f8b0295...0671290

This commit is contained in:
Joonas Rikkonen
2019-03-18 22:59:45 +02:00
parent 23687fbf2f
commit 63eb4d64e5
103 changed files with 1378 additions and 4692 deletions
@@ -131,23 +131,20 @@ namespace Barotrauma
ignorePlatforms = true;
}
}
if (Character.IsClimbing && PathSteering.InLadders && PathSteering.IsNextLadderSameAsCurrent)
{
Character.AnimController.TargetMovement = new Vector2(0.0f, Math.Sign(Character.AnimController.TargetMovement.Y));
}
}
Character.AnimController.IgnorePlatforms = ignorePlatforms;
// Suspect that this causes issues when trying to exit from the ladders -> could try to check if the next node is ladder?
//if (Character.IsClimbing)
//{
// Character.AnimController.TargetMovement = new Vector2(0.0f, Math.Sign(Character.AnimController.TargetMovement.Y));
//}
Vector2 targetMovement = AnimController.TargetMovement;
if (!Character.AnimController.InWater)
{
targetMovement = new Vector2(
Character.AnimController.TargetMovement.X,
MathHelper.Clamp(Character.AnimController.TargetMovement.Y, -1.0f, 1.0f));
targetMovement = new Vector2(Character.AnimController.TargetMovement.X, MathHelper.Clamp(Character.AnimController.TargetMovement.Y, -1.0f, 1.0f));
}
float maxSpeed = Character.ApplyTemporarySpeedLimits(currentSpeed);
@@ -227,10 +224,6 @@ namespace Barotrauma
PropagateHullSafety(Character, Character.CurrentHull);
}
}
private void ReportProblems()
{
if (GameMain.Client != null) return;
protected void ReportProblems()
{
@@ -252,7 +245,7 @@ namespace Barotrauma
foreach (Character c in Character.CharacterList)
{
if (c.CurrentHull == Character.CurrentHull && !c.IsDead &&
(c.AIController is EnemyAIController || c.TeamID != Character.TeamID))
(c.AIController is EnemyAIController || (c.TeamID != Character.TeamID && Character.TeamID != Character.TeamType.FriendlyNPC && c.TeamID != Character.TeamType.FriendlyNPC)))
{
var orderPrefab = Order.PrefabList.Find(o => o.AITag == "reportintruders");
newOrder = new Order(orderPrefab, Character.CurrentHull, null);
@@ -297,10 +290,13 @@ namespace Barotrauma
public override void OnAttacked(Character attacker, AttackResult attackResult)
{
float damage = attackResult.Damage;
if (damage < 0) { return; }
if (damage <= 0) { return; }
if (attacker == null || attacker.IsDead || attacker.Removed)
{
objectiveManager.GetObjective<AIObjectiveFindSafety>().Priority = 100;
if (objectiveManager.CurrentOrder == null)
{
objectiveManager.GetObjective<AIObjectiveFindSafety>().Priority = 100;
}
return;
}
if (IsFriendly(attacker))
@@ -314,7 +310,10 @@ namespace Barotrauma
if (!attacker.IsRemotePlayer && Character.Controlled != attacker && attacker.AIController != null && attacker.AIController.Enabled)
{
// Don't react to damage done by friendly ai, because we know that it's accidental
objectiveManager.GetObjective<AIObjectiveFindSafety>().Priority = 100;
if (objectiveManager.CurrentOrder == null)
{
objectiveManager.GetObjective<AIObjectiveFindSafety>().Priority = 100;
}
return;
}
float currentVitality = Character.CharacterHealth.Vitality;
@@ -322,8 +321,10 @@ namespace Barotrauma
if (dmgPercentage < currentVitality / 10)
{
// Don't react to a minor amount of (accidental) dmg done by friendly characters
objectiveManager.GetObjective<AIObjectiveFindSafety>().Priority = 100;
return;
if (objectiveManager.CurrentOrder == null)
{
objectiveManager.GetObjective<AIObjectiveFindSafety>().Priority = 100;
}
}
if (ObjectiveManager.CurrentObjective is AIObjectiveCombat combatObjective)
{
@@ -465,7 +466,9 @@ namespace Barotrauma
// Even the smallest fire reduces the safety by 50%
float fire = hull.FireSources.Count * 0.5f + hull.FireSources.Sum(fs => fs.DamageRange) / hull.Size.X;
float fireFactor = ignoreFire ? 1 : MathHelper.Lerp(1, 0, MathHelper.Clamp(fire, 0, 1));
int enemyCount = Character.CharacterList.Count(e => e.CurrentHull == hull && !e.IsDead && !e.IsUnconscious && (e.AIController is EnemyAIController || e.TeamID != character.TeamID));
int enemyCount = Character.CharacterList.Count(e =>
e.CurrentHull == hull && !e.IsDead && !e.IsUnconscious &&
(e.AIController is EnemyAIController || (e.TeamID != character.TeamID && character.TeamID != Character.TeamType.FriendlyNPC && e.TeamID != Character.TeamType.FriendlyNPC)));
// The hull safety decreases 90% per enemy up to 100% (TODO: test smaller percentages)
float enemyFactor = ignoreEnemies ? 1 : MathHelper.Lerp(1, 0, MathHelper.Clamp(enemyCount * 0.9f, 0, 1));
float safety = oxygenFactor * waterFactor * fireFactor * enemyFactor;