(48ce3248e) Improve wall targeting and fix releasing the target when latched on to a wall.
This commit is contained in:
@@ -493,7 +493,7 @@ namespace Barotrauma
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!IsProperlyLatchedOnSub)
|
||||
if (!IsLatchedOnSub)
|
||||
{
|
||||
UpdateWallTarget();
|
||||
}
|
||||
@@ -552,7 +552,7 @@ 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;
|
||||
}
|
||||
@@ -1045,6 +1045,7 @@ namespace Barotrauma
|
||||
#endregion
|
||||
|
||||
#region Targeting
|
||||
private bool IsLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub;
|
||||
|
||||
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
|
||||
|
||||
@@ -1053,12 +1054,33 @@ namespace Barotrauma
|
||||
//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;
|
||||
@@ -1141,7 +1163,7 @@ 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)
|
||||
@@ -1170,6 +1192,13 @@ 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)
|
||||
|
||||
@@ -2559,6 +2559,10 @@ 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