(1762f02b3) Merge branch 'dev' into human-ai

This commit is contained in:
Joonas Rikkonen
2019-05-16 05:08:22 +03:00
parent 4797f6b0d3
commit 454dda56c7
91 changed files with 1138 additions and 744 deletions
@@ -122,6 +122,7 @@ namespace Barotrauma
private readonly float memoryFadeTime = 0.5f;
public LatchOntoAI LatchOntoAI { get; private set; }
public SwarmBehavior SwarmBehavior { get; private set; }
public bool AttackHumans
{
@@ -215,6 +216,10 @@ namespace Barotrauma
case "latchonto":
LatchOntoAI = new LatchOntoAI(subElement, this);
break;
case "swarm":
case "swarmbehavior":
SwarmBehavior = new SwarmBehavior(subElement, this);
break;
case "targetpriority":
targetingPriorities.Add(subElement.GetAttributeString("tag", "").ToLowerInvariant(), new TargetingPriority(subElement));
break;
@@ -364,12 +369,8 @@ namespace Barotrauma
default:
throw new NotImplementedException();
}
// Just some debug code that makes the characters to follow the mouse cursor
//run = true;
//Vector2 mousePos = ConvertUnits.ToSimUnits(Screen.Selected.Cam.ScreenToWorld(PlayerInput.MousePosition));
//steeringManager.SteeringSeek(mousePos, Character.AnimController.GetCurrentSpeed(run));
SwarmBehavior?.Update(deltaTime);
steeringManager.Update(Character.AnimController.GetCurrentSpeed(run));
}
@@ -790,6 +791,7 @@ namespace Barotrauma
{
UpdateLimbAttack(deltaTime, AttackingLimb, attackSimPos, distance);
}
return false;
}
private bool SteerThroughGap(Structure wall, WallSection section, Vector2 targetWorldPos, float deltaTime)
@@ -1070,6 +1072,8 @@ namespace Barotrauma
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
@@ -66,7 +66,8 @@ namespace Barotrauma
if (!goToObjective.IsCompleted() && !goToObjective.CanBeCompleted)
{
abandon = true;
character?.Speak(TextManager.Get("DialogCannotRepair").Replace("[itemname]", Item.Name), null, 0.0f, "cannotrepair", 10.0f);
// TODO: Add: "Can't repair [item]!"
//character?.Speak(TextManager.Get("DialogCannotRepair").Replace("[itemname]", Item.Name), null, 0.0f, "cannotrepair", 10.0f);
}
goToObjective = null;
}
@@ -116,7 +117,8 @@ namespace Barotrauma
{
// If the current condition is less than the previous condition, we can't complete the task, so let's abandon it. The item is probably deteriorating at a greater speed than we can repair it.
abandon = true;
character?.Speak(TextManager.Get("DialogCannotRepair").Replace("[itemname]", Item.Name), null, 0.0f, "cannotrepair", 10.0f);
// TODO: Add: "Can't repair [item]!"
//character?.Speak(TextManager.Get("DialogCannotRepair").Replace("[itemname]", Item.Name), null, 0.0f, "cannotrepair", 10.0f);
}
}
repairable.CurrentFixer = abandon && repairable.CurrentFixer == character ? null : character;
@@ -14,16 +14,11 @@ namespace Barotrauma
private float maxDistFromCenter;
private float cohesion;
public List<AICharacter> Members { get; private set; } = new List<AICharacter>();
public HashSet<AICharacter> ActiveMembers { get; private set; } = new HashSet<AICharacter>();
private List<AICharacter> members = new List<AICharacter>();
private EnemyAIController ai;
private AIController ai;
public bool IsActive { get; set; }
public bool IsEnoughMembers => ActiveMembers.Count > 1;
public SwarmBehavior(XElement element, EnemyAIController ai)
public SwarmBehavior(XElement element, AIController ai)
{
this.ai = ai;
minDistFromClosest = ConvertUnits.ToSimUnits(element.GetAttributeFloat("mindistfromclosest", 10.0f));
@@ -37,36 +32,21 @@ namespace Barotrauma
{
if (character.AIController is EnemyAIController enemyAI && enemyAI.SwarmBehavior != null)
{
enemyAI.SwarmBehavior.Members = swarm.ToList();
enemyAI.SwarmBehavior.members = swarm.ToList();
}
}
}
public void Refresh()
public void Update(float deltaTime)
{
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);
}
}
}
members.RemoveAll(m => m.IsDead || m.Removed);
if (members.Count < 2) { return; }
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; }
@@ -77,7 +57,7 @@ namespace Barotrauma
closest = member;
}
}
center /= Members.Count;
center /= members.Count;
if (closest == null) { return; }
@@ -103,11 +83,11 @@ 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);
}
}
@@ -588,6 +588,7 @@ namespace Barotrauma
}
}
float prevWalkPos = WalkPos;
WalkPos -= MainLimb.LinearVelocity.X * (CurrentAnimationParams.CycleSpeed / RagdollParams.JointScale / 100.0f);
Vector2 transformedStepSize = Vector2.Zero;
@@ -623,6 +624,11 @@ namespace Barotrauma
bool playFootstepSound = false;
if (limb.type == LimbType.LeftFoot)
{
if (Math.Sign(Math.Sin(prevWalkPos)) > 0 && Math.Sign(transformedStepSize.Y) < 0)
{
playFootstepSound = true;
}
limb.DebugRefPos = footPos + Vector2.UnitX * movement.X * 0.1f;
limb.DebugTargetPos = footPos + new Vector2(
transformedStepSize.X + movement.X * 0.1f,
@@ -631,13 +637,20 @@ namespace Barotrauma
}
else if (limb.type == LimbType.RightFoot)
{
if (Math.Sign(Math.Sin(prevWalkPos)) < 0 && Math.Sign(transformedStepSize.Y) > 0)
{
playFootstepSound = true;
}
limb.DebugRefPos = footPos + Vector2.UnitX * movement.X * 0.1f;
limb.DebugTargetPos = footPos + new Vector2(
-transformedStepSize.X + movement.X * 0.1f,
(-transformedStepSize.Y > 0.0f) ? -transformedStepSize.Y : 0.0f);
limb.MoveToPos(limb.DebugTargetPos, FootMoveForce);
}
#if CLIENT
if (playFootstepSound) { PlayImpactSound(limb); }
#endif
if (CurrentGroundedParams.FootAnglesInRadians.ContainsKey(limb.limbParams.ID))
{
SmoothRotateWithoutWrapping(limb,
@@ -1131,12 +1131,12 @@ namespace Barotrauma
#if CLIENT
if (Math.Abs(leftFootPos - prevLeftFootPos) > stepHeight && leftFoot.LastImpactSoundTime < Timing.TotalTime - Limb.SoundInterval)
{
SoundPlayer.PlaySound("footstep_armor_heavy", volume: 0.5f, range: 500.0f, position: leftFoot.WorldPosition);
SoundPlayer.PlaySound("footstep_armor_heavy", leftFoot.WorldPosition, hullGuess: currentHull);
leftFoot.LastImpactSoundTime = (float)Timing.TotalTime;
}
if (Math.Abs(rightFootPos - prevRightFootPos) > stepHeight && rightFoot.LastImpactSoundTime < Timing.TotalTime - Limb.SoundInterval)
{
SoundPlayer.PlaySound("footstep_armor_heavy", volume: 0.5f, range: 500.0f, position: rightFoot.WorldPosition);
SoundPlayer.PlaySound("footstep_armor_heavy", rightFoot.WorldPosition, hullGuess: currentHull);
rightFoot.LastImpactSoundTime = (float)Timing.TotalTime;
}
#endif
@@ -283,6 +283,7 @@ namespace Barotrauma
if (afflictionPrefab == null)
{
DebugConsole.ThrowError("Error in Attack (" + parentDebugName + ") - Affliction prefab \"" + afflictionName + "\" not found.");
continue;
}
}
else
@@ -292,6 +293,7 @@ namespace Barotrauma
if (afflictionPrefab == null)
{
DebugConsole.ThrowError("Error in Attack (" + parentDebugName + ") - Affliction prefab \"" + afflictionIdentifier + "\" not found.");
continue;
}
}
@@ -2172,7 +2172,8 @@ namespace Barotrauma
public void Speak(string message, ChatMessageType? messageType = null, float delay = 0.0f, string identifier = "", float minDurationBetweenSimilar = 0.0f)
{
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) return;
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) { return; }
if (string.IsNullOrEmpty(message)) { return; }
//already sent a similar message a moment ago
if (!string.IsNullOrEmpty(identifier) && minDurationBetweenSimilar > 0.0f &&
@@ -2181,7 +2182,6 @@ namespace Barotrauma
{
return;
}
aiChatMessageQueue.Add(new AIChatMessage(message, messageType, identifier, delay));
}
@@ -2642,6 +2642,10 @@ namespace Barotrauma
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
#endif
#if CLIENT
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
#endif
#if CLIENT
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
#endif
@@ -266,6 +266,12 @@ namespace Barotrauma
public Affliction GetAffliction(string afflictionType, Limb limb)
{
if (limb.HealthIndex < 0 || limb.HealthIndex >= limbHealths.Count)
{
DebugConsole.ThrowError("Limb health index out of bounds. Character\"" + Character.Name +
"\" only has health configured for" + limbHealths.Count + " limbs but the limb " + limb.type + " is targeting index " + limb.HealthIndex);
return null;
}
foreach (Affliction affliction in limbHealths[limb.HealthIndex].Afflictions)
{
if (affliction.Prefab.AfflictionType == afflictionType) return affliction;
@@ -467,7 +473,13 @@ namespace Barotrauma
private void AddLimbAffliction(Limb limb, Affliction newAffliction)
{
if (!newAffliction.Prefab.LimbSpecific) return;
if (!newAffliction.Prefab.LimbSpecific || limb == null) return;
if (limb.HealthIndex < 0 || limb.HealthIndex >= limbHealths.Count)
{
DebugConsole.ThrowError("Limb health index out of bounds. Character\"" + Character.Name +
"\" only has health configured for" + limbHealths.Count + " limbs but the limb " + limb.type + " is targeting index " + limb.HealthIndex);
return;
}
AddLimbAffliction(limbHealths[limb.HealthIndex], newAffliction);
}