(40f4f67f8) Further changes to the calculations.

This commit is contained in:
Joonas Rikkonen
2019-05-16 05:06:49 +03:00
parent b7272e1c96
commit 2a0e289a59
19 changed files with 122 additions and 34 deletions
@@ -25,7 +25,8 @@ namespace Barotrauma
return AIObjectiveManager.OrderPriority;
}
float basePriority = MathHelper.Clamp(Priority, 0, 10);
float max = MathHelper.Min(AIObjectiveManager.OrderPriority + 20, 100);
float maxMultiplier = MathHelper.Min(PriorityModifier, 1);
float max = MathHelper.Min((AIObjectiveManager.OrderPriority + 20) * maxMultiplier, 90);
return MathHelper.Clamp(basePriority + fireCount * 20, 0, max);
}
@@ -48,7 +48,9 @@ namespace Barotrauma
float leakSize = (leak.IsHorizontal ? leak.Rect.Height : leak.Rect.Width) * Math.Max(leak.Open, 0.1f);
float dist = Vector2.DistanceSquared(character.SimPosition, leak.SimPosition);
dist = Math.Max(dist / 100.0f, 1.0f);
return MathHelper.Clamp(Priority + leakSize / dist, 0, MathHelper.Min(AIObjectiveManager.OrderPriority + 20, 100));
float maxMultiplier = MathHelper.Min(PriorityModifier, 1);
float max = MathHelper.Min((AIObjectiveManager.OrderPriority + 20) * maxMultiplier, 90);
return MathHelper.Clamp(Priority + leakSize / dist, 0, max);
}
public override bool IsDuplicate(AIObjective otherObjective)
@@ -93,7 +93,8 @@ namespace Barotrauma
float avg = targets.Average(t => Average(t));
// If the avg is less than 1% of the max value, let's just treat it as zero.
if (avg < 1) { return 0; }
float max = MathHelper.Min(AIObjectiveManager.OrderPriority + 20, 100);
float maxMultiplier = MathHelper.Min(PriorityModifier, 1);
float max = MathHelper.Min((AIObjectiveManager.OrderPriority + 20) * maxMultiplier, 90);
float value = MathHelper.Min((Priority + avg) / 100 * PriorityModifier, 1);
return MathHelper.Lerp(0, max, value);
}
@@ -50,7 +50,9 @@ namespace Barotrauma
return AIObjectiveManager.OrderPriority;
}
float value = (Priority + (AIObjectiveManager.OrderPriority / 2)) * PriorityModifier;
return MathHelper.Clamp(value, 0, AIObjectiveManager.OrderPriority);
float maxMultiplier = MathHelper.Min(PriorityModifier, 1);
float max = MathHelper.Min(AIObjectiveManager.OrderPriority * maxMultiplier, 90);
return MathHelper.Clamp(value, 0, max);
}
public AIObjectiveOperateItem(ItemComponent item, Character character, string option, bool requireEquip, Entity operateTarget = null, bool useController = false, float priorityModifier = 1) : base (character, option, priorityModifier)
@@ -37,7 +37,8 @@ namespace Barotrauma
float successFactor = MathHelper.Lerp(0, 1, Item.Repairables.Average(r => r.DegreeOfSuccess(character)));
float isSelected = character.SelectedConstruction == Item ? 50 : 0;
float baseLevel = Math.Max(Priority + isSelected, 1);
float max = MathHelper.Min(AIObjectiveManager.OrderPriority + 20, 100);
float maxMultiplier = MathHelper.Min(PriorityModifier, 1);
float max = MathHelper.Min((AIObjectiveManager.OrderPriority + 20) * maxMultiplier, 90);
return MathHelper.Clamp(baseLevel * damagePriority * distanceFactor * successFactor, 0, max);
}