Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Characters/AI/LatchOntoAI.cs
2024-06-18 16:50:02 +03:00

503 lines
22 KiB
C#

using FarseerPhysics;
using FarseerPhysics.Dynamics;
using FarseerPhysics.Dynamics.Joints;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Xml.Linq;
using System.Linq;
using Voronoi2;
namespace Barotrauma
{
class LatchOntoAI
{
const float RaycastInterval = 5.0f;
private float raycastTimer;
private Body targetBody;
private Vector2 attachSurfaceNormal;
private readonly Character character;
public bool AttachToSub { get; private set; }
public bool AttachToWalls { get; private set; }
public bool AttachToCharacters { get; private set; }
public Submarine TargetSubmarine { get; private set; }
public Structure TargetWall { get; private set; }
public Character TargetCharacter { get; private set; }
private readonly float minDeattachSpeed, maxDeattachSpeed, maxAttachDuration, coolDown;
private readonly float damageOnDetach, detachStun;
private readonly bool weld;
private float deattachCheckTimer;
private Vector2 _attachPos;
/// <summary>
/// The character won't latch onto anything when the cooldown is active (activates after the character deattaches for whatever reason).
/// </summary>
private float attachCooldown;
private readonly Limb attachLimb;
private Vector2 localAttachPos;
private readonly float attachLimbRotation;
private float jointDir;
private float latchedDuration;
private readonly bool freezeWhenLatched;
public List<Joint> AttachJoints { get; } = new List<Joint>();
public Vector2? AttachPos
{
get;
private set;
}
public bool IsAttached => AttachJoints.Count > 0;
public bool IsAttachedToSub => IsAttached && TargetSubmarine != null && TargetCharacter == null;
public LatchOntoAI(XElement element, EnemyAIController enemyAI)
{
AttachToWalls = element.GetAttributeBool(nameof(AttachToWalls), false);
AttachToSub = element.GetAttributeBool(nameof(AttachToSub), false);
AttachToCharacters = element.GetAttributeBool(nameof(AttachToCharacters), false);
minDeattachSpeed = element.GetAttributeFloat(nameof(minDeattachSpeed), 5.0f);
maxDeattachSpeed = Math.Max(minDeattachSpeed, element.GetAttributeFloat(nameof(maxDeattachSpeed), 8.0f));
maxAttachDuration = element.GetAttributeFloat(nameof(maxAttachDuration), -1.0f);
coolDown = element.GetAttributeFloat(nameof(coolDown), 2f);
damageOnDetach = element.GetAttributeFloat(nameof(damageOnDetach), 0.0f);
detachStun = element.GetAttributeFloat(nameof(detachStun), 0.0f);
localAttachPos = ConvertUnits.ToSimUnits(element.GetAttributeVector2(nameof(localAttachPos), Vector2.Zero));
attachLimbRotation = MathHelper.ToRadians(element.GetAttributeFloat(nameof(attachLimbRotation), 0.0f));
weld = element.GetAttributeBool(nameof(weld), true);
freezeWhenLatched = element.GetAttributeBool(nameof(freezeWhenLatched), false);
string limbString = element.GetAttributeString("attachlimb", null);
attachLimb = enemyAI.Character.AnimController.Limbs.FirstOrDefault(l => string.Equals(l.Name, limbString, StringComparison.OrdinalIgnoreCase));
if (attachLimb == null)
{
if (Enum.TryParse(limbString, out LimbType attachLimbType))
{
attachLimb = enemyAI.Character.AnimController.GetLimb(attachLimbType);
}
}
if (attachLimb == null)
{
attachLimb = enemyAI.Character.AnimController.MainLimb;
}
character = enemyAI.Character;
enemyAI.Character.OnDeath += OnCharacterDeath;
}
public void SetAttachTarget(Structure wall, Vector2 attachPos, Vector2 attachSurfaceNormal)
{
if (!AttachToSub) { return; }
if (wall == null) { return; }
var sub = wall.Submarine;
if (sub == null) { return; }
Reset();
TargetWall = wall;
TargetSubmarine = sub;
targetBody = TargetSubmarine.PhysicsBody.FarseerBody;
this.attachSurfaceNormal = attachSurfaceNormal;
_attachPos = attachPos;
}
public void SetAttachTarget(Character target)
{
if (!AttachToCharacters) { return; }
if (target.Submarine != character.Submarine) { return; }
Reset();
TargetCharacter = target;
targetBody = target.AnimController.Collider.FarseerBody;
attachSurfaceNormal = Vector2.Normalize(character.WorldPosition - target.WorldPosition);
}
public void SetAttachTarget(VoronoiCell levelWall)
{
if (!AttachToWalls) { return; }
Reset();
foreach (Voronoi2.GraphEdge edge in levelWall.Edges)
{
if (MathUtils.GetLineSegmentIntersection(edge.Point1, edge.Point2, character.WorldPosition, levelWall.Center, out Vector2 intersection))
{
attachSurfaceNormal = edge.GetNormal(levelWall);
targetBody = levelWall.Body;
_attachPos = ConvertUnits.ToSimUnits(intersection);
return;
}
}
}
public void Update(EnemyAIController enemyAI, float deltaTime)
{
if (TargetCharacter != null && character.Submarine != TargetCharacter.Submarine ||
character.Submarine != null && TargetSubmarine != null && TargetCharacter == null)
{
DeattachFromBody(reset: true);
return;
}
if (IsAttached)
{
latchedDuration += deltaTime;
if (freezeWhenLatched && targetBody is { BodyType: BodyType.Static } &&
/*brief delay to let the ragdoll "settle"*/
latchedDuration > 5.0f)
{
foreach (var limb in character.AnimController.Limbs)
{
limb.body.LinearVelocity = Vector2.Zero;
limb.body.AngularVelocity = 0.0f;
}
}
if (Math.Sign(attachLimb.Dir) != Math.Sign(jointDir))
{
var attachJoint = AttachJoints[0];
if (attachJoint is WeldJoint weldJoint)
{
weldJoint.LocalAnchorA = new Vector2(-weldJoint.LocalAnchorA.X, weldJoint.LocalAnchorA.Y);
weldJoint.ReferenceAngle = -weldJoint.ReferenceAngle;
}
else if (attachJoint is RevoluteJoint revoluteJoint)
{
revoluteJoint.LocalAnchorA = new Vector2(-revoluteJoint.LocalAnchorA.X, revoluteJoint.LocalAnchorA.Y);
revoluteJoint.ReferenceAngle = -revoluteJoint.ReferenceAngle;
}
jointDir = attachLimb.Dir;
}
for (int i = 0; i < AttachJoints.Count; i++)
{
//something went wrong, limb body is very far from the joint anchor -> deattach
if (Vector2.DistanceSquared(AttachJoints[i].WorldAnchorB, AttachJoints[i].BodyA.Position) > 10.0f * 10.0f)
{
#if DEBUG
DebugConsole.Log("Limb body of the character \"" + character.Name + "\" is very far from the attach joint anchor -> deattach");
#endif
DeattachFromBody(reset: true);
return;
}
}
if (TargetCharacter != null)
{
if (enemyAI.AttackLimb?.attack == null)
{
DeattachFromBody(reset: true, cooldown: 1);
}
else
{
float range = enemyAI.AttackLimb.attack.DamageRange * 2f;
if (Vector2.DistanceSquared(TargetCharacter.WorldPosition, enemyAI.AttackLimb.WorldPosition) > range * range)
{
DeattachFromBody(reset: true, cooldown: 1);
}
else
{
TargetCharacter.Latchers.Add(this);
}
}
}
}
if (attachCooldown > 0)
{
attachCooldown -= deltaTime;
}
if (deattachCheckTimer > 0)
{
deattachCheckTimer -= deltaTime;
}
if (TargetCharacter != null)
{
// Own sim pos -> target where we are
_attachPos = character.SimPosition;
}
Vector2 transformedAttachPos = _attachPos;
if (character.Submarine == null && TargetSubmarine != null)
{
transformedAttachPos += ConvertUnits.ToSimUnits(TargetSubmarine.Position);
}
if (transformedAttachPos != Vector2.Zero)
{
AttachPos = transformedAttachPos;
}
switch (enemyAI.State)
{
case AIState.Idle:
if (AttachToWalls && character.Submarine == null && Level.Loaded != null)
{
if (!IsAttached)
{
raycastTimer -= deltaTime;
//check if there are any walls nearby the character could attach to
if (raycastTimer < 0.0f)
{
_attachPos = Vector2.Zero;
var cells = Level.Loaded.GetCells(character.WorldPosition, 1);
if (cells.Count > 0)
{
//ignore walls more than 200 meters away
float closestDist = 200.0f * 200.0f;
foreach (Voronoi2.VoronoiCell cell in cells)
{
foreach (Voronoi2.GraphEdge edge in cell.Edges)
{
if (MathUtils.GetLineSegmentIntersection(edge.Point1, edge.Point2, character.WorldPosition, cell.Center, out Vector2 intersection))
{
Vector2 potentialAttachPos = ConvertUnits.ToSimUnits(intersection);
float distSqr = Vector2.DistanceSquared(character.SimPosition, potentialAttachPos);
if (distSqr < closestDist)
{
attachSurfaceNormal = edge.GetNormal(cell);
targetBody = cell.Body;
_attachPos = potentialAttachPos;
closestDist = distSqr;
}
break;
}
}
}
}
raycastTimer = RaycastInterval;
}
}
}
else
{
_attachPos = Vector2.Zero;
}
if (_attachPos == Vector2.Zero || targetBody == null)
{
DeattachFromBody(reset: false);
}
else if (attachCooldown <= 0.0f)
{
float squaredDistance = Vector2.DistanceSquared(character.SimPosition, _attachPos);
float targetDistance = Math.Max(Math.Max(character.AnimController.Collider.Radius, character.AnimController.Collider.Width), character.AnimController.Collider.Height) * 1.2f;
if (squaredDistance < targetDistance * targetDistance)
{
//close enough to a wall -> attach
AttachToBody(_attachPos);
enemyAI.SteeringManager.Reset();
}
else
{
//move closer to the wall
DeattachFromBody(reset: false);
enemyAI.SteeringManager.SteeringAvoid(deltaTime, 1.0f, 0.1f);
enemyAI.SteeringManager.SteeringSeek(_attachPos);
}
}
else if (IsAttached)
{
enemyAI.SteeringManager.Reset();
}
break;
case AIState.Attack:
case AIState.Aggressive:
if (enemyAI.IsSteeringThroughGap) { break; }
if (_attachPos == Vector2.Zero) { break; }
if (!AttachToSub && !AttachToCharacters) { break; }
if (enemyAI.AttackLimb == null) { break; }
if (targetBody == null) { break; }
if (IsAttached && AttachJoints[0].BodyB == targetBody) { break; }
Vector2 referencePos = TargetCharacter != null ? TargetCharacter.WorldPosition : ConvertUnits.ToDisplayUnits(transformedAttachPos);
if (Vector2.DistanceSquared(referencePos, enemyAI.AttackLimb.WorldPosition) < enemyAI.AttackLimb.attack.DamageRange * enemyAI.AttackLimb.attack.DamageRange)
{
AttachToBody(transformedAttachPos);
}
break;
default:
DeattachFromBody(reset: true);
break;
}
if (IsAttached && targetBody != null && deattachCheckTimer <= 0.0f)
{
attachCooldown = coolDown;
bool deattach = false;
if (maxAttachDuration > 0)
{
deattach = true;
}
if (!deattach && TargetWall != null && TargetSubmarine != null)
{
// Deattach if the wall is broken enough where we are attached to
int targetSection = TargetWall.FindSectionIndex(attachLimb.WorldPosition, world: true, clamp: true);
if (enemyAI.CanPassThroughHole(TargetWall, targetSection))
{
deattach = true;
}
if (!deattach)
{
// Deattach if the velocity is high
float velocity = TargetSubmarine.Velocity == Vector2.Zero ? 0.0f : TargetSubmarine.Velocity.Length();
deattach = velocity > maxDeattachSpeed;
if (!deattach)
{
if (velocity > minDeattachSpeed)
{
float velocityFactor = (maxDeattachSpeed - minDeattachSpeed <= 0.0f) ?
Math.Sign(Math.Abs(velocity) - minDeattachSpeed) :
(Math.Abs(velocity) - minDeattachSpeed) / (maxDeattachSpeed - minDeattachSpeed);
if (Rand.Range(0.0f, 1.0f) < velocityFactor)
{
deattach = true;
character.AddDamage(character.WorldPosition, new List<Affliction>() { AfflictionPrefab.InternalDamage.Instantiate(damageOnDetach) }, detachStun, true);
attachCooldown = Math.Max(detachStun * 2, coolDown);
}
}
}
}
deattachCheckTimer = 5.0f;
}
if (deattach)
{
DeattachFromBody(reset: true);
}
}
}
public void AttachToBody(Vector2 attachPos, Vector2? forceAttachSurfaceNormal = null, Vector2? forceColliderSimPosition = null)
{
if (attachLimb == null) { return; }
if (targetBody == null) { return; }
if (attachCooldown > 0) { return; }
var collider = character.AnimController.Collider;
//already attached to something
if (AttachJoints.Count > 0)
{
//already attached to the target body, no need to do anything
if (AttachJoints[0].BodyB == targetBody) { return; }
DeattachFromBody(reset: false);
}
jointDir = attachLimb.Dir;
if (forceAttachSurfaceNormal.HasValue) { attachSurfaceNormal = forceAttachSurfaceNormal.Value; }
if (forceColliderSimPosition.HasValue)
{
character.TeleportTo(ConvertUnits.ToDisplayUnits(forceColliderSimPosition.Value));
}
// TODO: Shouldn't multiply by LimbScale here, because it's already applied in attachLimb.Scale!
Vector2 transformedLocalAttachPos = localAttachPos * attachLimb.Scale * attachLimb.Params.Ragdoll.LimbScale;
if (jointDir < 0.0f)
{
transformedLocalAttachPos.X = -transformedLocalAttachPos.X;
}
float angle = MathUtils.VectorToAngle(-attachSurfaceNormal) - MathHelper.PiOver2 + attachLimbRotation * attachLimb.Dir;
//make sure the angle "has the same number of revolutions" as the reference limb
//(e.g. we don't want to rotate the legs to 0 if the torso is at 360, because that'd blow up the hip joints)
angle = attachLimb.body.WrapAngleToSameNumberOfRevolutions(angle);
attachLimb.body.SetTransform(attachPos + attachSurfaceNormal * transformedLocalAttachPos.Length(), angle);
var limbJoint = new WeldJoint(attachLimb.body.FarseerBody, targetBody,
transformedLocalAttachPos, targetBody.GetLocalPoint(attachPos), false)
{
FrequencyHz = 10.0f,
DampingRatio = 0.5f,
KinematicBodyB = true,
CollideConnected = false,
};
GameMain.World.Add(limbJoint);
AttachJoints.Add(limbJoint);
// Limb scale is already taken into account when creating the collider.
Vector2 colliderFront = collider.GetLocalFront();
if (jointDir < 0.0f)
{
colliderFront.X = -colliderFront.X;
}
collider.SetTransform(attachPos + attachSurfaceNormal * colliderFront.Length(), MathUtils.VectorToAngle(-attachSurfaceNormal) - MathHelper.PiOver2);
Joint colliderJoint = weld ?
new WeldJoint(collider.FarseerBody, targetBody, colliderFront, targetBody.GetLocalPoint(attachPos), false)
{
FrequencyHz = 10.0f,
DampingRatio = 0.5f,
KinematicBodyB = true,
CollideConnected = false,
} :
new RevoluteJoint(collider.FarseerBody, targetBody, colliderFront, targetBody.GetLocalPoint(attachPos), false)
{
MotorEnabled = true,
MaxMotorTorque = 0.25f
} as Joint;
GameMain.World.Add(colliderJoint);
AttachJoints.Add(colliderJoint);
TargetCharacter?.Latchers.Add(this);
if (maxAttachDuration > 0)
{
deattachCheckTimer = maxAttachDuration;
}
#if SERVER
if (TargetCharacter != null)
{
GameMain.Server.CreateEntityEvent(character, new Character.LatchedOntoTargetEventData(character, TargetCharacter, attachSurfaceNormal, attachPos));
}
else if (TargetWall != null)
{
GameMain.Server.CreateEntityEvent(character, new Character.LatchedOntoTargetEventData(character, TargetWall, attachSurfaceNormal, attachPos));
}
else if (targetBody.UserData is Voronoi2.VoronoiCell cell)
{
GameMain.Server.CreateEntityEvent(character, new Character.LatchedOntoTargetEventData(character, cell, attachSurfaceNormal, attachPos));
}
#endif
}
public void DeattachFromBody(bool reset, float cooldown = 0)
{
bool wasAttached = IsAttached;
foreach (Joint joint in AttachJoints)
{
GameMain.World.Remove(joint);
}
AttachJoints.Clear();
if (cooldown > 0)
{
attachCooldown = cooldown;
}
TargetCharacter?.Latchers.Remove(this);
if (reset)
{
Reset();
}
#if SERVER
if (wasAttached)
{
GameMain.Server.CreateEntityEvent(character, new Character.LatchedOntoTargetEventData());
}
#endif
}
private void Reset()
{
TargetCharacter?.Latchers.Remove(this);
TargetCharacter = null;
TargetWall = null;
TargetSubmarine = null;
targetBody = null;
AttachPos = null;
}
private void OnCharacterDeath(Character character, CauseOfDeath causeOfDeath)
{
DeattachFromBody(reset: true);
character.OnDeath -= OnCharacterDeath;
}
}
}