(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
@@ -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);