(3dc4135ce) v0.9.5.1

This commit is contained in:
Regalis
2019-11-21 18:22:25 +01:00
parent b39922a074
commit 5c95c53118
287 changed files with 12655 additions and 5048 deletions
@@ -9,17 +9,18 @@ namespace Barotrauma
{
public override string DebugTag => "find safety";
public override bool ForceRun => true;
public override bool KeepDivingGearOn => true;
public override bool IgnoreUnsafeHulls => true;
public override bool ConcurrentObjectives => true;
public override bool IsLoop { get => true; set => throw new System.Exception("Trying to set the value for IsLoop from: " + System.Environment.StackTrace); }
// TODO: expose?
const float priorityIncrease = 100;
const float priorityDecrease = 10;
const float SearchHullInterval = 3.0f;
const float clearUnreachableInterval = 30;
public readonly HashSet<Hull> unreachable = new HashSet<Hull>();
private float currenthullSafety;
private float unreachableClearTimer;
private float searchHullTimer;
private AIObjectiveGoTo goToObjective;
@@ -27,21 +28,18 @@ namespace Barotrauma
public AIObjectiveFindSafety(Character character, AIObjectiveManager objectiveManager, float priorityModifier = 1) : base(character, objectiveManager, priorityModifier) { }
public override bool IsCompleted() => false;
protected override bool Check() => false;
public override bool CanBeCompleted => true;
public override bool IsDuplicate(AIObjective otherObjective) => otherObjective is AIObjectiveFindSafety;
private bool resetPriority;
public override void Update(float deltaTime)
{
if (unreachableClearTimer > 0)
if (resetPriority)
{
unreachableClearTimer -= deltaTime;
}
else
{
unreachableClearTimer = clearUnreachableInterval;
unreachable.Clear();
Priority = 0;
resetPriority = false;
return;
}
if (character.CurrentHull == null)
{
@@ -49,7 +47,10 @@ namespace Barotrauma
Priority = objectiveManager.CurrentOrder is AIObjectiveGoTo ? 0 : 100;
return;
}
if (character.OxygenAvailable < CharacterHealth.LowOxygenThreshold) { Priority = 100; }
if (HumanAIController.NeedsDivingGear(character, character.CurrentHull, out _) && !HumanAIController.HasDivingGear(character))
{
Priority = 100;
}
currenthullSafety = HumanAIController.CurrentHullSafety;
if (currenthullSafety > HumanAIController.HULL_SAFETY_THRESHOLD)
{
@@ -61,7 +62,7 @@ namespace Barotrauma
Priority += dangerFactor * priorityIncrease * deltaTime;
}
Priority = MathHelper.Clamp(Priority, 0, 100);
if (divingGearObjective != null && !divingGearObjective.IsCompleted() && divingGearObjective.CanBeCompleted)
if (divingGearObjective != null && !divingGearObjective.IsCompleted && divingGearObjective.CanBeCompleted)
{
// Boost the priority while seeking the diving gear
Priority = Math.Max(Priority, Math.Min(AIObjectiveManager.OrderPriority + 20, 100));
@@ -72,32 +73,36 @@ namespace Barotrauma
private Hull previousSafeHull;
protected override void Act(float deltaTime)
{
var currentHull = character.AnimController.CurrentHull;
bool needsDivingGear = HumanAIController.NeedsDivingGear(currentHull);
bool needsDivingSuit = needsDivingGear && (currentHull == null || currentHull.WaterPercentage > 90);
var currentHull = character.CurrentHull;
bool needsDivingGear = HumanAIController.NeedsDivingGear(character, currentHull, out bool needsDivingSuit);
bool needsEquipment = false;
if (needsDivingSuit)
{
needsEquipment = !HumanAIController.HasDivingSuit(character);
needsEquipment = !HumanAIController.HasDivingSuit(character, AIObjectiveFindDivingGear.lowOxygenThreshold);
}
else if (needsDivingGear)
{
needsEquipment = !HumanAIController.HasDivingMask(character);
needsEquipment = !HumanAIController.HasDivingGear(character, AIObjectiveFindDivingGear.lowOxygenThreshold);
}
if (needsEquipment)
if (needsEquipment && divingGearObjective == null && !character.LockHands)
{
TryAddSubObjective(ref divingGearObjective,
() => new AIObjectiveFindDivingGear(character, needsDivingSuit, objectiveManager),
onAbandon: () => searchHullTimer = Math.Min(1, searchHullTimer));
RemoveSubObjective(ref goToObjective);
TryAddSubObjective(ref divingGearObjective,
constructor: () => new AIObjectiveFindDivingGear(character, needsDivingSuit, objectiveManager),
onAbandon: () =>
{
searchHullTimer = Math.Min(1, searchHullTimer);
// Don't reset the diving gear objective, because it's possible that there is no diving gear -> seek a safe hull and then reset so that we can check again.
},
onCompleted: () =>
{
resetPriority = true;
searchHullTimer = Math.Min(1, searchHullTimer);
RemoveSubObjective(ref divingGearObjective);
});
}
else
else if (divingGearObjective == null || !divingGearObjective.CanBeCompleted)
{
if (divingGearObjective != null && divingGearObjective.IsCompleted())
{
// Reset the devotion.
Priority = 0;
divingGearObjective = null;
}
if (currenthullSafety < HumanAIController.HULL_SAFETY_THRESHOLD)
{
searchHullTimer = Math.Min(1, searchHullTimer);
@@ -108,7 +113,7 @@ namespace Barotrauma
}
else
{
searchHullTimer = SearchHullInterval;
searchHullTimer = SearchHullInterval * Rand.Range(0.9f, 1.1f);
previousSafeHull = currentSafeHull;
currentSafeHull = FindBestHull();
if (currentSafeHull == null)
@@ -119,70 +124,80 @@ namespace Barotrauma
{
if (goToObjective?.Target != currentSafeHull)
{
goToObjective = null;
RemoveSubObjective(ref goToObjective);
}
TryAddSubObjective(ref goToObjective,
constructor: () => new AIObjectiveGoTo(currentSafeHull, character, objectiveManager, getDivingGearIfNeeded: true)
{
AllowGoingOutside = HumanAIController.HasDivingSuit(character)
},
onAbandon: () => unreachable.Add(goToObjective.Target as Hull));
AllowGoingOutside = HumanAIController.HasDivingSuit(character, conditionPercentage: 50)
},
onCompleted: () =>
{
if (currenthullSafety > HumanAIController.HULL_SAFETY_THRESHOLD ||
HumanAIController.NeedsDivingGear(character, currentHull, out bool needsSuit) && (needsSuit ? HumanAIController.HasDivingSuit(character) : HumanAIController.HasDivingMask(character)))
{
resetPriority = true;
searchHullTimer = Math.Min(1, searchHullTimer);
}
RemoveSubObjective(ref goToObjective);
// If diving gear objective failed, let's reset it here.
RemoveSubObjective(ref divingGearObjective);
},
onAbandon: () =>
{
if (currentHull != null)
{
HumanAIController.UnreachableHulls.Add(goToObjective.Target as Hull);
}
RemoveSubObjective(ref goToObjective);
});
}
else
{
goToObjective = null;
RemoveSubObjective(ref goToObjective);
}
}
if (goToObjective != null)
if (subObjectives.Any(so => so.CanBeCompleted)) { return; }
if (currentHull != null)
{
if (goToObjective.IsCompleted())
//goto objective doesn't exist (a safe hull not found, or a path to a safe hull not found)
// -> attempt to manually steer away from hazards
Vector2 escapeVel = Vector2.Zero;
// TODO: optimize
foreach (FireSource fireSource in HumanAIController.VisibleHulls.SelectMany(h => h.FireSources))
{
objectiveManager.GetObjective<AIObjectiveIdle>()?.Wander(deltaTime);
}
Priority = 0;
return;
}
if (currentHull == null) { return; }
//goto objective doesn't exist (a safe hull not found, or a path to a safe hull not found)
// -> attempt to manually steer away from hazards
Vector2 escapeVel = Vector2.Zero;
// TODO: optimize
foreach (FireSource fireSource in HumanAIController.VisibleHulls.SelectMany(h => h.FireSources))
{
Vector2 dir = character.Position - fireSource.Position;
float distMultiplier = MathHelper.Clamp(100.0f / Vector2.Distance(fireSource.Position, character.Position), 0.1f, 10.0f);
escapeVel += new Vector2(Math.Sign(dir.X) * distMultiplier, !character.IsClimbing ? 0 : Math.Sign(dir.Y) * distMultiplier);
}
foreach (Character enemy in Character.CharacterList)
{
if (enemy.IsDead || enemy.IsUnconscious || enemy.Removed || HumanAIController.IsFriendly(enemy)) { continue; }
if (HumanAIController.VisibleHulls.Contains(enemy.CurrentHull))
{
Vector2 dir = character.Position - enemy.Position;
float distMultiplier = MathHelper.Clamp(100.0f / Vector2.Distance(enemy.Position, character.Position), 0.1f, 10.0f);
Vector2 dir = character.Position - fireSource.Position;
float distMultiplier = MathHelper.Clamp(100.0f / Vector2.Distance(fireSource.Position, character.Position), 0.1f, 10.0f);
escapeVel += new Vector2(Math.Sign(dir.X) * distMultiplier, !character.IsClimbing ? 0 : Math.Sign(dir.Y) * distMultiplier);
}
}
if (escapeVel != Vector2.Zero)
{
float left = currentHull.Rect.X + 50;
float right = currentHull.Rect.Right - 50;
//only move if we haven't reached the edge of the room
if (escapeVel.X < 0 && character.Position.X > left || escapeVel.X > 0 && character.Position.X < right)
foreach (Character enemy in Character.CharacterList)
{
character.AIController.SteeringManager.SteeringManual(deltaTime, escapeVel);
if (HumanAIController.IsFriendly(enemy) || !HumanAIController.IsActive(enemy)) { continue; }
if (HumanAIController.VisibleHulls.Contains(enemy.CurrentHull))
{
Vector2 dir = character.Position - enemy.Position;
float distMultiplier = MathHelper.Clamp(100.0f / Vector2.Distance(enemy.Position, character.Position), 0.1f, 10.0f);
escapeVel += new Vector2(Math.Sign(dir.X) * distMultiplier, !character.IsClimbing ? 0 : Math.Sign(dir.Y) * distMultiplier);
}
}
else
if (escapeVel != Vector2.Zero)
{
character.AnimController.TargetDir = escapeVel.X < 0.0f ? Direction.Right : Direction.Left;
character.AIController.SteeringManager.Reset();
float left = currentHull.Rect.X + 50;
float right = currentHull.Rect.Right - 50;
//only move if we haven't reached the edge of the room
if (escapeVel.X < 0 && character.Position.X > left || escapeVel.X > 0 && character.Position.X < right)
{
character.AIController.SteeringManager.SteeringManual(deltaTime, escapeVel);
}
else
{
character.AnimController.TargetDir = escapeVel.X < 0.0f ? Direction.Right : Direction.Left;
character.AIController.SteeringManager.Reset();
}
return;
}
}
else
{
Priority = 0;
objectiveManager.GetObjective<AIObjectiveIdle>()?.Wander(deltaTime);
}
objectiveManager.GetObjective<AIObjectiveIdle>().Wander(deltaTime);
}
}
@@ -195,24 +210,28 @@ namespace Barotrauma
if (hull.Submarine == null) { continue; }
if (!allowChangingTheSubmarine && hull.Submarine != character.Submarine) { continue; }
if (ignoredHulls != null && ignoredHulls.Contains(hull)) { continue; }
if (unreachable.Contains(hull)) { continue; }
if (HumanAIController.UnreachableHulls.Contains(hull)) { continue; }
float hullSafety = 0;
if (character.CurrentHull != null && character.Submarine != null)
{
// Inside
if (!character.Submarine.IsConnectedTo(hull.Submarine)) { continue; }
hullSafety = HumanAIController.GetHullSafety(hull, character);
// Vertical distance matters more than horizontal (climbing up/down is harder than moving horizontally)
float dist = Math.Abs(character.WorldPosition.X - hull.WorldPosition.X) + Math.Abs(character.WorldPosition.Y - hull.WorldPosition.Y) * 2.0f;
hullSafety = HumanAIController.GetHullSafety(hull, hull.GetConnectedHulls(true, 1), character);
float yDist = Math.Abs(character.WorldPosition.Y - hull.WorldPosition.Y);
yDist = yDist > 100 ? yDist * 3 : 0;
float dist = Math.Abs(character.WorldPosition.X - hull.WorldPosition.X) + yDist;
float distanceFactor = MathHelper.Lerp(1, 0.9f, MathUtils.InverseLerp(0, 10000, dist));
hullSafety *= distanceFactor;
//skip the hull if the safety is already less than the best hull
//(no need to do the expensive pathfinding if we already know we're not going to choose this hull)
if (hullSafety < bestValue) { continue; }
var path = PathSteering.PathFinder.FindPath(character.SimPosition, hull.SimPosition);
if (path.Unreachable)
// Don't allow to go outside if not already outside.
var path = character.CurrentHull != null ?
PathSteering.PathFinder.FindPath(character.SimPosition, hull.SimPosition, nodeFilter: node => node.Waypoint.CurrentHull != null) :
PathSteering.PathFinder.FindPath(character.SimPosition, hull.SimPosition);
if (path.Unreachable && character.CurrentHull != null)
{
unreachable.Add(hull);
HumanAIController.UnreachableHulls.Add(hull);
continue;
}
// Each unsafe node reduces the hull safety value.