Human AI improvements & fixes:
- Replaced item name comparisons with Prefab.NameMatches (-> item names can be changed without breaking the AIs). - Having an AIObjective set as the current order of the character doesn't automatically cause it to have a high priority. For example, the order to fix leaks has a low priority if there are no leaks to fix. - AIObjectiveFixLeaks makes sure the character is wearing a diving suit before going to fix a leak. The characters used to run in and out of flooded rooms because the AIObjectiveFindSafety objective would become active as soon as the character entered the room, causing the character to run out, and then immediately run back because they are no longer in immediate danger of drowning, making the FixLeaks objective the most high-priority one. - Characters attempt to find a room with no water in AIObjectiveIdle even if the character is wearing a diving suit. - AIObjectiveFindSafety considers flooded rooms dangerous even if the character is wearing a diving suit (-> the character attempts to go into a more dry room instead of happily idling in the flooded one). - Distance to a hull doesn't decrease its desirability nearly as much in AIObjectiveFindSafety (-> fixes characters not bothering to move into a non-flooded room if it's far away). - AIObjectiveOperateItem makes sure the item is equipped before using it (-> characters can't weld leaks with the welder in their inventory).
This commit is contained in:
@@ -64,7 +64,7 @@ namespace Barotrauma
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protected override Vector2 DoSteeringSeek(Vector2 target, float speed = 1)
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{
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//find a new path if one hasn't been found yet or the target is different from the current target
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if (currentPath == null || Vector2.Distance(target, currentTarget)>1.0f || findPathTimer < -5.0f)
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if (currentPath == null || Vector2.Distance(target, currentTarget) > 1.0f || findPathTimer < -1.0f)
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{
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if (findPathTimer > 0.0f) return Vector2.Zero;
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@@ -73,21 +73,21 @@ namespace Barotrauma
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if (character != null && character.Submarine == null)
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{
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var targetHull = Hull.FindHull(FarseerPhysics.ConvertUnits.ToDisplayUnits(target), null, false);
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if (targetHull!=null && targetHull.Submarine != null)
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if (targetHull != null && targetHull.Submarine != null)
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{
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pos -= targetHull.SimPosition;
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}
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}
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}
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currentPath = pathFinder.FindPath(pos, target);
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findPathTimer = Rand.Range(1.0f,1.2f);
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findPathTimer = Rand.Range(1.0f, 1.2f);
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return DiffToCurrentNode();
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}
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Vector2 diff = DiffToCurrentNode();
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var collider = character.AnimController.Collider;
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//if not in water and the waypoint is between the top and bottom of the collider, no need to move vertically
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if (!character.AnimController.InWater &&
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@@ -104,7 +104,7 @@ namespace Barotrauma
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private Vector2 DiffToCurrentNode()
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{
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if (currentPath == null || currentPath.Finished || currentPath.Unreachable) return Vector2.Zero;
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if (currentPath == null || currentPath.Unreachable) return Vector2.Zero;
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if (currentPath.Finished)
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{
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@@ -113,8 +113,8 @@ namespace Barotrauma
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{
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//todo: take multiple subs into account
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pos2 -= CurrentPath.Nodes.Last().Submarine.SimPosition;
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}
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return currentTarget-pos2;
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}
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return currentTarget - pos2;
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}
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if (canOpenDoors && !character.LockHands) CheckDoorsInPath();
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@@ -4,21 +4,13 @@ using System.Linq;
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namespace Barotrauma
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{
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class AIObjective
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abstract class AIObjective
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{
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protected List<AIObjective> subObjectives;
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protected readonly List<AIObjective> subObjectives;
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protected float priority;
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protected Character character;
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protected readonly Character character;
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protected string option;
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public virtual bool IsCompleted()
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{
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return false;
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}
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public virtual bool CanBeCompleted
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{
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get { return true; }
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@@ -27,15 +19,12 @@ namespace Barotrauma
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public string Option
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{
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get { return option; }
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}
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}
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public AIObjective(Character character, string option)
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{
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subObjectives = new List<AIObjective>();
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this.character = character;
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this.option = option;
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#if DEBUG
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@@ -60,8 +49,6 @@ namespace Barotrauma
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Act(deltaTime);
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}
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protected virtual void Act(float deltaTime) { }
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public void AddSubObjective(AIObjective objective)
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{
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if (subObjectives.Any(o => o.IsDuplicate(objective))) return;
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@@ -69,19 +56,20 @@ namespace Barotrauma
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subObjectives.Add(objective);
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}
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public virtual float GetPriority(Character character)
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public AIObjective GetCurrentSubObjective()
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{
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return 0.0f;
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AIObjective currentSubObjective = this;
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while (currentSubObjective.subObjectives.Count > 0)
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{
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currentSubObjective = subObjectives[0];
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}
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return currentSubObjective;
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}
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public virtual bool IsDuplicate(AIObjective otherObjective)
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{
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#if DEBUG
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throw new NotImplementedException();
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#else
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return (this.GetType() == otherObjective.GetType());
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#endif
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}
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protected abstract void Act(float deltaTime);
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public abstract bool IsCompleted();
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public abstract float GetPriority(AIObjectiveManager objectiveManager);
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public abstract bool IsDuplicate(AIObjective otherObjective);
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}
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}
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@@ -33,7 +33,6 @@ namespace Barotrauma
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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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@@ -41,17 +40,24 @@ namespace Barotrauma
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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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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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//TODO: make sure the weapon is ready to use (projectiles/batteries loaded)
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if (!character.SelectedItems.Contains(weapon))
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{
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character.Inventory.TryPutItem(weapon, 3, false, character);
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weapon.Equip(character);
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if (character.Inventory.TryPutItem(weapon, 3, false, character))
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{
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weapon.Equip(character);
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}
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else
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{
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return;
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}
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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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@@ -99,8 +105,13 @@ namespace Barotrauma
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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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public override float GetPriority(AIObjectiveManager objectiveManager)
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{
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if (objectiveManager.CurrentOrder == this)
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{
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return AIObjectiveManager.OrderPriority;
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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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@@ -19,15 +19,6 @@ namespace Barotrauma
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{
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this.itemName = itemName;
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this.container = container;
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//check if the container has room for more items
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//canBeCompleted = false;
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//foreach (Item contained in container.inventory.Items)
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//{
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// if (contained != null) continue;
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// canBeCompleted = true;
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// break;
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//}
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}
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public override bool IsCompleted()
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@@ -35,6 +26,16 @@ namespace Barotrauma
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return isCompleted || container.Inventory.FindItem(itemName)!=null;
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}
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public override float GetPriority(AIObjectiveManager objectiveManager)
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{
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if (objectiveManager.CurrentOrder == this)
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{
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return AIObjectiveManager.OrderPriority;
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}
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return 1.0f;
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}
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protected override void Act(float deltaTime)
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{
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if (isCompleted) return;
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@@ -15,7 +15,7 @@ namespace Barotrauma
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if (item == null) return false;
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var containedItems = item.ContainedItems;
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var oxygenTank = Array.Find(containedItems, i => i.Name == "Oxygen Tank" && i.Condition > 0.0f);
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var oxygenTank = Array.Find(containedItems, i => i.Prefab.NameMatches("Oxygen Tank") && i.Condition > 0.0f);
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return oxygenTank != null;
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}
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@@ -42,7 +42,7 @@ namespace Barotrauma
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if (containedItems == null) return;
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//check if there's an oxygen tank in the mask
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var oxygenTank = Array.Find(containedItems, i => i.Name == "Oxygen Tank");
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var oxygenTank = Array.Find(containedItems, i => i.Prefab.NameMatches("Oxygen Tank"));
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if (oxygenTank != null)
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{
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@@ -66,15 +66,18 @@ namespace Barotrauma
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if (subObjective != null)
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{
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subObjective.TryComplete(deltaTime);
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//isCompleted = subObjective.IsCompleted();
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}
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}
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public override float GetPriority(Character character)
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public override float GetPriority(AIObjectiveManager objectiveManager)
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{
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if (character.AnimController.CurrentHull == null) return 100.0f;
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if (objectiveManager.CurrentOrder == this)
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{
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return AIObjectiveManager.OrderPriority;
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}
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return 100.0f - character.Oxygen;
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}
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@@ -1,4 +1,5 @@
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using System;
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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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@@ -27,39 +28,23 @@ namespace Barotrauma
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unreachable = new List<Hull>();
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}
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public override bool IsCompleted()
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{
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return false;
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}
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protected override void Act(float deltaTime)
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{
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var currentHull = character.AnimController.CurrentHull;
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currenthullSafety = OverrideCurrentHullSafety == null ?
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GetHullSafety(currentHull, character) : (float)OverrideCurrentHullSafety;
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if (currentHull != null)
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if (NeedsDivingGear())
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{
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if (NeedsDivingGear())
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{
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if (!FindDivingGear(deltaTime)) return;
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}
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if (currenthullSafety > MinSafety)
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{
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if (Math.Abs(currentHull.WorldPosition.X - character.WorldPosition.X) > 100.0f)
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{
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character.AIController.SteeringManager.SteeringSeek(currentHull.SimPosition, 0.5f);
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}
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else
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{
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character.AIController.SteeringManager.Reset();
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}
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character.AIController.SelectTarget(null);
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goToObjective = null;
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return;
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}
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if (!FindDivingGear(deltaTime)) return;
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}
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if (searchHullTimer > 0.0f)
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{
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@@ -79,7 +64,7 @@ namespace Barotrauma
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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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if (pathSteering != null && pathSteering.CurrentPath != null &&
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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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@@ -92,7 +77,7 @@ namespace Barotrauma
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private bool FindDivingGear(float deltaTime)
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{
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if (divingGearObjective==null)
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if (divingGearObjective == null)
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{
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divingGearObjective = new AIObjectiveFindDivingGear(character, false);
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}
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@@ -113,8 +98,9 @@ namespace Barotrauma
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if (hull == character.AnimController.CurrentHull || unreachable.Contains(hull)) continue;
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float hullValue = GetHullSafety(hull, character);
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hullValue -= (float)Math.Sqrt(Math.Abs(character.Position.X - hull.Position.X));
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hullValue -= (float)Math.Sqrt(Math.Abs(character.Position.Y - hull.Position.Y) * 2.0f);
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//slight preference over hulls that are closer
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hullValue -= (float)Math.Sqrt(Math.Abs(character.Position.X - hull.Position.X)) * 0.1f;
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hullValue -= (float)Math.Sqrt(Math.Abs(character.Position.Y - hull.Position.Y)) * 0.2f;
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if (bestHull == null || hullValue > bestValue)
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{
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@@ -144,13 +130,13 @@ namespace Barotrauma
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return false;
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}
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public override float GetPriority(Character character)
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public override float GetPriority(AIObjectiveManager objectiveManager)
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{
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if (character.Oxygen < 80.0f)
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{
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return 150.0f - character.Oxygen;
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}
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if (character.AnimController.CurrentHull == null) return 5.0f;
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currenthullSafety = GetHullSafety(character.AnimController.CurrentHull, character);
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priority = 100.0f - currenthullSafety;
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@@ -171,13 +157,12 @@ namespace Barotrauma
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}
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}
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}
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if (NeedsDivingGear())
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{
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if (divingGearObjective != null && !divingGearObjective.IsCompleted()) priority += 20.0f;
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}
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return priority;
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}
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@@ -185,11 +170,28 @@ namespace Barotrauma
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{
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if (hull == null) return 0.0f;
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float safety = 100.0f;
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float waterPercentage = (hull.WaterVolume / hull.Volume) * 100.0f;
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if (hull.LethalPressure > 0.0f && character.PressureProtection <= 0.0f)
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{
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safety -= 100.0f;
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}
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else if (character.OxygenAvailable <= 0.0f)
|
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{
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safety -= waterPercentage;
|
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}
|
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else
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{
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safety -= waterPercentage * 0.1f;
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}
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if (hull.OxygenPercentage < 30.0f) safety -= (30.0f - hull.OxygenPercentage) * 5.0f;
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if (safety <= 0.0f) return 0.0f;
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float fireAmount = 0.0f;
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|
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var nearbyHulls = hull.GetConnectedHulls(3);
|
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|
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foreach (Hull hull2 in nearbyHulls)
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{
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foreach (FireSource fireSource in hull2.FireSources)
|
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@@ -204,13 +206,9 @@ namespace Barotrauma
|
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}
|
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}
|
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}
|
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safety -= fireAmount;
|
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|
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float safety = 100.0f - fireAmount;
|
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|
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if (waterPercentage > 30.0f && character.OxygenAvailable <= 0.0f) safety -= waterPercentage;
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if (hull.OxygenPercentage < 30.0f) safety -= (30.0f - hull.OxygenPercentage) * 5.0f;
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|
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return safety;
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return MathHelper.Clamp(safety, 0.0f, 100.0f);
|
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}
|
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}
|
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}
|
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|
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@@ -7,7 +7,9 @@ namespace Barotrauma
|
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{
|
||||
class AIObjectiveFixLeak : AIObjective
|
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{
|
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private Gap leak;
|
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private readonly Gap leak;
|
||||
|
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private AIObjectiveGoTo gotoObjective;
|
||||
|
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public Gap Leak
|
||||
{
|
||||
@@ -20,15 +22,20 @@ namespace Barotrauma
|
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this.leak = leak;
|
||||
}
|
||||
|
||||
public override float GetPriority(Character character)
|
||||
public override bool IsCompleted()
|
||||
{
|
||||
return leak.Open <= 0.0f || leak.Removed;
|
||||
}
|
||||
|
||||
public override float GetPriority(AIObjectiveManager objectiveManager)
|
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{
|
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if (leak.Open == 0.0f) return 0.0f;
|
||||
|
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float leakSize = (leak.IsHorizontal ? leak.Rect.Height : leak.Rect.Width) * Math.Max(leak.Open, 0.1f);
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|
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float dist = Vector2.DistanceSquared(character.SimPosition, leak.SimPosition);
|
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dist = Math.Max(dist/100.0f, 1.0f);
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return Math.Min(leakSize/dist, 40.0f);
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dist = Math.Max(dist / 100.0f, 1.0f);
|
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return Math.Min(leakSize / dist, 40.0f);
|
||||
}
|
||||
|
||||
public override bool IsDuplicate(AIObjective otherObjective)
|
||||
@@ -44,7 +51,7 @@ namespace Barotrauma
|
||||
|
||||
if (weldingTool == null)
|
||||
{
|
||||
subObjectives.Add(new AIObjectiveGetItem(character, "Welding Tool", true));
|
||||
AddSubObjective(new AIObjectiveGetItem(character, "Welding Tool", true));
|
||||
return;
|
||||
}
|
||||
else
|
||||
@@ -52,25 +59,31 @@ namespace Barotrauma
|
||||
var containedItems = weldingTool.ContainedItems;
|
||||
if (containedItems == null) return;
|
||||
|
||||
var fuelTank = Array.Find(containedItems, i => i.Name == "Welding Fuel Tank" && i.Condition > 0.0f);
|
||||
var fuelTank = Array.Find(containedItems, i => i.Prefab.NameMatches("Welding Fuel Tank") && i.Condition > 0.0f);
|
||||
|
||||
if (fuelTank == null)
|
||||
{
|
||||
AddSubObjective(new AIObjectiveContainItem(character, "Welding Fuel Tank", weldingTool.GetComponent<ItemContainer>()));
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
var repairTool = weldingTool.GetComponent<RepairTool>();
|
||||
if (repairTool == null) return;
|
||||
|
||||
if (Vector2.Distance(character.WorldPosition, leak.WorldPosition) > 300.0f)
|
||||
Vector2 standPosition = GetStandPosition();
|
||||
|
||||
if (Vector2.DistanceSquared(character.WorldPosition, leak.WorldPosition) > 100.0f * 100.0f)
|
||||
{
|
||||
AddSubObjective(new AIObjectiveGoTo(ConvertUnits.ToSimUnits(GetStandPosition()), character));
|
||||
var gotoObjective = new AIObjectiveGoTo(ConvertUnits.ToSimUnits(standPosition), character);
|
||||
if (!gotoObjective.IsCompleted())
|
||||
{
|
||||
AddSubObjective(gotoObjective);
|
||||
return;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
AddSubObjective(new AIObjectiveOperateItem(repairTool, character, "", leak));
|
||||
}
|
||||
|
||||
AddSubObjective(new AIObjectiveOperateItem(repairTool, character, "", true, leak));
|
||||
}
|
||||
|
||||
private Vector2 GetStandPosition()
|
||||
|
||||
@@ -7,38 +7,80 @@ namespace Barotrauma
|
||||
{
|
||||
class AIObjectiveFixLeaks : AIObjective
|
||||
{
|
||||
const float UpdateGapListInterval = 10.0f;
|
||||
const float UpdateGapListInterval = 5.0f;
|
||||
|
||||
private float updateGapListTimer;
|
||||
private double lastGapUpdate;
|
||||
|
||||
private AIObjectiveIdle idleObjective;
|
||||
|
||||
private AIObjectiveFindDivingGear findDivingGear;
|
||||
|
||||
private List<AIObjectiveFixLeak> objectiveList;
|
||||
|
||||
public AIObjectiveFixLeaks(Character character)
|
||||
: base (character, "")
|
||||
{
|
||||
objectiveList = new List<AIObjectiveFixLeak>();
|
||||
}
|
||||
|
||||
public override bool IsCompleted()
|
||||
{
|
||||
return false;
|
||||
if (Timing.TotalTime > lastGapUpdate + UpdateGapListInterval || objectiveList == null)
|
||||
{
|
||||
UpdateGapList();
|
||||
lastGapUpdate = Timing.TotalTime;
|
||||
}
|
||||
|
||||
return objectiveList.Count == 0;
|
||||
}
|
||||
|
||||
public override float GetPriority(AIObjectiveManager objectiveManager)
|
||||
{
|
||||
if (Timing.TotalTime > lastGapUpdate + UpdateGapListInterval || objectiveList == null)
|
||||
{
|
||||
UpdateGapList();
|
||||
lastGapUpdate = Timing.TotalTime;
|
||||
}
|
||||
|
||||
float priority = 0.0f;
|
||||
foreach (AIObjectiveFixLeak fixObjective in objectiveList)
|
||||
{
|
||||
//gaps from outside to inside significantly increase the priority
|
||||
if (!fixObjective.Leak.IsRoomToRoom)
|
||||
{
|
||||
priority = Math.Max(priority + fixObjective.Leak.Open * 100.0f, 50.0f);
|
||||
}
|
||||
else
|
||||
{
|
||||
priority += fixObjective.Leak.Open * 10.0f;
|
||||
}
|
||||
|
||||
if (priority >= 100.0f) break;
|
||||
}
|
||||
|
||||
return Math.Min(priority, 100.0f);
|
||||
}
|
||||
|
||||
protected override void Act(float deltaTime)
|
||||
{
|
||||
updateGapListTimer -= deltaTime;
|
||||
|
||||
if (updateGapListTimer<=0.0f)
|
||||
if (Timing.TotalTime > lastGapUpdate + UpdateGapListInterval || objectiveList == null)
|
||||
{
|
||||
UpdateGapList();
|
||||
|
||||
updateGapListTimer = UpdateGapListInterval;
|
||||
lastGapUpdate = Timing.TotalTime;
|
||||
}
|
||||
|
||||
if (objectiveList.Any())
|
||||
{
|
||||
if (!objectiveList[objectiveList.Count - 1].Leak.IsRoomToRoom)
|
||||
{
|
||||
if (findDivingGear == null) findDivingGear = new AIObjectiveFindDivingGear(character, true);
|
||||
|
||||
if (!findDivingGear.IsCompleted() && findDivingGear.CanBeCompleted)
|
||||
{
|
||||
findDivingGear.TryComplete(deltaTime);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
objectiveList[objectiveList.Count - 1].TryComplete(deltaTime);
|
||||
|
||||
if (!objectiveList[objectiveList.Count - 1].CanBeCompleted ||
|
||||
@@ -56,6 +98,7 @@ namespace Barotrauma
|
||||
|
||||
private void UpdateGapList()
|
||||
{
|
||||
if (objectiveList == null) objectiveList = new List<AIObjectiveFixLeak>();
|
||||
objectiveList.Clear();
|
||||
|
||||
foreach (Gap gap in Gap.GapList)
|
||||
|
||||
@@ -2,6 +2,7 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
@@ -26,6 +27,16 @@ namespace Barotrauma
|
||||
get { return canBeCompleted; }
|
||||
}
|
||||
|
||||
public override float GetPriority(AIObjectiveManager objectiveManager)
|
||||
{
|
||||
if (objectiveManager.CurrentOrder == this)
|
||||
{
|
||||
return AIObjectiveManager.OrderPriority;
|
||||
}
|
||||
|
||||
return 1.0f;
|
||||
}
|
||||
|
||||
public AIObjectiveGetItem(Character character, Item targetItem, bool equip = false)
|
||||
: base(character, "")
|
||||
{
|
||||
|
||||
@@ -18,6 +18,16 @@ namespace Barotrauma
|
||||
|
||||
private bool getDivingGearIfNeeded;
|
||||
|
||||
public override float GetPriority(AIObjectiveManager objectiveManager)
|
||||
{
|
||||
if (objectiveManager.CurrentOrder == this)
|
||||
{
|
||||
return AIObjectiveManager.OrderPriority;
|
||||
}
|
||||
|
||||
return 1.0f;
|
||||
}
|
||||
|
||||
public override bool CanBeCompleted
|
||||
{
|
||||
get
|
||||
@@ -93,7 +103,7 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
if (Vector2.Distance(currTargetPos, character.SimPosition) < 1.0f)
|
||||
if (Vector2.DistanceSquared(currTargetPos, character.SimPosition) < 0.5f * 0.5f)
|
||||
{
|
||||
character.AIController.SteeringManager.Reset();
|
||||
character.AnimController.TargetDir = currTargetPos.X > character.SimPosition.X ? Direction.Right : Direction.Left;
|
||||
@@ -104,7 +114,7 @@ namespace Barotrauma
|
||||
|
||||
var indoorsSteering = character.AIController.SteeringManager as IndoorsSteeringManager;
|
||||
|
||||
if (indoorsSteering.CurrentPath==null || indoorsSteering.CurrentPath.Unreachable)
|
||||
if (indoorsSteering.CurrentPath == null || indoorsSteering.CurrentPath.Unreachable)
|
||||
{
|
||||
indoorsSteering.SteeringWander();
|
||||
}
|
||||
@@ -130,7 +140,7 @@ namespace Barotrauma
|
||||
if (item.IsInsideTrigger(character.WorldPosition)) completed = true;
|
||||
}
|
||||
|
||||
completed = completed || Vector2.Distance(target != null ? target.SimPosition : targetPos, character.SimPosition) < allowedDistance;
|
||||
completed = completed || Vector2.DistanceSquared(target != null ? target.SimPosition : targetPos, character.SimPosition) < allowedDistance * allowedDistance;
|
||||
|
||||
if (completed) character.AIController.SteeringManager.Reset();
|
||||
|
||||
|
||||
@@ -9,15 +9,21 @@ namespace Barotrauma
|
||||
{
|
||||
const float WallAvoidDistance = 150.0f;
|
||||
|
||||
AITarget currentTarget;
|
||||
private AITarget currentTarget;
|
||||
private float newTargetTimer;
|
||||
|
||||
private AIObjectiveFindSafety findSafety;
|
||||
|
||||
public AIObjectiveIdle(Character character) : base(character, "")
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public override float GetPriority(Character character)
|
||||
public override bool IsCompleted()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
public override float GetPriority(AIObjectiveManager objectiveManager)
|
||||
{
|
||||
return 1.0f;
|
||||
}
|
||||
@@ -31,6 +37,14 @@ namespace Barotrauma
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (character.AnimController.InWater)
|
||||
{
|
||||
//attempt to find a safer place if in water
|
||||
if (findSafety == null) findSafety = new AIObjectiveFindSafety(character);
|
||||
findSafety.TryComplete(deltaTime);
|
||||
return;
|
||||
}
|
||||
|
||||
if (newTargetTimer <= 0.0f)
|
||||
{
|
||||
@@ -92,17 +106,10 @@ namespace Barotrauma
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if (character.AnimController.InWater)
|
||||
{
|
||||
character.AIController.SteeringManager.SteeringManual(deltaTime, new Vector2(0.0f, 0.5f));
|
||||
}
|
||||
else
|
||||
{
|
||||
character.AIController.SteeringManager.SteeringWander();
|
||||
//reset vertical steering to prevent dropping down from platforms etc
|
||||
character.AIController.SteeringManager.ResetY();
|
||||
}
|
||||
|
||||
character.AIController.SteeringManager.SteeringWander();
|
||||
//reset vertical steering to prevent dropping down from platforms etc
|
||||
character.AIController.SteeringManager.ResetY();
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -11,15 +11,17 @@ namespace Barotrauma
|
||||
|
||||
private Character character;
|
||||
|
||||
private AIObjective currentObjective;
|
||||
private AIObjective currentOrder;
|
||||
|
||||
public AIObjective CurrentOrder
|
||||
{
|
||||
get { return currentOrder; }
|
||||
}
|
||||
|
||||
public AIObjective CurrentObjective
|
||||
{
|
||||
get
|
||||
{
|
||||
if (currentObjective != null) return currentObjective;
|
||||
return objectives.Any() ? objectives[0] : null;
|
||||
}
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public AIObjectiveManager(Character character)
|
||||
@@ -47,8 +49,13 @@ namespace Barotrauma
|
||||
|
||||
public float GetCurrentPriority(Character character)
|
||||
{
|
||||
if (currentObjective != null) return OrderPriority;
|
||||
return (CurrentObjective == null) ? 0.0f : CurrentObjective.GetPriority(character);
|
||||
if (CurrentOrder != null &&
|
||||
(objectives.Count == 0 || currentOrder.GetPriority(this) > objectives[0].GetPriority(this)))
|
||||
{
|
||||
return CurrentOrder.GetPriority(this);
|
||||
}
|
||||
|
||||
return objectives.Count == 0 ? 0.0f : objectives[0].GetPriority(this);
|
||||
}
|
||||
|
||||
public void UpdateObjectives()
|
||||
@@ -59,43 +66,46 @@ namespace Barotrauma
|
||||
objectives = objectives.FindAll(o => !o.IsCompleted() && o.CanBeCompleted);
|
||||
|
||||
//sort objectives according to priority
|
||||
objectives.Sort((x, y) => y.GetPriority(character).CompareTo(x.GetPriority(character)));
|
||||
objectives.Sort((x, y) => y.GetPriority(this).CompareTo(x.GetPriority(this)));
|
||||
}
|
||||
|
||||
public void DoCurrentObjective(float deltaTime)
|
||||
{
|
||||
if (currentObjective != null && (!objectives.Any() || objectives[0].GetPriority(character) < OrderPriority))
|
||||
if (currentOrder != null && (!objectives.Any() || objectives[0].GetPriority(this) < currentOrder.GetPriority(this)))
|
||||
{
|
||||
currentObjective.TryComplete(deltaTime);
|
||||
CurrentObjective = currentOrder;
|
||||
currentOrder.TryComplete(deltaTime);
|
||||
return;
|
||||
}
|
||||
|
||||
if (!objectives.Any()) return;
|
||||
objectives[0].TryComplete(deltaTime);
|
||||
|
||||
CurrentObjective = objectives[0];
|
||||
}
|
||||
|
||||
public void SetOrder(Order order, string option)
|
||||
{
|
||||
if (order == null) return;
|
||||
|
||||
currentObjective = null;
|
||||
currentOrder = null;
|
||||
|
||||
switch (order.Name.ToLowerInvariant())
|
||||
{
|
||||
case "follow":
|
||||
currentObjective = new AIObjectiveGoTo(Character.Controlled, character, true);
|
||||
currentOrder = new AIObjectiveGoTo(Character.Controlled, character, true);
|
||||
break;
|
||||
case "wait":
|
||||
currentObjective = new AIObjectiveGoTo(character, character, true);
|
||||
currentOrder = new AIObjectiveGoTo(character, character, true);
|
||||
break;
|
||||
case "fixleaks":
|
||||
case "fix leaks":
|
||||
currentObjective = new AIObjectiveFixLeaks(character);
|
||||
currentOrder = new AIObjectiveFixLeaks(character);
|
||||
break;
|
||||
default:
|
||||
if (order.TargetItem == null) return;
|
||||
|
||||
currentObjective = new AIObjectiveOperateItem(order.TargetItem, character, option, null, order.UseController);
|
||||
currentOrder = new AIObjectiveOperateItem(order.TargetItem, character, option, false, null, order.UseController);
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
using Barotrauma.Items.Components;
|
||||
using Microsoft.Xna.Framework;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
|
||||
namespace Barotrauma
|
||||
@@ -14,6 +15,8 @@ namespace Barotrauma
|
||||
|
||||
private bool canBeCompleted;
|
||||
|
||||
private bool requireEquip;
|
||||
|
||||
public override bool CanBeCompleted
|
||||
{
|
||||
get
|
||||
@@ -27,11 +30,21 @@ namespace Barotrauma
|
||||
get { return operateTarget; }
|
||||
}
|
||||
|
||||
public AIObjectiveOperateItem(ItemComponent item, Character character, string option, Entity operateTarget = null, bool useController = false)
|
||||
:base (character, option)
|
||||
public override float GetPriority(AIObjectiveManager objectiveManager)
|
||||
{
|
||||
if (objectiveManager.CurrentOrder == this)
|
||||
{
|
||||
return AIObjectiveManager.OrderPriority;
|
||||
}
|
||||
|
||||
return 1.0f;
|
||||
}
|
||||
|
||||
public AIObjectiveOperateItem(ItemComponent item, Character character, string option, bool requireEquip, Entity operateTarget = null, bool useController = false)
|
||||
: base (character, option)
|
||||
{
|
||||
this.component = item;
|
||||
|
||||
this.requireEquip = requireEquip;
|
||||
this.operateTarget = operateTarget;
|
||||
|
||||
if (useController)
|
||||
@@ -72,6 +85,43 @@ namespace Barotrauma
|
||||
}
|
||||
else
|
||||
{
|
||||
if (requireEquip && !character.HasEquippedItem(component.Item))
|
||||
{
|
||||
//the item has to be equipped before using it if it's holdable
|
||||
var holdable = component.Item.GetComponent<Holdable>();
|
||||
if (holdable == null)
|
||||
{
|
||||
DebugConsole.ThrowError("AIObjectiveOperateItem failed - equipping item " + component.Item + " is required but the item has no Holdable component");
|
||||
return;
|
||||
}
|
||||
|
||||
for (int i = 0; i < CharacterInventory.limbSlots.Length; i++)
|
||||
{
|
||||
if (CharacterInventory.limbSlots[i] == InvSlotType.Any ||
|
||||
!holdable.AllowedSlots.Any(s => s.HasFlag(CharacterInventory.limbSlots[i])))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
//equip slot already taken
|
||||
if (character.Inventory.Items[i] != null)
|
||||
{
|
||||
//try to put the item in an Any slot, and drop it if that fails
|
||||
if (!character.Inventory.Items[i].AllowedSlots.Contains(InvSlotType.Any) ||
|
||||
!character.Inventory.TryPutItem(character.Inventory.Items[i], character, new List<InvSlotType>() { InvSlotType.Any }))
|
||||
{
|
||||
character.Inventory.Items[i].Drop();
|
||||
}
|
||||
}
|
||||
if (character.Inventory.TryPutItem(component.Item, i, true, character))
|
||||
{
|
||||
component.Item.Equip(character);
|
||||
break;
|
||||
}
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
if (component.AIOperate(deltaTime, character, this)) isCompleted = true;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -3,7 +3,7 @@ using System.Diagnostics;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
class AIObjectiveRescue : AIObjective
|
||||
/*class AIObjectiveRescue : AIObjective
|
||||
{
|
||||
private readonly Character targetCharacter;
|
||||
|
||||
@@ -30,5 +30,5 @@ namespace Barotrauma
|
||||
return targetCharacter.IsDead ? 1000.0f / distance : 10000.0f / distance;
|
||||
}
|
||||
|
||||
}
|
||||
}*/
|
||||
}
|
||||
|
||||
@@ -3,7 +3,7 @@ using System.Linq;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
class AIObjectiveRescueAll : AIObjective
|
||||
/*class AIObjectiveRescueAll : AIObjective
|
||||
{
|
||||
private List<Character> rescueTargets;
|
||||
|
||||
@@ -44,5 +44,5 @@ namespace Barotrauma
|
||||
AddSubObjective(new AIObjectiveRescue(character, target));
|
||||
}
|
||||
}
|
||||
}
|
||||
}*/
|
||||
}
|
||||
|
||||
@@ -103,11 +103,7 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
if (character == null) return false;
|
||||
if (!character.IsKeyDown(InputType.Aim)) return false;
|
||||
|
||||
//if (DoesUseFail(Character)) return false;
|
||||
|
||||
//targetPosition = targetPosition.X, -targetPosition.Y);
|
||||
|
||||
|
||||
float degreeOfSuccess = DegreeOfSuccess(character)/100.0f;
|
||||
|
||||
if (Rand.Range(0.0f, 0.5f) > degreeOfSuccess)
|
||||
@@ -241,7 +237,7 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
Gap leak = objective.OperateTarget as Gap;
|
||||
if (leak == null) return true;
|
||||
|
||||
|
||||
float dist = Vector2.Distance(leak.WorldPosition, item.WorldPosition);
|
||||
|
||||
//too far away -> consider this done and hope the AI is smart enough to move closer
|
||||
|
||||
@@ -258,9 +258,9 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
if (batteryToLoad == null) return true;
|
||||
|
||||
if (batteryToLoad.RechargeSpeed < batteryToLoad.MaxRechargeSpeed*0.4f)
|
||||
if (batteryToLoad.RechargeSpeed < batteryToLoad.MaxRechargeSpeed * 0.4f)
|
||||
{
|
||||
objective.AddSubObjective(new AIObjectiveOperateItem(batteryToLoad, character, ""));
|
||||
objective.AddSubObjective(new AIObjectiveOperateItem(batteryToLoad, character, "", false));
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user