(3241b8fe7) Adjust the priorities. The orders should now always have higher priority than other objectives (except find safety and combat).

This commit is contained in:
Joonas Rikkonen
2019-05-16 05:09:33 +03:00
parent 7c901d8d77
commit 171c42f077
17 changed files with 133 additions and 18 deletions
@@ -1080,6 +1080,8 @@ namespace Barotrauma
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
//goes through all the AItargets, evaluates how preferable it is to attack the target,
//whether the Character can see/hear the target and chooses the most preferable target within
//sight/hearing range
@@ -26,7 +26,7 @@ namespace Barotrauma
}
float basePriority = MathHelper.Clamp(Priority, 0, 10);
float maxMultiplier = MathHelper.Min(PriorityModifier, 1);
float max = MathHelper.Min((AIObjectiveManager.OrderPriority + 20) * maxMultiplier, 90);
float max = MathHelper.Min((AIObjectiveManager.OrderPriority - 1) * maxMultiplier, 90);
return MathHelper.Clamp(basePriority + fireCount * 20, 0, max);
}
@@ -277,7 +277,7 @@ namespace Barotrauma
Priority = MathHelper.Clamp(Priority, 0, 100);
if (divingGearObjective != null && !divingGearObjective.IsCompleted() && divingGearObjective.CanBeCompleted)
{
Priority = Math.Max(Priority, AIObjectiveManager.OrderPriority + 10);
Priority = Math.Max(Priority, Math.Min(AIObjectiveManager.OrderPriority + 10, 100));
}
}
}
@@ -41,7 +41,7 @@ namespace Barotrauma
if (leak.Open == 0.0f) { return 0.0f; }
float priority = AIObjectiveFixLeaks.GetLeakSeverity(leak);
float maxMultiplier = MathHelper.Min(PriorityModifier, 1);
float max = MathHelper.Min((AIObjectiveManager.OrderPriority + 20) * maxMultiplier, 90);
float max = MathHelper.Min((AIObjectiveManager.OrderPriority - 1) * maxMultiplier, 90);
return MathHelper.Clamp(Priority + priority, 0, max);
}
@@ -97,7 +97,7 @@ namespace Barotrauma
// If the avg is less than 1% of the max value, let's just treat it as zero.
if (avg < 1) { return 0; }
float maxMultiplier = MathHelper.Min(PriorityModifier, 1);
float max = MathHelper.Min((AIObjectiveManager.OrderPriority + 20) * maxMultiplier, 90);
float max = MathHelper.Min((AIObjectiveManager.OrderPriority - 1) * maxMultiplier, 90);
float value = MathHelper.Min((Priority + avg) / 100 * PriorityModifier, 1);
return MathHelper.Lerp(0, max, value);
}
@@ -51,7 +51,7 @@ namespace Barotrauma
}
float value = (Priority + (AIObjectiveManager.OrderPriority / 2)) * PriorityModifier;
float maxMultiplier = MathHelper.Min(PriorityModifier, 1);
float max = MathHelper.Min(AIObjectiveManager.OrderPriority * maxMultiplier, 90);
float max = MathHelper.Min((AIObjectiveManager.OrderPriority - 1) * maxMultiplier, 90);
return MathHelper.Clamp(value, 0, max);
}
@@ -38,7 +38,7 @@ namespace Barotrauma
float isSelected = character.SelectedConstruction == Item ? 50 : 0;
float baseLevel = Math.Max(Priority + isSelected, 1);
float maxMultiplier = MathHelper.Min(PriorityModifier, 1);
float max = MathHelper.Min((AIObjectiveManager.OrderPriority + 20) * maxMultiplier, 90);
float max = MathHelper.Min((AIObjectiveManager.OrderPriority - 1) * maxMultiplier, 90);
return MathHelper.Clamp(baseLevel * damagePriority * distanceFactor * successFactor, 0, max);
}
@@ -2658,6 +2658,10 @@ namespace Barotrauma
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
#endif
#if CLIENT
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
#endif
#if CLIENT
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
#endif