Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Events/EventActions/CombatAction.cs
2024-04-24 18:09:05 +03:00

104 lines
4.5 KiB
C#

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