Human AI improvements, minor UI tweaking
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@@ -13,20 +13,27 @@ namespace Barotrauma
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private AIObjectiveManager objectiveManager;
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private IndoorsSteeringManager indoorsSteeringManager;
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private SteeringManager outdoorsSteeringManager;
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private AITarget selectedAiTarget;
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private float updateObjectiveTimer;
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public HumanAIController(Character c) : base(c)
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{
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steeringManager = new PathSteeringManager(this);
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indoorsSteeringManager = new IndoorsSteeringManager(this, true);
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outdoorsSteeringManager = new SteeringManager(this);
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objectiveManager = new AIObjectiveManager(c);
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objectiveManager.AddObjective(new AIObjectiveFindSafety());
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objectiveManager.AddObjective(new AIObjectiveFindSafety(c));
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objectiveManager.AddObjective(new AIObjectiveIdle(c));
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}
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public override void Update(float deltaTime)
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{
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steeringManager = Character.AnimController.CurrentHull == null ? outdoorsSteeringManager : indoorsSteeringManager;
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if (updateObjectiveTimer>0.0f)
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{
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updateObjectiveTimer -= deltaTime;
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@@ -46,12 +53,15 @@ namespace Barotrauma
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Character.AnimController.IgnorePlatforms = (-Character.AnimController.TargetMovement.Y > Math.Abs(Character.AnimController.TargetMovement.X));
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if (Math.Abs(Character.AnimController.TargetMovement.X)>0.1f)
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if (Math.Abs(Character.AnimController.TargetMovement.X) > 0.1f && !Character.AnimController.InWater)
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{
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Character.AnimController.TargetDir = Character.AnimController.TargetMovement.X > 0.0f ? Direction.Right : Direction.Left;
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}
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steeringManager.Update();
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float currObjectivePriority = objectiveManager.CurrentObjective == null ? 0.0f : objectiveManager.CurrentObjective.GetPriority(Character);
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float moveSpeed = MathHelper.Clamp(currObjectivePriority/10.0f, 1.0f, 3.0f);
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steeringManager.Update(moveSpeed);
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}
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public override void SelectTarget(AITarget target)
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@@ -61,13 +71,12 @@ namespace Barotrauma
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public override void DebugDraw(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch)
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{
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if (selectedAiTarget != null)
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{
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GUI.DrawLine(spriteBatch, new Vector2(Character.Position.X, -Character.Position.Y), ConvertUnits.ToDisplayUnits(new Vector2(selectedAiTarget.Position.X, -selectedAiTarget.Position.Y)), Color.Red);
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GUI.DrawLine(spriteBatch, new Vector2(Character.Position.X, -Character.Position.Y), ConvertUnits.ToDisplayUnits(new Vector2(selectedAiTarget.SimPosition.X, -selectedAiTarget.SimPosition.Y)), Color.Red);
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}
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PathSteeringManager pathSteering = steeringManager as PathSteeringManager;
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IndoorsSteeringManager pathSteering = steeringManager as IndoorsSteeringManager;
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if (pathSteering == null || pathSteering.CurrentPath == null || pathSteering.CurrentPath.CurrentNode==null) return;
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GUI.DrawLine(spriteBatch,
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@@ -83,7 +92,6 @@ namespace Barotrauma
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new Vector2(pathSteering.CurrentPath.Nodes[i - 1].Position.X, -pathSteering.CurrentPath.Nodes[i-1].Position.Y),
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Color.LightGreen);
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}
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}
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}
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}
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