public override void Reset() { base.Reset(); moveInsideObjective = null; moveInCaveObjective = null; moveOutsideObjective = null; usingEscapeBehavior = false; isSteeringThroughGap = false; HumanAIController.ResetEscape(); }
protected override void Act(float deltaTime) { if (ReturnTarget == null) { Abandon = true; return; } bool shouldUseEscapeBehavior = false; if (character.CurrentHull != null || isSteeringThroughGap) { if (character.Submarine == null || !character.Submarine.IsConnectedTo(ReturnTarget)) { // Character is on another sub that is not connected to the target sub, use the escape behavior to get them out shouldUseEscapeBehavior = true; if (!usingEscapeBehavior) { HumanAIController.ResetEscape(); } isSteeringThroughGap = HumanAIController.Escape(deltaTime); if (!isSteeringThroughGap && (HumanAIController.EscapeTarget == null || HumanAIController.IsCurrentPathUnreachable)) { Abandon = true; } } else if (character.Submarine != ReturnTarget) { // Character is on another sub that is connected to the target sub, create a Go To objective to reach the target sub if (moveInsideObjective == null) { Hull targetHull = null; foreach (var d in ReturnTarget.ConnectedDockingPorts.Values) { if (!d.Docked) { continue; } if (d.DockingTarget == null) { continue; } if (d.DockingTarget.Item.Submarine != character.Submarine) { continue; } targetHull = d.Item.CurrentHull; break; } if (targetHull != null && !targetHull.IsTaggedAirlock()) { // Target the closest airlock float closestDist = 0; Hull airlock = null; foreach (Hull hull in Hull.hullList) { if (hull.Submarine != targetHull.Submarine) { continue; } if (!hull.IsTaggedAirlock()) { continue; } float dist = Vector2.DistanceSquared(targetHull.Position, hull.Position); if (airlock == null || closestDist <= 0 || dist < closestDist) { airlock = hull; closestDist = dist; } } if (airlock != null) { targetHull = airlock; } } if (targetHull != null) { RemoveSubObjective(ref moveInCaveObjective); RemoveSubObjective(ref moveOutsideObjective); TryAddSubObjective(ref moveInsideObjective, constructor: () => new AIObjectiveGoTo(targetHull, character, objectiveManager) { AllowGoingOutside = true, endNodeFilter = n => n.Waypoint.Submarine == targetHull.Submarine }, onCompleted: () => RemoveSubObjective(ref moveInsideObjective), onAbandon: () => Abandon = true); } else { #if DEBUG DebugConsole.ThrowError("Error with a Return objective: no suitable target for 'moveInsideObjective'"); #endif } } } else { // Character is on the target sub, the objective is completed IsCompleted = true; } } else if (!isSteeringThroughGap && moveInCaveObjective == null && moveOutsideObjective == null) { if (HumanAIController.IsInsideCave) { WayPoint closestOutsideWaypoint = null; float closestDistance = float.MaxValue; foreach (var w in WayPoint.WayPointList) { if (w.Tunnel != null && w.Tunnel.Type == Level.TunnelType.Cave) { continue; } if (w.linkedTo.None(l => l is WayPoint linkedWaypoint && linkedWaypoint.Tunnel?.Type == Level.TunnelType.Cave)) { continue; } float distance = Vector2.DistanceSquared(character.WorldPosition, w.WorldPosition); if (closestOutsideWaypoint == null || distance < closestDistance) { closestOutsideWaypoint = w; closestDistance = distance; } } if (closestOutsideWaypoint != null) { RemoveSubObjective(ref moveInsideObjective); RemoveSubObjective(ref moveOutsideObjective); TryAddSubObjective(ref moveInCaveObjective, constructor: () => new AIObjectiveGoTo(closestOutsideWaypoint, character, objectiveManager) { endNodeFilter = n => n.Waypoint == closestOutsideWaypoint, AllowGoingOutside = true }, onCompleted: () => RemoveSubObjective(ref moveInCaveObjective), onAbandon: () => Abandon = true); } else { #if DEBUG DebugConsole.ThrowError("Error with a Return objective: no suitable main or side path node target found for 'moveOutsideObjective'"); #endif } } else { Hull targetHull = null; float targetDistanceSquared = float.MaxValue; bool targetIsAirlock = false; foreach (var hull in ReturnTarget.GetHulls(false)) { bool hullIsAirlock = hull.IsTaggedAirlock(); if (hullIsAirlock || (!targetIsAirlock && hull.LeadsOutside(character))) { float distanceSquared = Vector2.DistanceSquared(character.WorldPosition, hull.WorldPosition); if (targetHull == null || distanceSquared < targetDistanceSquared) { targetHull = hull; targetDistanceSquared = distanceSquared; targetIsAirlock = hullIsAirlock; } } } if (targetHull != null) { RemoveSubObjective(ref moveInsideObjective); RemoveSubObjective(ref moveInCaveObjective); TryAddSubObjective(ref moveOutsideObjective, constructor: () => new AIObjectiveGoTo(targetHull, character, objectiveManager) { AllowGoingOutside = true }, onCompleted: () => RemoveSubObjective(ref moveOutsideObjective), onAbandon: () => Abandon = true); } else { #if DEBUG DebugConsole.ThrowError("Error with a Return objective: no suitable target for 'moveOutsideObjective'"); #endif } } } else { if (HumanAIController.IsInsideCave) { RemoveSubObjective(ref moveOutsideObjective); } else { RemoveSubObjective(ref moveInCaveObjective); } } usingEscapeBehavior = shouldUseEscapeBehavior; }