AI combat, misc AI improvements, characters can't get stuck inside doors
This commit is contained in:
@@ -48,36 +48,54 @@ namespace Barotrauma
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frame = new GUIFrame(Rectangle.Empty, Color.Black * 0.3f);
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frame.Padding = new Vector4(200.0f, 100.0f, 200.0f, 100.0f);
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UpdateCharacters();
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//UpdateCharacters();
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int x = 0, y = 150;
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foreach (Order order in Order.PrefabList)
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{
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if (order.ItemComponentType!=null)
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int buttonWidth = 130;
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int spacing = 10;
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int y = 250;
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for (int n = 0; n<2; n++)
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{
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List<Order> orders = (n==0) ?
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Order.PrefabList.FindAll(o => o.ItemComponentType == null) :
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Order.PrefabList.FindAll(o=> o.ItemComponentType!=null);
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int startX = (int)-(buttonWidth * orders.Count + spacing * (orders.Count - 1)) / 2;
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int i=0;
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foreach (Order order in orders)
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{
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var matchingItems = Item.ItemList.FindAll(i => i.components.Find(ic => ic.GetType() == order.ItemComponentType) != null);
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int y2 = y;
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foreach (Item it in matchingItems)
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int x = startX + (buttonWidth + spacing) * (i % orders.Count);
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if (order.ItemComponentType!=null)
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{
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var newOrder = new Order(order, it.components.Find(ic => ic.GetType() == order.ItemComponentType));
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var matchingItems = Item.ItemList.FindAll(it => it.components.Find(ic => ic.GetType() == order.ItemComponentType) != null);
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int y2 = y;
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foreach (Item it in matchingItems)
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{
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var newOrder = new Order(order, it.components.Find(ic => ic.GetType() == order.ItemComponentType));
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var button = new GUIButton(new Rectangle(x, y2, 150, 20), order.Name, GUI.Style, frame);
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button.UserData = newOrder;
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button.OnClicked = SetOrder;
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y2 += 25;
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var button = new GUIButton(new Rectangle(x+buttonWidth/2, y2, buttonWidth, 20), order.Name, Alignment.TopCenter, GUI.Style, frame);
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button.UserData = newOrder;
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button.OnClicked = SetOrder;
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y2 += 25;
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}
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}
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}
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else
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{
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var button = new GUIButton(new Rectangle(x, y, 150, 20), order.Name, GUI.Style, frame);
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button.UserData = order;
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button.OnClicked = SetOrder;
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else
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{
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var button = new GUIButton(new Rectangle(x + buttonWidth / 2, y, buttonWidth, 20), order.Name, Alignment.TopCenter, GUI.Style, frame);
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button.UserData = order;
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button.OnClicked = SetOrder;
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}
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i++;
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}
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x += 160;
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y += 80;
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}
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}
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public void UpdateCharacters()
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@@ -97,12 +115,30 @@ namespace Barotrauma
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frame.RemoveChild(child);
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}
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int x = 0, y = 0;
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foreach (Character character in crewManager.characters)
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{
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if (character.IsDead) continue;
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List<Character> aliveCharacters = crewManager.characters.FindAll(c => !c.IsDead);
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GUIButton characterButton = new GUIButton(new Rectangle(x, y, 150, 40), "", Color.Transparent, null, frame);
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int charactersPerRow = 4;
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int spacing = 5;
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int rows = (int)Math.Ceiling((double)aliveCharacters.Count / charactersPerRow);
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int i = 0;
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foreach (Character character in aliveCharacters)
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{
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int rowCharacterCount = Math.Min(charactersPerRow, aliveCharacters.Count);
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if (aliveCharacters.Count - i < charactersPerRow-1) rowCharacterCount = aliveCharacters.Count % charactersPerRow;
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// rowCharacterCount = Math.Min(rowCharacterCount, aliveCharacters.Count - i);
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int startX = (int)-(150 * rowCharacterCount + spacing * (rowCharacterCount - 1)) / 2;
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int x = startX + (150 + spacing) * (i % Math.Min(charactersPerRow, aliveCharacters.Count));
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int y = (105 + spacing)*((int)Math.Floor((double)i / charactersPerRow));
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GUIButton characterButton = new GUIButton(new Rectangle(x+75, y, 150, 40), "", Color.Black, Alignment.TopCenter, null, frame);
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characterButton.UserData = character;
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characterButton.Padding = new Vector4(5.0f, 5.0f, 5.0f, 5.0f);
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@@ -113,8 +149,10 @@ namespace Barotrauma
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}
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else
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{
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characterButton.Color = Color.Black * 0.5f;
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characterButton.HoverColor = Color.LightGray * 0.5f;
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characterButton.SelectedColor = Color.Gold * 0.5f;
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characterButton.OutlineColor = Color.LightGray * 0.8f;
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}
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string name = character.Info.Name.Replace(' ', '\n');
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@@ -130,7 +168,7 @@ namespace Barotrauma
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new GUIImage(new Rectangle(-10, -5, 0, 0), character.AnimController.Limbs[0].sprite, Alignment.Left, characterButton);
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x += 160;
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i++;
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}
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}
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@@ -56,6 +56,11 @@ namespace Barotrauma
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private float sight;
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//how far the NPC can hear targets from (0.0 = deaf, 1.0 = hears every target within soundRange)
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private float hearing;
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public AITarget SelectedAiTarget
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{
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get { return selectedAiTarget; }
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}
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public EnemyAIController(Character c, string file) : base(c)
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{
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@@ -32,6 +32,8 @@ namespace Barotrauma
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public override void Update(float deltaTime)
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{
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Character.ClearInputs();
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steeringManager = Character.AnimController.CurrentHull == null ? outdoorsSteeringManager : indoorsSteeringManager;
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if (updateObjectiveTimer>0.0f)
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@@ -45,15 +47,14 @@ namespace Barotrauma
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}
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objectiveManager.DoCurrentObjective(deltaTime);
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//if (Character.Controlled != null)
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//{
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// steeringManager.SteeringSeek(Character.Controlled.Position);
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//}
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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 && !Character.AnimController.InWater)
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if (Character.IsKeyDown(InputType.Aim))
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{
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Character.AnimController.TargetDir = Character.CursorPosition.X > Character.Position.X ? Direction.Right : Direction.Left;
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}
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else 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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@@ -64,6 +65,14 @@ namespace Barotrauma
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steeringManager.Update(moveSpeed);
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}
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public override void OnAttacked(IDamageable attacker, float amount)
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{
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var enemy = attacker as Character;
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if (enemy == null) return;
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objectiveManager.AddObjective(new AIObjectiveCombat(Character, enemy));
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}
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public void SetOrder(Order order, string option)
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{
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objectiveManager.SetOrder(order, option);
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@@ -0,0 +1,132 @@
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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namespace Barotrauma
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{
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class AIObjectiveCombat : AIObjective
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{
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const float CoolDown = 10.0f;
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private Character enemy;
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private AIObjectiveFindSafety escapeObjective;
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float coolDownTimer;
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private readonly float enemyStrength;
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public AIObjectiveCombat (Character character, Character enemy)
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: base(character, "")
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{
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this.enemy = enemy;
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foreach (Limb limb in enemy.AnimController.Limbs)
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{
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if (limb.attack == null) continue;
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enemyStrength += limb.attack.GetDamage(1.0f);
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}
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coolDownTimer = CoolDown;
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}
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protected override void Act(float deltaTime)
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{
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coolDownTimer -= deltaTime;
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var weapon = character.Inventory.FindItem("weapon");
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if (weapon==null)
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{
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Escape(deltaTime);
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}
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else
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{
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if (!character.SelectedItems.Contains(weapon))
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{
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character.Inventory.TryPutItem(weapon, 3, false);
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weapon.Equip(character);
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}
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character.CursorPosition = enemy.Position;
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character.SetInput(InputType.Aim, false, true);
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Vector2 enemyDiff = Vector2.Normalize(enemy.Position - character.Position);
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float weaponAngle = ((weapon.body.Dir == 1.0f) ? weapon.body.Rotation : weapon.body.Rotation - MathHelper.Pi);
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Vector2 weaponDir = new Vector2((float)Math.Cos(weaponAngle), (float)Math.Sin(weaponAngle));
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if (Vector2.Dot(enemyDiff, weaponDir)<0.9f) return;
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List<FarseerPhysics.Dynamics.Body> ignoredBodies = new List<FarseerPhysics.Dynamics.Body>();
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foreach (Limb limb in character.AnimController.Limbs)
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{
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ignoredBodies.Add(limb.body.FarseerBody);
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}
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var pickedBody = Submarine.PickBody(character.SimPosition, enemy.SimPosition, ignoredBodies);
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if (pickedBody != null && pickedBody.UserData as Limb == null) return;
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weapon.Use(deltaTime, character);
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}
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}
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private void Escape(float deltaTime)
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{
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if (escapeObjective == null)
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{
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escapeObjective = new AIObjectiveFindSafety(character);
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}
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if (enemy.AnimController.CurrentHull == character.AnimController.CurrentHull)
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{
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escapeObjective.OverrideCurrentHullSafety = 0.0f;
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}
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else
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{
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escapeObjective.OverrideCurrentHullSafety = null;
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}
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escapeObjective.TryComplete(deltaTime);
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if (Vector2.Distance(character.SimPosition, enemy.SimPosition) < 3.0f)
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{
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character.AIController.SteeringManager.SteeringManual(deltaTime, character.SimPosition - enemy.SimPosition);
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}
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else
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{
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coolDownTimer = CoolDown;
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}
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}
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public override bool IsCompleted()
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{
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return enemy.IsDead || coolDownTimer <= 0.0f;
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}
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public override float GetPriority(Character character)
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{
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//clamp the strength to the health of this character
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//(it doesn't make a difference whether the enemy does 200 or 600 damage, it's one hit kill anyway)
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float enemyDanger = Math.Min(enemyStrength, character.Health) + enemy.Health / 10.0f;
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EnemyAIController enemyAI = enemy.AIController as EnemyAIController;
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if (enemyAI != null)
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{
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if (enemyAI.SelectedAiTarget == character.AiTarget) enemyDanger *= 2.0f;
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}
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return Math.Max(enemyDanger, 30.0f);
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}
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public override bool IsDuplicate(AIObjective otherObjective)
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{
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AIObjectiveCombat objective = otherObjective as AIObjectiveCombat;
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if (objective == null) return false;
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return objective.enemy == enemy;
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}
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}
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}
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@@ -17,6 +17,7 @@ namespace Barotrauma
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bool isCompleted;
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public bool IgnoreAlreadyContainedItems;
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public AIObjectiveContainItem(Character character, string itemName, ItemContainer container)
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: base (character, "")
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@@ -47,14 +48,16 @@ namespace Barotrauma
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var itemToContain = character.Inventory.FindItem(itemName);
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if (itemToContain == null)
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{
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AddSubObjective(new AIObjectiveGetItem(character, itemName));
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var getItem = new AIObjectiveGetItem(character, itemName);
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getItem.IgnoreContainedItems = IgnoreAlreadyContainedItems;
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AddSubObjective(getItem);
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return;
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}
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if (Vector2.Distance(character.SimPosition, container.Item.SimPosition) > container.Item.PickDistance
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|| !container.Item.IsInsideTrigger(character.Position))
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&& !container.Item.IsInsideTrigger(character.Position))
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{
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AddSubObjective(new AIObjectiveGoTo(container.Item.SimPosition, character));
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AddSubObjective(new AIObjectiveGoTo(container.Item, character));
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return;
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}
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@@ -65,7 +68,9 @@ namespace Barotrauma
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public override bool IsDuplicate(AIObjective otherObjective)
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{
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AIObjectiveContainItem objective = otherObjective as AIObjectiveContainItem;
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return (objective != null);
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if (objective == null) return false;
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return objective.itemName == itemName && objective.container == container;
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}
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@@ -11,13 +11,15 @@ namespace Barotrauma
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const float SearchHullInterval = 3.0f;
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const float MinSafety = 50.0f;
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AIObjectiveGoTo gotoObjective;
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private AIObjectiveGoTo goToObjective;
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private List<Hull> unreachable;
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float currenthullSafety;
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float searchHullTimer;
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private float currenthullSafety;
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private float searchHullTimer;
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public float? OverrideCurrentHullSafety;
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public AIObjectiveFindSafety(Character character)
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: base(character, "")
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@@ -27,20 +29,24 @@ namespace Barotrauma
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protected override void Act(float deltaTime)
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{
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if (character.AnimController.CurrentHull == null || GetHullSafety(character.AnimController.CurrentHull) > MinSafety)
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currenthullSafety = OverrideCurrentHullSafety == null ?
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GetHullSafety(character.AnimController.CurrentHull) : (float)OverrideCurrentHullSafety;
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if (character.AnimController.CurrentHull == null || currenthullSafety > MinSafety)
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{
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character.AIController.SteeringManager.SteeringSeek(character.AnimController.CurrentHull.SimPosition);
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character.AIController.SelectTarget(null);
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gotoObjective = null;
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goToObjective = null;
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return;
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}
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if (searchHullTimer>0.0f)
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{
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searchHullTimer -= deltaTime;
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return;
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//return;
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}
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else
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{
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@@ -67,37 +73,35 @@ namespace Barotrauma
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if (bestHull != null)
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{
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var path = pathSteering.PathFinder.FindPath(character.SimPosition, bestHull.SimPosition);
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if (pathSteering.CurrentPath != null && pathSteering.CurrentPath.Cost < path.Cost && !pathSteering.CurrentPath.Unreachable && gotoObjective!=null)
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{
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return;
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}
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else
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{
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pathSteering.SetPath(path);
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}
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//var path = pathSteering.PathFinder.FindPath(character.SimPosition, bestHull.SimPosition);
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//if (pathSteering.CurrentPath == null || (pathSteering.CurrentPath.NextNode==null && pathSteering.CurrentPath.Cost > path.Cost) ||
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// pathSteering.CurrentPath.Unreachable || goToObjective==null)
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//{
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//pathSteering.SetPath(path);
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goToObjective = new AIObjectiveGoTo(bestHull, character);
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//}
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gotoObjective = new AIObjectiveGoTo(bestHull, character);
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//character.AIController.SelectTarget(bestHull.AiTarget);
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//haracter.AIController.SelectTarget(bestHull.AiTarget);
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}
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searchHullTimer = SearchHullInterval;
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}
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if (gotoObjective != null)
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if (goToObjective != null)
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{
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var pathSteering = character.AIController.SteeringManager as IndoorsSteeringManager;
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if (pathSteering!=null && pathSteering.CurrentPath!= null &&
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pathSteering.CurrentPath.Unreachable && !unreachable.Contains(gotoObjective.Target))
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pathSteering.CurrentPath.Unreachable && !unreachable.Contains(goToObjective.Target))
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{
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unreachable.Add(gotoObjective.Target as Hull);
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unreachable.Add(goToObjective.Target as Hull);
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}
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goToObjective.TryComplete(deltaTime);
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}
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gotoObjective.TryComplete(deltaTime);
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}
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public override bool IsDuplicate(AIObjective otherObjective)
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@@ -125,7 +129,7 @@ namespace Barotrauma
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float safety = 100.0f - fireAmount;
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if (waterPercentage > 30.0f) safety -= waterPercentage;
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if (hull.OxygenPercentage < 30.0f) safety -= (30.0f-hull.OxygenPercentage)*3.0f;
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if (hull.OxygenPercentage < 30.0f) safety -= (30.0f-hull.OxygenPercentage)*5.0f;
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return safety;
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}
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@@ -16,11 +16,14 @@ namespace Barotrauma
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private bool canBeCompleted;
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public bool IgnoreContainedItems;
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public override bool CanBeCompleted
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{
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get { return canBeCompleted; }
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}
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public AIObjectiveGetItem(Character character, string itemName)
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: base (character, "")
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{
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@@ -39,7 +42,6 @@ namespace Barotrauma
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{
|
||||
targetItem.Pick(character, false, true);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
if (currSearchIndex >= Item.ItemList.Count)
|
||||
@@ -47,20 +49,23 @@ namespace Barotrauma
|
||||
canBeCompleted = false;
|
||||
return;
|
||||
}
|
||||
|
||||
if (Item.ItemList[currSearchIndex].HasTag(itemName) || Item.ItemList[currSearchIndex].Name == itemName)
|
||||
{
|
||||
targetItem = Item.ItemList[currSearchIndex];
|
||||
|
||||
while (targetItem.container != null)
|
||||
{
|
||||
targetItem = targetItem.container;
|
||||
}
|
||||
|
||||
subObjectives.Add(new AIObjectiveGoTo(targetItem.Position, character));
|
||||
}
|
||||
|
||||
currSearchIndex++;
|
||||
|
||||
if (!Item.ItemList[currSearchIndex].HasTag(itemName) && Item.ItemList[currSearchIndex].Name != itemName) return;
|
||||
if (IgnoreContainedItems && Item.ItemList[currSearchIndex].container != null) return;
|
||||
|
||||
targetItem = Item.ItemList[currSearchIndex];
|
||||
|
||||
Item moveToTarget = targetItem;
|
||||
while (moveToTarget.container != null)
|
||||
{
|
||||
moveToTarget = moveToTarget.container;
|
||||
}
|
||||
|
||||
subObjectives.Add(new AIObjectiveGoTo(moveToTarget, character));
|
||||
|
||||
|
||||
}
|
||||
|
||||
public override bool IsDuplicate(AIObjective otherObjective)
|
||||
|
||||
@@ -35,14 +35,15 @@ namespace Barotrauma
|
||||
: base (character, "")
|
||||
{
|
||||
this.target = target;
|
||||
this.repeat = false;
|
||||
this.repeat = repeat;
|
||||
}
|
||||
|
||||
|
||||
public AIObjectiveGoTo(Vector2 targetPos, Character character)
|
||||
public AIObjectiveGoTo(Vector2 simPos, Character character, bool repeat = false)
|
||||
: base(character, "")
|
||||
{
|
||||
this.targetPos = targetPos;
|
||||
this.targetPos = simPos;
|
||||
this.repeat = repeat;
|
||||
}
|
||||
|
||||
protected override void Act(float deltaTime)
|
||||
|
||||
@@ -8,6 +8,8 @@ namespace Barotrauma
|
||||
{
|
||||
class AIObjectiveIdle : AIObjective
|
||||
{
|
||||
const float WallAvoidDistance = 150.0f;
|
||||
|
||||
AITarget currentTarget;
|
||||
private float newTargetTimer;
|
||||
|
||||
@@ -33,40 +35,30 @@ namespace Barotrauma
|
||||
{
|
||||
currentTarget = FindRandomTarget();
|
||||
|
||||
if (currentTarget!=null)
|
||||
if (currentTarget != null)
|
||||
{
|
||||
var path = pathSteering.PathFinder.FindPath(character.SimPosition, currentTarget.SimPosition);
|
||||
if (path.Cost > 200.0f)
|
||||
{
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
pathSteering.SetPath(path);
|
||||
}
|
||||
if (path.Cost > 200.0f) return;
|
||||
|
||||
pathSteering.SetPath(path);
|
||||
}
|
||||
|
||||
|
||||
newTargetTimer = currentTarget == null ? 5.0f : 10.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
newTargetTimer -= deltaTime;
|
||||
}
|
||||
|
||||
|
||||
if (currentTarget == null) return;
|
||||
|
||||
|
||||
|
||||
newTargetTimer -= deltaTime;
|
||||
|
||||
//wander randomly if reached the end of the path or the target is unreachable
|
||||
if (pathSteering!=null && pathSteering.CurrentPath != null &&
|
||||
(pathSteering.CurrentPath.NextNode == null || pathSteering.CurrentPath.Unreachable))
|
||||
if (pathSteering==null || (pathSteering.CurrentPath != null &&
|
||||
(pathSteering.CurrentPath.NextNode == null || pathSteering.CurrentPath.Unreachable)))
|
||||
{
|
||||
if (character.Position.X < character.AnimController.CurrentHull.Rect.X + 200.0f)
|
||||
//steer away from edges of the hull
|
||||
if (character.Position.X < character.AnimController.CurrentHull.Rect.X + WallAvoidDistance)
|
||||
{
|
||||
pathSteering.SteeringManual(deltaTime, Vector2.UnitX);
|
||||
}
|
||||
else if (character.Position.X > character.AnimController.CurrentHull.Rect.Right - 200.0f)
|
||||
else if (character.Position.X > character.AnimController.CurrentHull.Rect.Right - WallAvoidDistance)
|
||||
{
|
||||
pathSteering.SteeringManual(deltaTime, -Vector2.UnitX);
|
||||
}
|
||||
@@ -75,8 +67,8 @@ namespace Barotrauma
|
||||
return;
|
||||
}
|
||||
|
||||
if (currentTarget == null) return;
|
||||
character.AIController.SteeringManager.SteeringSeek(currentTarget.SimPosition);
|
||||
|
||||
}
|
||||
|
||||
private AITarget FindRandomTarget()
|
||||
@@ -111,7 +103,7 @@ namespace Barotrauma
|
||||
|
||||
public override bool IsDuplicate(AIObjective otherObjective)
|
||||
{
|
||||
return true;
|
||||
return (otherObjective as AIObjectiveIdle != null);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -88,6 +88,9 @@ namespace Barotrauma
|
||||
case "follow":
|
||||
currentOrder = new AIObjectiveGoTo(Character.Controlled, character, true);
|
||||
break;
|
||||
case "wait":
|
||||
currentOrder = new AIObjectiveGoTo(character.SimPosition, character, true);
|
||||
break;
|
||||
default:
|
||||
if (order.TargetItem == null) return;
|
||||
|
||||
|
||||
@@ -27,11 +27,14 @@ namespace Barotrauma
|
||||
|
||||
PrefabList.Add(new Order("Follow", "Following"));
|
||||
|
||||
PrefabList.Add(new Order("Dismiss", "Dismissed"));
|
||||
|
||||
PrefabList.Add(new Order("Wait", "Wait"));
|
||||
|
||||
PrefabList.Add(new Order("Operate Reactor", "Operating reactor", typeof(Reactor), new string[] {"Power up", "Shutdown"}));
|
||||
PrefabList.Add(new Order("Operate Railgun", "Operating railgun", typeof(Turret), new string[] { "Fire at will", "Hold fire" }));
|
||||
|
||||
|
||||
PrefabList.Add(new Order("Dismiss", "Dismissed"));
|
||||
}
|
||||
|
||||
private Order(string name, string doingText, Type itemComponentType, string[] parameters = null)
|
||||
|
||||
@@ -52,7 +52,7 @@ namespace Barotrauma
|
||||
|
||||
public void SteeringManual(float deltaTime, Vector2 velocity)
|
||||
{
|
||||
steering += velocity * deltaTime;
|
||||
steering += velocity;
|
||||
}
|
||||
|
||||
public virtual void Update(float speed = 1.0f)
|
||||
|
||||
@@ -12,7 +12,7 @@ namespace Barotrauma
|
||||
public bool Unreachable
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
set;
|
||||
}
|
||||
|
||||
public SteeringPath(bool unreachable = false)
|
||||
|
||||
+13
-2
@@ -71,7 +71,7 @@ namespace Barotrauma
|
||||
|
||||
return DiffToCurrentNode();
|
||||
}
|
||||
|
||||
|
||||
Vector2 diff = DiffToCurrentNode();
|
||||
|
||||
if (diff == Vector2.Zero) return -host.Steering;
|
||||
@@ -85,10 +85,18 @@ namespace Barotrauma
|
||||
|
||||
if (canOpenDoors) CheckDoorsInPath();
|
||||
|
||||
currentPath.CheckProgress(host.SimPosition, character.AnimController.InWater ? 1.0f : 0.6f);
|
||||
float allowedDistance = character.AnimController.InWater ? 1.0f : 0.6f;
|
||||
if (currentPath.CurrentNode!=null && currentPath.CurrentNode.SimPosition.Y > character.SimPosition.Y+1.0f) allowedDistance*=0.5f;
|
||||
|
||||
currentPath.CheckProgress(host.SimPosition, allowedDistance);
|
||||
|
||||
if (currentPath.CurrentNode == null) return Vector2.Zero;
|
||||
|
||||
//if (currentPath.CurrentNode.SimPosition.Y > character.SimPosition.Y+1.0f && character.AnimController.Stairs == null)
|
||||
//{
|
||||
// return currentPath.PrevNode.SimPosition - host.SimPosition;
|
||||
//}
|
||||
|
||||
return currentPath.CurrentNode.SimPosition - host.SimPosition;
|
||||
}
|
||||
|
||||
@@ -109,6 +117,7 @@ namespace Barotrauma
|
||||
if (door.IsOpen != open)
|
||||
{
|
||||
var buttons = door.Item.GetConnectedComponents<Controller>();
|
||||
|
||||
foreach (Controller controller in buttons)
|
||||
{
|
||||
if (Vector2.Distance(controller.Item.SimPosition, character.SimPosition) > controller.Item.PickDistance * 2.0f) continue;
|
||||
@@ -131,6 +140,8 @@ namespace Barotrauma
|
||||
if (!canOpenDoors) return null;
|
||||
|
||||
var doorButtons = nextNode.Waypoint.ConnectedGap.ConnectedDoor.Item.GetConnectedComponents<Controller>();
|
||||
if (!doorButtons.Any()) return null;
|
||||
|
||||
foreach (Controller button in doorButtons)
|
||||
{
|
||||
if (Math.Sign(button.Item.Position.X - nextNode.Waypoint.Position.X) !=
|
||||
@@ -250,10 +250,13 @@ namespace Barotrauma
|
||||
|
||||
float shortestAngle = leg.Rotation - torso.Rotation;
|
||||
|
||||
if (Math.Abs(shortestAngle)<2.5f) continue;
|
||||
//leg = GetLimb((i == 0) ? LimbType.LeftLeg : LimbType.RightLeg);
|
||||
if (Math.Abs(shortestAngle)<2.4f) continue;
|
||||
|
||||
leg.body.ApplyTorque(-shortestAngle*10.0f);
|
||||
|
||||
leg = GetLimb((i == 0) ? LimbType.LeftThigh : LimbType.RightThigh);
|
||||
leg.body.ApplyTorque(-shortestAngle * 5.0f);
|
||||
|
||||
// float torsoRot = MathHelper.WrapAngle(torso.Rotation);
|
||||
// torsoRot = MathHelper.ToDegrees(torsoRot);
|
||||
|
||||
|
||||
@@ -480,6 +480,13 @@ namespace Barotrauma
|
||||
return keys[(int)inputType].Held;
|
||||
}
|
||||
|
||||
public void SetInput(InputType inputType, bool hit, bool held)
|
||||
{
|
||||
keys[(int)inputType].Hit = hit;
|
||||
keys[(int)inputType].Held = held;
|
||||
|
||||
}
|
||||
|
||||
public void ClearInput(InputType inputType)
|
||||
{
|
||||
keys[(int)inputType].Hit = false;
|
||||
|
||||
Reference in New Issue
Block a user