(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:
Joonas Rikkonen
2019-04-29 21:09:18 +03:00
parent e583f570ff
commit 250368078f
3 changed files with 42 additions and 11 deletions
@@ -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