r2mods/ilspy_dump/ror2_csproj/RoR2.CharacterAI/BaseAI.cs

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C#
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2024-10-04 07:26:37 +00:00
using System;
using System.Linq;
using EntityStates;
using EntityStates.AI;
using HG;
using JetBrains.Annotations;
using RoR2.Navigation;
using UnityEngine;
using UnityEngine.Networking;
namespace RoR2.CharacterAI;
[RequireComponent(typeof(CharacterMaster))]
public class BaseAI : MonoBehaviour, IManagedMonoBehaviour
{
[Serializable]
public class Target
{
private readonly BaseAI owner;
private bool unset = true;
private GameObject _gameObject;
private float losCheckTimer;
public HurtBox bestHurtBox;
private HurtBoxGroup hurtBoxGroup;
private HurtBox mainHurtBox;
private int bullseyeCount;
private Vector3? lastKnownBullseyePosition;
private Run.FixedTimeStamp lastKnownBullseyePositionTime = Run.FixedTimeStamp.negativeInfinity;
public bool hasLoS;
public GameObject gameObject
{
get
{
return _gameObject;
}
set
{
if ((object)value != _gameObject)
{
_gameObject = value;
characterBody = gameObject?.GetComponent<CharacterBody>();
healthComponent = characterBody?.healthComponent;
hurtBoxGroup = characterBody?.hurtBoxGroup;
bullseyeCount = (hurtBoxGroup ? hurtBoxGroup.bullseyeCount : 0);
mainHurtBox = (hurtBoxGroup ? hurtBoxGroup.mainHurtBox : null);
bestHurtBox = mainHurtBox;
hasLoS = false;
unset = !_gameObject;
}
}
}
public CharacterBody characterBody { get; private set; }
public HealthComponent healthComponent { get; private set; }
public Target([NotNull] BaseAI owner)
{
this.owner = owner;
}
public void Update()
{
if ((bool)gameObject)
{
hasLoS = (bool)bestHurtBox && owner.HasLOS(bestHurtBox.transform.position);
if (bullseyeCount > 1 && !hasLoS)
{
bestHurtBox = GetBestHurtBox(out hasLoS);
}
}
}
public bool TestLOSNow()
{
if ((bool)bestHurtBox)
{
return owner.HasLOS(bestHurtBox.transform.position);
}
return false;
}
public bool GetBullseyePosition(out Vector3 position)
{
if ((bool)characterBody && (bool)owner.body && (characterBody.GetVisibilityLevel(owner.body) >= VisibilityLevel.Revealed || lastKnownBullseyePositionTime.timeSince >= 2f))
{
if ((bool)bestHurtBox)
{
lastKnownBullseyePosition = bestHurtBox.transform.position;
}
else
{
lastKnownBullseyePosition = null;
}
lastKnownBullseyePositionTime = Run.FixedTimeStamp.now;
}
if (lastKnownBullseyePosition.HasValue)
{
position = lastKnownBullseyePosition.Value;
return true;
}
position = (gameObject ? gameObject.transform.position : Vector3.zero);
return false;
}
private HurtBox GetBestHurtBox(out bool hadLoS)
{
if ((bool)owner && (bool)owner.bodyInputBank && (bool)hurtBoxGroup)
{
Vector3 aimOrigin = owner.bodyInputBank.aimOrigin;
HurtBox hurtBox = null;
float num = float.PositiveInfinity;
HurtBox[] hurtBoxes = hurtBoxGroup.hurtBoxes;
foreach (HurtBox hurtBox2 in hurtBoxes)
{
if (!hurtBox2 || !hurtBox2.transform || !hurtBox2.isBullseye)
{
continue;
}
Vector3 position = hurtBox2.transform.position;
if (CheckLoS(aimOrigin, hurtBox2.transform.position))
{
float sqrMagnitude = (position - aimOrigin).sqrMagnitude;
if (sqrMagnitude < num)
{
num = sqrMagnitude;
hurtBox = hurtBox2;
}
}
}
if ((bool)hurtBox)
{
hadLoS = true;
return hurtBox;
}
}
hadLoS = false;
return mainHurtBox;
}
public void Reset()
{
if (!unset)
{
_gameObject = null;
characterBody = null;
healthComponent = null;
hurtBoxGroup = null;
bullseyeCount = 0;
mainHurtBox = null;
bestHurtBox = mainHurtBox;
hasLoS = false;
unset = true;
losCheckTimer = 0f;
}
}
}
public struct SkillDriverEvaluation
{
public AISkillDriver dominantSkillDriver;
public Target target;
public Target aimTarget;
public float separationSqrMagnitude;
}
public struct BodyInputs
{
public Vector3 desiredAimDirection;
public Vector3 moveVector;
public bool pressSprint;
public bool pressJump;
public bool pressSkill1;
public bool pressSkill2;
public bool pressSkill3;
public bool pressSkill4;
public bool pressActivateEquipment;
}
public bool showDebugStateChanges;
[Tooltip("If true, this character can spot enemies behind itself.")]
public bool fullVision;
[Tooltip("If true, this AI will not be allowed to retaliate against damage received from a source on its own team.")]
public bool neverRetaliateFriendlies;
public float enemyAttentionDuration = 5f;
public MapNodeGroup.GraphType desiredSpawnNodeGraphType;
[Tooltip("The state machine to run while the body exists.")]
public EntityStateMachine stateMachine;
public SerializableEntityStateType scanState;
public bool isHealer;
public float enemyAttention;
public float aimVectorDampTime = 0.2f;
public float aimVectorMaxSpeed = 6f;
private float aimVelocity;
private float targetRefreshTimer;
private const float targetRefreshInterval = 0.5f;
public LocalNavigator localNavigator = new LocalNavigator();
public string selectedSkilldriverName;
private const float maxVisionDistance = float.PositiveInfinity;
[Tooltip("If true and this AI remains off-screen from players until its first shot, that shot will miss. The desired skill must handle this behaviour itself. If not this will do nothing")]
public bool shouldMissFirstOffScreenShot;
private float offScreenUpdateTimer;
private const float offScreenUpdateInterval = 0.25f;
public static readonly NodeGraphNavigationSystem nodeGraphNavigationSystem = new NodeGraphNavigationSystem();
private BroadNavigationSystem _broadNavigationSystem;
private BroadNavigationSystem.Agent _broadNavigationAgent = BroadNavigationSystem.Agent.invalid;
public bool forceUpdateEveryFrame;
public HurtBox debugEnemyHurtBox;
private BullseyeSearch enemySearch = new BullseyeSearch();
private BullseyeSearch buddySearch = new BullseyeSearch();
private float skillDriverUpdateTimer;
private const float skillDriverMinUpdateInterval = 1f / 6f;
private const float skillDriverMaxUpdateInterval = 0.2f;
public SkillDriverEvaluation skillDriverEvaluation;
protected BodyInputs bodyInputs;
public CharacterMaster master { get; protected set; }
public CharacterBody body { get; protected set; }
public Transform bodyTransform { get; protected set; }
public CharacterDirection bodyCharacterDirection { get; protected set; }
public CharacterMotor bodyCharacterMotor { get; protected set; }
public InputBankTest bodyInputBank { get; protected set; }
public HealthComponent bodyHealthComponent { get; protected set; }
public SkillLocator bodySkillLocator { get; protected set; }
public NetworkIdentity networkIdentity { get; protected set; }
public AISkillDriver[] skillDrivers { get; protected set; }
public bool hasAimConfirmation { get; private set; }
public bool hasAimTarget
{
get
{
if (skillDriverEvaluation.aimTarget != null)
{
return skillDriverEvaluation.aimTarget.gameObject;
}
return false;
}
}
private BroadNavigationSystem broadNavigationSystem
{
get
{
return _broadNavigationSystem;
}
set
{
if (_broadNavigationSystem != value)
{
_broadNavigationSystem?.ReturnAgent(ref _broadNavigationAgent);
_broadNavigationSystem = value;
_broadNavigationSystem?.RequestAgent(ref _broadNavigationAgent);
}
}
}
public BroadNavigationSystem.Agent broadNavigationAgent => _broadNavigationAgent;
public bool AlwaysUpdate => forceUpdateEveryFrame;
public Target currentEnemy { get; private set; }
public Target leader { get; private set; }
private Target buddy { get; set; }
public Target customTarget { get; private set; }
public event Action<CharacterBody> onBodyDiscovered;
public event Action<CharacterBody> onBodyLost;
[ContextMenu("Toggle broad navigation debug drawing")]
private void ToggleBroadNavigationDebugDraw()
{
if (broadNavigationSystem is NodeGraphNavigationSystem)
{
NodeGraphNavigationSystem.Agent agent = (NodeGraphNavigationSystem.Agent)broadNavigationAgent;
agent.drawPath = !agent.drawPath;
}
}
public void SetBroadNavigationDebugDrawEnabled(bool newBroadNavigationDebugDrawEnabled)
{
if (broadNavigationSystem is NodeGraphNavigationSystem)
{
NodeGraphNavigationSystem.Agent agent = (NodeGraphNavigationSystem.Agent)broadNavigationAgent;
agent.drawPath = newBroadNavigationDebugDrawEnabled;
}
}
protected void Awake()
{
targetRefreshTimer = 0.5f;
master = GetComponent<CharacterMaster>();
stateMachine = GetComponent<EntityStateMachine>();
stateMachine.enabled = false;
networkIdentity = GetComponent<NetworkIdentity>();
skillDrivers = GetComponents<AISkillDriver>();
currentEnemy = new Target(this);
leader = new Target(this);
buddy = new Target(this);
customTarget = new Target(this);
broadNavigationSystem = nodeGraphNavigationSystem;
}
protected void OnDestroy()
{
broadNavigationSystem = null;
}
protected void Start()
{
if (!Util.HasEffectiveAuthority(networkIdentity))
{
base.enabled = false;
if ((bool)stateMachine)
{
stateMachine.enabled = false;
}
}
if (NetworkServer.active)
{
skillDriverUpdateTimer = UnityEngine.Random.value;
}
}
protected void FixedUpdate()
{
ManagedFixedUpdate(Time.fixedDeltaTime);
}
public void ManagedFixedUpdate(float deltaTime)
{
enemyAttention -= deltaTime;
targetRefreshTimer -= deltaTime;
skillDriverUpdateTimer -= deltaTime;
if ((bool)body)
{
if (shouldMissFirstOffScreenShot)
{
offScreenUpdateTimer -= deltaTime;
if (offScreenUpdateTimer <= 0f)
{
offScreenUpdateTimer = 0.25f;
shouldMissFirstOffScreenShot = OffScreenMissHelper.IsPositionOffScreen(body.transform.position);
}
}
broadNavigationAgent.ConfigureFromBody(body);
if (skillDriverUpdateTimer <= 0f)
{
if ((bool)skillDriverEvaluation.dominantSkillDriver && skillDriverEvaluation.dominantSkillDriver.resetCurrentEnemyOnNextDriverSelection)
{
currentEnemy.Reset();
targetRefreshTimer = 0f;
}
if (!currentEnemy.gameObject && targetRefreshTimer <= 0f)
{
targetRefreshTimer = 0.5f;
HurtBox hurtBox = null;
hurtBox = FindEnemyHurtBox(float.PositiveInfinity, fullVision, filterByLoS: true);
if ((bool)hurtBox && (bool)hurtBox.healthComponent)
{
currentEnemy.gameObject = hurtBox.healthComponent.gameObject;
currentEnemy.bestHurtBox = hurtBox;
}
if ((bool)currentEnemy.gameObject)
{
enemyAttention = enemyAttentionDuration;
}
}
BeginSkillDriver(EvaluateSkillDrivers());
}
}
_broadNavigationAgent.currentPosition = GetNavigationStartPos();
UpdateBodyInputs();
UpdateBodyAim(deltaTime);
debugEnemyHurtBox = currentEnemy.bestHurtBox;
}
private void BeginSkillDriver(SkillDriverEvaluation newSkillDriverEvaluation)
{
if ((bool)skillDriverEvaluation.dominantSkillDriver)
{
_ = skillDriverEvaluation.dominantSkillDriver.customName;
}
skillDriverEvaluation = newSkillDriverEvaluation;
skillDriverUpdateTimer = UnityEngine.Random.Range(1f / 6f, 0.2f);
if ((bool)skillDriverEvaluation.dominantSkillDriver)
{
_ = showDebugStateChanges;
selectedSkilldriverName = skillDriverEvaluation.dominantSkillDriver.customName;
if (skillDriverEvaluation.dominantSkillDriver.driverUpdateTimerOverride >= 0f)
{
skillDriverUpdateTimer = skillDriverEvaluation.dominantSkillDriver.driverUpdateTimerOverride;
}
skillDriverEvaluation.dominantSkillDriver.OnSelected();
}
else
{
_ = showDebugStateChanges;
selectedSkilldriverName = "";
}
}
public virtual void OnBodyStart(CharacterBody newBody)
{
body = newBody;
bodyTransform = newBody.transform;
bodyCharacterDirection = newBody.GetComponent<CharacterDirection>();
bodyCharacterMotor = newBody.GetComponent<CharacterMotor>();
bodyInputBank = newBody.GetComponent<InputBankTest>();
bodyHealthComponent = newBody.GetComponent<HealthComponent>();
bodySkillLocator = newBody.GetComponent<SkillLocator>();
localNavigator.SetBody(newBody);
_broadNavigationAgent.enabled = true;
if ((bool)stateMachine && Util.HasEffectiveAuthority(networkIdentity))
{
stateMachine.enabled = true;
stateMachine.SetNextState(EntityStateCatalog.InstantiateState(ref scanState));
}
base.enabled = true;
if ((bool)bodyCharacterDirection)
{
bodyInputs.desiredAimDirection = bodyCharacterDirection.forward;
}
else
{
bodyInputs.desiredAimDirection = bodyTransform.forward;
}
if ((bool)bodyInputBank)
{
bodyInputBank.aimDirection = bodyInputs.desiredAimDirection;
}
this.onBodyDiscovered?.Invoke(newBody);
}
public virtual void OnBodyDeath(CharacterBody characterBody)
{
OnBodyLost(characterBody);
}
public virtual void OnBodyDestroyed(CharacterBody characterBody)
{
OnBodyLost(characterBody);
}
public virtual void OnBodyLost(CharacterBody characterBody)
{
if ((object)body != null)
{
base.enabled = false;
body = null;
bodyTransform = null;
bodyCharacterDirection = null;
bodyCharacterMotor = null;
bodyInputBank = null;
bodyHealthComponent = null;
bodySkillLocator = null;
localNavigator.SetBody(null);
_broadNavigationAgent.enabled = false;
if ((bool)stateMachine)
{
stateMachine.enabled = false;
stateMachine.SetNextState(new Idle());
}
this.onBodyLost?.Invoke(characterBody);
}
}
public virtual void OnBodyDamaged(DamageReport damageReport)
{
DamageInfo damageInfo = damageReport.damageInfo;
if ((bool)damageInfo.attacker && (bool)body && (!currentEnemy.gameObject || enemyAttention <= 0f) && damageInfo.attacker != body.gameObject && (!neverRetaliateFriendlies || !damageReport.isFriendlyFire))
{
currentEnemy.gameObject = damageInfo.attacker;
enemyAttention = enemyAttentionDuration;
}
}
[Obsolete]
public virtual bool HasLOS(Vector3 start, Vector3 end)
{
if (!body)
{
return false;
}
Vector3 direction = end - start;
float magnitude = direction.magnitude;
if (body.visionDistance < magnitude)
{
return false;
}
Ray ray = default(Ray);
ray.origin = start;
ray.direction = direction;
RaycastHit hitInfo;
return !Physics.Raycast(ray, out hitInfo, magnitude, LayerIndex.world.mask);
}
public virtual bool HasLOS(Vector3 end)
{
if (!body || !bodyInputBank)
{
return false;
}
Vector3 aimOrigin = bodyInputBank.aimOrigin;
Vector3 direction = end - aimOrigin;
float magnitude = direction.magnitude;
if (body.visionDistance < magnitude)
{
return false;
}
Ray ray = default(Ray);
ray.origin = aimOrigin;
ray.direction = direction;
RaycastHit hitInfo;
return !Physics.Raycast(ray, out hitInfo, magnitude, LayerIndex.world.mask);
}
private Vector3? GetNavigationStartPos()
{
if (!body)
{
return null;
}
return body.footPosition;
}
public NodeGraph GetDesiredSpawnNodeGraph()
{
return SceneInfo.instance.GetNodeGraph(desiredSpawnNodeGraphType);
}
public void SetGoalPosition(Vector3? goalPos)
{
BroadNavigationSystem.Agent agent = broadNavigationAgent;
agent.goalPosition = goalPos;
}
public void SetGoalPosition(Target goalTarget)
{
Vector3? goalPosition = null;
if (goalTarget.GetBullseyePosition(out var position))
{
Vector3 value = position;
goalPosition = value;
}
SetGoalPosition(goalPosition);
}
public void DebugDrawPath(Color color, float duration)
{
if (broadNavigationSystem is NodeGraphNavigationSystem)
{
((NodeGraphNavigationSystem.Agent)broadNavigationAgent).DebugDrawPath(color, duration);
}
}
private static bool CheckLoS(Vector3 start, Vector3 end)
{
Vector3 direction = end - start;
RaycastHit hitInfo;
return !Physics.Raycast(start, direction, out hitInfo, direction.magnitude, LayerIndex.world.mask, QueryTriggerInteraction.Ignore);
}
public HurtBox GetBestHurtBox(GameObject target)
{
HurtBoxGroup hurtBoxGroup = target.GetComponent<CharacterBody>()?.hurtBoxGroup;
if ((bool)hurtBoxGroup && hurtBoxGroup.bullseyeCount > 1 && (bool)bodyInputBank)
{
Vector3 aimOrigin = bodyInputBank.aimOrigin;
HurtBox hurtBox = null;
float num = float.PositiveInfinity;
HurtBox[] hurtBoxes = hurtBoxGroup.hurtBoxes;
foreach (HurtBox hurtBox2 in hurtBoxes)
{
if (!hurtBox2.isBullseye)
{
continue;
}
Vector3 position = hurtBox2.transform.position;
if (CheckLoS(aimOrigin, hurtBox2.transform.position))
{
float sqrMagnitude = (position - aimOrigin).sqrMagnitude;
if (sqrMagnitude < num)
{
num = sqrMagnitude;
hurtBox = hurtBox2;
}
}
}
if ((bool)hurtBox)
{
return hurtBox;
}
}
return Util.FindBodyMainHurtBox(target);
}
public void ForceAcquireNearestEnemyIfNoCurrentEnemy()
{
if ((bool)currentEnemy.gameObject)
{
return;
}
if (!body)
{
Debug.LogErrorFormat("BaseAI.ForceAcquireNearestEnemyIfNoCurrentEnemy for CharacterMaster '{0}' failed: AI has no body to search from.", base.gameObject.name);
return;
}
HurtBox hurtBox = FindEnemyHurtBox(float.PositiveInfinity, full360Vision: true, filterByLoS: false);
if ((bool)hurtBox && (bool)hurtBox.healthComponent)
{
currentEnemy.gameObject = hurtBox.healthComponent.gameObject;
currentEnemy.bestHurtBox = hurtBox;
}
}
private HurtBox FindEnemyHurtBox(float maxDistance, bool full360Vision, bool filterByLoS)
{
if (!body)
{
return null;
}
enemySearch.viewer = body;
enemySearch.teamMaskFilter = TeamMask.allButNeutral;
enemySearch.teamMaskFilter.RemoveTeam(master.teamIndex);
enemySearch.sortMode = BullseyeSearch.SortMode.Distance;
enemySearch.minDistanceFilter = 0f;
enemySearch.maxDistanceFilter = maxDistance;
enemySearch.searchOrigin = bodyInputBank.aimOrigin;
enemySearch.searchDirection = bodyInputBank.aimDirection;
enemySearch.maxAngleFilter = (full360Vision ? 180f : 90f);
enemySearch.filterByLoS = filterByLoS;
enemySearch.RefreshCandidates();
return enemySearch.GetResults().FirstOrDefault();
}
public bool GameObjectPassesSkillDriverFilters(Target target, AISkillDriver skillDriver, out float separationSqrMagnitude)
{
separationSqrMagnitude = 0f;
if (!target.gameObject)
{
return false;
}
float num = 1f;
if ((bool)target.healthComponent)
{
num = target.healthComponent.combinedHealthFraction;
}
if (num < skillDriver.minTargetHealthFraction || num > skillDriver.maxTargetHealthFraction)
{
return false;
}
float num2 = 0f;
if ((bool)body)
{
num2 = body.radius;
}
float num3 = 0f;
if ((bool)target.characterBody)
{
num3 = target.characterBody.radius;
}
Vector3 vector = (bodyInputBank ? bodyInputBank.aimOrigin : bodyTransform.position);
target.GetBullseyePosition(out var position);
float sqrMagnitude = (position - vector).sqrMagnitude;
separationSqrMagnitude = sqrMagnitude - num3 * num3 - num2 * num2;
if (separationSqrMagnitude < skillDriver.minDistanceSqr || separationSqrMagnitude > skillDriver.maxDistanceSqr)
{
return false;
}
if (skillDriver.selectionRequiresTargetLoS && !target.hasLoS)
{
return false;
}
return true;
}
private void UpdateTargets()
{
currentEnemy.Update();
leader.Update();
}
protected SkillDriverEvaluation? EvaluateSingleSkillDriver(in SkillDriverEvaluation currentSkillDriverEvaluation, AISkillDriver aiSkillDriver, float myHealthFraction)
{
if (!body || !bodySkillLocator)
{
return null;
}
float separationSqrMagnitude = float.PositiveInfinity;
if (aiSkillDriver.noRepeat && currentSkillDriverEvaluation.dominantSkillDriver == aiSkillDriver)
{
return null;
}
if (aiSkillDriver.maxTimesSelected >= 0 && aiSkillDriver.timesSelected >= aiSkillDriver.maxTimesSelected)
{
return null;
}
Target target = null;
if (aiSkillDriver.requireEquipmentReady && body.equipmentSlot.stock <= 0)
{
return null;
}
if (aiSkillDriver.skillSlot != SkillSlot.None)
{
GenericSkill skill = bodySkillLocator.GetSkill(aiSkillDriver.skillSlot);
if (aiSkillDriver.requireSkillReady && (!skill || !skill.IsReady()))
{
return null;
}
if ((bool)aiSkillDriver.requiredSkill && (!skill || !(skill.skillDef == aiSkillDriver.requiredSkill)))
{
return null;
}
}
if (aiSkillDriver.minUserHealthFraction > myHealthFraction || aiSkillDriver.maxUserHealthFraction < myHealthFraction)
{
return null;
}
if ((bool)bodyCharacterMotor && !bodyCharacterMotor.isGrounded && aiSkillDriver.selectionRequiresOnGround)
{
return null;
}
switch (aiSkillDriver.moveTargetType)
{
case AISkillDriver.TargetType.CurrentEnemy:
if (GameObjectPassesSkillDriverFilters(currentEnemy, aiSkillDriver, out separationSqrMagnitude))
{
target = currentEnemy;
}
break;
case AISkillDriver.TargetType.NearestFriendlyInSkillRange:
if ((bool)bodyInputBank)
{
buddySearch.teamMaskFilter = TeamMask.none;
buddySearch.teamMaskFilter.AddTeam(master.teamIndex);
buddySearch.sortMode = BullseyeSearch.SortMode.Distance;
buddySearch.minDistanceFilter = aiSkillDriver.minDistanceSqr;
buddySearch.maxDistanceFilter = aiSkillDriver.maxDistance;
buddySearch.searchOrigin = bodyInputBank.aimOrigin;
buddySearch.searchDirection = bodyInputBank.aimDirection;
buddySearch.maxAngleFilter = 180f;
buddySearch.filterByLoS = aiSkillDriver.activationRequiresTargetLoS;
buddySearch.RefreshCandidates();
if ((bool)body)
{
buddySearch.FilterOutGameObject(body.gameObject);
}
buddySearch.FilterCandidatesByHealthFraction(aiSkillDriver.minTargetHealthFraction, aiSkillDriver.maxTargetHealthFraction);
HurtBox hurtBox = buddySearch.GetResults().FirstOrDefault();
if ((bool)hurtBox && (bool)hurtBox.healthComponent)
{
buddy.gameObject = hurtBox.healthComponent.gameObject;
buddy.bestHurtBox = hurtBox;
}
if (GameObjectPassesSkillDriverFilters(buddy, aiSkillDriver, out separationSqrMagnitude))
{
target = buddy;
}
}
break;
case AISkillDriver.TargetType.CurrentLeader:
if (GameObjectPassesSkillDriverFilters(leader, aiSkillDriver, out separationSqrMagnitude))
{
target = leader;
}
break;
case AISkillDriver.TargetType.Custom:
if (GameObjectPassesSkillDriverFilters(customTarget, aiSkillDriver, out separationSqrMagnitude))
{
target = customTarget;
}
break;
}
if (target == null)
{
return null;
}
Target target2 = null;
if (aiSkillDriver.aimType != 0)
{
bool flag = aiSkillDriver.selectionRequiresAimTarget;
switch (aiSkillDriver.aimType)
{
case AISkillDriver.AimType.AtMoveTarget:
target2 = target;
break;
case AISkillDriver.AimType.AtCurrentEnemy:
target2 = currentEnemy;
break;
case AISkillDriver.AimType.AtCurrentLeader:
target2 = leader;
break;
default:
flag = false;
break;
}
if (flag && (target2 == null || !target2.gameObject))
{
return null;
}
}
SkillDriverEvaluation value = default(SkillDriverEvaluation);
value.dominantSkillDriver = aiSkillDriver;
value.target = target;
value.aimTarget = target2;
value.separationSqrMagnitude = separationSqrMagnitude;
return value;
}
public SkillDriverEvaluation EvaluateSkillDrivers()
{
UpdateTargets();
float myHealthFraction = 1f;
if ((bool)bodyHealthComponent)
{
myHealthFraction = bodyHealthComponent.combinedHealthFraction;
}
if ((bool)bodySkillLocator)
{
if ((bool)this.skillDriverEvaluation.dominantSkillDriver && (bool)this.skillDriverEvaluation.dominantSkillDriver.nextHighPriorityOverride)
{
SkillDriverEvaluation? skillDriverEvaluation = EvaluateSingleSkillDriver(in this.skillDriverEvaluation, this.skillDriverEvaluation.dominantSkillDriver.nextHighPriorityOverride, myHealthFraction);
if (skillDriverEvaluation.HasValue)
{
return skillDriverEvaluation.Value;
}
}
for (int i = 0; i < skillDrivers.Length; i++)
{
AISkillDriver aISkillDriver = skillDrivers[i];
if (aISkillDriver.enabled)
{
SkillDriverEvaluation? skillDriverEvaluation2 = EvaluateSingleSkillDriver(in this.skillDriverEvaluation, aISkillDriver, myHealthFraction);
if (skillDriverEvaluation2.HasValue)
{
return skillDriverEvaluation2.Value;
}
}
}
}
return default(SkillDriverEvaluation);
}
protected void UpdateBodyInputs()
{
if (stateMachine.state is BaseAIState baseAIState)
{
bodyInputs = baseAIState.GenerateBodyInputs(in bodyInputs);
}
if ((bool)bodyInputBank)
{
bodyInputBank.skill1.PushState(bodyInputs.pressSkill1);
bodyInputBank.skill2.PushState(bodyInputs.pressSkill2);
bodyInputBank.skill3.PushState(bodyInputs.pressSkill3);
bodyInputBank.skill4.PushState(bodyInputs.pressSkill4);
bodyInputBank.jump.PushState(bodyInputs.pressJump);
bodyInputBank.sprint.PushState(bodyInputs.pressSprint);
bodyInputBank.activateEquipment.PushState(bodyInputs.pressActivateEquipment);
bodyInputBank.moveVector = bodyInputs.moveVector;
}
}
protected void UpdateBodyAim(float deltaTime)
{
hasAimConfirmation = false;
if ((bool)bodyInputBank)
{
Vector3 aimDirection = bodyInputBank.aimDirection;
Vector3 desiredAimDirection = bodyInputs.desiredAimDirection;
if (desiredAimDirection != Vector3.zero)
{
Quaternion target = Util.QuaternionSafeLookRotation(desiredAimDirection);
Vector3 vector = Util.SmoothDampQuaternion(Util.QuaternionSafeLookRotation(aimDirection), maxSpeed: aimVectorMaxSpeed, target: target, currentVelocity: ref aimVelocity, smoothTime: aimVectorDampTime, deltaTime: deltaTime) * Vector3.forward;
bodyInputBank.aimDirection = vector;
hasAimConfirmation = Vector3.Dot(vector, desiredAimDirection) >= 0.95f;
}
}
}
[ConCommand(commandName = "ai_draw_path", flags = ConVarFlags.Cheat, helpText = "Enables or disables the drawing of the specified AI's broad navigation path. Format: ai_draw_path <CharacterMaster selector> <0/1>")]
private static void CCAiDrawPath(ConCommandArgs args)
{
CharacterMaster argCharacterMasterInstance = args.GetArgCharacterMasterInstance(0);
args.GetArgBool(1);
if (!argCharacterMasterInstance)
{
throw new ConCommandException("Could not find target.");
}
BaseAI component = argCharacterMasterInstance.GetComponent<BaseAI>();
if (!component)
{
throw new ConCommandException("Target has no AI.");
}
component.ToggleBroadNavigationDebugDraw();
}
}