protected override void Act(float deltaTime) { if (followControlledCharacter) { if (Character.Controlled == null) { abandon = true; return; } Target = Character.Controlled; } if (Target == character) { character.AIController.SteeringManager.Reset(); abandon = true; return; } waitUntilPathUnreachable -= deltaTime; if (!character.IsClimbing) { character.SelectedConstruction = null; } if (Target is Entity e) { if (e.Removed) { abandon = true; } else { character.AIController.SelectTarget(e.AiTarget); } } bool isInside = character.CurrentHull != null; bool insideSteering = SteeringManager == PathSteering && PathSteering.CurrentPath != null && !PathSteering.IsPathDirty; var targetHull = Target is Hull h ? h : Target is Item i ? i.CurrentHull : Target is Character c ? c.CurrentHull : character.CurrentHull; bool targetIsOutside = (Target != null && targetHull == null) || (insideSteering && PathSteering.CurrentPath.HasOutdoorsNodes); if (isInside && targetIsOutside && !AllowGoingOutside) { abandon = true; } else if (waitUntilPathUnreachable < 0) { if (SteeringManager == PathSteering && PathSteering.CurrentPath != null && PathSteering.CurrentPath.Unreachable) { if (repeat) { SteeringManager.Reset(); } else { abandon = true; } } } if (abandon) { #if DEBUG DebugConsole.NewMessage($"{character.Name}: Cannot reach the target: {Target.ToString()}", Color.Yellow); #endif if (objectiveManager.CurrentOrder != null) { character.Speak(TextManager.Get("DialogCannotReach"), identifier: "cannotreach", minDurationBetweenSimilar: 10.0f); } character.AIController.SteeringManager.Reset(); } else { Vector2 currTargetSimPos = Vector2.Zero; currTargetSimPos = Target.SimPosition; // Take the sub position into account in the sim pos if (SteeringManager != PathSteering && character.Submarine == null && Target.Submarine != null) { currTargetSimPos += Target.Submarine.SimPosition; } else if (character.Submarine != null && Target.Submarine == null) { currTargetSimPos -= character.Submarine.SimPosition; } else if (character.Submarine != Target.Submarine) { if (character.Submarine != null && Target.Submarine != null) { Vector2 diff = character.Submarine.SimPosition - Target.Submarine.SimPosition; currTargetSimPos -= diff; } } character.AIController.SteeringManager.SteeringSeek(currTargetSimPos); if (SteeringManager != PathSteering) { SteeringManager.SteeringAvoid(deltaTime, lookAheadDistance: 5, weight: 1, heading: VectorExtensions.Forward(character.AnimController.Collider.Rotation)); } if (getDivingGearIfNeeded) { Character followTarget = Target as Character; bool needsDivingGear = HumanAIController.NeedsDivingGear(targetHull) || mimic && HumanAIController.HasDivingMask(followTarget); bool needsDivingSuit = needsDivingGear && (targetHull == null || targetIsOutside || targetHull.WaterPercentage > 90) || mimic && HumanAIController.HasDivingSuit(followTarget); bool needsEquipment = false; if (needsDivingSuit) { needsEquipment = !HumanAIController.HasDivingSuit(character); } else if (needsDivingGear) { needsEquipment = !HumanAIController.HasDivingMask(character); } if (needsEquipment) { TryAddSubObjective(ref findDivingGear, () => new AIObjectiveFindDivingGear(character, needsDivingSuit, objectiveManager)); } } } }
protected override void Act(float deltaTime) { var currentHull = character.AnimController.CurrentHull; bool needsDivingGear = HumanAIController.NeedsDivingGear(currentHull); bool needsDivingSuit = needsDivingGear && (currentHull == null || currentHull.WaterPercentage > 90); bool needsEquipment = false; if (needsDivingSuit) { needsEquipment = !HumanAIController.HasDivingSuit(character); } else if (needsDivingGear) { needsEquipment = !HumanAIController.HasDivingMask(character); } if (needsEquipment) { TryAddSubObjective(ref divingGearObjective, () => new AIObjectiveFindDivingGear(character, needsDivingSuit, objectiveManager), onAbandon: () => searchHullTimer = Math.Min(1, searchHullTimer)); } else { if (divingGearObjective != null && divingGearObjective.IsCompleted()) { // Reset the devotion. Priority = 0; divingGearObjective = null; } if (currenthullSafety < HumanAIController.HULL_SAFETY_THRESHOLD) { searchHullTimer = Math.Min(1, searchHullTimer); } if (searchHullTimer > 0.0f) { searchHullTimer -= deltaTime; } else { searchHullTimer = SearchHullInterval; previousSafeHull = currentSafeHull; currentSafeHull = FindBestHull(); if (currentSafeHull == null) { currentSafeHull = previousSafeHull; } if (currentSafeHull != null && currentSafeHull != currentHull) { if (goToObjective?.Target != currentSafeHull) { goToObjective = null; } TryAddSubObjective(ref goToObjective, constructor: () => new AIObjectiveGoTo(currentSafeHull, character, objectiveManager, getDivingGearIfNeeded: true) { AllowGoingOutside = HumanAIController.HasDivingSuit(character) }, onAbandon: () => unreachable.Add(goToObjective.Target as Hull)); } else { goToObjective = null; } } if (goToObjective != null) { if (goToObjective.IsCompleted()) { objectiveManager.GetObjective <AIObjectiveIdle>()?.Wander(deltaTime); } Priority = 0; return; } if (currentHull == null) { return; } //goto objective doesn't exist (a safe hull not found, or a path to a safe hull not found) // -> attempt to manually steer away from hazards Vector2 escapeVel = Vector2.Zero; // TODO: optimize foreach (FireSource fireSource in HumanAIController.VisibleHulls.SelectMany(h => h.FireSources)) { Vector2 dir = character.Position - fireSource.Position; float distMultiplier = MathHelper.Clamp(100.0f / Vector2.Distance(fireSource.Position, character.Position), 0.1f, 10.0f); escapeVel += new Vector2(Math.Sign(dir.X) * distMultiplier, !character.IsClimbing ? 0 : Math.Sign(dir.Y) * distMultiplier); } foreach (Character enemy in Character.CharacterList) { if (enemy.IsDead || enemy.IsUnconscious || enemy.Removed || HumanAIController.IsFriendly(enemy)) { continue; } if (HumanAIController.VisibleHulls.Contains(enemy.CurrentHull)) { Vector2 dir = character.Position - enemy.Position; float distMultiplier = MathHelper.Clamp(100.0f / Vector2.Distance(enemy.Position, character.Position), 0.1f, 10.0f); escapeVel += new Vector2(Math.Sign(dir.X) * distMultiplier, !character.IsClimbing ? 0 : Math.Sign(dir.Y) * distMultiplier); } } if (escapeVel != Vector2.Zero) { float left = currentHull.Rect.X + 50; float right = currentHull.Rect.Right - 50; //only move if we haven't reached the edge of the room if (escapeVel.X < 0 && character.Position.X > left || escapeVel.X > 0 && character.Position.X < right) { character.AIController.SteeringManager.SteeringManual(deltaTime, escapeVel); } else { character.AnimController.TargetDir = escapeVel.X < 0.0f ? Direction.Right : Direction.Left; character.AIController.SteeringManager.Reset(); } } else { Priority = 0; objectiveManager.GetObjective <AIObjectiveIdle>()?.Wander(deltaTime); } } }
protected override void Act(float deltaTime) { if (followControlledCharacter) { if (Character.Controlled == null) { Abandon = true; return; } Target = Character.Controlled; } if (Target == character) { // Wait character.AIController.SteeringManager.Reset(); return; } waitUntilPathUnreachable -= deltaTime; if (!character.IsClimbing) { character.SelectedConstruction = null; } if (Target is Entity e) { if (e.Removed) { Abandon = true; } else { character.AIController.SelectTarget(e.AiTarget); } } var targetHull = Target is Hull h ? h : Target is Item i ? i.CurrentHull : Target is Character c ? c.CurrentHull : character.CurrentHull; if (!followControlledCharacter) { // Abandon if going through unsafe paths. Note ignores unsafe nodes when following an order or when the objective is set to ignore unsafe hulls. bool containsUnsafeNodes = HumanAIController.CurrentOrder == null && !HumanAIController.ObjectiveManager.CurrentObjective.IgnoreUnsafeHulls && PathSteering != null && PathSteering.CurrentPath != null && PathSteering.CurrentPath.Nodes.Any(n => HumanAIController.UnsafeHulls.Contains(n.CurrentHull)); if (containsUnsafeNodes || HumanAIController.UnreachableHulls.Contains(targetHull)) { Abandon = true; SteeringManager.Reset(); return; } } bool insideSteering = SteeringManager == PathSteering && PathSteering.CurrentPath != null && !PathSteering.IsPathDirty; bool isInside = character.CurrentHull != null; bool targetIsOutside = (Target != null && targetHull == null) || (insideSteering && PathSteering.CurrentPath.HasOutdoorsNodes); if (isInside && targetIsOutside && !AllowGoingOutside) { Abandon = true; } else if (waitUntilPathUnreachable < 0) { if (SteeringManager == PathSteering && PathSteering.CurrentPath != null && PathSteering.CurrentPath.Unreachable && !PathSteering.IsPathDirty) { if (repeat) { SteeringManager.Reset(); } else { Abandon = true; } } } if (Abandon) { #if DEBUG DebugConsole.NewMessage($"{character.Name}: Cannot reach the target: {Target.ToString()}", Color.Yellow); #endif if (objectiveManager.CurrentOrder != null && objectiveManager.CurrentOrder.ReportFailures) { character.Speak(TextManager.Get("DialogCannotReach"), identifier: "cannotreach", minDurationBetweenSimilar: 10.0f); } SteeringManager.Reset(); } else { if (getDivingGearIfNeeded && !character.LockHands) { Character followTarget = Target as Character; bool needsDivingSuit = targetIsOutside; bool needsDivingGear = needsDivingSuit || HumanAIController.NeedsDivingGear(character, targetHull, out needsDivingSuit); if (!needsDivingGear && mimic) { if (HumanAIController.HasDivingSuit(followTarget)) { needsDivingGear = true; needsDivingSuit = true; } else if (HumanAIController.HasDivingMask(followTarget)) { needsDivingGear = true; } } bool needsEquipment = false; if (needsDivingSuit) { needsEquipment = !HumanAIController.HasDivingSuit(character, AIObjectiveFindDivingGear.lowOxygenThreshold); } else if (needsDivingGear) { needsEquipment = !HumanAIController.HasDivingGear(character, AIObjectiveFindDivingGear.lowOxygenThreshold); } if (needsEquipment) { TryAddSubObjective(ref findDivingGear, () => new AIObjectiveFindDivingGear(character, needsDivingSuit, objectiveManager), onAbandon: () => Abandon = true, onCompleted: () => RemoveSubObjective(ref findDivingGear)); return; } } if (repeat && IsCloseEnough) { OnCompleted(); return; } if (SteeringManager == PathSteering) { Func <PathNode, bool> nodeFilter = null; if (isInside && !AllowGoingOutside) { nodeFilter = node => node.Waypoint.CurrentHull != null; } PathSteering.SteeringSeek(character.GetRelativeSimPosition(Target), 1, startNodeFilter, endNodeFilter, nodeFilter); } else { SteeringManager.SteeringSeek(character.GetRelativeSimPosition(Target), 10); } if (!insideSteering) { SteeringManager.SteeringAvoid(deltaTime, lookAheadDistance: 5, weight: 1); } } }