Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Characters/AI/Objectives/AIObjectiveCombat.cs
2023-05-10 15:07:17 +03:00

1304 lines
53 KiB
C#

using Barotrauma.Extensions;
using Barotrauma.Items.Components;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using FarseerPhysics.Dynamics;
using static Barotrauma.AIObjectiveFindSafety;
using System.Collections.Immutable;
namespace Barotrauma
{
class AIObjectiveCombat : AIObjective
{
public override Identifier Identifier { get; set; } = "combat".ToIdentifier();
public override bool KeepDivingGearOn => true;
public override bool IgnoreUnsafeHulls => true;
public override bool AllowOutsideSubmarine => true;
public override bool AllowInAnySub => true;
private readonly CombatMode initialMode;
private float checkWeaponsTimer;
private readonly float checkWeaponsInterval = 1;
private float ignoreWeaponTimer;
private readonly float ignoredWeaponsClearTime = 10;
private readonly float goodWeaponPriority = 30;
private readonly float arrestHoldFireTime = 8;
private float holdFireTimer;
private bool hasAimed;
private bool isLethalWeapon;
private bool AllowCoolDown => !IsOffensiveOrArrest || Mode != initialMode || character.TeamID == Enemy.TeamID;
public Character Enemy { get; private set; }
public bool HoldPosition { get; set; }
private Item _weapon;
private Item Weapon
{
get { return _weapon; }
set
{
_weapon = value;
_weaponComponent = null;
hasAimed = false;
RemoveSubObjective(ref seekAmmunitionObjective);
}
}
private ItemComponent _weaponComponent;
private ItemComponent WeaponComponent
{
get
{
if (Weapon == null) { return null; }
if (_weaponComponent == null)
{
_weaponComponent =
Weapon.GetComponent<RangedWeapon>() ??
Weapon.GetComponent<MeleeWeapon>() ??
Weapon.GetComponent<RepairTool>() as ItemComponent;
}
return _weaponComponent;
}
}
public override bool ConcurrentObjectives => true;
public override bool AbandonWhenCannotCompleteSubjectives => false;
private readonly AIObjectiveFindSafety findSafety;
private readonly HashSet<ItemComponent> weapons = new HashSet<ItemComponent>();
private readonly HashSet<Item> ignoredWeapons = new HashSet<Item>();
private AIObjectiveContainItem seekAmmunitionObjective;
private AIObjectiveGoTo retreatObjective;
private AIObjectiveGoTo followTargetObjective;
private AIObjectiveGetItem seekWeaponObjective;
private Hull retreatTarget;
private float coolDownTimer;
private IEnumerable<Body> myBodies;
private float aimTimer;
private float reloadTimer;
private float spreadTimer;
private bool canSeeTarget;
private float visibilityCheckTimer;
private readonly float visibilityCheckInterval = 0.2f;
private float sqrDistance;
private readonly float maxDistance = 2000;
private readonly float distanceCheckInterval = 0.2f;
private float distanceTimer;
public bool allowHoldFire;
/// <summary>
/// Don't start using a weapon if this condition is true
/// </summary>
public Func<bool> holdFireCondition;
public enum CombatMode
{
Defensive, // Use weapons against the enemy, but try to retreat to a safe place
Offensive, // Engage the enemy and keep attacking it
Arrest, // Try to arrest the enemy without using lethal weapons (stunning + handcuffs)
Retreat, // Run to a safe place without attacking the target
None // Don't use
}
public CombatMode Mode { get; private set; }
private bool IsOffensiveOrArrest => initialMode == CombatMode.Offensive || initialMode == CombatMode.Arrest;
private bool TargetEliminated => IsEnemyDisabled || Enemy.IsUnconscious && Enemy.Params.Health.ConstantHealthRegeneration <= 0.0f || Enemy.IsArrested && !character.IsInstigator;
private bool IsEnemyDisabled => Enemy == null || Enemy.Removed || Enemy.IsDead;
private float AimSpeed => HumanAIController.AimSpeed;
private float AimAccuracy => HumanAIController.AimAccuracy;
private bool IsEnemyCloserThan(float margin) =>
Enemy != null && Enemy.CurrentHull != null &&
character.InWater && Vector2.DistanceSquared(character.WorldPosition, Enemy.WorldPosition) < margin * margin ||
HumanAIController.VisibleHulls.Contains(Enemy.CurrentHull) && Math.Abs(character.WorldPosition.X - Enemy.WorldPosition.X) < margin;
public AIObjectiveCombat(Character character, Character enemy, CombatMode mode, AIObjectiveManager objectiveManager, float priorityModifier = 1, float coolDown = 10.0f)
: base(character, objectiveManager, priorityModifier)
{
if (mode == CombatMode.None)
{
#if DEBUG
DebugConsole.ThrowError("Combat mode == None");
#endif
return;
}
Enemy = enemy;
coolDownTimer = coolDown;
findSafety = objectiveManager.GetObjective<AIObjectiveFindSafety>();
if (findSafety != null)
{
findSafety.Priority = 0;
HumanAIController.UnreachableHulls.Clear();
}
Mode = mode;
initialMode = Mode;
if (Enemy == null)
{
Mode = CombatMode.Retreat;
}
spreadTimer = Rand.Range(-10f, 10f);
SetAimTimer(Rand.Range(1f, 1.5f) / AimSpeed);
HumanAIController.SortTimer = 0;
}
protected override float GetPriority()
{
if (Enemy == null)
{
Priority = 0;
Abandon = true;
return Priority;
}
if (character.TeamID == CharacterTeamType.FriendlyNPC)
{
if (Enemy.Submarine == null || (Enemy.Submarine.TeamID != character.TeamID && Enemy.Submarine != character.Submarine))
{
Priority = 0;
Abandon = true;
return Priority;
}
}
if (TargetEliminated)
{
Priority = 0;
}
else
{
// 91-100
float minPriority = AIObjectiveManager.EmergencyObjectivePriority + 1;
float maxPriority = AIObjectiveManager.MaxObjectivePriority;
float priorityScale = maxPriority - minPriority;
float xDist = Math.Abs(character.WorldPosition.X - Enemy.WorldPosition.X);
float yDist = Math.Abs(character.WorldPosition.Y - Enemy.WorldPosition.Y);
if (HumanAIController.VisibleHulls.Contains(Enemy.CurrentHull))
{
xDist /= 2;
yDist /= 2;
}
float distanceFactor = MathUtils.InverseLerp(3000, 0, xDist + yDist * 5);
float devotion = CumulatedDevotion / 100;
float additionalPriority = MathHelper.Lerp(0, priorityScale, Math.Clamp(devotion + distanceFactor, 0, 1));
Priority = Math.Min((minPriority + additionalPriority) * PriorityModifier, maxPriority);
if (Priority > 0)
{
if (EnemyAIController.IsLatchedToSomeoneElse(Enemy, character))
{
Priority = 0;
}
}
}
return Priority;
}
public override void Update(float deltaTime)
{
base.Update(deltaTime);
ignoreWeaponTimer -= deltaTime;
checkWeaponsTimer -= deltaTime;
if (reloadTimer > 0)
{
reloadTimer -= deltaTime;
}
if (ignoreWeaponTimer < 0)
{
ignoredWeapons.Clear();
ignoreWeaponTimer = ignoredWeaponsClearTime;
}
bool isCurrentObjective = objectiveManager.IsCurrentObjective<AIObjectiveFightIntruders>();
if (findSafety != null && isCurrentObjective)
{
findSafety.Priority = 0;
}
if (!AllowCoolDown && !character.IsOnPlayerTeam && !isCurrentObjective)
{
distanceTimer -= deltaTime;
if (distanceTimer < 0)
{
distanceTimer = distanceCheckInterval;
sqrDistance = Vector2.DistanceSquared(character.WorldPosition, Enemy.WorldPosition);
}
}
}
protected override bool CheckObjectiveSpecific()
{
if (character.Submarine == null || character.Submarine.TeamID != CharacterTeamType.FriendlyNPC)
{
// Can't lose the target in friendly outposts.
if (sqrDistance > maxDistance * maxDistance)
{
// The target escaped from us.
return true;
}
}
return IsEnemyDisabled || (AllowCoolDown && coolDownTimer <= 0);
}
protected override void Act(float deltaTime)
{
if (IsEnemyDisabled)
{
IsCompleted = true;
return;
}
if (AllowCoolDown)
{
coolDownTimer -= deltaTime;
}
if (seekAmmunitionObjective == null && seekWeaponObjective == null)
{
if (Mode != CombatMode.Retreat && TryArm())
{
OperateWeapon(deltaTime);
}
if (HoldPosition)
{
SteeringManager.Reset();
}
else if (seekAmmunitionObjective == null && seekWeaponObjective == null)
{
Move(deltaTime);
}
switch (Mode)
{
case CombatMode.Offensive:
if (TargetEliminated && objectiveManager.IsCurrentOrder<AIObjectiveFightIntruders>())
{
character.Speak(TextManager.Get("DialogTargetDown").Value, null, 3.0f, "targetdown".ToIdentifier(), 30.0f);
}
break;
case CombatMode.Arrest:
if (HumanAIController.HasItem(Enemy, "handlocker".ToIdentifier(), out _, requireEquipped: true))
{
IsCompleted = true;
}
else if (Enemy.IsKnockedDown &&
!objectiveManager.IsCurrentObjective<AIObjectiveFightIntruders>() &&
!HumanAIController.HasItem(character, "handlocker".ToIdentifier(), out _, requireEquipped: false))
{
IsCompleted = true;
}
break;
}
}
}
private void Move(float deltaTime)
{
switch (Mode)
{
case CombatMode.Offensive:
case CombatMode.Arrest:
Engage(deltaTime);
break;
case CombatMode.Defensive:
if (character.IsOnPlayerTeam && !Enemy.IsPlayer && objectiveManager.IsCurrentOrder<AIObjectiveGoTo>())
{
if ((character.CurrentHull == null || character.CurrentHull == Enemy.CurrentHull) && sqrDistance < 200 * 200)
{
Engage(deltaTime);
}
else
{
// Keep following the goto target
var gotoObjective = objectiveManager.GetOrder<AIObjectiveGoTo>();
if (gotoObjective != null)
{
gotoObjective.ForceAct(deltaTime);
if (!character.AnimController.InWater)
{
HumanAIController.FaceTarget(Enemy);
ForceWalk = true;
HumanAIController.AutoFaceMovement = false;
}
}
else
{
SteeringManager.Reset();
}
}
}
else
{
Retreat(deltaTime);
}
break;
case CombatMode.Retreat:
Retreat(deltaTime);
break;
default:
throw new NotImplementedException();
}
}
private bool TryArm()
{
if (character.LockHands || Enemy == null)
{
Weapon = null;
return false;
}
if (checkWeaponsTimer < 0)
{
checkWeaponsTimer = checkWeaponsInterval;
// First go through all weapons and try to reload without seeking ammunition
var allWeapons = FindWeaponsFromInventory();
while (allWeapons.Any())
{
Weapon = GetWeapon(allWeapons, out _weaponComponent);
if (Weapon == null)
{
// No weapons
break;
}
if (!character.Inventory.Contains(Weapon) || WeaponComponent == null)
{
// Not in the inventory anymore or cannot find the weapon component
allWeapons.Remove(WeaponComponent);
Weapon = null;
continue;
}
if (!WeaponComponent.IsEmpty(character))
{
// All good, the weapon is loaded
break;
}
if (Reload(seekAmmo: false))
{
// All good, we can use the weapon.
break;
}
else
{
// No ammo.
allWeapons.Remove(WeaponComponent);
Weapon = null;
}
}
if (Weapon == null)
{
// No weapon found with the conditions above. Try again, now let's try to seek ammunition too
Weapon = FindWeapon(out _weaponComponent);
if (Weapon != null)
{
if (!CheckWeapon(seekAmmo: true))
{
if (seekAmmunitionObjective != null)
{
// No loaded weapon, but we are trying to seek ammunition.
return false;
}
else
{
Weapon = null;
}
}
}
}
bool isAllowedToSeekWeapons = character.CurrentHull != null && !IsEnemyCloserThan(300) && character.IsOnPlayerTeam && IsOffensiveOrArrest;
if (!isAllowedToSeekWeapons)
{
if (WeaponComponent == null)
{
SpeakNoWeapons();
Mode = CombatMode.Retreat;
}
}
else if (seekAmmunitionObjective == null && (WeaponComponent == null || WeaponComponent.CombatPriority < goodWeaponPriority))
{
// Poor weapon equipped -> try to find better.
RemoveSubObjective(ref seekAmmunitionObjective);
RemoveSubObjective(ref retreatObjective);
RemoveSubObjective(ref followTargetObjective);
TryAddSubObjective(ref seekWeaponObjective,
constructor: () => new AIObjectiveGetItem(character, "weapon".ToIdentifier(), objectiveManager, equip: true, checkInventory: false)
{
AllowStealing = HumanAIController.IsMentallyUnstable,
EvaluateCombatPriority = false, // Use a custom formula instead
GetItemPriority = i =>
{
if (Weapon != null && (i == Weapon || i.Prefab.Identifier == Weapon.Prefab.Identifier)) { return 0; }
if (i.IsOwnedBy(character)) { return 0; }
var mw = i.GetComponent<MeleeWeapon>();
var rw = i.GetComponent<RangedWeapon>();
float priority = 0;
if (mw != null)
{
priority = mw.CombatPriority / 100;
}
else if (rw != null)
{
priority = rw.CombatPriority / 100;
}
if (i.HasTag("stunner"))
{
if (Mode == CombatMode.Arrest)
{
priority *= 2;
}
else
{
priority /= 2;
}
}
return priority;
}
},
onCompleted: () => RemoveSubObjective(ref seekWeaponObjective),
onAbandon: () =>
{
RemoveSubObjective(ref seekWeaponObjective);
if (Weapon == null)
{
SpeakNoWeapons();
Mode = CombatMode.Retreat;
}
else
{
Mode = CombatMode.Defensive;
}
});
}
}
else
{
if (!CheckWeapon(seekAmmo: false))
{
Weapon = null;
}
}
return Weapon != null;
bool CheckWeapon(bool seekAmmo)
{
if (!character.Inventory.Contains(Weapon) || WeaponComponent == null)
{
// Not in the inventory anymore or cannot find the weapon component
return false;
}
if (WeaponComponent.IsEmpty(character))
{
// Try reloading (and seek ammo)
if (!Reload(seekAmmo))
{
return false;
}
}
return true;
};
}
private void OperateWeapon(float deltaTime)
{
switch (Mode)
{
case CombatMode.Offensive:
case CombatMode.Defensive:
case CombatMode.Arrest:
if (Equip())
{
Attack(deltaTime);
}
break;
case CombatMode.Retreat:
break;
default:
throw new NotImplementedException();
}
}
private Item FindWeapon(out ItemComponent weaponComponent) => GetWeapon(FindWeaponsFromInventory(), out weaponComponent);
private Item GetWeapon(IEnumerable<ItemComponent> weaponList, out ItemComponent weaponComponent)
{
weaponComponent = null;
float bestPriority = 0;
float lethalDmg = -1;
bool isAllowedToSeekWeapons = !IsEnemyCloserThan(300);
bool prioritizeMelee = IsEnemyCloserThan(50) || EnemyAIController.IsLatchedTo(Enemy, character);
foreach (var weapon in weaponList)
{
float priority = weapon.CombatPriority;
if (weapon is RepairTool repairTool)
{
switch (repairTool.UsableIn)
{
case RepairTool.UseEnvironment.Air:
if (character.InWater) { continue; }
break;
case RepairTool.UseEnvironment.Water:
if (!character.InWater) { continue; }
break;
case RepairTool.UseEnvironment.None:
continue;
case RepairTool.UseEnvironment.Both:
default:
break;
}
}
if (prioritizeMelee)
{
if (weapon is MeleeWeapon)
{
priority *= 5;
}
else
{
priority /= 2;
}
}
if (weapon.IsEmpty(character))
{
if (weapon is RangedWeapon && !isAllowedToSeekWeapons)
{
// Close to the enemy. Ignore weapons that don't have any ammunition (-> Don't seek ammo).
continue;
}
else
{
// Halve the priority for weapons that don't have proper ammunition loaded.
priority /= 2;
}
}
if (Enemy.Params.Health.StunImmunity)
{
if (weapon.Item.HasTag("stunner"))
{
priority /= 2;
}
}
else if (Enemy.IsKnockedDown)
{
// Enemy is stunned, reduce the priority of stunner weapons.
Attack attack = GetAttackDefinition(weapon);
if (attack != null)
{
lethalDmg = attack.GetTotalDamage();
float max = lethalDmg + 1;
if (weapon.Item.HasTag("stunner"))
{
priority = max;
}
else
{
float stunDmg = ApproximateStunDamage(weapon, attack);
float diff = stunDmg - lethalDmg;
priority = Math.Clamp(priority - Math.Max(diff * 2, 0), min: 1, max);
}
}
}
else if (Mode == CombatMode.Arrest)
{
// Enemy is not stunned, increase the priority of stunner weapons and decrease the priority of lethal weapons.
if (weapon.Item.HasTag("stunner"))
{
priority *= 2;
}
else
{
Attack attack = GetAttackDefinition(weapon);
if (attack != null)
{
lethalDmg = attack.GetTotalDamage();
float stunDmg = ApproximateStunDamage(weapon, attack);
float diff = stunDmg - lethalDmg;
if (diff < 0)
{
priority /= 2;
}
}
}
}
else if (weapon is MeleeWeapon && weapon.Item.HasTag("stunner") && !CanMeleeStunnerStun(weapon))
{
Attack attack = GetAttackDefinition(weapon);
priority = attack?.GetTotalDamage() ?? priority / 2;
}
if (priority > bestPriority)
{
weaponComponent = weapon;
bestPriority = priority;
}
}
if (weaponComponent == null) { return null; }
if (bestPriority < 1) { return null; }
if (Mode == CombatMode.Arrest)
{
if (weaponComponent.Item.HasTag("stunner"))
{
isLethalWeapon = false;
}
else
{
if (lethalDmg < 0)
{
lethalDmg = GetLethalDamage(weaponComponent);
}
isLethalWeapon = lethalDmg > 1;
}
if (allowHoldFire && !hasAimed && holdFireTimer <= 0)
{
holdFireTimer = arrestHoldFireTime * Rand.Range(0.75f, 1.25f);
}
}
return weaponComponent.Item;
float ApproximateStunDamage(ItemComponent weapon, Attack attack)
{
// Try to reduce the priority using the actual damage values and status effects.
// This is an approximation, because we can't check the status effect conditions here.
// The result might be incorrect if there is a high stun effect that's only applied in certain conditions.
var statusEffects = attack.StatusEffects.Where(se => !se.HasConditions && se.type == ActionType.OnUse && se.HasRequiredItems(character));
if (weapon.statusEffectLists != null && weapon.statusEffectLists.TryGetValue(ActionType.OnUse, out List<StatusEffect> hitEffects))
{
statusEffects = statusEffects.Concat(hitEffects);
}
float afflictionsStun = attack.Afflictions.Keys.Sum(a => a.Identifier == AfflictionPrefab.StunType ? a.Strength : 0);
float effectsStun = statusEffects.None() ? 0 : statusEffects.Max(se =>
{
float stunAmount = 0;
var stunAffliction = se.Afflictions.Find(a => a.Identifier == AfflictionPrefab.StunType);
if (stunAffliction != null)
{
stunAmount = stunAffliction.Strength;
}
return stunAmount;
});
return attack.Stun + afflictionsStun + effectsStun;
}
bool CanMeleeStunnerStun(ItemComponent weapon)
{
// If there's an item container that takes a battery,
// assume that it's required for the stun effect
// as we can't check the status effect conditions here.
var mobileBatteryTag = "mobilebattery".ToIdentifier();
var containers = weapon.Item.Components.Where(ic =>
ic is ItemContainer container &&
container.ContainableItemIdentifiers.Contains(mobileBatteryTag));
// If there's no such container, assume that the melee weapon can stun without a battery.
return containers.None() || containers.Any(container =>
(container as ItemContainer)?.Inventory.AllItems.Any(i => i != null && i.HasTag(mobileBatteryTag) && i.Condition > 0.0f) ?? false);
}
}
public static float GetLethalDamage(ItemComponent weapon)
{
float lethalDmg = 0;
Attack attack = GetAttackDefinition(weapon);
if (attack != null)
{
lethalDmg = attack.GetTotalDamage();
}
return lethalDmg;
}
private static Attack GetAttackDefinition(ItemComponent weapon)
{
Attack attack = null;
if (weapon is MeleeWeapon meleeWeapon)
{
attack = meleeWeapon.Attack;
}
else if (weapon is RangedWeapon rangedWeapon)
{
attack = rangedWeapon.FindProjectile(triggerOnUseOnContainers: false)?.Attack;
}
return attack;
}
private HashSet<ItemComponent> FindWeaponsFromInventory()
{
weapons.Clear();
foreach (var item in character.Inventory.AllItems)
{
if (ignoredWeapons.Contains(item)) { continue; }
GetWeapons(item, weapons);
if (item.OwnInventory != null)
{
item.OwnInventory.AllItems.ForEach(i => GetWeapons(i, weapons));
}
}
return weapons;
}
private void GetWeapons(Item item, ICollection<ItemComponent> weaponList)
{
if (item == null) { return; }
foreach (var component in item.Components)
{
if (component.CombatPriority > 0)
{
weaponList.Add(component);
}
}
}
private void Unequip()
{
if (!character.LockHands && character.HeldItems.Contains(Weapon))
{
if (!Weapon.AllowedSlots.Contains(InvSlotType.Any) || !character.Inventory.TryPutItem(Weapon, character, new List<InvSlotType>() { InvSlotType.Any }))
{
if (Weapon.AllowedSlots.Contains(InvSlotType.Bag))
{
if (character.Inventory.TryPutItem(Weapon, character, new List<InvSlotType>() { InvSlotType.Bag }))
{
return;
}
}
Weapon.Drop(character);
}
}
}
private bool Equip()
{
if (character.LockHands) { return false; }
if (WeaponComponent.IsEmpty(character))
{
return false;
}
if (!character.HasEquippedItem(Weapon, predicate: IsHandSlotType))
{
//clear aim and shoot inputs so the bot doesn't immediately fire the weapon if it was previously e.g. using a scooter
character.ClearInput(InputType.Aim);
character.ClearInput(InputType.Shoot);
Weapon.TryInteract(character, forceSelectKey: true);
var slots = Weapon.AllowedSlots.Where(s => IsHandSlotType(s));
if (character.Inventory.TryPutItem(Weapon, character, slots))
{
SetAimTimer(Rand.Range(0.2f, 0.4f) / AimSpeed);
}
else
{
SpeakNoWeapons();
Weapon = null;
Mode = CombatMode.Retreat;
return false;
}
}
return true;
static bool IsHandSlotType(InvSlotType s) => s == InvSlotType.LeftHand || s == InvSlotType.RightHand || s == (InvSlotType.LeftHand | InvSlotType.RightHand);
}
private float findHullTimer;
private readonly float findHullInterval = 1.0f;
private void Retreat(float deltaTime)
{
if (!Enemy.IsHuman)
{
SpeakRetreating();
}
RemoveFollowTarget();
RemoveSubObjective(ref seekAmmunitionObjective);
if (retreatObjective != null && retreatObjective.Target != retreatTarget)
{
RemoveSubObjective(ref retreatObjective);
}
if (character.Submarine == null && sqrDistance < MathUtils.Pow2(maxDistance))
{
// Swim away
SteeringManager.Reset();
character.ReleaseSecondaryItem();
SteeringManager.SteeringManual(deltaTime, Vector2.Normalize(character.WorldPosition - Enemy.WorldPosition));
SteeringManager.SteeringAvoid(deltaTime, 5, weight: 2);
return;
}
if (retreatTarget == null || (retreatObjective != null && !retreatObjective.CanBeCompleted))
{
if (findHullTimer > 0)
{
findHullTimer -= deltaTime;
}
else
{
HullSearchStatus hullSearchStatus = findSafety.FindBestHull(out Hull potentialSafeHull, HumanAIController.VisibleHulls, allowChangingSubmarine: character.TeamID != CharacterTeamType.FriendlyNPC);
if (hullSearchStatus != HullSearchStatus.Finished)
{
findSafety.UpdateSimpleEscape(deltaTime);
return;
}
retreatTarget = potentialSafeHull;
findHullTimer = findHullInterval * Rand.Range(0.9f, 1.1f);
}
}
if (retreatTarget != null && character.CurrentHull != retreatTarget)
{
TryAddSubObjective(ref retreatObjective, () => new AIObjectiveGoTo(retreatTarget, character, objectiveManager)
{
UsePathingOutside = false,
SpeakIfFails = false
},
onAbandon: () =>
{
if (Enemy != null && HumanAIController.VisibleHulls.Contains(Enemy.CurrentHull))
{
// If in the same room with an enemy -> don't try to escape because we'd want to fight it
SteeringManager.Reset();
RemoveSubObjective(ref retreatObjective);
}
else
{
// else abandon and fall back to find safety mode
Abandon = true;
}
},
onCompleted: () => RemoveSubObjective(ref retreatObjective));
}
}
private void Engage(float deltaTime)
{
if (WeaponComponent == null)
{
RemoveFollowTarget();
SteeringManager.Reset();
return;
}
if (character.LockHands || Enemy == null)
{
Mode = CombatMode.Retreat;
SteeringManager.Reset();
return;
}
retreatTarget = null;
RemoveSubObjective(ref retreatObjective);
RemoveSubObjective(ref seekAmmunitionObjective);
RemoveSubObjective(ref seekWeaponObjective);
if (character.Submarine == null && WeaponComponent is MeleeWeapon meleeWeapon)
{
if (sqrDistance > MathUtils.Pow2(meleeWeapon.Range))
{
character.ReleaseSecondaryItem();
// Swim towards the target
SteeringManager.Reset();
SteeringManager.SteeringSeek(character.GetRelativeSimPosition(Enemy), weight: 10);
SteeringManager.SteeringAvoid(deltaTime, 5, weight: 15);
}
else
{
SteeringManager.Reset();
}
return;
}
if (followTargetObjective != null && followTargetObjective.Target != Enemy)
{
RemoveFollowTarget();
}
TryAddSubObjective(ref followTargetObjective,
constructor: () => new AIObjectiveGoTo(Enemy, character, objectiveManager, repeat: true, getDivingGearIfNeeded: true, closeEnough: 50)
{
UsePathingOutside = false,
IgnoreIfTargetDead = true,
TargetName = Enemy.DisplayName,
AlwaysUseEuclideanDistance = false,
SpeakIfFails = false
},
onAbandon: () =>
{
if (Enemy != null && HumanAIController.VisibleHulls.Contains(Enemy.CurrentHull))
{
// If in the same room with an enemy -> don't try to escape because we'd want to fight it
SteeringManager.Reset();
RemoveSubObjective(ref followTargetObjective);
}
else
{
// else abandon and fall back to find safety mode
Abandon = true;
}
});
if (followTargetObjective == null) { return; }
if (Mode == CombatMode.Arrest && Enemy.IsKnockedDown)
{
if (HumanAIController.HasItem(character, "handlocker".ToIdentifier(), out _))
{
if (!arrestingRegistered)
{
arrestingRegistered = true;
followTargetObjective.Completed += OnArrestTargetReached;
followTargetObjective.CloseEnough = 100;
}
}
else
{
if (character.TeamID == CharacterTeamType.FriendlyNPC)
{
ItemPrefab prefab = ItemPrefab.Find(null, "handcuffs".ToIdentifier());
if (prefab != null)
{
Entity.Spawner.AddItemToSpawnQueue(prefab, character.Inventory, onSpawned: (Item i) => i.SpawnedInCurrentOutpost = true);
}
}
RemoveFollowTarget();
SteeringManager.Reset();
}
}
if (!arrestingRegistered && followTargetObjective != null)
{
followTargetObjective.CloseEnough =
WeaponComponent is RangedWeapon ? 1000 :
WeaponComponent is MeleeWeapon mw ? mw.Range :
WeaponComponent is RepairTool rt ? rt.Range : 50;
}
}
private bool arrestingRegistered;
private void RemoveFollowTarget()
{
if (followTargetObjective != null)
{
if (arrestingRegistered)
{
followTargetObjective.Completed -= OnArrestTargetReached;
}
RemoveSubObjective(ref followTargetObjective);
}
arrestingRegistered = false;
}
private void OnArrestTargetReached()
{
if (!Enemy.IsKnockedDown)
{
RemoveFollowTarget();
return;
}
if (character.TeamID == CharacterTeamType.FriendlyNPC)
{
// Confiscate stolen goods and all weapons
foreach (var item in Enemy.Inventory.AllItemsMod)
{
if (character.TeamID == CharacterTeamType.FriendlyNPC && item.StolenDuringRound ||
item.HasTag("weapon") ||
item.GetComponent<MeleeWeapon>() != null ||
item.GetComponent<RangedWeapon>() != null)
{
item.Drop(character);
character.Inventory.TryPutItem(item, character, CharacterInventory.AnySlot);
}
}
}
if (HumanAIController.HasItem(character, "handlocker".ToIdentifier(), out IEnumerable<Item> matchingItems) && !Enemy.IsUnconscious && Enemy.IsKnockedDown && character.CanInteractWith(Enemy))
{
var handCuffs = matchingItems.First();
if (!HumanAIController.TakeItem(handCuffs, Enemy.Inventory, equip: true))
{
#if DEBUG
DebugConsole.NewMessage($"{character.Name}: Failed to handcuff the target.", Color.Red);
#endif
if (objectiveManager.IsCurrentObjective<AIObjectiveFightIntruders>())
{
Abandon = true;
return;
}
}
character.Speak(TextManager.Get("DialogTargetArrested").Value, null, 3.0f, "targetarrested".ToIdentifier(), 30.0f);
}
if (!objectiveManager.IsCurrentObjective<AIObjectiveFightIntruders>())
{
IsCompleted = true;
}
}
/// <summary>
/// Seeks for more ammunition. Creates a new subobjective.
/// </summary>
private void SeekAmmunition(ImmutableHashSet<Identifier> ammunitionIdentifiers)
{
retreatTarget = null;
RemoveSubObjective(ref retreatObjective);
RemoveSubObjective(ref seekWeaponObjective);
RemoveFollowTarget();
TryAddSubObjective(ref seekAmmunitionObjective,
constructor: () => new AIObjectiveContainItem(character, ammunitionIdentifiers, Weapon.GetComponent<ItemContainer>(), objectiveManager)
{
ItemCount = Weapon.GetComponent<ItemContainer>().Capacity * Weapon.GetComponent<ItemContainer>().MaxStackSize,
checkInventory = false,
MoveWholeStack = true
},
onCompleted: () => RemoveSubObjective(ref seekAmmunitionObjective),
onAbandon: () =>
{
SteeringManager.Reset();
RemoveSubObjective(ref seekAmmunitionObjective);
ignoredWeapons.Add(Weapon);
Weapon = null;
});
}
/// <summary>
/// Reloads the ammunition found in the inventory.
/// If seekAmmo is true, tries to get find the ammo elsewhere.
/// </summary>
private bool Reload(bool seekAmmo)
{
if (WeaponComponent == null) { return false; }
if (Weapon.OwnInventory == null) { return true; }
// Eject empty ammo
HumanAIController.UnequipEmptyItems(Weapon);
ImmutableHashSet<Identifier> ammunitionIdentifiers = null;
if (WeaponComponent.requiredItems.ContainsKey(RelatedItem.RelationType.Contained))
{
foreach (RelatedItem requiredItem in WeaponComponent.requiredItems[RelatedItem.RelationType.Contained])
{
if (Weapon.OwnInventory.AllItems.Any(it => it.Condition > 0 && requiredItem.MatchesItem(it))) { continue; }
ammunitionIdentifiers = requiredItem.Identifiers;
break;
}
}
else if (WeaponComponent is MeleeWeapon meleeWeapon)
{
ammunitionIdentifiers = meleeWeapon.PreferredContainedItems;
}
// No ammo
if (ammunitionIdentifiers != null)
{
// Try reload ammunition from inventory
static bool IsInsideHeadset(Item i) => i.ParentInventory?.Owner is Item ownerItem && ownerItem.HasTag("mobileradio");
Item ammunition = character.Inventory.FindItem(i => i.HasIdentifierOrTags(ammunitionIdentifiers) && i.Condition > 0 && !IsInsideHeadset(i), recursive: true);
if (ammunition != null)
{
var container = Weapon.GetComponent<ItemContainer>();
if (!container.Inventory.TryPutItem(ammunition, user: character))
{
if (ammunition.ParentInventory == character.Inventory)
{
ammunition.Drop(character);
}
}
}
}
if (!WeaponComponent.IsEmpty(character))
{
return true;
}
else if (!HoldPosition && IsOffensiveOrArrest && seekAmmo && ammunitionIdentifiers != null)
{
SeekAmmunition(ammunitionIdentifiers);
}
return false;
}
private void Attack(float deltaTime)
{
character.CursorPosition = Enemy.WorldPosition;
if (AimAccuracy < 1)
{
spreadTimer += deltaTime * Rand.Range(0.01f, 1f);
float shake = Rand.Range(0.95f, 1.05f);
float offsetAmount = (1 - AimAccuracy) * Rand.Range(300f, 500f);
float distanceFactor = MathUtils.InverseLerp(0, 1000 * 1000, sqrDistance);
float offset = (float)Math.Sin(spreadTimer * shake) * offsetAmount * distanceFactor;
character.CursorPosition += new Vector2(0, offset);
}
if (character.Submarine != null)
{
character.CursorPosition -= character.Submarine.Position;
}
visibilityCheckTimer -= deltaTime;
if (visibilityCheckTimer <= 0.0f)
{
canSeeTarget = character.CanSeeTarget(Enemy);
visibilityCheckTimer = visibilityCheckInterval;
}
if (!canSeeTarget)
{
SetAimTimer(Rand.Range(0.2f, 0.4f) / AimSpeed);
return;
}
if (Weapon.RequireAimToUse)
{
character.SetInput(InputType.Aim, false, true);
}
hasAimed = true;
if (holdFireTimer > 0)
{
holdFireTimer -= deltaTime;
return;
}
if (aimTimer > 0)
{
aimTimer -= deltaTime;
return;
}
if (reloadTimer > 0) { return; }
if (holdFireCondition != null && holdFireCondition()) { return; }
sqrDistance = Vector2.DistanceSquared(character.WorldPosition, Enemy.WorldPosition);
distanceTimer = distanceCheckInterval;
if (WeaponComponent is MeleeWeapon meleeWeapon)
{
bool closeEnough = true;
float sqrRange = meleeWeapon.Range * meleeWeapon.Range;
if (character.AnimController.InWater)
{
if (sqrDistance > sqrRange)
{
closeEnough = false;
}
}
else
{
// It's possible that the center point of the creature is out of reach, but we could still hit the character.
float xDiff = Math.Abs(Enemy.WorldPosition.X - character.WorldPosition.X);
if (xDiff > meleeWeapon.Range)
{
closeEnough = false;
}
float yDiff = Math.Abs(Enemy.WorldPosition.Y - character.WorldPosition.Y);
if (yDiff > Math.Max(meleeWeapon.Range, 100))
{
closeEnough = false;
}
if (closeEnough && Enemy.WorldPosition.Y < character.WorldPosition.Y && yDiff > 25)
{
// The target is probably knocked down? -> try to reach it by crouching.
HumanAIController.AnimController.Crouching = true;
}
}
if (closeEnough)
{
UseWeapon(deltaTime);
character.AIController.SteeringManager.Reset();
}
else if (!character.IsFacing(Enemy.WorldPosition))
{
// Don't do the facing check if we are close to the target, because it easily causes the character to get stuck here when it flips around.
SetAimTimer(Rand.Range(1f, 1.5f) / AimSpeed);
}
}
else
{
if (WeaponComponent is RepairTool repairTool)
{
if (sqrDistance > repairTool.Range * repairTool.Range) { return; }
}
float aimFactor = MathHelper.PiOver2 * (1 - AimAccuracy);
if (VectorExtensions.Angle(VectorExtensions.Forward(Weapon.body.TransformedRotation), Enemy.WorldPosition - Weapon.WorldPosition) < MathHelper.PiOver4 + aimFactor)
{
if (myBodies == null)
{
myBodies = character.AnimController.Limbs.Select(l => l.body.FarseerBody);
}
// Check that we don't hit friendlies. No need to check the walls, because there's a separate check for that at 1096 (which intentionally has a small delay)
var pickedBodies = Submarine.PickBodies(Weapon.SimPosition, Character.GetRelativeSimPosition(from: Weapon, to: Enemy), myBodies, Physics.CollisionCharacter);
foreach (var body in pickedBodies)
{
Character target = null;
if (body.UserData is Character c)
{
target = c;
}
else if (body.UserData is Limb limb)
{
target = limb.character;
}
if (target != null && target != Enemy && HumanAIController.IsFriendly(target))
{
return;
}
}
UseWeapon(deltaTime);
}
}
}
private void UseWeapon(float deltaTime)
{
// Never allow to attack characters with deadly weapons while trying to arrest.
if (Mode == CombatMode.Arrest && isLethalWeapon) { return; }
float reloadTime = 0;
if (WeaponComponent is RangedWeapon rangedWeapon)
{
// If the weapon is just equipped, we can't shoot just yet.
if (rangedWeapon.ReloadTimer <= 0 && !rangedWeapon.HoldTrigger)
{
reloadTime = rangedWeapon.Reload;
}
}
if (WeaponComponent is MeleeWeapon mw)
{
if (!((HumanoidAnimController)character.AnimController).Crouching)
{
reloadTime = mw.Reload;
}
}
character.SetInput(InputType.Shoot, false, true);
Weapon.Use(deltaTime, character);
reloadTimer = Math.Max(reloadTime, reloadTime * Rand.Range(1f, 1.25f) / AimSpeed);
}
private bool ShouldUnequipWeapon =>
Weapon != null &&
character.Submarine != null &&
character.Submarine.TeamID == character.TeamID &&
Character.CharacterList.None(c => c.Submarine == character.Submarine && HumanAIController.IsActive(c) && !HumanAIController.IsFriendly(character, c) && HumanAIController.VisibleHulls.Contains(c.CurrentHull));
protected override void OnCompleted()
{
base.OnCompleted();
if (ShouldUnequipWeapon)
{
Unequip();
}
SteeringManager.Reset();
}
protected override void OnAbandon()
{
base.OnAbandon();
if (ShouldUnequipWeapon)
{
Unequip();
}
SteeringManager.Reset();
}
public override void Reset()
{
base.Reset();
hasAimed = false;
isLethalWeapon = false;
canSeeTarget = false;
seekWeaponObjective = null;
seekAmmunitionObjective = null;
retreatObjective = null;
followTargetObjective = null;
retreatTarget = null;
}
private void SpeakNoWeapons() => Speak("dialogcombatnoweapons".ToIdentifier(), delay: 0, minDuration: 30);
private void SpeakRetreating() => Speak("dialogcombatretreating".ToIdentifier(), delay: Rand.Range(0f, 1f), minDuration: 20);
private void Speak(Identifier textIdentifier, float delay, float minDuration)
{
if (character.IsOnPlayerTeam && !character.IsInFriendlySub)
{
LocalizedString msg = TextManager.Get(textIdentifier);
if (!msg.IsNullOrEmpty())
{
character.Speak(msg.Value, identifier: textIdentifier, delay: delay, minDurationBetweenSimilar: minDuration);
}
}
}
private void SetAimTimer(float newTimer) => aimTimer = Math.Max(aimTimer, newTimer);
}
}