87 lines
4.4 KiB
C#
87 lines
4.4 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using Barotrauma.Extensions;
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namespace Barotrauma
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{
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class AIObjectiveFightIntruders : AIObjectiveLoop<Character>
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{
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public override Identifier Identifier { get; set; } = "fight intruders".ToIdentifier();
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protected override float IgnoreListClearInterval => 30;
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public override bool IgnoreUnsafeHulls => true;
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protected override float TargetUpdateTimeMultiplier => 0.2f;
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public bool TargetCharactersInOtherSubs { get; set; }
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public AIObjectiveFightIntruders(Character character, AIObjectiveManager objectiveManager, float priorityModifier = 1)
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: base(character, objectiveManager, priorityModifier) { }
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protected override bool Filter(Character target) => IsValidTarget(target, character, TargetCharactersInOtherSubs);
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protected override IEnumerable<Character> GetList() => Character.CharacterList;
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protected override float TargetEvaluation()
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{
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if (Targets.None()) { return 0; }
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if (!character.IsOnPlayerTeam && !character.IsOriginallyOnPlayerTeam) { return 100; }
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if (character.IsSecurity) { return 100; }
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if (objectiveManager.IsOrder(this)) { return 100; }
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// If there's any security officers onboard, leave fighting for them.
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return HumanAIController.IsTrueForAnyCrewMember(c => c.IsSecurity, onlyActive: true, onlyConnectedSubs: true) ? 0 : 100;
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}
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protected override AIObjective ObjectiveConstructor(Character target)
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{
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AIObjectiveCombat.CombatMode combatMode = ShouldArrest(target, character) ? AIObjectiveCombat.CombatMode.Arrest : AIObjectiveCombat.CombatMode.Offensive;
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var combatObjective = new AIObjectiveCombat(character, target, combatMode, objectiveManager, PriorityModifier);
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if (character.TeamID == CharacterTeamType.FriendlyNPC && target.TeamID == CharacterTeamType.Team1 && GameMain.GameSession?.GameMode is CampaignMode campaign)
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{
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if (campaign.CurrentLocation is { IsFactionHostile: true })
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{
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combatObjective.holdFireCondition = () =>
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{
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//hold fire while the enemy is in the airlock (except if they've attacked us)
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if (character.GetDamageDoneByAttacker(target) > 0.0f) { return false; }
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return target.CurrentHull == null || target.CurrentHull.OutpostModuleTags.Any(t => t == "airlock");
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};
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character.Speak(TextManager.Get("dialogenteroutpostwarning").Value, null, Rand.Range(0.5f, 1.0f), "leaveoutpostwarning".ToIdentifier(), 30.0f);
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}
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}
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return combatObjective;
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}
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protected override void OnObjectiveCompleted(AIObjective objective, Character target)
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=> HumanAIController.RemoveTargets<AIObjectiveFightIntruders, Character>(character, target);
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public static bool IsValidTarget(Character target, Character character, bool targetCharactersInOtherSubs)
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{
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if (target == null || target.Removed) { return false; }
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if (target.IsDead) { return false; }
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if (target.IsUnconscious && target.Params.Health.ConstantHealthRegeneration <= 0.0f) { return false; }
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if (target == character) { return false; }
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if (target.Submarine == null) { return false; }
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if (character.Submarine == null) { return false; }
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if (target.CurrentHull == null) { return false; }
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if (HumanAIController.IsFriendly(character, target)) { return false; }
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if (!character.Submarine.IsConnectedTo(target.Submarine)) { return false; }
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if (!targetCharactersInOtherSubs)
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{
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if (character.Submarine.TeamID != target.Submarine.TeamID && character.OriginalTeamID != target.Submarine.TeamID)
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{
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return false;
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}
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}
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if (target.HasAbilityFlag(AbilityFlags.IgnoredByEnemyAI)) { return false; }
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if (target.IsArrested) { return false; }
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if (EnemyAIController.IsLatchedToSomeoneElse(target, character)) { return false; }
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return true;
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}
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public static bool ShouldArrest(Character target, Character character)
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{
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return target != null && target.IsEscorted && character.TeamID == CharacterTeamType.Team1;
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}
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}
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}
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