280 lines
7.7 KiB
C#
280 lines
7.7 KiB
C#
using RoR2;
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using RoR2.CharacterAI;
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using RoR2.Navigation;
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using UnityEngine;
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namespace EntityStates.AI.Walker;
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public class Combat : BaseAIState
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{
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private float strafeDirection;
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private const float strafeDuration = 0.25f;
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private float strafeTimer;
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private float activeSoundTimer;
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private float aiUpdateTimer;
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public float timeChasing;
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private const float minUpdateInterval = 1f / 6f;
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private const float maxUpdateInterval = 0.2f;
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private AISkillDriver dominantSkillDriver;
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protected bool currentSkillMeetsActivationConditions;
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protected SkillSlot currentSkillSlot = SkillSlot.None;
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protected Vector3 myBodyFootPosition;
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private float lastPathUpdate;
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private float fallbackNodeStartAge;
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private readonly float fallbackNodeDuration = 4f;
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public override void OnEnter()
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{
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base.OnEnter();
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activeSoundTimer = Random.Range(3f, 8f);
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if ((bool)base.ai)
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{
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lastPathUpdate = base.ai.broadNavigationAgent.output.lastPathUpdate;
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base.ai.broadNavigationAgent.InvalidatePath();
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}
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fallbackNodeStartAge = float.NegativeInfinity;
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}
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public override void OnExit()
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{
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base.OnExit();
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}
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public override void FixedUpdate()
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{
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base.FixedUpdate();
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if (!base.ai || !base.body)
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{
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return;
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}
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float deltaTime = GetDeltaTime();
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aiUpdateTimer -= deltaTime;
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strafeTimer -= deltaTime;
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UpdateFootPosition();
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if (aiUpdateTimer <= 0f)
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{
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aiUpdateTimer = BaseAIState.cvAIUpdateInterval.value;
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UpdateAI(BaseAIState.cvAIUpdateInterval.value);
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if (!dominantSkillDriver)
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{
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outer.SetNextState(new LookBusy());
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}
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}
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UpdateBark();
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}
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protected void UpdateFootPosition()
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{
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myBodyFootPosition = base.body.footPosition;
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BroadNavigationSystem.Agent broadNavigationAgent = base.ai.broadNavigationAgent;
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broadNavigationAgent.currentPosition = myBodyFootPosition;
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}
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protected void UpdateAI(float deltaTime)
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{
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BaseAI.SkillDriverEvaluation skillDriverEvaluation = base.ai.skillDriverEvaluation;
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dominantSkillDriver = skillDriverEvaluation.dominantSkillDriver;
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currentSkillSlot = SkillSlot.None;
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currentSkillMeetsActivationConditions = false;
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bodyInputs.moveVector = Vector3.zero;
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AISkillDriver.MovementType movementType = AISkillDriver.MovementType.Stop;
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float num = 1f;
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bool flag = false;
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bool flag2 = false;
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bool flag3 = false;
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if (!base.body || !base.bodyInputBank)
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{
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return;
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}
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if ((bool)dominantSkillDriver)
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{
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movementType = dominantSkillDriver.movementType;
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currentSkillSlot = dominantSkillDriver.skillSlot;
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flag = dominantSkillDriver.activationRequiresTargetLoS;
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flag2 = dominantSkillDriver.activationRequiresAimTargetLoS;
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flag3 = dominantSkillDriver.activationRequiresAimConfirmation;
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num = dominantSkillDriver.moveInputScale;
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}
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Vector3 position = base.bodyTransform.position;
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_ = base.bodyInputBank.aimOrigin;
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BroadNavigationSystem.Agent broadNavigationAgent = base.ai.broadNavigationAgent;
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BroadNavigationSystem.AgentOutput output = broadNavigationAgent.output;
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BaseAI.Target target = skillDriverEvaluation.target;
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if ((bool)target?.gameObject)
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{
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target.GetBullseyePosition(out var position2);
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Vector3 vector = position2;
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if (fallbackNodeStartAge + fallbackNodeDuration < base.fixedAge)
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{
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base.ai.SetGoalPosition(target);
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}
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Vector3 targetPosition = position;
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bool allowWalkOffCliff = true;
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Vector3 vector2 = ((!dominantSkillDriver || !dominantSkillDriver.ignoreNodeGraph) ? (output.nextPosition ?? myBodyFootPosition) : ((!base.body.isFlying) ? vector : position2));
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Vector3 vector3 = (vector2 - myBodyFootPosition).normalized * 10f;
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Vector3 vector4 = Vector3.Cross(Vector3.up, vector3);
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switch (movementType)
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{
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case AISkillDriver.MovementType.ChaseMoveTarget:
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targetPosition = vector2 + (position - myBodyFootPosition);
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break;
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case AISkillDriver.MovementType.FleeMoveTarget:
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targetPosition -= vector3;
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break;
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case AISkillDriver.MovementType.StrafeMovetarget:
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if (strafeTimer <= 0f)
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{
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if (strafeDirection == 0f)
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{
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strafeDirection = ((Random.Range(0, 1) == 0) ? (-1f) : 1f);
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}
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strafeTimer = 0.25f;
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}
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targetPosition += vector4 * strafeDirection;
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allowWalkOffCliff = false;
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break;
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}
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base.ai.localNavigator.targetPosition = targetPosition;
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base.ai.localNavigator.allowWalkOffCliff = allowWalkOffCliff;
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base.ai.localNavigator.Update(deltaTime);
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if (base.ai.localNavigator.wasObstructedLastUpdate)
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{
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strafeDirection *= -1f;
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}
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bodyInputs.moveVector = base.ai.localNavigator.moveVector;
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bodyInputs.moveVector *= num;
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if (!flag3 || base.ai.hasAimConfirmation)
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{
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bool flag4 = true;
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if (skillDriverEvaluation.target == skillDriverEvaluation.aimTarget && flag && flag2)
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{
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flag2 = false;
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}
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if (flag4 && flag)
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{
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flag4 = skillDriverEvaluation.target.TestLOSNow();
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}
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if (flag4 && flag2)
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{
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flag4 = skillDriverEvaluation.aimTarget.TestLOSNow();
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}
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if (flag4)
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{
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currentSkillMeetsActivationConditions = true;
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}
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}
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}
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if (output.lastPathUpdate > lastPathUpdate && !output.targetReachable && fallbackNodeStartAge + fallbackNodeDuration < base.fixedAge)
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{
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broadNavigationAgent.goalPosition = PickRandomNearbyReachablePosition();
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broadNavigationAgent.InvalidatePath();
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}
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lastPathUpdate = output.lastPathUpdate;
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}
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public override BaseAI.BodyInputs GenerateBodyInputs(in BaseAI.BodyInputs previousBodyInputs)
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{
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bool pressSkill = false;
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bool pressSkill2 = false;
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bool pressSkill3 = false;
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bool pressSkill4 = false;
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if ((bool)base.bodyInputBank)
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{
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AISkillDriver.ButtonPressType buttonPressType = AISkillDriver.ButtonPressType.Abstain;
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if ((bool)dominantSkillDriver)
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{
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buttonPressType = dominantSkillDriver.buttonPressType;
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}
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bool flag = false;
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switch (currentSkillSlot)
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{
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case SkillSlot.Primary:
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flag = previousBodyInputs.pressSkill1;
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break;
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case SkillSlot.Secondary:
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flag = previousBodyInputs.pressSkill2;
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break;
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case SkillSlot.Utility:
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flag = previousBodyInputs.pressSkill3;
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break;
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case SkillSlot.Special:
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flag = previousBodyInputs.pressSkill4;
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break;
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}
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bool flag2 = currentSkillMeetsActivationConditions;
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switch (buttonPressType)
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{
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case AISkillDriver.ButtonPressType.Abstain:
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flag2 = false;
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break;
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case AISkillDriver.ButtonPressType.TapContinuous:
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flag2 = flag2 && !flag;
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break;
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}
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switch (currentSkillSlot)
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{
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case SkillSlot.Primary:
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pressSkill = flag2;
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break;
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case SkillSlot.Secondary:
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pressSkill2 = flag2;
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break;
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case SkillSlot.Utility:
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pressSkill3 = flag2;
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break;
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case SkillSlot.Special:
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pressSkill4 = flag2;
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break;
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}
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}
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bodyInputs.pressSkill1 = pressSkill;
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bodyInputs.pressSkill2 = pressSkill2;
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bodyInputs.pressSkill3 = pressSkill3;
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bodyInputs.pressSkill4 = pressSkill4;
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bodyInputs.pressSprint = false;
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bodyInputs.pressActivateEquipment = false;
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bodyInputs.desiredAimDirection = Vector3.zero;
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if ((bool)dominantSkillDriver)
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{
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bodyInputs.pressSprint = dominantSkillDriver.shouldSprint;
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bodyInputs.pressActivateEquipment = dominantSkillDriver.shouldFireEquipment && !previousBodyInputs.pressActivateEquipment;
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AISkillDriver.AimType aimType = dominantSkillDriver.aimType;
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BaseAI.Target aimTarget = base.ai.skillDriverEvaluation.aimTarget;
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if (aimType == AISkillDriver.AimType.MoveDirection)
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{
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AimInDirection(ref bodyInputs, bodyInputs.moveVector);
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}
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if (aimTarget != null)
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{
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AimAt(ref bodyInputs, aimTarget);
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}
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}
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ModifyInputsForJumpIfNeccessary(ref bodyInputs);
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return bodyInputs;
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}
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protected void UpdateBark()
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{
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activeSoundTimer -= GetDeltaTime();
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if (activeSoundTimer <= 0f)
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{
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activeSoundTimer = Random.Range(3f, 8f);
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base.body.CallRpcBark();
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}
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}
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}
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