Unstable 0.1500.5.0 (almost forgor edition 💀)

This commit is contained in:
Markus Isberg
2021-10-01 23:56:14 +09:00
parent 3043a9a7bc
commit 08bdfc6cea
150 changed files with 5669 additions and 4403 deletions
@@ -2,7 +2,6 @@
using Microsoft.Xna.Framework;
using System;
using System.Linq;
using Barotrauma.Extensions;
using FarseerPhysics;
namespace Barotrauma
@@ -15,6 +14,11 @@ namespace Barotrauma
private bool canOpenDoors;
public bool CanBreakDoors { get; set; }
private bool ShouldBreakDoor(Door door) =>
CanBreakDoors &&
!door.Item.Indestructible && !door.Item.InvulnerableToDamage &&
(door.Item.Submarine == null || door.Item.Submarine.TeamID != character.TeamID);
private Character character;
private Vector2 currentTarget;
@@ -23,7 +27,7 @@ namespace Barotrauma
private float buttonPressCooldown;
const float ButtonPressInterval = 0.5f;
const float ButtonPressInterval = 0.25f;
public SteeringPath CurrentPath
{
@@ -111,9 +115,9 @@ namespace Barotrauma
IsPathDirty = true;
}
public void SteeringSeek(Vector2 target, float weight, Func<PathNode, bool> startNodeFilter = null, Func<PathNode, bool> endNodeFilter = null, Func<PathNode, bool> nodeFilter = null, bool checkVisiblity = true)
public void SteeringSeek(Vector2 target, float weight, float minGapWidth = 0, Func<PathNode, bool> startNodeFilter = null, Func<PathNode, bool> endNodeFilter = null, Func<PathNode, bool> nodeFilter = null, bool checkVisiblity = true)
{
steering += CalculateSteeringSeek(target, weight, startNodeFilter, endNodeFilter, nodeFilter, checkVisiblity);
steering += CalculateSteeringSeek(target, weight, minGapWidth, startNodeFilter, endNodeFilter, nodeFilter, checkVisiblity);
}
/// <summary>
@@ -158,7 +162,7 @@ namespace Barotrauma
}
}
private Vector2 CalculateSteeringSeek(Vector2 target, float weight, Func<PathNode, bool> startNodeFilter = null, Func<PathNode, bool> endNodeFilter = null, Func<PathNode, bool> nodeFilter = null, bool checkVisibility = true)
private Vector2 CalculateSteeringSeek(Vector2 target, float weight, float minGapSize = 0, Func<PathNode, bool> startNodeFilter = null, Func<PathNode, bool> endNodeFilter = null, Func<PathNode, bool> nodeFilter = null, bool checkVisibility = true)
{
bool needsNewPath = currentPath == null || currentPath.Unreachable;
if (!needsNewPath && character.Submarine != null && character.Params.PathFinderPriority > 0.5f)
@@ -200,7 +204,7 @@ namespace Barotrauma
}
pathFinder.InsideSubmarine = character.Submarine != null;
pathFinder.ApplyPenaltyToOutsideNodes = character.PressureProtection <= 0;
var newPath = pathFinder.FindPath(currentPos, target, character.Submarine, "(Character: " + character.Name + ")", startNodeFilter, endNodeFilter, nodeFilter, checkVisibility: checkVisibility);
var newPath = pathFinder.FindPath(currentPos, target, character.Submarine, "(Character: " + character.Name + ")", minGapSize, startNodeFilter, endNodeFilter, nodeFilter, checkVisibility: checkVisibility);
bool useNewPath = needsNewPath || currentPath == null || currentPath.CurrentNode == null || character.Submarine != null && findPathTimer < -1 && Math.Abs(character.AnimController.TargetMovement.X) <= 0;
if (!useNewPath && currentPath != null && currentPath.CurrentNode != null && newPath.Nodes.Any() && !newPath.Unreachable)
{
@@ -241,6 +245,10 @@ namespace Barotrauma
}
if (useNewPath)
{
if (currentPath != null)
{
CheckDoorsInPath();
}
currentPath = newPath;
}
float priority = MathHelper.Lerp(3, 1, character.Params.PathFinderPriority);
@@ -306,10 +314,12 @@ namespace Barotrauma
pos2 -= CurrentPath.Nodes.Last().Submarine.SimPosition;
}
return currentTarget - pos2;
}
if (canOpenDoors && !character.LockHands && buttonPressCooldown <= 0.0f)
}
bool doorsChecked = false;
if (!character.LockHands && buttonPressCooldown <= 0.0f)
{
CheckDoorsInPath();
doorsChecked = true;
}
Vector2 pos = host.SimPosition;
if (character != null && CurrentPath.CurrentNode?.Submarine != null)
@@ -394,7 +404,7 @@ namespace Barotrauma
}
if (isAboveFloor || nextLadderSameAsCurrent)
{
currentPath.SkipToNextNode();
NextNode(!doorsChecked);
}
}
else if (nextLadder != null)
@@ -404,7 +414,7 @@ namespace Barotrauma
//e.g. no point in going down to reach the starting point of a path when we could go directly to the one above
if (Math.Sign(currentPath.CurrentNode.WorldPosition.Y - character.WorldPosition.Y) != Math.Sign(currentPath.NextNode.WorldPosition.Y - character.WorldPosition.Y))
{
currentPath.SkipToNextNode();
NextNode(!doorsChecked);
}
}
return diff;
@@ -426,7 +436,7 @@ namespace Barotrauma
float distance = horizontalDistance + verticalDistance;
if (ConvertUnits.ToSimUnits(distance) < targetDistance)
{
currentPath.SkipToNextNode();
NextNode(!doorsChecked);
}
}
}
@@ -451,7 +461,7 @@ namespace Barotrauma
float targetDistance = Math.Max(colliderSize.X / 2 * margin, minWidth / 2);
if (horizontalDistance < targetDistance && isAboveFeet && isNotTooHigh && (door == null || door.CanBeTraversed))
{
currentPath.SkipToNextNode();
NextNode(!doorsChecked);
}
}
if (currentPath.CurrentNode == null)
@@ -461,28 +471,51 @@ namespace Barotrauma
return currentPath.CurrentNode.SimPosition - pos;
}
private void NextNode(bool checkDoors)
{
if (checkDoors)
{
CheckDoorsInPath();
}
currentPath.SkipToNextNode();
}
private bool CanAccessDoor(Door door, Func<Controller, bool> buttonFilter = null)
{
if (door.IsOpen || door.IsBroken) { return true; }
if (!door.Item.IsInteractable(character)) { return false; }
if (!CanBreakDoors)
if (door.IsBroken) { return true; }
if (!door.IsOpen)
{
if (door.IsStuck || door.IsJammed) { return false; }
if (!canOpenDoors || character.LockHands) { return false; }
if (!door.Item.IsInteractable(character)) { return false; }
if (!ShouldBreakDoor(door))
{
if (door.IsStuck || door.IsJammed) { return false; }
if (!canOpenDoors || character.LockHands) { return false; }
}
}
if (door.HasIntegratedButtons)
{
return door.HasAccess(character) || CanBreakDoors;
return door.IsOpen || door.HasAccess(character) || ShouldBreakDoor(door);
}
else
{
return door.Item.GetConnectedComponents<Controller>(true).Any(b => b.HasAccess(character) && (buttonFilter == null || buttonFilter(b))) || CanBreakDoors;
// We'll want this to run each time, because the delegate is used to find a valid button component.
bool canAccessButtons = door.Item.GetConnectedComponents<Controller>(true).Any(b => b.HasAccess(character) && (buttonFilter == null || buttonFilter(b)));
return canAccessButtons || door.IsOpen || ShouldBreakDoor(door);
}
}
private Vector2 GetColliderSize() => ConvertUnits.ToDisplayUnits(character.AnimController.Collider.GetSize());
private float GetColliderLength()
{
Vector2 colliderSize = character.AnimController.Collider.GetSize();
return ConvertUnits.ToDisplayUnits(Math.Max(colliderSize.X, colliderSize.Y));
}
private void CheckDoorsInPath()
{
for (int i = 0; i < 2; i++)
if (!canOpenDoors) { return; }
for (int i = 0; i < 5; i++)
{
WayPoint currentWaypoint = null;
WayPoint nextWaypoint = null;
@@ -493,17 +526,21 @@ namespace Barotrauma
{
door = currentPath.Nodes.First().ConnectedDoor;
shouldBeOpen = door != null;
if (i > 0) { break; }
}
else
{
if (i == 0)
bool closeDoors = character.IsBot && character.IsInFriendlySub || character.Params.AI != null && character.Params.AI.KeepDoorsClosed;
if (i == 0 || !closeDoors)
{
currentWaypoint = currentPath.CurrentNode;
nextWaypoint = currentPath.NextNode;
}
else
{
currentWaypoint = currentPath.PrevNode;
int previousIndex = currentPath.CurrentIndex - i;
if (previousIndex < 0) { break; }
currentWaypoint = currentPath.Nodes[previousIndex];
nextWaypoint = currentPath.CurrentNode;
}
if (currentWaypoint?.ConnectedDoor == null) { continue; }
@@ -520,16 +557,18 @@ namespace Barotrauma
}
else
{
float colliderLength = GetColliderLength();
door = currentWaypoint.ConnectedDoor;
if (door.LinkedGap.IsHorizontal)
{
int dir = Math.Sign(nextWaypoint.WorldPosition.X - door.Item.WorldPosition.X);
shouldBeOpen = (door.Item.WorldPosition.X - character.WorldPosition.X) * dir > -50.0f;
float size = character.AnimController.InWater ? colliderLength : GetColliderSize().X;
shouldBeOpen = (door.Item.WorldPosition.X - character.WorldPosition.X) * dir > -size;
}
else
{
int dir = Math.Sign(nextWaypoint.WorldPosition.Y - door.Item.WorldPosition.Y);
shouldBeOpen = (door.Item.WorldPosition.Y - character.WorldPosition.Y) * dir > -80.0f;
shouldBeOpen = (door.Item.WorldPosition.Y - character.WorldPosition.Y) * dir > -colliderLength;
}
}
}
@@ -573,7 +612,7 @@ namespace Barotrauma
}
else if (closestButton != null)
{
if (Vector2.DistanceSquared(closestButton.Item.WorldPosition, character.WorldPosition) < MathUtils.Pow(closestButton.Item.InteractDistance * 2, 2))
if (Vector2.DistanceSquared(closestButton.Item.WorldPosition, character.WorldPosition) < MathUtils.Pow(closestButton.Item.InteractDistance + GetColliderLength(), 2))
{
closestButton.Item.TryInteract(character, false, true);
buttonPressCooldown = ButtonPressInterval;