EnemyAIController tweaking:

- removed the "distance accumulator" which was used to make characters reset their attack target if they haven't moved enough within a specific interval. The intention was to make characters less likely to get stuck but it seems to cause more problems than it solves.
- more frequent target updates
- characters can target entities they're previously targeted from further away (even if the target isn't within range anymore)
This commit is contained in:
Regalis
2017-04-24 19:08:51 +03:00
parent df7daa5925
commit 5eb01d4c50
2 changed files with 10 additions and 27 deletions

View File

@@ -26,7 +26,7 @@
<!-- spike/tentacle thingy -->
<limb id = "13" width="10" height="30" mass = "6" attackpriority="2" flip="true" pullpos="0.0,25.0">
<sprite texture="Content/Characters/Husk/DivingSuit.png" sourcerect="110,76,18,52" depth="0.05" origin="0.5,0.5"/>
<attack range="70" duration="0.2" bleedingdamage="0.5" damage="10" stun="0.5" torque="-50" damagetype="slash" targetforce="10">
<attack range="70" duration="0.2" bleedingdamage="0.5" damage="10" stun="0.5" force="1" torque="-50" damagetype="slash" targetforce="10">
<StatusEffect type="OnUse" target="Character" HuskInfectionState="0.01" disabledeltatime="true"/>
<StatusEffect type="OnUse" target="This" Health="1.0" disabledeltatime="true"/>
</attack>
@@ -110,6 +110,6 @@
<ai attackhumans="500" attackrooms="5.0" attackweaker="50" attackstronger="-30"
sight="0.5" hearing="1.0"
attackcooldown="5.0"/>
attackcooldown="1.0"/>
</Character>

View File

@@ -13,7 +13,7 @@ namespace Barotrauma
class EnemyAIController : AIController
{
private const float UpdateTargetsInterval = 5.0f;
private const float UpdateTargetsInterval = 0.5f;
private const float RaycastInterval = 1.0f;
@@ -32,7 +32,6 @@ namespace Barotrauma
private float raycastTimer;
private Vector2 prevPosition;
private float distanceAccumulator;
//a timer for attacks such as biting that last for a specific amount of time
//the duration is determined by the attackDuration of the attacking limb
@@ -108,8 +107,6 @@ namespace Barotrauma
public override void Update(float deltaTime)
{
UpdateDistanceAccumulator();
bool ignorePlatforms = (-Character.AnimController.TargetMovement.Y > Math.Abs(Character.AnimController.TargetMovement.X));
if (steeringManager is IndoorsSteeringManager)
@@ -187,14 +184,6 @@ namespace Barotrauma
coolDownTimer -= deltaTime;
}
private void UpdateDistanceAccumulator()
{
Limb limb = Character.AnimController.Limbs[0];
distanceAccumulator += (limb.SimPosition - prevPosition).Length();
prevPosition = limb.body.SimPosition;
}
private void UpdateAttack(float deltaTime)
{
@@ -214,6 +203,11 @@ namespace Barotrauma
if (selectedAiTarget.Entity != null && Character.Submarine==null && selectedAiTarget.Entity.Submarine != null) attackSimPosition += ConvertUnits.ToSimUnits(selectedAiTarget.Entity.Submarine.Position);
}
if (Math.Abs(Character.AnimController.movement.X) > 0.1f && !Character.AnimController.InWater)
{
Character.AnimController.TargetDir = Character.SimPosition.X < attackSimPosition.X ? Direction.Right : Direction.Left;
}
if (coolDownTimer>0.0f)
{
UpdateCoolDown(attackSimPosition, deltaTime);
@@ -374,15 +368,6 @@ namespace Barotrauma
//sight/hearing range
public void UpdateTargets(Character character)
{
if (distanceAccumulator<5.0f && Rand.Range(1,3)==1)
{
selectedAiTarget = null;
character.AnimController.TargetMovement = -character.AnimController.TargetMovement;
state = AiState.None;
return;
}
distanceAccumulator = 0.0f;
wallAttackPos = Vector2.Zero;
selectedAiTarget = null;
@@ -423,13 +408,11 @@ namespace Barotrauma
valueModifier = attackRooms;
}
dist = Vector2.Distance(
character.WorldPosition,
target.WorldPosition);
dist = Vector2.Distance(character.WorldPosition, target.WorldPosition);
//if the target has been within range earlier, the character will notice it more easily
//(i.e. remember where the target was)
if (targetMemories.ContainsKey(target)) dist *= 0.5f;
if (targetMemories.ContainsKey(target)) dist *= 0.1f;
//ignore target if it's too far to see or hear
if (dist > target.SightRange * sight && dist > target.SoundRange * hearing) continue;