104 lines
4.5 KiB
C#
104 lines
4.5 KiB
C#
using Microsoft.Xna.Framework;
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using System.Collections.Generic;
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using System.Linq;
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namespace Barotrauma
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{
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/// <summary>
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/// Makes an NPC switch to a combat state (with options for different kinds of behaviors, such as offensive, arresting or retreating).
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/// </summary>
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class CombatAction : EventAction
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{
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[Serialize(AIObjectiveCombat.CombatMode.Offensive, IsPropertySaveable.Yes, description: $"What kind of combat mode should the NPC switch to (Defensive, Offensive, Arrest, Retreat, None)?")]
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public AIObjectiveCombat.CombatMode CombatMode { get; set; }
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[Serialize(false, IsPropertySaveable.Yes, description: "Did this NPC start the fight (as an aggressor)? Attacking instigators doesn't reduce reputation or trigger outpost security.")]
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public bool IsInstigator { get; set; }
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[Serialize(AIObjectiveCombat.CombatMode.None, IsPropertySaveable.Yes, description: "How do guards react to this character attacking others?")]
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public AIObjectiveCombat.CombatMode GuardReaction { get; set; }
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[Serialize(AIObjectiveCombat.CombatMode.None, IsPropertySaveable.Yes, description: "How do other NPCs react to this character attacking others?")]
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public AIObjectiveCombat.CombatMode WitnessReaction { get; set; }
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[Serialize("", IsPropertySaveable.Yes, description: "The tag of the NPC to switch to combat mode.")]
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public Identifier NPCTag { get; set; }
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[Serialize("", IsPropertySaveable.Yes, description: "Tag of the character the NPC should attack.")]
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public Identifier EnemyTag { get; set; }
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[Serialize(120.0f, IsPropertySaveable.Yes, description: "How long it takes for the NPC to \"cool down\" (stop attacking).")]
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public float CoolDown { get; set; }
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private bool isFinished = false;
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private IEnumerable<Character> affectedNpcs = null;
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public CombatAction(ScriptedEvent parentEvent, ContentXElement element) : base(parentEvent, element) { }
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public override void Update(float deltaTime)
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{
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if (isFinished) { return; }
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affectedNpcs = ParentEvent.GetTargets(NPCTag).Where(e => e is Character).Select(e => e as Character);
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foreach (var npc in affectedNpcs)
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{
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if (npc.Removed) { continue; }
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if (npc.AIController is not HumanAIController humanAiController) { continue; }
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Character enemy = null;
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float closestDist = float.MaxValue;
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foreach (Entity target in ParentEvent.GetTargets(EnemyTag))
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{
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if (target is not Character character) { continue; }
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float dist = Vector2.DistanceSquared(npc.WorldPosition, target.WorldPosition);
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if (dist < closestDist)
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{
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enemy = character;
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closestDist = dist;
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}
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}
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if (enemy == null) { continue; }
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npc.CombatAction = this;
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var objectiveManager = humanAiController.ObjectiveManager;
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foreach (var goToObjective in objectiveManager.GetActiveObjectives<AIObjectiveGoTo>())
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{
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goToObjective.Abandon = true;
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}
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objectiveManager.AddObjective(new AIObjectiveCombat(npc, enemy, CombatMode, objectiveManager, coolDown: CoolDown));
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}
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isFinished = true;
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}
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public override bool IsFinished(ref string goTo)
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{
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return isFinished;
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}
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public override void Reset()
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{
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if (affectedNpcs != null)
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{
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foreach (var npc in affectedNpcs)
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{
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if (npc.Removed || npc.AIController is not HumanAIController humanAiController) { continue; }
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foreach (var combatObjective in humanAiController.ObjectiveManager.GetActiveObjectives<AIObjectiveCombat>())
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{
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combatObjective.Abandon = true;
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}
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}
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affectedNpcs = null;
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}
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isFinished = false;
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}
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public override string ToDebugString()
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{
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return $"{ToolBox.GetDebugSymbol(isFinished)} {nameof(CombatAction)} -> (Cooldown: {CoolDown.ColorizeObject()}, CombatMode: {CombatMode.ColorizeObject()}, NPCTag: {NPCTag.ColorizeObject()}, EnemyTag: {EnemyTag.ColorizeObject()})";
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}
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}
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} |