(3628de633) Use the visible hulls instead of the current hull in multiple cases.

This commit is contained in:
Joonas Rikkonen
2019-05-16 06:50:59 +03:00
parent 1e41ed6b63
commit 0ba5793b46
15 changed files with 307 additions and 356 deletions
@@ -285,79 +285,6 @@ namespace Barotrauma
}
}
protected void ReportProblems()
{
Order newOrder = null;
if (Character.CurrentHull != null)
{
if (AIObjectiveExtinguishFires.IsValidTarget(Character.CurrentHull, Character))
{
if (AddTargets<AIObjectiveExtinguishFires, Hull>(Character, Character.CurrentHull))
{
var orderPrefab = Order.PrefabList.Find(o => o.AITag == "reportfire");
newOrder = new Order(orderPrefab, Character.CurrentHull, null);
}
}
foreach (var gap in Character.CurrentHull.ConnectedGaps)
{
if (AIObjectiveFixLeaks.IsValidTarget(gap, Character))
{
if (AddTargets<AIObjectiveFixLeaks, Gap>(Character, gap))
{
var orderPrefab = Order.PrefabList.Find(o => o.AITag == "reportbreach");
newOrder = new Order(orderPrefab, Character.CurrentHull, null);
}
}
}
foreach (Item item in Item.ItemList)
{
if (item.CurrentHull != Character.CurrentHull) { continue; }
if (AIObjectiveRepairItems.IsValidTarget(item, Character))
{
if (item.Repairables.All(r => item.Condition > r.ShowRepairUIThreshold)) { continue; }
if (AddTargets<AIObjectiveRepairItems, Item>(Character, item))
{
var orderPrefab = Order.PrefabList.Find(o => o.AITag == "reportbrokendevices");
newOrder = new Order(orderPrefab, Character.CurrentHull, item.Repairables?.FirstOrDefault());
}
}
}
foreach (Character c in Character.CharacterList)
{
if (c.CurrentHull != Character.CurrentHull) { continue; }
if (AIObjectiveFightIntruders.IsValidTarget(c, Character))
{
if (AddTargets<AIObjectiveFightIntruders, Character>(Character, c))
{
var orderPrefab = Order.PrefabList.Find(o => o.AITag == "reportintruders");
newOrder = new Order(orderPrefab, Character.CurrentHull, null);
}
}
}
if (Character.Bleeding > 1.0f || Character.Vitality < Character.MaxVitality * 0.1f)
{
if (AddTargets<AIObjectiveRescueAll, Character>(Character, Character))
{
var orderPrefab = Order.PrefabList.Find(o => o.AITag == "requestfirstaid");
newOrder = new Order(orderPrefab, Character.CurrentHull, null);
}
}
}
if (newOrder != null)
{
if (GameMain.GameSession?.CrewManager != null && GameMain.GameSession.CrewManager.AddOrder(newOrder, newOrder.FadeOutTime))
{
Character.Speak(newOrder.GetChatMessage("", Character.CurrentHull?.DisplayName, givingOrderToSelf: false), ChatMessageType.Order);
}
}
}
protected void ReportProblems()
{
Order newOrder = null;
@@ -639,7 +566,7 @@ namespace Barotrauma
private void RefreshHullSafety(Hull hull)
{
if (GetHullSafety(hull) > HULL_SAFETY_THRESHOLD)
if (GetHullSafety(hull, Character, VisibleHulls) > HULL_SAFETY_THRESHOLD)
{
UnsafeHulls.Remove(hull);
}
@@ -727,17 +654,19 @@ namespace Barotrauma
humanAI.ObjectiveManager.GetObjective<T1>()?.ReportedTargets.Remove(target));
}
public float GetHullSafety(Hull hull)
public float GetCurrentHullSafety() => GetHullSafety(Character.CurrentHull, Character, VisibleHulls);
public float GetHullSafety(Hull hull, Character character, IEnumerable<Hull> visibleHulls = null)
{
if (hull == null) { return 0; }
bool ignoreFire = ObjectiveManager.IsCurrentObjective<AIObjectiveExtinguishFires>() || ObjectiveManager.IsCurrentObjective<AIObjectiveExtinguishFire>();
bool ignoreWater = HasDivingSuit(Character);
bool ignoreOxygen = ignoreWater || HasDivingMask(Character);
bool ignoreWater = HasDivingSuit(character);
bool ignoreOxygen = ignoreWater || HasDivingMask(character);
bool ignoreEnemies = ObjectiveManager.IsCurrentObjective<AIObjectiveFightIntruders>();
return GetHullSafety(hull, Character, ignoreWater, ignoreOxygen, ignoreFire, ignoreEnemies);
return GetHullSafety(hull, visibleHulls, character, ignoreWater, ignoreOxygen, ignoreFire, ignoreEnemies);
}
public static float GetHullSafety(Hull hull, Character character, bool ignoreWater = false, bool ignoreOxygen = false, bool ignoreFire = false, bool ignoreEnemies = false)
public static float GetHullSafety(Hull hull, IEnumerable<Hull> visibleHulls, Character character, bool ignoreWater = false, bool ignoreOxygen = false, bool ignoreFire = false, bool ignoreEnemies = false)
{
if (hull == null) { return 0; }
if (hull.LethalPressure > 0 && character.PressureProtection <= 0) { return 0; }
@@ -748,20 +677,30 @@ namespace Barotrauma
oxygenFactor = 1;
waterFactor = 1;
}
// Even the smallest fire reduces the safety by 50%
float fire = hull.FireSources.Count * 0.5f + hull.FireSources.Sum(fs => fs.DamageRange) / hull.Size.X;
float fireFactor = ignoreFire ? 1 : MathHelper.Lerp(1, 0, MathHelper.Clamp(fire, 0, 1));
int enemyCount = Character.CharacterList.Count(e =>
e.CurrentHull == hull && !e.IsDead && !e.IsUnconscious &&
(e.AIController is EnemyAIController || (e.TeamID != character.TeamID && character.TeamID != Character.TeamType.FriendlyNPC && e.TeamID != Character.TeamType.FriendlyNPC)));
// The hull safety decreases 90% per enemy up to 100% (TODO: test smaller percentages)
float enemyFactor = ignoreEnemies ? 1 : MathHelper.Lerp(1, 0, MathHelper.Clamp(enemyCount * 0.9f, 0, 1));
float fireFactor = 1;
if (!ignoreFire)
{
Func<Hull, float> calculateFire = h => h.FireSources.Count * 0.5f + h.FireSources.Sum(fs => fs.DamageRange) / h.Size.X;
// Even the smallest fire reduces the safety by 50%
float fire = visibleHulls == null ? calculateFire(hull) : visibleHulls.Sum(h => calculateFire(h));
fireFactor = MathHelper.Lerp(1, 0, MathHelper.Clamp(fire, 0, 1));
}
float enemyFactor = 1;
if (!ignoreEnemies)
{
Func<Character, bool> isValidTarget = e => !e.IsDead && !e.IsUnconscious && !e.Removed && !IsFriendly(character, e);
int enemyCount = visibleHulls == null ?
Character.CharacterList.Count(e => e.CurrentHull == hull && isValidTarget(e)) :
Character.CharacterList.Count(e => visibleHulls.Contains(e.CurrentHull) && isValidTarget(e));
// The hull safety decreases 90% per enemy up to 100% (TODO: test smaller percentages)
enemyFactor = MathHelper.Lerp(1, 0, MathHelper.Clamp(enemyCount * 0.9f, 0, 1));
}
float safety = oxygenFactor * waterFactor * fireFactor * enemyFactor;
return MathHelper.Clamp(safety * 100, 0, 100);
}
public bool IsFriendly(Character other) => IsFriendly(Character, other);
// TODO: If the aliens are quaranteed to be in another team than the player, we wouldn't need to check the species.
public static bool IsFriendly(Character me, Character other) => other.TeamID == me.TeamID && other.SpeciesName == me.SpeciesName;
public static bool IsFriendly(Character me, Character other) => (other.TeamID == me.TeamID || other.TeamID == Character.TeamType.FriendlyNPC || me.TeamID == Character.TeamType.FriendlyNPC) && other.SpeciesName == me.SpeciesName;
}
}
@@ -319,7 +319,7 @@ namespace Barotrauma
}
if (retreatTarget == null || (retreatObjective != null && !retreatObjective.CanBeCompleted))
{
retreatTarget = findSafety.FindBestHull(new List<Hull>() { character.CurrentHull });
retreatTarget = findSafety.FindBestHull(HumanAIController.VisibleHulls);
}
TryAddSubObjective(ref retreatObjective, () => new AIObjectiveGoTo(retreatTarget, character, objectiveManager, false, true));
}
@@ -439,8 +439,7 @@ namespace Barotrauma
character.CursorPosition = Enemy.Position;
float engageDistance = 500;
if (squaredDistance > engageDistance * engageDistance) { return; }
bool canSeeTarget = character.CanSeeCharacter(Enemy);
if (!canSeeTarget && character.CurrentHull != Enemy.CurrentHull) { return; }
if (!character.CanSeeCharacter(Enemy)) { return; }
if (Weapon.RequireAimToUse)
{
bool isOperatingButtons = false;
@@ -51,7 +51,8 @@ namespace Barotrauma
return;
}
if (character.OxygenAvailable < CharacterHealth.LowOxygenThreshold) { Priority = 100; }
currenthullSafety = HumanAIController.GetHullSafety(character.CurrentHull);
// TODO: no need to update every frame?
currenthullSafety = HumanAIController.GetCurrentHullSafety();
if (currenthullSafety > HumanAIController.HULL_SAFETY_THRESHOLD)
{
Priority -= priorityDecrease * deltaTime;
@@ -128,7 +129,8 @@ namespace Barotrauma
//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;
foreach (FireSource fireSource in currentHull.FireSources)
// 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);
@@ -136,12 +138,8 @@ namespace Barotrauma
}
foreach (Character enemy in Character.CharacterList)
{
//don't run from friendly NPCs
if (enemy.TeamID == Character.TeamType.FriendlyNPC) { continue; }
//friendly NPCs don't run away from anything but characters controlled by EnemyAIController (= monsters)
if (character.TeamID == Character.TeamType.FriendlyNPC && !(enemy.AIController is EnemyAIController)) { continue; }
if (enemy.CurrentHull == currentHull && !enemy.IsDead && !enemy.IsUnconscious &&
(enemy.AIController is EnemyAIController || enemy.TeamID != character.TeamID))
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);
@@ -150,9 +148,10 @@ namespace Barotrauma
}
if (escapeVel != Vector2.Zero)
{
float left = HumanAIController.VisibleHulls.Min(h => h.Rect.X) + 50;
float right = HumanAIController.VisibleHulls.Max(h => h.Rect.Right) - 50;
//only move if we haven't reached the edge of the room
if ((escapeVel.X < 0 && character.Position.X > currentHull.Rect.X + 50) ||
(escapeVel.X > 0 && character.Position.X < currentHull.Rect.Right - 50))
if (escapeVel.X < 0 && character.Position.X > left || escapeVel.X > 0 && character.Position.X < right)
{
character.AIController.SteeringManager.SteeringManual(deltaTime, escapeVel);
}
@@ -127,6 +127,32 @@ namespace Barotrauma
{
#if DEBUG
DebugConsole.ThrowError("AIObjectiveFixLeak failed - the item \"" + weldingTool + "\" has no RepairTool component but is tagged as a welding tool");
#endif
abandon = true;
return;
}
Vector2 gapDiff = Leak.WorldPosition - character.WorldPosition;
// TODO: use the collider size/reach?
if (!character.AnimController.InWater && Math.Abs(gapDiff.X) < 100 && gapDiff.Y < 0.0f && gapDiff.Y > -150)
{
HumanAIController.AnimController.Crouching = true;
}
float reach = ConvertUnits.ToSimUnits(repairTool.Range);
bool canOperate = ConvertUnits.ToSimUnits(gapDiff.Length()) < reach * 1.5f;
if (canOperate)
{
TryAddSubObjective(ref operateObjective, () => new AIObjectiveOperateItem(repairTool, character, objectiveManager, option: "", requireEquip: true, operateTarget: Leak));
}
else
{
TryAddSubObjective(ref gotoObjective, () => new AIObjectiveGoTo(ConvertUnits.ToSimUnits(GetStandPosition()), character, objectiveManager) { CloseEnough = reach * 0.75f });
}
if (subObjectives.Any()) { return; }
var repairTool = weldingTool.GetComponent<RepairTool>();
if (repairTool == null)
{
#if DEBUG
DebugConsole.ThrowError("AIObjectiveFixLeak failed - the item \"" + weldingTool + "\" has no RepairTool component but is tagged as a welding tool");
#endif
abandon = true;
return;
@@ -3,6 +3,7 @@ using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using Barotrauma.Extensions;
namespace Barotrauma
{
@@ -73,6 +74,21 @@ namespace Barotrauma
}
}
public override void Update(float deltaTime)
{
if (objectiveManager.CurrentObjective == this)
{
if (randomTimer > 0)
{
randomTimer -= deltaTime;
}
else
{
SetRandom();
}
}
}
public override bool IsCompleted() => false;
public override bool CanBeCompleted => true;
@@ -98,7 +114,7 @@ namespace Barotrauma
bool currentTargetIsInvalid = currentTarget == null || IsForbidden(currentTarget) ||
(PathSteering.CurrentPath != null && PathSteering.CurrentPath.Nodes.Any(n => HumanAIController.UnsafeHulls.Contains(n.CurrentHull)));
if (currentTargetIsInvalid || currentTarget == null && IsForbidden(character.CurrentHull))
if (currentTargetIsInvalid || currentTarget == null && HumanAIController.VisibleHulls.Any(h => IsForbidden(h)))
{
newTargetTimer = 0;
standStillTimer = 0;
@@ -141,9 +157,7 @@ namespace Barotrauma
// Check that there is no unsafe or forbidden hulls on the way to the target
// Only do this when the current hull is ok, because otherwise would block all paths from the current hull to the target hull.
var path = PathSteering.PathFinder.FindPath(character.SimPosition, randomHull.SimPosition);
if (path.Unreachable ||
path.Nodes.Any(n => HumanAIController.UnsafeHulls.Contains(n.CurrentHull) ||
IsForbidden(n.CurrentHull)))
if (path.Unreachable || path.Nodes.Any(n => HumanAIController.UnsafeHulls.Contains(n.CurrentHull) || IsForbidden(n.CurrentHull)))
{
//can't go to this room, remove it from the list and try another room next frame
int index = targetHulls.IndexOf(randomHull);
@@ -797,6 +797,10 @@ namespace Barotrauma
{
isCompleted = true;
}
if (component.AIOperate(deltaTime, character, this))
{
isCompleted = true;
}
}
else
{
@@ -40,7 +40,7 @@ namespace Barotrauma
if (character.SelectedCharacter != targetCharacter)
{
character.Speak(TextManager.Get("DialogFoundUnconsciousTarget")
.Replace("[targetname]", targetCharacter.Name).Replace("[roomname]", character.CurrentHull.DisplayName),
.Replace("[targetname]", targetCharacter.Name).Replace("[roomname]", targetCharacter.CurrentHull.DisplayName),
null, 1.0f,
"foundunconscioustarget" + targetCharacter.Name, 60.0f);
@@ -71,7 +71,7 @@ namespace Barotrauma
// Ensure that we have the find safety objective (should always be the case)
objectiveManager.AddObjective(new AIObjectiveFindSafety(character, objectiveManager));
}
TryAddSubObjective(ref goToObjective, () => new AIObjectiveGoTo(findSafety.FindBestHull(new Hull[] { character.CurrentHull }), character, objectiveManager));
TryAddSubObjective(ref goToObjective, () => new AIObjectiveGoTo(findSafety.FindBestHull(HumanAIController.VisibleHulls), character, objectiveManager));
}
return;
}
@@ -89,7 +89,7 @@ namespace Barotrauma
if (character.SelectedCharacter != targetCharacter)
{
character.Speak(TextManager.Get("DialogFoundWoundedTarget")
.Replace("[targetname]", targetCharacter.Name).Replace("[roomname]", character.CurrentHull.DisplayName),
.Replace("[targetname]", targetCharacter.Name).Replace("[roomname]", targetCharacter.CurrentHull.DisplayName),
null, 1.0f,
"foundwoundedtarget" + targetCharacter.Name, 60.0f);
@@ -1154,6 +1154,15 @@ namespace Barotrauma
SmoothedCursorPosition = cursorPosition - smoothedCursorDiff;
}
if (!(this is AICharacter) || Controlled == this || IsRemotePlayer)
{
//apply some smoothing to the cursor positions of remote players when playing as a client
//to make aiming look a little less choppy
Vector2 smoothedCursorDiff = cursorPosition - SmoothedCursorPosition;
smoothedCursorDiff = NetConfig.InterpolateCursorPositionError(smoothedCursorDiff);
SmoothedCursorPosition = cursorPosition - smoothedCursorDiff;
}
if (!(this is AICharacter) || Controlled == this || IsRemotePlayer)
{
if (speedMultipliers.Count == 0) return 1f;
@@ -696,6 +696,25 @@ namespace Barotrauma.Items.Components
}
}
if (targetItem.Prefab.DeconstructItems.Any())
{
inputContainer.Inventory.RemoveItem(targetItem);
Entity.Spawner.AddToRemoveQueue(targetItem);
MoveInputQueue();
PutItemsToLinkedContainer();
}
else
{
if (outputContainer.Inventory.Items.All(i => i != null))
{
targetItem.Drop(dropper: null);
}
else
{
outputContainer.Inventory.TryPutItem(targetItem, user: null, createNetworkEvent: true);
}
}
if (targetItem.Prefab.DeconstructItems.Any())
{
inputContainer.Inventory.RemoveItem(targetItem);
@@ -144,17 +144,6 @@ namespace Barotrauma.Items.Components
}
}
public Vector2 SteeringInput
{
get { return steeringInput; }
set
{
if (!MathUtils.IsValid(value)) return;
steeringInput.X = MathHelper.Clamp(value.X, -100.0f, 100.0f);
steeringInput.Y = MathHelper.Clamp(value.Y, -100.0f, 100.0f);
}
}
public SteeringPath SteeringPath
{
if (!CanBeSelected) return false;
@@ -175,6 +164,12 @@ namespace Barotrauma.Items.Components
set { posToMaintain = value; }
}
public Vector2? PosToMaintain
{
get { return posToMaintain; }
set { posToMaintain = value; }
}
struct ObstacleDebugInfo
{
public Vector2 Point1;
@@ -1171,6 +1171,38 @@ namespace Barotrauma
}
}
public void UpdateTransform()
{
Submarine prevSub = Submarine;
FindHull();
if (Submarine == null && prevSub != null)
{
body.SetTransform(body.SimPosition + prevSub.SimPosition, body.Rotation);
}
else if (Submarine != null && prevSub == null)
{
body.SetTransform(body.SimPosition - Submarine.SimPosition, body.Rotation);
}
else if (Submarine != null && prevSub != null && Submarine != prevSub)
{
body.SetTransform(body.SimPosition + prevSub.SimPosition - Submarine.SimPosition, body.Rotation);
}
Vector2 displayPos = ConvertUnits.ToDisplayUnits(body.SimPosition);
rect.X = (int)(displayPos.X - rect.Width / 2.0f);
rect.Y = (int)(displayPos.Y + rect.Height / 2.0f);
if (Math.Abs(body.LinearVelocity.X) > NetConfig.MaxPhysicsBodyVelocity ||
Math.Abs(body.LinearVelocity.Y) > NetConfig.MaxPhysicsBodyVelocity)
{
body.LinearVelocity = new Vector2(
MathHelper.Clamp(body.LinearVelocity.X, -NetConfig.MaxPhysicsBodyVelocity, NetConfig.MaxPhysicsBodyVelocity),
MathHelper.Clamp(body.LinearVelocity.Y, -NetConfig.MaxPhysicsBodyVelocity, NetConfig.MaxPhysicsBodyVelocity));
}
}
public void UpdateTransform()
{
Submarine prevSub = Submarine;
@@ -15,6 +15,8 @@ namespace Barotrauma
public static List<Hull> hullList = new List<Hull>();
public static List<EntityGrid> EntityGrids { get; } = new List<EntityGrid>();
public static bool ShowHulls = true;
public static bool EditWater, EditFire;
public const float OxygenDistributionSpeed = 500.0f;
public const float OxygenDeteriorationSpeed = 0.3f;
@@ -208,6 +210,25 @@ namespace Barotrauma
}
}
public string DisplayName
{
get;
private set;
}
private string roomName;
[Editable, Serialize("", true, translationTextTag: "RoomName.")]
public string RoomName
{
get { return roomName; }
set
{
if (roomName == value) { return; }
roomName = value;
DisplayName = TextManager.Get(roomName, returnNull: true) ?? roomName;
}
}
public override Rectangle Rect
{
get