(4aad704b7) Simplify.
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@@ -387,6 +387,49 @@ namespace Barotrauma
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{
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character.AIController.SteeringManager.Reset();
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}
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if (goToObjective != null) { return; }
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if (currentHull == null) { return; }
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//goto objective doesn't exist (a safe hull not found, or a path to a safe hull not found)
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// -> attempt to manually steer away from hazards
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Vector2 escapeVel = Vector2.Zero;
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foreach (FireSource fireSource in currentHull.FireSources)
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{
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Vector2 dir = character.Position - fireSource.Position;
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float distMultiplier = MathHelper.Clamp(100.0f / Vector2.Distance(fireSource.Position, character.Position), 0.1f, 10.0f);
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escapeVel += new Vector2(Math.Sign(dir.X) * distMultiplier, !character.IsClimbing ? 0 : Math.Sign(dir.Y) * distMultiplier);
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}
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foreach (Character enemy in Character.CharacterList)
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{
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//don't run from friendly NPCs
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if (enemy.TeamID == Character.TeamType.FriendlyNPC) { continue; }
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//friendly NPCs don't run away from anything but characters controlled by EnemyAIController (= monsters)
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if (character.TeamID == Character.TeamType.FriendlyNPC && !(enemy.AIController is EnemyAIController)) { continue; }
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if (enemy.CurrentHull == currentHull && !enemy.IsDead && !enemy.IsUnconscious &&
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(enemy.AIController is EnemyAIController || enemy.TeamID != character.TeamID))
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{
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Vector2 dir = character.Position - enemy.Position;
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float distMultiplier = MathHelper.Clamp(100.0f / Vector2.Distance(enemy.Position, character.Position), 0.1f, 10.0f);
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escapeVel += new Vector2(Math.Sign(dir.X) * distMultiplier, !character.IsClimbing ? 0 : Math.Sign(dir.Y) * distMultiplier);
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}
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}
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if (escapeVel != Vector2.Zero)
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{
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//only move if we haven't reached the edge of the room
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if ((escapeVel.X < 0 && character.Position.X > currentHull.Rect.X + 50) ||
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(escapeVel.X > 0 && character.Position.X < currentHull.Rect.Right - 50))
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{
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character.AIController.SteeringManager.SteeringManual(deltaTime, escapeVel);
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}
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else
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{
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character.AnimController.TargetDir = escapeVel.X < 0.0f ? Direction.Right : Direction.Left;
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character.AIController.SteeringManager.Reset();
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}
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}
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else
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{
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character.AIController.SteeringManager.Reset();
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}
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}
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}
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