (hull.Volume / hull.FullVolume)*100.0f;
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float fireAmount = 0.0f;
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foreach (FireSource fireSource in hull.FireSources)
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{
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fireAmount += Math.Max(fireSource.Size.X,50.0f);
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}
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float safety = 100.0f - fireAmount;
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if (waterPercentage > 30.0f && character.Oxygen<80.0f) safety -= waterPercentage;
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if (hull.OxygenPercentage < 30.0f) safety -= (30.0f-hull.OxygenPercentage)*5.0f;
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return safety;
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}
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}
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}
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