(c5e44ed94) Take access into account before accepting a path. Fixes bots trying to reach places where they have no access to (#1351).
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+3
-4
@@ -51,10 +51,9 @@ namespace Barotrauma
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return otherExtinguishFire != null && otherExtinguishFire.targetHull == targetHull;
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}
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public override bool CanBeCompleted
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{
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get { return getExtinguisherObjective == null || getExtinguisherObjective.IsCompleted() || getExtinguisherObjective.CanBeCompleted; }
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}
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public override bool CanBeCompleted =>
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(getExtinguisherObjective == null || getExtinguisherObjective.IsCompleted() || getExtinguisherObjective.CanBeCompleted) &&
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(gotoObjective == null || gotoObjective.IsCompleted() || gotoObjective.CanBeCompleted);
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protected override void Act(float deltaTime)
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{
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@@ -204,6 +204,7 @@ namespace Barotrauma
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unreachable.Add(hull);
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continue;
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}
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if (!PathSteering.HasAccessToPath(path)) { continue; }
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int unsafeNodes = path.Nodes.Count(n => n.CurrentHull != character.CurrentHull && HumanAIController.UnsafeHulls.Contains(n.CurrentHull));
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hullSafety /= 1 + unsafeNodes;
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// If the target is not inside a friendly submarine, considerably reduce the hull safety.
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@@ -161,31 +161,34 @@ namespace Barotrauma
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else
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{
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bool isInside = character.CurrentHull != null;
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bool insideSteering = SteeringManager == PathSteering && PathSteering.CurrentPath != null;
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bool insideSteering = SteeringManager == PathSteering && PathSteering.CurrentPath != null && !PathSteering.IsPathDirty;
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bool targetIsOutside = (Target != null && Target.Submarine == null) || (insideSteering && PathSteering.CurrentPath.HasOutdoorsNodes);
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if (isInside && targetIsOutside && !AllowGoingOutside)
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{
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cannotReach = true;
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return;
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}
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else
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if (insideSteering && !PathSteering.HasAccessToPath(PathSteering.CurrentPath))
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{
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character.AIController.SteeringManager.SteeringSeek(currTargetPos);
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if (getDivingGearIfNeeded)
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cannotReach = true;
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return;
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}
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character.AIController.SteeringManager.SteeringSeek(currTargetPos);
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if (getDivingGearIfNeeded)
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{
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if (targetIsOutside ||
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Target is Hull h && HumanAIController.NeedsDivingGear(h) ||
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Target is Item i && HumanAIController.NeedsDivingGear(i.CurrentHull) ||
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Target is Character c && HumanAIController.NeedsDivingGear(c.CurrentHull))
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{
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if (targetIsOutside ||
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Target is Hull h && HumanAIController.NeedsDivingGear(h) ||
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Target is Item i && HumanAIController.NeedsDivingGear(i.CurrentHull) ||
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Target is Character c && HumanAIController.NeedsDivingGear(c.CurrentHull))
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if (findDivingGear == null)
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{
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if (findDivingGear == null)
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{
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findDivingGear = new AIObjectiveFindDivingGear(character, true, objectiveManager);
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AddSubObjective(findDivingGear);
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}
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else if (!findDivingGear.CanBeCompleted)
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{
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abandon = true;
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}
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findDivingGear = new AIObjectiveFindDivingGear(character, true, objectiveManager);
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AddSubObjective(findDivingGear);
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}
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else if (!findDivingGear.CanBeCompleted)
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{
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abandon = true;
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}
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}
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}
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@@ -111,8 +111,10 @@ namespace Barotrauma
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// Check that there is no unsafe or forbidden hulls on the way to the target
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// Only do this when the current hull is ok, because otherwise would block all paths from the current hull to the target hull.
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var path = PathSteering.PathFinder.FindPath(character.SimPosition, randomHull.SimPosition);
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if (path.Unreachable ||
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path.Nodes.Any(n => HumanAIController.UnsafeHulls.Contains(n.CurrentHull) || IsForbidden(n.CurrentHull)))
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if (path.Unreachable ||
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path.Nodes.Any(n => HumanAIController.UnsafeHulls.Contains(n.CurrentHull) ||
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IsForbidden(n.CurrentHull)) ||
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!PathSteering.HasAccessToPath(path))
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{
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//can't go to this room, remove it from the list and try another room next frame
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int index = targetHulls.IndexOf(randomHull);
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