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

484 lines
20 KiB
C#

using Barotrauma.Extensions;
using Barotrauma.Items.Components;
using Barotrauma.Networking;
using Microsoft.Xna.Framework;
using System.Collections.Generic;
using System.Globalization;
using System.Linq;
using System.Xml.Linq;
using static Barotrauma.CharacterParams;
namespace Barotrauma
{
class PetBehavior
{
public enum StatusIndicatorType
{
None,
Happy,
Sad,
Hungry
}
private float hunger = 50.0f;
public float Hunger
{
get { return hunger; }
set { hunger = MathHelper.Clamp(value, 0.0f, MaxHunger); }
}
private float happiness = 50.0f;
public float Happiness
{
get { return happiness; }
set { happiness = MathHelper.Clamp(value, 0.0f, MaxHappiness); }
}
/// <summary>
/// At which point is the pet considered "unhappy" (playing unhappy sounds and showing the icon)
/// </summary>
public float UnhappyThreshold { get; set; }
/// <summary>
/// At which point is the pet considered "happy" (playing happy sounds and showing the icon)
/// </summary>
public float HappyThreshold { get; set; }
public float MaxHappiness { get; set; }
/// <summary>
/// At which point is the pet considered "hungry" (playing unhappy sounds and showing the icon)
/// </summary>
public float HungryThreshold { get; set; }
public float MaxHunger { get; set; }
public float HappinessDecreaseRate { get; set; }
public float HungerIncreaseRate { get; set; }
public float PlayForce { get; set; }
public float PlayTimer { get; set; }
private float? UnstunY { get; set; }
public EnemyAIController AIController { get; private set; } = null;
public Character Owner { get; set; }
private class ItemProduction
{
public struct Item
{
public ItemPrefab Prefab;
public float Commonness;
}
public List<Item> Items;
public Vector2 HungerRange;
public Vector2 HappinessRange;
public float Rate;
public float HungerRate;
public float InvHungerRate;
public float HappinessRate;
public float InvHappinessRate;
private readonly float totalCommonness;
private float timer;
public ItemProduction(XElement element)
{
Items = new List<Item>();
HungerRate = element.GetAttributeFloat("hungerrate", 0.0f);
InvHungerRate = element.GetAttributeFloat("invhungerrate", 0.0f);
HappinessRate = element.GetAttributeFloat("happinessrate", 0.0f);
InvHappinessRate = element.GetAttributeFloat("invhappinessrate", 0.0f);
string[] requiredHappinessStr = element.GetAttributeString("requiredhappiness", "0-100").Split('-');
string[] requiredHungerStr = element.GetAttributeString("requiredhunger", "0-100").Split('-');
HappinessRange = new Vector2(0, 100);
HungerRange = new Vector2(0, 100);
float tempF;
if (requiredHappinessStr.Length >= 2)
{
if (float.TryParse(requiredHappinessStr[0], NumberStyles.Any, CultureInfo.InvariantCulture, out tempF)) { HappinessRange.X = tempF; }
if (float.TryParse(requiredHappinessStr[1], NumberStyles.Any, CultureInfo.InvariantCulture, out tempF)) { HappinessRange.Y = tempF; }
}
if (requiredHungerStr.Length >= 2)
{
if (float.TryParse(requiredHungerStr[0], NumberStyles.Any, CultureInfo.InvariantCulture, out tempF)) { HungerRange.X = tempF; }
if (float.TryParse(requiredHungerStr[1], NumberStyles.Any, CultureInfo.InvariantCulture, out tempF)) { HungerRange.Y = tempF; }
}
Rate = element.GetAttributeFloat("rate", 0.016f);
totalCommonness = 0.0f;
foreach (var subElement in element.Elements())
{
switch (subElement.Name.LocalName.ToLowerInvariant())
{
case "item":
Identifier identifier = subElement.GetAttributeIdentifier("identifier", Identifier.Empty);
Item newItemToProduce = new Item
{
Prefab = identifier.IsEmpty ? null : ItemPrefab.Find("", subElement.GetAttributeIdentifier("identifier", Identifier.Empty)),
Commonness = subElement.GetAttributeFloat("commonness", 0.0f)
};
totalCommonness += newItemToProduce.Commonness;
Items.Add(newItemToProduce);
break;
}
}
timer = 1.0f;
}
public void Update(PetBehavior pet, float deltaTime)
{
if (pet.Happiness < HappinessRange.X || pet.Happiness > HappinessRange.Y) { return; }
if (pet.Hunger < HungerRange.X || pet.Hunger > HungerRange.Y) { return; }
float currentRate = Rate;
currentRate += HappinessRate * (pet.Happiness - HappinessRange.X) / (HappinessRange.Y - HappinessRange.X);
currentRate += InvHappinessRate * (1.0f - ((pet.Happiness - HappinessRange.X) / (HappinessRange.Y - HappinessRange.X)));
currentRate += HungerRate * (pet.Hunger - HungerRange.X) / (HungerRange.Y - HungerRange.X);
currentRate += InvHungerRate * (1.0f - ((pet.Hunger - HungerRange.X) / (HungerRange.Y - HungerRange.X)));
timer -= currentRate * deltaTime;
if (timer <= 0.0f)
{
timer = 1.0f;
float r = Rand.Range(0.0f, totalCommonness);
float aggregate = 0.0f;
for (int i = 0; i < Items.Count; i++)
{
aggregate += Items[i].Commonness;
if (aggregate >= r && Items[i].Prefab != null)
{
GameAnalyticsManager.AddDesignEvent("MicroInteraction:" + (GameMain.GameSession?.GameMode?.Preset.Identifier.Value ?? "null") + ":PetProducedItem:" + pet.AIController.Character.SpeciesName + ":" + Items[i].Prefab.Identifier);
Entity.Spawner?.AddItemToSpawnQueue(Items[i].Prefab, pet.AIController.Character.WorldPosition);
break;
}
}
}
}
}
private class Food
{
public string Tag;
public Vector2 HungerRange;
public float Hunger;
public float Happiness;
public float Priority;
public bool IgnoreContained;
public CharacterParams.TargetParams TargetParams = null;
}
private readonly List<ItemProduction> itemsToProduce = new List<ItemProduction>();
private readonly List<Food> foods = new List<Food>();
public PetBehavior(XElement element, EnemyAIController aiController)
{
AIController = aiController;
MaxHappiness = element.GetAttributeFloat(nameof(MaxHappiness), 100.0f);
UnhappyThreshold = element.GetAttributeFloat(nameof(UnhappyThreshold), MaxHappiness * 0.25f);
HappyThreshold = element.GetAttributeFloat(nameof(HappyThreshold), MaxHappiness * 0.8f);
MaxHunger = element.GetAttributeFloat(nameof(MaxHunger), 100.0f);
HungryThreshold = element.GetAttributeFloat(nameof(HungryThreshold), MaxHunger * 0.5f);
Happiness = MaxHappiness * 0.5f;
Hunger = MaxHunger * 0.5f;
HappinessDecreaseRate = element.GetAttributeFloat(nameof(HappinessDecreaseRate), 0.1f);
HungerIncreaseRate = element.GetAttributeFloat(nameof(HungerIncreaseRate), 0.25f);
PlayForce = element.GetAttributeFloat("playforce", 15.0f);
foreach (var subElement in element.Elements())
{
switch (subElement.Name.LocalName.ToLowerInvariant())
{
case "itemproduction":
itemsToProduce.Add(new ItemProduction(subElement));
break;
case "eat":
Food food = new Food
{
Tag = subElement.GetAttributeString("tag", ""),
Hunger = subElement.GetAttributeFloat("hunger", -1),
Happiness = subElement.GetAttributeFloat("happiness", 1),
Priority = subElement.GetAttributeFloat("priority", 100),
IgnoreContained = subElement.GetAttributeBool("ignorecontained", true)
};
string[] requiredHungerStr = subElement.GetAttributeString("requiredhunger", "0-100").Split('-');
food.HungerRange = new Vector2(0, 100);
if (requiredHungerStr.Length >= 2)
{
if (float.TryParse(requiredHungerStr[0], NumberStyles.Any, CultureInfo.InvariantCulture, out float tempF)) { food.HungerRange.X = tempF; }
if (float.TryParse(requiredHungerStr[1], NumberStyles.Any, CultureInfo.InvariantCulture, out tempF)) { food.HungerRange.Y = tempF; }
}
foods.Add(food);
break;
}
}
GameAnalyticsManager.AddDesignEvent("MicroInteraction:" + (GameMain.GameSession?.GameMode?.Preset.Identifier.Value ?? "null") + ":PetSpawned:" + aiController.Character.SpeciesName);
}
public StatusIndicatorType GetCurrentStatusIndicatorType()
{
if (Hunger > HungryThreshold) { return StatusIndicatorType.Hungry; }
if (Happiness > HappyThreshold) { return StatusIndicatorType.Happy; }
if (Happiness < UnhappyThreshold) { return StatusIndicatorType.Sad; }
return StatusIndicatorType.None;
}
public bool OnEat(Item item)
{
bool success = OnEat(item.GetTags());
if (success)
{
GameAnalyticsManager.AddDesignEvent("MicroInteraction:" + (GameMain.GameSession?.GameMode?.Preset.Identifier.Value ?? "null") + ":PetEat:" + AIController.Character.SpeciesName + ":" + item.Prefab.Identifier);
}
return success;
}
public bool OnEat(Character character)
{
if (character == null || !character.IsDead) { return false; }
bool success = OnEat("dead".ToIdentifier());
if (success)
{
GameAnalyticsManager.AddDesignEvent("MicroInteraction:" + (GameMain.GameSession?.GameMode?.Preset.Identifier.Value ?? "null") + ":PetEat:" + AIController.Character.SpeciesName + ":" + character.SpeciesName);
}
return success;
}
private bool OnEat(IEnumerable<Identifier> tags)
{
foreach (Identifier tag in tags)
{
if (OnEat(tag)) { return true; }
}
return false;
}
public bool OnEat(Identifier tag)
{
for (int i = 0; i < foods.Count; i++)
{
if (tag == foods[i].Tag)
{
Hunger += foods[i].Hunger;
Happiness += foods[i].Happiness;
#if CLIENT
AIController.Character.PlaySound(CharacterSound.SoundType.Happy, 0.5f);
#endif
return true;
}
}
return false;
}
public void Play(Character player)
{
if (PlayTimer > 0.0f) { return; }
Owner ??= player;
PlayTimer = 5.0f;
AIController.Character.IsRagdolled = true;
Happiness += 10.0f;
AIController.Character.AnimController.MainLimb.body.LinearVelocity += new Vector2(0, PlayForce);
UnstunY = AIController.Character.SimPosition.Y;
#if CLIENT
AIController.Character.PlaySound(CharacterSound.SoundType.Happy, 0.9f);
#endif
}
public string GetTagName()
{
if (AIController.Character.Inventory != null)
{
foreach (Item item in AIController.Character.Inventory.AllItems)
{
var tag = item.GetComponent<NameTag>();
if (tag != null && !string.IsNullOrWhiteSpace(tag.WrittenName))
{
return tag.WrittenName;
}
}
}
return string.Empty;
}
public void Update(float deltaTime)
{
var character = AIController.Character;
if (character?.Removed ?? true || character.IsDead) { return; }
if (UnstunY.HasValue)
{
if (PlayTimer > 4.0f)
{
float extent = character.AnimController.MainLimb.body.GetMaxExtent();
if (character.SimPosition.Y < (UnstunY.Value + extent * 3.0f) &&
character.AnimController.MainLimb.body.LinearVelocity.Y < 0.0f)
{
character.IsRagdolled = false;
UnstunY = null;
}
else
{
character.IsRagdolled = true;
}
}
else
{
character.IsRagdolled = false;
UnstunY = null;
}
}
PlayTimer -= deltaTime;
if (GameMain.NetworkMember?.IsClient ?? false) { return; }
if (Owner != null && (Owner.Removed || Owner.IsDead)) { Owner = null; }
Hunger += HungerIncreaseRate * deltaTime;
Happiness -= HappinessDecreaseRate * deltaTime;
for (int i = 0; i < foods.Count; i++)
{
Food food = foods[i];
if (Hunger >= food.HungerRange.X && Hunger <= food.HungerRange.Y)
{
if (food.TargetParams == null)
{
if (AIController.AIParams.TryGetTarget(food.Tag, out TargetParams target))
{
food.TargetParams = target;
}
else if (AIController.AIParams.TryAddNewTarget(food.Tag, AIState.Eat, food.Priority, out TargetParams targetParams))
{
food.TargetParams = targetParams;
}
if (food.TargetParams != null)
{
food.TargetParams.State = AIState.Eat;
food.TargetParams.Priority = food.Priority;
food.TargetParams.IgnoreContained = food.IgnoreContained;
}
}
}
else if (food.TargetParams != null)
{
AIController.AIParams.RemoveTarget(food.TargetParams);
food.TargetParams = null;
}
}
if (Hunger >= MaxHunger * 0.99f)
{
character.CharacterHealth.ApplyAffliction(character.AnimController.MainLimb, new Affliction(AfflictionPrefab.InternalDamage, 8.0f * deltaTime));
}
if (character.SelectedBy != null)
{
character.IsRagdolled = true;
UnstunY = character.SimPosition.Y;
}
for (int i = 0; i < itemsToProduce.Count; i++)
{
itemsToProduce[i].Update(this, deltaTime);
}
}
public static void SavePets(XElement petsElement)
{
foreach (Character c in Character.CharacterList)
{
if (!c.IsPet || c.IsDead) { continue; }
if (c.Submarine == null) { continue; }
var petBehavior = (c.AIController as EnemyAIController)?.PetBehavior;
if (petBehavior == null) { continue; }
XElement petElement = new XElement("pet",
new XAttribute("speciesname", c.SpeciesName),
new XAttribute("ownerhash", petBehavior.Owner?.Info?.GetIdentifier() ?? 0),
new XAttribute("seed", c.Seed));
var petBehaviorElement = new XElement("petbehavior",
new XAttribute("hunger", petBehavior.Hunger.ToString("G", CultureInfo.InvariantCulture)),
new XAttribute("happiness", petBehavior.Happiness.ToString("G", CultureInfo.InvariantCulture)));
petElement.Add(petBehaviorElement);
var healthElement = new XElement("health");
c.CharacterHealth.Save(healthElement);
petElement.Add(healthElement);
if (c.Inventory != null)
{
var inventoryElement = new XElement("inventory");
Character.SaveInventory(c.Inventory, inventoryElement);
petElement.Add(inventoryElement);
}
petsElement.Add(petElement);
}
}
public static void LoadPets(XElement petsElement)
{
foreach (var subElement in petsElement.Elements())
{
string speciesName = subElement.GetAttributeString("speciesname", "");
string seed = subElement.GetAttributeString("seed", "123");
int ownerHash = subElement.GetAttributeInt("ownerhash", 0);
Vector2 spawnPos = Vector2.Zero;
Character owner = Character.CharacterList.Find(c => c.Info?.GetIdentifier() == ownerHash);
if (owner != null && owner.Submarine?.Info.Type == SubmarineType.Player)
{
spawnPos = owner.WorldPosition;
}
else
{
//try to find a spawnpoint in the main sub
var spawnPoint = WayPoint.WayPointList.Where(wp => wp.SpawnType == SpawnType.Human && wp.Submarine == Submarine.MainSub).GetRandomUnsynced();
//if not found, try any player sub (shuttle/drone etc)
spawnPoint ??= WayPoint.WayPointList.Where(wp => wp.SpawnType == SpawnType.Human && wp.Submarine?.Info.Type == SubmarineType.Player).GetRandomUnsynced();
spawnPos = spawnPoint?.WorldPosition ?? Submarine.MainSub.WorldPosition;
}
var characterPrefab = CharacterPrefab.FindBySpeciesName(speciesName.ToIdentifier());
if (characterPrefab == null)
{
DebugConsole.ThrowError($"Failed to load the pet \"{speciesName}\". Character prefab not found.");
continue;
}
var pet = Character.Create(characterPrefab, spawnPos, seed, spawnInitialItems: false);
if (pet != null)
{
var petBehavior = (pet.AIController as EnemyAIController)?.PetBehavior;
if (petBehavior != null)
{
petBehavior.Owner = owner;
var petBehaviorElement = subElement.Element("petbehavior");
if (petBehaviorElement != null)
{
petBehavior.Hunger = petBehaviorElement.GetAttributeFloat("hunger", 50.0f);
petBehavior.Happiness = petBehaviorElement.GetAttributeFloat("happiness", 50.0f);
}
}
}
var inventoryElement = subElement.Element("inventory");
if (inventoryElement != null)
{
pet.SpawnInventoryItems(pet.Inventory, inventoryElement.FromPackage(null));
}
}
}
}
}