(98501b696) Reduce the max accepted distance for repair tool ai operate.
This commit is contained in:
@@ -115,20 +115,17 @@ namespace Barotrauma
|
||||
|
||||
public virtual void Update(float deltaTime)
|
||||
{
|
||||
var subObjective = objectiveManager.CurrentObjective?.CurrentSubObjective;
|
||||
if (objectiveManager.CurrentOrder == this)
|
||||
{
|
||||
Priority = AIObjectiveManager.OrderPriority;
|
||||
}
|
||||
else if (objectiveManager.WaitTimer <= 0)
|
||||
else if (objectiveManager.CurrentObjective == this || subObjective == this)
|
||||
{
|
||||
var subObjective = objectiveManager.CurrentObjective?.CurrentSubObjective;
|
||||
if ((objectiveManager.CurrentObjective == this || subObjective == this))
|
||||
{
|
||||
Priority += Devotion * PriorityModifier * deltaTime;
|
||||
}
|
||||
Priority = MathHelper.Clamp(Priority, 0, 100);
|
||||
subObjectives.ForEach(so => so.Update(deltaTime));
|
||||
Priority += Devotion * PriorityModifier * deltaTime;
|
||||
}
|
||||
Priority = MathHelper.Clamp(Priority, 0, 100);
|
||||
subObjectives.ForEach(so => so.Update(deltaTime));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
||||
+1
-1
@@ -261,7 +261,7 @@ namespace Barotrauma
|
||||
if (character.CurrentHull == null)
|
||||
{
|
||||
currenthullSafety = 0;
|
||||
Priority = 100;
|
||||
Priority = 5;
|
||||
return;
|
||||
}
|
||||
if (character.OxygenAvailable < CharacterHealth.LowOxygenThreshold) { Priority = 100; }
|
||||
|
||||
@@ -40,44 +40,6 @@ namespace Barotrauma
|
||||
|
||||
public override bool IsLoop { get => true; set => throw new System.Exception("Trying to set the value for IsLoop from: " + System.Environment.StackTrace); }
|
||||
|
||||
private float randomTimer;
|
||||
private float randomUpdateInterval = 5;
|
||||
public float Random { get; private set; }
|
||||
|
||||
public void SetRandom()
|
||||
{
|
||||
Random = Rand.Range(0.5f, 1.5f);
|
||||
randomTimer = randomUpdateInterval;
|
||||
}
|
||||
|
||||
public override float GetPriority()
|
||||
{
|
||||
float max = Math.Min(Math.Min(AIObjectiveManager.RunPriority, AIObjectiveManager.OrderPriority) - 1, 100);
|
||||
float initiative = character.GetSkillLevel("initiative");
|
||||
Priority = MathHelper.Lerp(1, max, MathUtils.InverseLerp(100, 0, initiative * Random));
|
||||
return Priority;
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime)
|
||||
{
|
||||
if (objectiveManager.CurrentObjective == this)
|
||||
{
|
||||
if (randomTimer > 0)
|
||||
{
|
||||
randomTimer -= deltaTime;
|
||||
}
|
||||
else
|
||||
{
|
||||
SetRandom();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public override bool IsCompleted() => false;
|
||||
public override bool CanBeCompleted => true;
|
||||
|
||||
public override bool IsLoop { get => true; set => throw new System.Exception("Trying to set the value for IsLoop from: " + System.Environment.StackTrace); }
|
||||
|
||||
// TODO: take the initiative into account
|
||||
public override float GetPriority() => 1;
|
||||
|
||||
@@ -95,10 +57,24 @@ namespace Barotrauma
|
||||
character.SelectedConstruction = null;
|
||||
}
|
||||
|
||||
bool currentHullForbidden = IsForbidden(character.CurrentHull);
|
||||
if (!currentHullForbidden && !character.AnimController.InWater && !character.IsClimbing && HumanAIController.ObjectiveManager.WaitTimer > 0)
|
||||
{
|
||||
SteeringManager.Reset();
|
||||
return;
|
||||
}
|
||||
if (!character.IsClimbing)
|
||||
{
|
||||
character.SelectedConstruction = null;
|
||||
}
|
||||
|
||||
bool currentTargetIsInvalid = currentTarget == null || IsForbidden(currentTarget) ||
|
||||
(PathSteering.CurrentPath != null && PathSteering.CurrentPath.Nodes.Any(n => HumanAIController.UnsafeHulls.Contains(n.CurrentHull)));
|
||||
|
||||
if (currentTargetIsInvalid || currentTarget == null && IsForbidden(character.CurrentHull))
|
||||
bool currentTargetIsInvalid = currentTarget == null || IsForbidden(currentTarget) ||
|
||||
(PathSteering.CurrentPath != null && PathSteering.CurrentPath.Nodes.Any(n => HumanAIController.UnsafeHulls.Contains(n.CurrentHull)));
|
||||
|
||||
if (currentTargetIsInvalid || (currentTarget == null && currentHullForbidden))
|
||||
{
|
||||
newTargetTimer = 0;
|
||||
standStillTimer = 0;
|
||||
@@ -300,7 +276,7 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public static bool IsForbidden(Hull hull)
|
||||
private bool IsForbidden(Hull hull)
|
||||
{
|
||||
if (hull == null) { return true; }
|
||||
string hullName = hull.RoomName?.ToLowerInvariant();
|
||||
|
||||
@@ -19,7 +19,7 @@ namespace Barotrauma
|
||||
private Character character;
|
||||
|
||||
/// <summary>
|
||||
/// When set above zero, the character will stand still doing nothing until the timer runs out. Does not affect orders.
|
||||
/// When set above zero, the character will stand still doing nothing until the timer runs out. Only affects idling.
|
||||
/// </summary>
|
||||
public float WaitTimer;
|
||||
|
||||
@@ -31,7 +31,7 @@ namespace Barotrauma
|
||||
public AIObjectiveManager(Character character)
|
||||
{
|
||||
this.character = character;
|
||||
CreateAutonomousObjectives();
|
||||
CreateAutomaticObjectives();
|
||||
}
|
||||
|
||||
public void AddObjective(AIObjective objective)
|
||||
@@ -49,7 +49,7 @@ namespace Barotrauma
|
||||
|
||||
public Dictionary<AIObjective, CoroutineHandle> DelayedObjectives { get; private set; } = new Dictionary<AIObjective, CoroutineHandle>();
|
||||
|
||||
public void CreateAutonomousObjectives()
|
||||
public void CreateAutomaticObjectives()
|
||||
{
|
||||
Objectives.Clear();
|
||||
AddObjective(new AIObjectiveFindSafety(character, this));
|
||||
@@ -109,7 +109,6 @@ namespace Barotrauma
|
||||
if (previousObjective != CurrentObjective)
|
||||
{
|
||||
CurrentObjective?.OnSelected();
|
||||
GetObjective<AIObjectiveIdle>().SetRandom();
|
||||
}
|
||||
return CurrentObjective;
|
||||
}
|
||||
@@ -158,31 +157,8 @@ namespace Barotrauma
|
||||
|
||||
public void DoCurrentObjective(float deltaTime)
|
||||
{
|
||||
if (WaitTimer <= 0)
|
||||
{
|
||||
CurrentObjective?.TryComplete(deltaTime);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (CurrentOrder != null)
|
||||
{
|
||||
CurrentOrder.TryComplete(deltaTime);
|
||||
}
|
||||
else
|
||||
{
|
||||
WaitTimer -= deltaTime;
|
||||
if (character.AIController is HumanAIController humanAI && humanAI.SteeringManager != null)
|
||||
{
|
||||
if (!character.AnimController.InWater &&
|
||||
!character.IsClimbing &&
|
||||
!humanAI.UnsafeHulls.Contains(character.CurrentHull) &&
|
||||
!AIObjectiveIdle.IsForbidden(character.CurrentHull))
|
||||
{
|
||||
humanAI.SteeringManager.Reset();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if (WaitTimer > 0.0f) { WaitTimer -= deltaTime; }
|
||||
CurrentObjective?.TryComplete(deltaTime);
|
||||
}
|
||||
|
||||
public void SetOrder(AIObjective objective)
|
||||
@@ -196,7 +172,7 @@ namespace Barotrauma
|
||||
if (CurrentOrder == null)
|
||||
{
|
||||
// Recreate objectives, because some of them may be removed, if impossible to complete (e.g. due to path finding)
|
||||
CreateAutonomousObjectives();
|
||||
CreateAutomaticObjectives();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user