(3dc4135ce) v0.9.5.1
This commit is contained in:
@@ -11,10 +11,10 @@ namespace Barotrauma
|
||||
{
|
||||
public override string DebugTag => "fix leak";
|
||||
public override bool ForceRun => true;
|
||||
public override bool KeepDivingGearOn => true;
|
||||
|
||||
public Gap Leak { get; private set; }
|
||||
|
||||
private AIObjectiveFindDivingGear findDivingGear;
|
||||
private AIObjectiveGetItem getWeldingTool;
|
||||
private AIObjectiveContainItem refuelObjective;
|
||||
private AIObjectiveGoTo gotoObjective;
|
||||
@@ -25,43 +25,30 @@ namespace Barotrauma
|
||||
Leak = leak;
|
||||
}
|
||||
|
||||
public override bool IsCompleted()
|
||||
{
|
||||
return Leak.Open <= 0.0f || Leak.Removed;
|
||||
}
|
||||
protected override bool Check() => Leak.Open <= 0 || Leak.Removed;
|
||||
|
||||
public override float GetPriority()
|
||||
{
|
||||
if (Leak.Open == 0.0f) { return 0.0f; }
|
||||
// Vertical distance matters more than horizontal (climbing up/down is harder than moving horizontally)
|
||||
float dist = Math.Abs(character.WorldPosition.X - Leak.WorldPosition.X) + Math.Abs(character.WorldPosition.Y - Leak.WorldPosition.Y) * 2.0f;
|
||||
float distanceFactor = MathHelper.Lerp(1, 0.25f, MathUtils.InverseLerp(0, 10000, dist));
|
||||
float severity = AIObjectiveFixLeaks.GetLeakSeverity(Leak);
|
||||
if (Leak.Removed || Leak.Open <= 0) { return 0; }
|
||||
float xDist = Math.Abs(character.WorldPosition.X - Leak.WorldPosition.X);
|
||||
float yDist = Math.Abs(character.WorldPosition.Y - Leak.WorldPosition.Y);
|
||||
// Vertical distance matters more than horizontal (climbing up/down is harder than moving horizontally).
|
||||
// If the target is close, ignore the distance factor alltogether so that we keep fixing the leaks that are nearby.
|
||||
float distanceFactor = xDist < 200 && yDist < 100 ? 1 : MathHelper.Lerp(1, 0.1f, MathUtils.InverseLerp(0, 5000, xDist + yDist * 3.0f));
|
||||
float severity = AIObjectiveFixLeaks.GetLeakSeverity(Leak) / 100;
|
||||
float max = Math.Min((AIObjectiveManager.OrderPriority - 1), 90);
|
||||
float devotion = Math.Min(Priority, 10) / 100;
|
||||
return MathHelper.Lerp(0, max, MathHelper.Clamp(devotion + severity * distanceFactor * PriorityModifier, 0, 1));
|
||||
}
|
||||
|
||||
public override bool IsDuplicate(AIObjective otherObjective)
|
||||
{
|
||||
if (!(otherObjective is AIObjectiveFixLeak fixLeak)) { return false; }
|
||||
return fixLeak.Leak == Leak;
|
||||
}
|
||||
|
||||
protected override void Act(float deltaTime)
|
||||
{
|
||||
if (!Leak.IsRoomToRoom)
|
||||
{
|
||||
if (!HumanAIController.HasDivingSuit(character))
|
||||
{
|
||||
TryAddSubObjective(ref findDivingGear, () => new AIObjectiveFindDivingGear(character, true, objectiveManager));
|
||||
return;
|
||||
}
|
||||
}
|
||||
var weldingTool = character.Inventory.FindItemByTag("weldingtool");
|
||||
var weldingTool = character.Inventory.FindItemByTag("weldingtool", true);
|
||||
if (weldingTool == null)
|
||||
{
|
||||
TryAddSubObjective(ref getWeldingTool, () => new AIObjectiveGetItem(character, "weldingtool", objectiveManager, true));
|
||||
TryAddSubObjective(ref getWeldingTool, () => new AIObjectiveGetItem(character, "weldingtool", objectiveManager, true),
|
||||
onAbandon: () => Abandon = true,
|
||||
onCompleted: () => RemoveSubObjective(ref getWeldingTool));
|
||||
return;
|
||||
}
|
||||
else
|
||||
@@ -70,9 +57,9 @@ namespace Barotrauma
|
||||
if (containedItems == null)
|
||||
{
|
||||
#if DEBUG
|
||||
DebugConsole.ThrowError("AIObjectiveFixLeak failed - the item \"" + weldingTool + "\" has no proper inventory");
|
||||
DebugConsole.ThrowError($"{character.Name}: AIObjectiveFixLeak failed - the item \"" + weldingTool + "\" has no proper inventory");
|
||||
#endif
|
||||
abandon = true;
|
||||
Abandon = true;
|
||||
return;
|
||||
}
|
||||
// Drop empty tanks
|
||||
@@ -84,9 +71,11 @@ namespace Barotrauma
|
||||
containedItem.Drop(character);
|
||||
}
|
||||
}
|
||||
if (containedItems.None(i => i.HasTag("weldingfueltank") && i.Condition > 0.0f))
|
||||
if (containedItems.None(i => i.HasTag("weldingfuel") && i.Condition > 0.0f))
|
||||
{
|
||||
TryAddSubObjective(ref refuelObjective, () => new AIObjectiveContainItem(character, "weldingfueltank", weldingTool.GetComponent<ItemContainer>(), objectiveManager));
|
||||
TryAddSubObjective(ref refuelObjective, () => new AIObjectiveContainItem(character, "weldingfuel", weldingTool.GetComponent<ItemContainer>(), objectiveManager),
|
||||
onAbandon: () => Abandon = true,
|
||||
onCompleted: () => RemoveSubObjective(ref refuelObjective));
|
||||
return;
|
||||
}
|
||||
}
|
||||
@@ -95,30 +84,55 @@ namespace Barotrauma
|
||||
if (repairTool == null)
|
||||
{
|
||||
#if DEBUG
|
||||
DebugConsole.ThrowError("AIObjectiveFixLeak failed - the item \"" + weldingTool + "\" has no RepairTool component but is tagged as a welding tool");
|
||||
DebugConsole.ThrowError($"{character.Name}: AIObjectiveFixLeak failed - the item \"" + weldingTool + "\" has no RepairTool component but is tagged as a welding tool");
|
||||
#endif
|
||||
abandon = true;
|
||||
Abandon = true;
|
||||
return;
|
||||
}
|
||||
Vector2 gapDiff = Leak.WorldPosition - character.WorldPosition;
|
||||
Vector2 toLeak = Leak.WorldPosition - character.WorldPosition;
|
||||
// TODO: use the collider size/reach?
|
||||
if (!character.AnimController.InWater && Math.Abs(gapDiff.X) < 100 && gapDiff.Y < 0.0f && gapDiff.Y > -150)
|
||||
if (!character.AnimController.InWater && Math.Abs(toLeak.X) < 100 && toLeak.Y < 0.0f && toLeak.Y > -150)
|
||||
{
|
||||
HumanAIController.AnimController.Crouching = true;
|
||||
}
|
||||
// Use a greater reach, because the distance is calculated from the character to the leak, not from the item to the leak.
|
||||
float reach = repairTool.Range + ((HumanoidAnimController)character.AnimController).ArmLength;
|
||||
bool canOperate = gapDiff.LengthSquared() < reach * reach;
|
||||
float reach = repairTool.Range + ConvertUnits.ToDisplayUnits(((HumanoidAnimController)character.AnimController).ArmLength);
|
||||
bool canOperate = toLeak.LengthSquared() < reach * reach;
|
||||
if (canOperate)
|
||||
{
|
||||
TryAddSubObjective(ref operateObjective, () => new AIObjectiveOperateItem(repairTool, character, objectiveManager, option: "", requireEquip: true, operateTarget: Leak));
|
||||
TryAddSubObjective(ref operateObjective, () => new AIObjectiveOperateItem(repairTool, character, objectiveManager, option: "", requireEquip: true, operateTarget: Leak),
|
||||
onAbandon: () => Abandon = true,
|
||||
onCompleted: () =>
|
||||
{
|
||||
if (Check()) { IsCompleted = true; }
|
||||
else
|
||||
{
|
||||
// Failed to operate. Probably too far.
|
||||
Abandon = true;
|
||||
}
|
||||
});
|
||||
}
|
||||
else
|
||||
{
|
||||
TryAddSubObjective(ref gotoObjective, () => new AIObjectiveGoTo(Leak, character, objectiveManager)
|
||||
{
|
||||
AllowGoingOutside = objectiveManager.IsCurrentOrder<AIObjectiveFixLeaks>(),
|
||||
CloseEnough = reach
|
||||
});
|
||||
},
|
||||
onAbandon: () =>
|
||||
{
|
||||
if (Check()) { IsCompleted = true; }
|
||||
else if ((Leak.WorldPosition - character.WorldPosition).LengthSquared() > reach * reach * 2)
|
||||
{
|
||||
// Too far
|
||||
Abandon = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
// We are close, try again.
|
||||
RemoveSubObjective(ref gotoObjective);
|
||||
}
|
||||
},
|
||||
onCompleted: () => RemoveSubObjective(ref gotoObjective));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user