AI combat, misc AI improvements, characters can't get stuck inside doors

This commit is contained in:
Regalis
2015-12-03 18:34:35 +02:00
parent 11857f894b
commit 5bcdfa2b56
36 changed files with 461 additions and 292 deletions
+38 -26
View File
@@ -244,6 +244,43 @@ namespace Barotrauma.Items.Components
OpenState += deltaTime * ((isOpen) ? 2.0f : -2.0f);
LinkedGap.Open = openState;
}
if (openState > 0.0f && openState < 1.0f)
{
//push characters out of the doorway when the door is closing/opening
Vector2 simPos = ConvertUnits.ToSimUnits(new Vector2(item.Rect.X, item.Rect.Y));
Vector2 simSize = ConvertUnits.ToSimUnits(new Vector2(doorSprite.size.X,
item.Rect.Height * (1.0f - openState)));
foreach (Character c in Character.CharacterList)
{
int dir = Math.Sign(c.SimPosition.X - item.SimPosition.X);
foreach (Limb l in c.AnimController.Limbs)
{
if (l.SimPosition.Y > simPos.Y || l.SimPosition.Y < simPos.Y - simSize.Y) continue;
if (Math.Sign(l.SimPosition.X - item.SimPosition.X) != dir)
{
l.body.SetTransform(new Vector2(item.SimPosition.X + dir * simSize.X*1.2f, item.SimPosition.Y), l.body.Rotation);
SoundPlayer.PlayDamageSound(DamageSoundType.LimbBlunt, 1.0f, l.body.FarseerBody);
//c.AddDamage(item.SimPosition, DamageType.Blunt, 1.0f, 0.0f, 0.0f, true);
l.body.ApplyLinearImpulse(new Vector2(dir * 0.5f, isOpen ? 0.0f : -1.0f));
}
if (Math.Abs(l.SimPosition.X - item.SimPosition.X) > simSize.X*0.5f) continue;
l.body.ApplyLinearImpulse(new Vector2(dir * 0.5f, isOpen ? 0.0f : -0.5f));
c.StartStun(0.2f);
}
}
}
else
{
body.Enabled = openState < 1.0f;
}
item.SendSignal((isOpen) ? "1" : "0", "state_out");
@@ -278,32 +315,7 @@ namespace Barotrauma.Items.Components
spriteBatch.Draw(doorSprite.Texture, new Vector2(item.Rect.Center.X, -item.Rect.Y),
new Rectangle(doorSprite.SourceRect.X, (int)(doorSprite.size.Y * openState),
(int)doorSprite.size.X, (int)(doorSprite.size.Y * (1.0f - openState))),
color, 0.0f, doorSprite.Origin, 1.0f, SpriteEffects.None, doorSprite.Depth);
if (openState == 0.0f)
{
body.Enabled = true;
}
else
{
//push characters out of the doorway when the door is closing/opening
Vector2 simPos = ConvertUnits.ToSimUnits(new Vector2(item.Rect.X, item.Rect.Y));
Vector2 simSize = ConvertUnits.ToSimUnits(new Vector2(item.Rect.Width,
item.Rect.Height * (1.0f - openState)));
foreach (Character c in Character.CharacterList)
{
int dir = Math.Sign(c.AnimController.Limbs[0].SimPosition.X - simPos.X);
foreach (Limb l in c.AnimController.Limbs)
{
if (l.SimPosition.Y < simPos.Y || l.SimPosition.Y > simPos.Y - simSize.Y) continue;
if (Math.Abs(l.SimPosition.X - simPos.X) > simSize.X * 2.0f) continue;
l.body.ApplyForce(new Vector2(dir * 10.0f, 0.0f));
}
}
}
color, 0.0f, doorSprite.Origin, 1.0f, SpriteEffects.None, doorSprite.Depth);
}
public override void OnMapLoaded()