210 lines
5.3 KiB
C#
210 lines
5.3 KiB
C#
using UnityEngine;
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namespace IdleSpectator;
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/// <summary>Evaluates whether an interest scene is still "live" for protection.</summary>
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public static class InterestCompletion
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{
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public static bool IsActive(InterestCandidate candidate, float sessionStartedAt, float now)
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{
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if (candidate == null)
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{
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return false;
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}
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if (candidate.ForceActive)
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{
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return true;
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}
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if (!candidate.HasValidPosition)
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{
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return false;
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}
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float age = now - sessionStartedAt;
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if (age >= candidate.MaxWatch)
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{
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return false;
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}
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switch (candidate.Completion)
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{
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case InterestCompletionKind.Manual:
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return age < candidate.MaxWatch;
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case InterestCompletionKind.FixedDwell:
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// Hold the authored MaxWatch window (director floors this to minCameraDwell).
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return age < Mathf.Max(candidate.MinWatch, candidate.MaxWatch);
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case InterestCompletionKind.CombatActive:
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return CombatStillActive(candidate);
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case InterestCompletionKind.ActivityActive:
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return ActivityStillActive(candidate);
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case InterestCompletionKind.HappinessGrief:
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return GriefStillActive(candidate);
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case InterestCompletionKind.StatusPhase:
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return StatusStillActive(candidate);
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case InterestCompletionKind.CharacterVignette:
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return VignetteStillActive(candidate, age);
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default:
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return age < candidate.MinWatch;
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}
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}
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private static bool CombatStillActive(InterestCandidate c)
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{
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Actor unit = c.FollowUnit;
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if (unit == null || !unit.isAlive())
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{
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return false;
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}
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float now = Time.unscaledTime;
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bool hot = false;
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try
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{
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if (unit.has_attack_target)
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{
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hot = true;
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}
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else if (unit.hasTask() && unit.ai?.task != null
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&& (unit.ai.task.in_combat || unit.ai.task.is_fireman))
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{
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hot = true;
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}
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else if (RelatedStillFightingUs(c, unit))
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{
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hot = true;
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}
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}
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catch
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{
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// ignore
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}
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if (!hot && c.AssetId == "live_battle")
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{
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InterestEvent battle = WorldActivityScanner.FindHottestBattle();
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hot = battle != null;
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}
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if (hot)
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{
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// Refresh so brief attack_target gaps do not clear reason / open quiet grace.
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c.LastSeenAt = now;
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return true;
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}
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// Hysteresis: WorldBox clears attack_target between swings.
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const float combatHysteresisSeconds = 8f;
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return now - c.LastSeenAt < combatHysteresisSeconds;
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}
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private static bool RelatedStillFightingUs(InterestCandidate c, Actor unit)
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{
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Actor foe = c.RelatedUnit;
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if (foe == null || !foe.isAlive())
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{
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return false;
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}
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try
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{
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if (!foe.has_attack_target || foe.attack_target == null || !foe.attack_target.isAlive())
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{
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return false;
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}
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if (!foe.attack_target.isActor())
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{
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return false;
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}
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return foe.attack_target.a == unit;
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}
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catch
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{
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return false;
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}
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}
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private static bool ActivityStillActive(InterestCandidate c)
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{
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Actor unit = c.FollowUnit;
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if (unit == null || !unit.isAlive())
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{
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return false;
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}
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ActivityBand band = ActivityInterestTable.Classify(unit);
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return band >= ActivityBand.Warm || unit.has_attack_target;
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}
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private static bool GriefStillActive(InterestCandidate c)
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{
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Actor survivor = c.FollowUnit;
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if (survivor == null || !survivor.isAlive())
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{
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return false;
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}
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if (!string.IsNullOrEmpty(c.StatusId) && HasStatus(survivor, c.StatusId))
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{
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return true;
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}
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// Short grief window after the happiness signal.
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return Time.unscaledTime - c.LastSeenAt < 8f;
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}
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private static bool StatusStillActive(InterestCandidate c)
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{
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Actor unit = c.FollowUnit;
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if (unit == null || !unit.isAlive() || string.IsNullOrEmpty(c.StatusId))
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{
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return false;
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}
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return HasStatus(unit, c.StatusId);
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}
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private static bool VignetteStillActive(InterestCandidate c, float age)
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{
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if (age < c.MinWatch)
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{
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return true;
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}
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Actor unit = c.FollowUnit;
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if (unit == null || !unit.isAlive())
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{
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return false;
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}
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// Stay while still warm; cold ends after min watch.
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return !WorldActivityScanner.IsFocusActivityCold(unit);
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}
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private static bool HasStatus(Actor actor, string statusId)
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{
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if (actor == null || string.IsNullOrEmpty(statusId))
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{
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return false;
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}
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try
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{
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return actor.hasStatus(statusId);
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}
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catch
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{
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return false;
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}
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}
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}
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