- doors aren't ignored when checking visibility during waypoint generation or when finding a starting node for a path

- AICharacter will mark their path unreachable if their path is blocked by a door they cant open (may happen if someone closes the door after calculating the path)
- fixed exception when creating a Steering component when there's no active GameSession (i.e. in the editor)
This commit is contained in:
Regalis
2016-10-27 21:18:45 +03:00
parent 81ed90abf4
commit 48c07cfce5
6 changed files with 36 additions and 14 deletions

View File

@@ -185,6 +185,11 @@ namespace Barotrauma
new Vector2(pathSteering.CurrentPath.Nodes[i].DrawPosition.X, -pathSteering.CurrentPath.Nodes[i].DrawPosition.Y),
new Vector2(pathSteering.CurrentPath.Nodes[i - 1].DrawPosition.X, -pathSteering.CurrentPath.Nodes[i - 1].DrawPosition.Y),
Color.LightGreen);
spriteBatch.DrawString(GUI.SmallFont,
pathSteering.CurrentPath.Nodes[i].ID.ToString(),
new Vector2(pathSteering.CurrentPath.Nodes[i].DrawPosition.X, -pathSteering.CurrentPath.Nodes[i].DrawPosition.Y - 10),
Color.LightGreen);
}
}
}

View File

@@ -258,6 +258,12 @@ namespace Barotrauma
if (closestButton != null)
{
if (!closestButton.HasRequiredItems(character, false) && shouldBeOpen)
{
currentPath.Unreachable = true;
return;
}
closestButton.Item.Pick(character, false, true);
break;
}

View File

@@ -172,7 +172,12 @@ namespace Barotrauma
start, node.Waypoint.SimPosition, null,
Physics.CollisionWall | Physics.CollisionLevel | Physics.CollisionStairs | Physics.CollisionPlatform);
if (body != null && body.UserData is Structure && !((Structure)body.UserData).IsPlatform) continue;
if (body != null)
{
if (body.UserData is Structure && !((Structure)body.UserData).IsPlatform) continue;
if (body.UserData is Item && body.FixtureList[0].CollisionCategories.HasFlag(Physics.CollisionWall)) continue;
}
}
closestDist = dist;

View File

@@ -123,14 +123,14 @@ namespace Barotrauma.Items.Components
levelStartTickBox = new GUITickBox(
new Rectangle(5, 70, 15, 15),
ToolBox.LimitString(GameMain.GameSession.StartLocation.Name, 20),
GameMain.GameSession == null ? "" : ToolBox.LimitString(GameMain.GameSession.StartLocation.Name, 20),
Alignment.TopLeft, GUI.SmallFont, GuiFrame);
levelStartTickBox.Enabled = false;
levelStartTickBox.OnSelected = SelectDestination;
levelEndTickBox = new GUITickBox(
new Rectangle(5, 90, 15, 15),
ToolBox.LimitString(GameMain.GameSession.EndLocation.Name, 20),
GameMain.GameSession == null ? "" : ToolBox.LimitString(GameMain.GameSession.StartLocation.Name, 20),
Alignment.TopLeft, GUI.SmallFont, GuiFrame);
levelEndTickBox.Enabled = false;
levelEndTickBox.OnSelected = SelectDestination;

View File

@@ -437,11 +437,11 @@ namespace Barotrauma
WayPoint[] stairPoints = new WayPoint[2];
stairPoints[0] = new WayPoint(
new Vector2(stairs.Rect.X - 75.0f,
new Vector2(stairs.Rect.X - 32.0f,
stairs.Rect.Y - (stairs.StairDirection == Direction.Left ? 80 : stairs.Rect.Height) + heightFromFloor), SpawnType.Path, submarine);
stairPoints[1] = new WayPoint(
new Vector2(stairs.Rect.Right + 75.0f,
new Vector2(stairs.Rect.Right + 32.0f,
stairs.Rect.Y - (stairs.StairDirection == Direction.Left ? stairs.Rect.Height : 80) + heightFromFloor), SpawnType.Path, submarine);
for (int i = 0; i < 2; i++ )
@@ -536,11 +536,11 @@ namespace Barotrauma
//ladderPoints[0].ConnectTo(ladderPoints[1]);
}
foreach (Gap gap in Gap.GapList)
{
if (!gap.isHorizontal) continue;
//too small to walk through
if (gap.Rect.Height < 150.0f) continue;
@@ -550,9 +550,15 @@ namespace Barotrauma
for (int dir = -1; dir <= 1; dir += 2)
{
float tolerance = gap.IsRoomToRoom ? 50.0f : outSideWaypointInterval / 2.0f;
WayPoint closest = wayPoint.FindClosest(dir, true, new Vector2(-tolerance, tolerance));
if (closest == null) continue;
wayPoint.ConnectTo(closest);
WayPoint closest = wayPoint.FindClosest(
dir, true, new Vector2(-tolerance, tolerance),
gap.ConnectedDoor == null ? null : gap.ConnectedDoor.Body.FarseerBody);
if (closest != null)
{
wayPoint.ConnectTo(closest);
}
}
}
@@ -582,7 +588,7 @@ namespace Barotrauma
}
}
private WayPoint FindClosest(int dir, bool horizontalSearch, Vector2 tolerance)
private WayPoint FindClosest(int dir, bool horizontalSearch, Vector2 tolerance, Body ignoredBody = null)
{
if (dir != -1 && dir != 1) return null;
@@ -614,9 +620,9 @@ namespace Barotrauma
if (closest == null || dist < closestDist)
{
var body = Submarine.CheckVisibility(SimPosition, wp.SimPosition, true);
if (body != null)
if (body != null && body != ignoredBody && !(body.UserData is Submarine))
{
if (body.UserData is Structure) continue;
if (body.UserData is Structure || body.FixtureList[0].CollisionCategories.HasFlag(Physics.CollisionWall)) continue;
}
closestDist = dist;

View File

@@ -231,7 +231,7 @@ namespace Barotrauma
public PhysicsBody(Body farseerBody)
{
body = farseerBody;
body.UserData = this;
if (body.UserData == null) body.UserData = this;
LastSentPosition = body.Position;