(5c32d30a9) Adjust and fix the steering behavior: Only the characters in the idle state and outside the sub are considered active members of the group.
This commit is contained in:
@@ -373,6 +373,12 @@ namespace Barotrauma
|
||||
|
||||
LatchOntoAI?.Update(this, deltaTime);
|
||||
IsSteeringThroughGap = false;
|
||||
if (SwarmBehavior != null)
|
||||
{
|
||||
SwarmBehavior.IsActive = State == AIState.Idle && Character.CurrentHull == null;
|
||||
SwarmBehavior.Refresh();
|
||||
SwarmBehavior.UpdateSteering(deltaTime);
|
||||
}
|
||||
steeringManager.Update(Character.AnimController.GetCurrentSpeed(run));
|
||||
}
|
||||
|
||||
@@ -793,6 +799,7 @@ namespace Barotrauma
|
||||
{
|
||||
UpdateLimbAttack(deltaTime, AttackingLimb, attackSimPos, distance);
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
public bool IsSteeringThroughGap { get; private set; }
|
||||
|
||||
@@ -14,11 +14,16 @@ namespace Barotrauma
|
||||
private float maxDistFromCenter;
|
||||
private float cohesion;
|
||||
|
||||
private List<AICharacter> members = new List<AICharacter>();
|
||||
public List<AICharacter> Members { get; private set; } = new List<AICharacter>();
|
||||
public HashSet<AICharacter> ActiveMembers { get; private set; } = new HashSet<AICharacter>();
|
||||
|
||||
private AIController ai;
|
||||
private EnemyAIController ai;
|
||||
|
||||
public SwarmBehavior(XElement element, AIController ai)
|
||||
public bool IsActive { get; set; }
|
||||
public bool IsEnoughMembers => ActiveMembers.Count > 1;
|
||||
|
||||
|
||||
public SwarmBehavior(XElement element, EnemyAIController ai)
|
||||
{
|
||||
this.ai = ai;
|
||||
minDistFromClosest = ConvertUnits.ToSimUnits(element.GetAttributeFloat("mindistfromclosest", 10.0f));
|
||||
@@ -32,21 +37,36 @@ namespace Barotrauma
|
||||
{
|
||||
if (character.AIController is EnemyAIController enemyAI && enemyAI.SwarmBehavior != null)
|
||||
{
|
||||
enemyAI.SwarmBehavior.members = swarm.ToList();
|
||||
enemyAI.SwarmBehavior.Members = swarm.ToList();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void Update(float deltaTime)
|
||||
public void Refresh()
|
||||
{
|
||||
members.RemoveAll(m => m.IsDead || m.Removed);
|
||||
if (members.Count < 2) { return; }
|
||||
Members.RemoveAll(m => m.IsDead || m.Removed);
|
||||
foreach (var member in Members)
|
||||
{
|
||||
if (!member.AIController.Enabled && member.IsRemotePlayer || Character.Controlled == member || !((EnemyAIController)member.AIController).SwarmBehavior.IsActive)
|
||||
{
|
||||
ActiveMembers.Remove(member);
|
||||
}
|
||||
else
|
||||
{
|
||||
ActiveMembers.Add(member);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void UpdateSteering(float deltaTime)
|
||||
{
|
||||
if (!IsActive) { return; }
|
||||
if (!IsEnoughMembers) { return; }
|
||||
//calculate the "center of mass" of the swarm and the distance to the closest character in the swarm
|
||||
float closestDistSqr = float.MaxValue;
|
||||
Vector2 center = Vector2.Zero;
|
||||
AICharacter closest = null;
|
||||
foreach (AICharacter member in members)
|
||||
foreach (AICharacter member in Members)
|
||||
{
|
||||
center += member.SimPosition;
|
||||
if (member == ai.Character) { continue; }
|
||||
@@ -57,7 +77,7 @@ namespace Barotrauma
|
||||
closest = member;
|
||||
}
|
||||
}
|
||||
center /= members.Count;
|
||||
center /= Members.Count;
|
||||
|
||||
if (closest == null) { return; }
|
||||
|
||||
@@ -83,11 +103,11 @@ namespace Barotrauma
|
||||
if (cohesion > 0.0f)
|
||||
{
|
||||
Vector2 avgVel = Vector2.Zero;
|
||||
foreach (AICharacter member in members)
|
||||
foreach (AICharacter member in Members)
|
||||
{
|
||||
avgVel += member.AnimController.TargetMovement;
|
||||
}
|
||||
avgVel /= members.Count;
|
||||
avgVel /= Members.Count;
|
||||
ai.SteeringManager.SteeringManual(deltaTime, avgVel * cohesion);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2563,6 +2563,10 @@ namespace Barotrauma
|
||||
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
|
||||
#endif
|
||||
|
||||
#if CLIENT
|
||||
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
|
||||
#endif
|
||||
|
||||
#if CLIENT
|
||||
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
|
||||
#endif
|
||||
|
||||
Reference in New Issue
Block a user