229 lines
8.4 KiB
C#
229 lines
8.4 KiB
C#
using FarseerPhysics;
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using Microsoft.Xna.Framework;
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using System;
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using System.Linq;
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namespace Barotrauma
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{
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class AIObjectiveGoTo : AIObjective
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{
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public override string DebugTag => "go to";
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private AIObjectiveFindDivingGear findDivingGear;
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private AIObjectiveFindDivingGear findDivingGear;
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private Vector2 targetPos;
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private bool repeat;
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private bool cannotReach;
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//how long until the path to the target is declared unreachable
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private float waitUntilPathUnreachable;
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private bool getDivingGearIfNeeded;
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public float CloseEnough = 0.5f;
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public bool IgnoreIfTargetDead;
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public bool AllowGoingOutside = false;
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public override float GetPriority(AIObjectiveManager objectiveManager)
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{
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if (FollowControlledCharacter && Character.Controlled == null) { return 0.0f; }
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if (Target != null && Target.Removed) { return 0.0f; }
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if (IgnoreIfTargetDead && Target is Character character && character.IsDead) { return 0.0f; }
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if (objectiveManager.CurrentOrder == this)
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{
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return AIObjectiveManager.OrderPriority;
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}
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return 1.0f;
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}
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public override bool CanBeCompleted
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{
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get
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{
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bool canComplete = !cannotReach && !abandon;
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if (canComplete)
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{
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if (FollowControlledCharacter && Character.Controlled == null)
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{
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canComplete = false;
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}
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else if (Target != null && Target.Removed)
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{
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canComplete = false;
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}
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else if (!repeat && waitUntilPathUnreachable < 0)
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{
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if (SteeringManager == PathSteering && PathSteering.CurrentPath != null)
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{
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canComplete = !PathSteering.CurrentPath.Unreachable;
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}
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}
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}
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if (!canComplete)
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{
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#if DEBUG
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DebugConsole.NewMessage($"{character.Name}: Cannot reach the target: {(Target != null ? Target.ToString() : TargetPos.ToString())}", Color.Yellow);
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#endif
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if (HumanAIController.ObjectiveManager.CurrentOrder != null)
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{
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character.Speak(TextManager.Get("DialogCannotReach"), identifier: "cannotreach", minDurationBetweenSimilar: 10.0f);
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}
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character.AIController.SteeringManager.Reset();
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}
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return canComplete;
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}
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}
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public Entity Target { get; private set; }
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public Vector2 TargetPos => Target != null ? Target.SimPosition : targetPos;
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public bool FollowControlledCharacter;
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public AIObjectiveGoTo(Entity target, Character character, AIObjectiveManager objectiveManager, bool repeat = false, bool getDivingGearIfNeeded = true, float priorityModifier = 1)
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: base (character, objectiveManager, priorityModifier)
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{
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this.Target = target;
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this.repeat = repeat;
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waitUntilPathUnreachable = 1.0f;
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this.getDivingGearIfNeeded = getDivingGearIfNeeded;
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CalculateCloseEnough();
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}
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public AIObjectiveGoTo(Vector2 simPos, Character character, AIObjectiveManager objectiveManager, bool repeat = false, bool getDivingGearIfNeeded = true, float priorityModifier = 1)
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: base(character, objectiveManager, priorityModifier)
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{
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this.targetPos = simPos;
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this.repeat = repeat;
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waitUntilPathUnreachable = 5.0f;
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this.getDivingGearIfNeeded = getDivingGearIfNeeded;
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CalculateCloseEnough();
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}
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protected override void Act(float deltaTime)
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{
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if (FollowControlledCharacter)
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{
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if (Character.Controlled == null) { return; }
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Target = Character.Controlled;
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}
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if (Target == character)
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{
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character.AIController.SteeringManager.Reset();
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return;
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}
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waitUntilPathUnreachable -= deltaTime;
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if (!character.IsClimbing)
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{
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character.SelectedConstruction = null;
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}
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if (Target != null) { character.AIController.SelectTarget(Target.AiTarget); }
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Vector2 currTargetPos = Vector2.Zero;
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if (Target == null)
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{
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currTargetPos = targetPos;
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}
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else
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{
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currTargetPos = Target.SimPosition;
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//if character is inside the sub and target isn't, transform the position
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if (character.Submarine != null && Target.Submarine == null)
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{
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currTargetPos -= character.Submarine.SimPosition;
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}
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}
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if (Vector2.DistanceSquared(currTargetPos, character.SimPosition) < CloseEnough * CloseEnough)
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{
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character.AIController.SteeringManager.Reset();
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character.AnimController.TargetDir = currTargetPos.X > character.SimPosition.X ? Direction.Right : Direction.Left;
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}
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else
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{
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bool isInside = character.CurrentHull != null;
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bool insideSteering = SteeringManager == PathSteering && PathSteering.CurrentPath != null;
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bool targetIsOutside = (Target != null && Target.Submarine == null) || (insideSteering && PathSteering.CurrentPath.HasOutdoorsNodes);
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if (isInside && targetIsOutside && !AllowGoingOutside)
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{
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cannotReach = true;
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}
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else
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{
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character.AIController.SteeringManager.SteeringSeek(currTargetPos);
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if (getDivingGearIfNeeded)
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{
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if (targetIsOutside ||
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Target is Hull h && HumanAIController.NeedsDivingGear(h) ||
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Target is Item i && HumanAIController.NeedsDivingGear(i.CurrentHull) ||
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Target is Character c && HumanAIController.NeedsDivingGear(c.CurrentHull))
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{
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if (findDivingGear == null)
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{
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findDivingGear = new AIObjectiveFindDivingGear(character, true);
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AddSubObjective(findDivingGear);
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}
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else if (!findDivingGear.CanBeCompleted)
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{
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abandon = true;
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}
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}
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}
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}
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}
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}
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public override bool IsCompleted()
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{
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if (repeat) { return false; }
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bool completed = false;
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if (Target is Item item)
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{
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if (item.IsInsideTrigger(character.WorldPosition)) completed = true;
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}
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else if (Target is Character targetCharacter)
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{
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if (character.CanInteractWith(targetCharacter)) completed = true;
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}
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completed = completed || Vector2.DistanceSquared(Target != null ? Target.SimPosition : targetPos, character.SimPosition) < CloseEnough * CloseEnough;
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if (completed) character.AIController.SteeringManager.Reset();
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return completed;
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}
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public override bool IsDuplicate(AIObjective otherObjective)
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{
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AIObjectiveGoTo objective = otherObjective as AIObjectiveGoTo;
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if (objective == null) return false;
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if (objective.Target == Target) return true;
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private void CalculateCloseEnough()
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{
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float interactionDistance = Target is Item i ? ConvertUnits.ToSimUnits(i.InteractDistance * 0.9f) : 0;
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CloseEnough = Math.Max(interactionDistance, CloseEnough);
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}
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private void CalculateCloseEnough()
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{
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float interactionDistance = Target is Item i ? ConvertUnits.ToSimUnits(i.InteractDistance) : 0;
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CloseEnough = Math.Max(interactionDistance, CloseEnough);
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}
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}
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}
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