(ce8e185aa) Merge branch 'dev' of https://github.com/Regalis11/Barotrauma-development into dev
This commit is contained in:
+16
-5
@@ -18,7 +18,7 @@ namespace Barotrauma
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const float SearchHullInterval = 3.0f;
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const float clearUnreachableInterval = 30;
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private List<Hull> unreachable = new List<Hull>();
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public readonly List<Hull> unreachable = new List<Hull>();
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private float currenthullSafety;
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private float unreachableClearTimer;
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@@ -60,11 +60,16 @@ namespace Barotrauma
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else
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{
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divingGearObjective = null;
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// Reset the timer so that we get a safe hull target.
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searchHullTimer = 0;
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// Reduce the timer so that we get a safe hull target faster.
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searchHullTimer = Math.Min(1, searchHullTimer);
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}
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}
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if (currenthullSafety < HumanAIController.HULL_SAFETY_THRESHOLD)
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{
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searchHullTimer = Math.Min(1, searchHullTimer);
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}
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if (unreachableClearTimer > 0)
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{
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unreachableClearTimer -= deltaTime;
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@@ -188,10 +193,17 @@ namespace Barotrauma
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float dist = Math.Abs(character.WorldPosition.X - hull.WorldPosition.X) + Math.Abs(character.WorldPosition.Y - hull.WorldPosition.Y) * 2.0f;
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float distanceFactor = MathHelper.Lerp(1, 0.9f, MathUtils.InverseLerp(0, 10000, dist));
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hullSafety *= distanceFactor;
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//skip the hull if the safety is already less than the best hull
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//(no need to do the expensive pathfinding if we already know we're not going to choose this hull)
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if (hullSafety < bestValue) { continue; }
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// Each unsafe node reduces the hull safety value.
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// Ignore current hull, because otherwise the would block all paths from the current hull to the target hull.
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var path = PathSteering.PathFinder.FindPath(character.SimPosition, hull.SimPosition);
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if (path.Unreachable) { continue; }
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if (path.Unreachable)
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{
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unreachable.Add(hull);
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continue;
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}
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int unsafeNodes = path.Nodes.Count(n => n.CurrentHull != character.CurrentHull && HumanAIController.UnsafeHulls.Contains(n.CurrentHull));
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hullSafety /= 1 + unsafeNodes;
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// If the target is not inside a friendly submarine, considerably reduce the hull safety.
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@@ -219,7 +231,6 @@ namespace Barotrauma
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}
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}
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}
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// Huge preference for closer targets
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float distance = Vector2.DistanceSquared(character.WorldPosition, hull.WorldPosition);
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float distanceFactor = MathHelper.Lerp(1, 0.2f, MathUtils.InverseLerp(0, MathUtils.Pow(100000, 2), distance));
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