Human AI improvements, minor UI tweaking

This commit is contained in:
Regalis
2015-11-25 16:04:51 +02:00
parent c456fa3c90
commit 4b5126675c
42 changed files with 687 additions and 321 deletions
@@ -12,22 +12,46 @@ namespace Barotrauma
{
AITarget target;
private Character character;
Vector2 targetPos;
public AIObjectiveGoTo(AITarget target, Character character)
public override bool CanBeCompleted
{
this.character = character;
this.target = target;
get
{
var pathSteering = character.AIController.SteeringManager as IndoorsSteeringManager;
return (pathSteering.CurrentPath == null || !pathSteering.CurrentPath.Unreachable);
}
}
protected override void Act(float deltaTime, Character character)
public AITarget Target
{
if (target == null) return;
get { return target; }
}
public AIObjectiveGoTo(AITarget target, Character character)
: base (character)
{
this.target = target;
}
public AIObjectiveGoTo(Vector2 targetPos, Character character)
: base(character)
{
this.targetPos = targetPos;
}
protected override void Act(float deltaTime)
{
character.AIController.SelectTarget(target);
character.AIController.SteeringManager.SteeringSeek(ConvertUnits.ToDisplayUnits(target.Position));
character.AIController.SteeringManager.SteeringSeek(
target != null ? target.SimPosition : targetPos);
}
public override bool IsCompleted()
{
return Vector2.Distance(target != null ? target.SimPosition : ConvertUnits.ToDisplayUnits(targetPos), character.SimPosition) < 0.5f;
}
}
}