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

394 lines
16 KiB
C#

using Barotrauma.Items.Components;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
namespace Barotrauma
{
class ShipCommandManager
{
public readonly Character character;
public readonly HumanAIController humanAIController;
private bool active;
public bool Active
{
get { return active; }
set
{
active = value ? TryInitializeShipCommandManager() : value;
}
}
public Submarine EnemySubmarine
{
get;
private set;
}
public Submarine CommandedSubmarine
{
get;
private set;
}
private Steering steering;
public readonly List<Vector2> patrolPositions = new List<Vector2>();
public enum NavigationStates
{
Inactive,
Patrol,
Aggressive
}
public NavigationStates NavigationState { get; private set; } = NavigationStates.Inactive;
float navigationTimer = 0f;
private readonly float navigationInterval = 4f;
float timeUntilRam;
private const float RamTimerMax = 17.5f;
public readonly List<ShipIssueWorker> ShipIssueWorkers = new List<ShipIssueWorker>();
public const float MinimumIssueThreshold = 10f;
private const float IssueDevotionBuffer = 5f;
private float decisionTimer = 6f;
private readonly float decisionInterval = 6f;
private float timeSinceLastCommandDecision;
private float timeSinceLastNavigation;
public readonly List<Character> AlliedCharacters = new List<Character>();
public readonly List<Character> EnemyCharacters = new List<Character>();
private readonly List<ShipIssueWorker> attendedIssues = new List<ShipIssueWorker>();
private readonly List<ShipIssueWorker> availableIssues = new List<ShipIssueWorker>();
private readonly List<ShipGlobalIssue> shipGlobalIssues = new List<ShipGlobalIssue>();
public ShipCommandManager(Character character)
{
this.character = character;
humanAIController = character.AIController as HumanAIController;
}
public void Update(float deltaTime)
{
if (!Active || character.IsHandcuffed) { return; }
decisionTimer -= deltaTime;
if (decisionTimer <= 0.0f)
{
UpdateCommandDecision(timeSinceLastCommandDecision);
decisionTimer = decisionInterval * Rand.Range(0.8f, 1.2f);
timeSinceLastCommandDecision = decisionTimer;
}
navigationTimer -= deltaTime;
if (navigationTimer <= 0.0f)
{
UpdateNavigation(timeSinceLastNavigation);
navigationTimer = navigationInterval * Rand.Range(0.8f, 1.2f);
timeSinceLastNavigation = navigationTimer;
}
}
public static void ShipCommandLog(string text)
{
if (GameSettings.CurrentConfig.VerboseLogging)
{
DebugConsole.NewMessage(text);
}
}
static bool WithinRange(float range, float distanceSquared)
{
return range * range > distanceSquared;
}
void UpdateNavigation(float timeSinceLastUpdate)
{
if (steering == null || EnemySubmarine == null)
{
return;
}
float distanceSquaredEnemy = Vector2.DistanceSquared(CommandedSubmarine.WorldPosition, EnemySubmarine.WorldPosition);
if (NavigationState != NavigationStates.Aggressive)
{
if (WithinRange(7000f, distanceSquaredEnemy))
{
#if DEBUG
ShipCommandLog("Ship " + CommandedSubmarine + " was within the aggro range of " + EnemySubmarine);
#endif
NavigationState = NavigationStates.Aggressive;
}
else if (WithinRange(40000f, distanceSquaredEnemy))
{
NavigationState = NavigationStates.Patrol;
}
}
if (NavigationState == NavigationStates.Aggressive)
{
steering.AITacticalTarget = EnemySubmarine.WorldPosition;
if (WithinRange(8500f, distanceSquaredEnemy) && !WithinRange(1500f, distanceSquaredEnemy)) // if we are within enemy ship's range for ramTimerMax, try to ram them instead (if we're not already very close)
{
if (steering.AIRamTimer > 0f)
{
#if DEBUG
ShipCommandLog("Ship " + CommandedSubmarine + " was still ramming, " + steering.AIRamTimer + " left");
#endif
}
else
{
timeUntilRam -= timeSinceLastUpdate;
#if DEBUG
ShipCommandLog("Ship " + CommandedSubmarine + " was close enough to ram, " + timeUntilRam + " left until ramming");
#endif
if (timeUntilRam <= 0f)
{
#if DEBUG
ShipCommandLog("Ship " + CommandedSubmarine + " is attempting to ram!");
#endif
steering.AIRamTimer = 50f;
timeUntilRam = RamTimerMax * Rand.Range(0.9f, 1.1f);
}
}
}
else
{
steering.AIRamTimer = 0f;
timeUntilRam = RamTimerMax * Rand.Range(0.9f, 1.1f);
}
}
else if (patrolPositions.Any())
{
float distanceSquaredPatrol = Vector2.DistanceSquared(CommandedSubmarine.WorldPosition, patrolPositions.First());
if (WithinRange(7000f, distanceSquaredPatrol))
{
Vector2 lastPosition = patrolPositions.First();
patrolPositions.RemoveAt(0);
patrolPositions.Add(lastPosition);
}
steering.AITacticalTarget = patrolPositions.First();
}
}
public bool AbleToTakeOrder(Character character)
{
return !character.IsIncapacitated && !character.LockHands && character.Submarine == CommandedSubmarine;
}
void UpdateCommandDecision(float timeSinceLastUpdate)
{
#if DEBUG
ShipCommandLog("Updating command for character " + character);
#endif
shipGlobalIssues.ForEach(c => c.CalculateGlobalIssue());
AlliedCharacters.Clear();
EnemyCharacters.Clear();
bool isEmergency = false;
foreach (Character potentialCharacter in Character.CharacterList)
{
if (!HumanAIController.IsActive(potentialCharacter)) { continue; }
if (HumanAIController.IsFriendly(character, potentialCharacter, true) && potentialCharacter.AIController is HumanAIController)
{
if (AbleToTakeOrder(potentialCharacter))
{
AlliedCharacters.Add(potentialCharacter);
}
}
else
{
EnemyCharacters.Add(potentialCharacter);
if (potentialCharacter.Submarine == CommandedSubmarine) // if enemies are on board, don't issue normal orders anymore
{
isEmergency = true;
}
}
}
attendedIssues.Clear();
availableIssues.Clear();
foreach (ShipIssueWorker shipIssueWorker in ShipIssueWorkers)
{
float importance = shipIssueWorker.CalculateImportance(isEmergency);
if (shipIssueWorker.OrderAttendedTo(timeSinceLastUpdate))
{
#if DEBUG
ShipCommandLog("Current importance for " + shipIssueWorker + " was " + importance + " and it was already being attended by " + shipIssueWorker.OrderedCharacter);
#endif
InsertIssue(shipIssueWorker, attendedIssues);
}
else
{
#if DEBUG
ShipCommandLog("Current importance for " + shipIssueWorker + " was " + importance + " and it is not attended to");
#endif
shipIssueWorker.RemoveOrder();
InsertIssue(shipIssueWorker, availableIssues);
}
}
static void InsertIssue(ShipIssueWorker issue, List<ShipIssueWorker> list)
{
int index = 0;
while (index < list.Count && list[index].Importance > issue.Importance)
{
index++;
}
list.Insert(index, issue);
}
ShipIssueWorker mostImportantIssue = availableIssues.FirstOrDefault();
float bestValue = 0f;
Character bestCharacter = null;
if (mostImportantIssue != null && mostImportantIssue.Importance >= MinimumIssueThreshold)
{
IEnumerable<Character> bestCharacters = CrewManager.GetCharactersSortedForOrder(mostImportantIssue.SuggestedOrder, AlliedCharacters, character, true);
foreach (Character orderedCharacter in bestCharacters)
{
float issueApplicability = mostImportantIssue.Importance;
// prefer not to switch if not qualified
issueApplicability *= mostImportantIssue.SuggestedOrder.AppropriateJobs.Contains(orderedCharacter.Info.Job.Prefab.Identifier) ? 1f : 0.75f;
ShipIssueWorker occupiedIssue = attendedIssues.FirstOrDefault(i => i.OrderedCharacter == orderedCharacter);
if (occupiedIssue != null)
{
if (occupiedIssue.GetType() == mostImportantIssue.GetType() && mostImportantIssue is ShipIssueWorkerGlobal && occupiedIssue is ShipIssueWorkerGlobal)
{
continue;
}
// reverse redundancy to ensure certain issues can be switched over easily (operating weapons)
if (mostImportantIssue.AllowEasySwitching && occupiedIssue.AllowEasySwitching)
{
issueApplicability /= mostImportantIssue.CurrentRedundancy;
}
// give slight preference if not qualified for current job
issueApplicability += occupiedIssue.SuggestedOrder.AppropriateJobs.Contains(orderedCharacter.Info.Job.Prefab.Identifier) ? 0 : 7.5f;
// prefer not to switch orders unless considerably more important
issueApplicability -= IssueDevotionBuffer;
if (issueApplicability + IssueDevotionBuffer < occupiedIssue.Importance)
{
continue;
}
}
// prefer first one in bestCharacters in tiebreakers
if (issueApplicability > bestValue)
{
bestValue = issueApplicability;
bestCharacter = orderedCharacter;
}
}
}
if (bestCharacter != null && mostImportantIssue != null)
{
#if DEBUG
ShipCommandLog("Setting " + mostImportantIssue + " for character " + bestCharacter);
#endif
mostImportantIssue.SetOrder(bestCharacter);
}
else // if we didn't give an order, let's try to dismiss someone instead
{
foreach (ShipIssueWorker shipIssueWorker in ShipIssueWorkers)
{
if (shipIssueWorker.Importance <= 0f && shipIssueWorker.OrderAttendedTo())
{
#if DEBUG
ShipCommandLog("Dismissing " + shipIssueWorker + " for character " + shipIssueWorker.OrderedCharacter);
#endif
var order = new Order(OrderPrefab.Dismissal, null).WithManualPriority(3).WithOrderGiver(character);
shipIssueWorker.OrderedCharacter.SetOrder(order, isNewOrder: true);
shipIssueWorker.RemoveOrder();
break;
}
}
}
}
bool TryInitializeShipCommandManager()
{
CommandedSubmarine = character.Submarine;
if (CommandedSubmarine == null)
{
DebugConsole.ThrowError("TryInitializeShipCommandManager failed: CommandedSubmarine was null for character " + character);
return false;
}
EnemySubmarine = Submarine.MainSubs[0] == CommandedSubmarine ? Submarine.MainSubs[1] : Submarine.MainSubs[0];
if (EnemySubmarine == null)
{
DebugConsole.ThrowError("TryInitializeShipCommandManager failed: EnemySubmarine was null for character " + character);
return false;
}
timeUntilRam = RamTimerMax * Rand.Range(0.9f, 1.1f);
ShipIssueWorkers.Clear();
if (CommandedSubmarine.GetItems(false).Find(i => i.HasTag(Tags.Reactor) && !i.NonInteractable)?.GetComponent<Reactor>() is Reactor reactor)
{
var order = new Order(OrderPrefab.Prefabs["operatereactor"], "powerup".ToIdentifier(), reactor.Item, reactor);
ShipIssueWorkers.Add(new ShipIssueWorkerPowerUpReactor(this, order));
}
if (CommandedSubmarine.GetItems(false).Find(i => i.HasTag(Tags.NavTerminal) && !i.NonInteractable) is Item nav && nav.GetComponent<Steering>() is Steering steeringComponent)
{
steering = steeringComponent;
var order = new Order(OrderPrefab.Prefabs["steer"], "navigatetactical".ToIdentifier(), nav, steeringComponent);
ShipIssueWorkers.Add(new ShipIssueWorkerSteer(this, order));
}
foreach (Item item in CommandedSubmarine.GetItems(true).FindAll(i => i.HasTag(Tags.Turret) && !i.HasTag(Tags.Hardpoint)))
{
var order = new Order(OrderPrefab.Prefabs["operateweapons"], item, item.GetComponent<Turret>());
ShipIssueWorkers.Add(new ShipIssueWorkerOperateWeapons(this, order));
}
int crewSizeModifier = 2;
// these issueworkers revolve around a singular, shared issue, which is injected into them to prevent redundant calculations
ShipGlobalIssueFixLeaks shipGlobalIssueFixLeaks = new ShipGlobalIssueFixLeaks(this);
for (int i = 0; i < crewSizeModifier; i++)
{
var order = OrderPrefab.Prefabs["fixleaks"].CreateInstance(OrderPrefab.OrderTargetType.Entity);
ShipIssueWorkers.Add(new ShipIssueWorkerFixLeaks(this, order, shipGlobalIssueFixLeaks));
}
shipGlobalIssues.Add(shipGlobalIssueFixLeaks);
ShipGlobalIssueRepairSystems shipGlobalIssueRepairSystems = new ShipGlobalIssueRepairSystems(this);
for (int i = 0; i < crewSizeModifier; i++)
{
var order = OrderPrefab.Prefabs["repairsystems"].CreateInstance(OrderPrefab.OrderTargetType.Entity);
ShipIssueWorkers.Add(new ShipIssueWorkerRepairSystems(this, order, shipGlobalIssueRepairSystems));
}
shipGlobalIssues.Add(shipGlobalIssueRepairSystems);
return true;
}
}
}