(621326f05) Don't flee when taking damage if part of a swarm.

This commit is contained in:
Joonas Rikkonen
2019-04-29 21:08:32 +03:00
parent c5452048d7
commit 2554e17189
16 changed files with 111 additions and 89 deletions
@@ -320,8 +320,9 @@ namespace Barotrauma
{
State = AIState.Idle;
}
else if (Character.Health < fleeHealthThreshold)
else if (Character.Health < fleeHealthThreshold && SwarmBehavior == null)
{
// Don't flee from damage if in a swarm.
State = AIState.Escape;
}
else if (targetingPriority != null)
@@ -493,7 +494,7 @@ namespace Barotrauma
}
else
{
if (!IsProperlyLatchedOnSub)
if (!IsLatchedOnSub)
{
UpdateWallTarget();
}
@@ -552,7 +553,7 @@ namespace Barotrauma
{
WallSection section = wallTarget.Structure.GetSection(wallTarget.SectionIndex);
Vector2 targetPos = wallTarget.Structure.SectionPosition(wallTarget.SectionIndex, true);
if (section?.gap != null && section.gap.IsRoomToRoom && SteerThroughGap(wallTarget.Structure, section, targetPos, deltaTime))
if (section?.gap != null && SteerThroughGap(wallTarget.Structure, section, targetPos, deltaTime))
{
return;
}
@@ -791,7 +792,6 @@ namespace Barotrauma
{
UpdateLimbAttack(deltaTime, AttackingLimb, attackSimPos, distance);
}
return false;
}
private bool SteerThroughGap(Structure wall, WallSection section, Vector2 targetWorldPos, float deltaTime)
@@ -1048,35 +1048,38 @@ namespace Barotrauma
#region Targeting
private bool IsLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub;
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
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
public AITarget UpdateTargets(Character character, out TargetingPriority priority)
{
if (IsProperlyLatchedOnSub)
if (IsLatchedOnSub)
{
// If attached to a valid target, just keep the target.
// Priority not used in this case.
priority = null;
return SelectedAiTarget;
var wall = SelectedAiTarget.Entity as Structure;
// The target is not a wall or it's not the same as we are attached to -> release
bool releaseTarget = wall == null || !wall.Bodies.Contains(LatchOntoAI.AttachJoints[0].BodyB);
if (!releaseTarget)
{
for (int i = 0; i < wall.Sections.Length; i++)
{
if (CanPassThroughHole(wall, i))
{
releaseTarget = true;
}
}
}
if (releaseTarget)
{
SelectedAiTarget = null;
LatchOntoAI.DeattachFromBody();
}
else if (SelectedAiTarget.Entity == wallTarget?.Structure)
{
// If attached to a valid target, just keep the target.
// Priority not used in this case.
priority = null;
return SelectedAiTarget;
}
}
AITarget newTarget = null;
priority = null;
@@ -1159,7 +1162,7 @@ namespace Barotrauma
else if (target.Entity != null)
{
//skip the target if it's a room and the character is already inside a sub
if (character.CurrentHull != null && target.Entity is Hull) continue;
if (character.CurrentHull != null && target.Entity is Hull) { continue; }
Door door = null;
if (target.Entity is Item item)
@@ -1188,6 +1191,13 @@ namespace Barotrauma
// Ignore structures that doesn't have a body (not walls)
continue;
}
if (s.IsPlatform)
{
continue;
}
float wallMaxHealth = 400; // Anything more than this is ignored -> 200 = 1
// Prefer weaker targets.
valueModifier = MathHelper.Lerp(2, 0, MathHelper.Clamp(s.Health / wallMaxHealth, 0, 1));
// Ignore walls when inside.
valueModifier = character.CurrentHull == null ? 1 : 0;
if (aggressiveBoarding)
@@ -560,8 +560,7 @@ namespace Barotrauma
//TODO: take into account that the feet aren't necessarily in CurrentHull
//full slowdown (1.5f) when water is up to the torso
surfaceY = ConvertUnits.ToSimUnits(currentHull.Surface);
float bottomPos = Math.Max(colliderPos.Y, currentHull.Rect.Y - currentHull.Rect.Height);
slowdownAmount = MathHelper.Clamp((surfaceY - bottomPos) / TorsoPosition.Value, 0.0f, 1.0f) * 1.5f;
slowdownAmount = MathHelper.Clamp((surfaceY - colliderPos.Y) / TorsoPosition.Value, 0.0f, 1.0f) * 1.5f;
}
float maxSpeed = Math.Max(TargetMovement.Length() - slowdownAmount, 1.0f);
@@ -2555,9 +2555,11 @@ namespace Barotrauma
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
#endif
CharacterList.Remove(this);
#if CLIENT
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
#endif
if (Controlled == this) { Controlled = null; }
CharacterList.Remove(this);
if (Inventory != null)
{