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
@@ -2,7 +2,6 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Barotrauma.Items.Components;
namespace Barotrauma
{
@@ -25,7 +24,7 @@ namespace Barotrauma
private float searchHullTimer;
private AIObjectiveGoTo goToObjective;
private AIObjective divingGearObjective;
private AIObjectiveFindDivingGear divingGearObjective;
public AIObjectiveFindSafety(Character character) : base(character, "") { }
@@ -35,13 +34,12 @@ namespace Barotrauma
protected override void Act(float deltaTime)
{
var currentHull = character.AnimController.CurrentHull;
if (HumanAIController.NeedsDivingGear(currentHull))
if (HumanAIController.NeedsDivingGear(currentHull) && divingGearObjective == null)
{
bool needsDivingSuit = currentHull == null || currentHull.WaterPercentage > 90;
bool hasEquipment = needsDivingSuit ? HumanAIController.HasDivingSuit(character) : HumanAIController.HasDivingGear(character);
if ((divingGearObjective == null || !divingGearObjective.CanBeCompleted) && !hasEquipment)
if (!hasEquipment)
{
// If the previous objective cannot be completed, create a new and try again.
divingGearObjective = new AIObjectiveFindDivingGear(character, needsDivingSuit);
}
}
@@ -55,9 +53,15 @@ namespace Barotrauma
}
else if (divingGearObjective.CanBeCompleted)
{
// If diving gear objective is active, wait for it to complete.
// If diving gear objective is active and can be completed, wait for it to complete.
return;
}
else
{
divingGearObjective = null;
// Reset the timer so that we get a safe hull target.
searchHullTimer = 0;
}
}
if (unreachableClearTimer > 0)
@@ -83,17 +87,18 @@ namespace Barotrauma
{
if (goToObjective.Target != bestHull)
{
goToObjective = new AIObjectiveGoTo(bestHull, character)
// If we need diving gear, we should already have it, if possible.
goToObjective = new AIObjectiveGoTo(bestHull, character, getDivingGearIfNeeded: false)
{
AllowGoingOutside = true
AllowGoingOutside = HumanAIController.HasDivingSuit(character)
};
}
}
else
{
goToObjective = new AIObjectiveGoTo(bestHull, character)
goToObjective = new AIObjectiveGoTo(bestHull, character, getDivingGearIfNeeded: false)
{
AllowGoingOutside = true
AllowGoingOutside = HumanAIController.HasDivingSuit(character)
};
}
}
@@ -110,6 +115,7 @@ namespace Barotrauma
unreachable.Add(goToObjective.Target as Hull);
}
goToObjective = null;
SteeringManager.SteeringWander();
}
}
else if (currentHull != null)
@@ -126,6 +132,11 @@ namespace Barotrauma
foreach (Character enemy in Character.CharacterList)
{
//don't run from friendly NPCs
if (enemy.TeamID == Character.TeamType.FriendlyNPC) { continue; }
//friendly NPCs don't run away from anything but characters controlled by EnemyAIController (= monsters)
if (character.TeamID == Character.TeamType.FriendlyNPC && !(enemy.AIController is EnemyAIController)) { continue; }
if (enemy.CurrentHull == currentHull && !enemy.IsDead && !enemy.IsUnconscious &&
(enemy.AIController is EnemyAIController || enemy.TeamID != character.TeamID))
{
@@ -170,13 +181,15 @@ namespace Barotrauma
if (unreachable.Contains(hull)) { continue; }
if (!character.Submarine.IsConnectedTo(hull.Submarine)) { continue; }
hullSafety = HumanAIController.GetHullSafety(hull, character);
var path = PathSteering.PathFinder.FindPath(character.SimPosition, hull.SimPosition);
int unsafeNodes = path.Nodes.Count(n => n.CurrentHull != character.CurrentHull && HumanAIController.UnsafeHulls.Contains(n.CurrentHull));
// Vertical distance matters more than horizontal (climbing up/down is harder than moving horizontally)
float dist = Math.Abs(character.WorldPosition.X - hull.WorldPosition.X) + Math.Abs(character.WorldPosition.Y - hull.WorldPosition.Y) * 2.0f;
float distanceFactor = MathHelper.Lerp(1, 0.9f, MathUtils.InverseLerp(0, 10000, dist));
hullSafety *= distanceFactor;
// Each unsafe node reduces the hull safety value.
// Ignore current hull, because otherwise the would block all paths from the current hull to the target hull.
var path = PathSteering.PathFinder.FindPath(character.SimPosition, hull.SimPosition);
if (path.Unreachable) { continue; }
int unsafeNodes = path.Nodes.Count(n => n.CurrentHull != character.CurrentHull && HumanAIController.UnsafeHulls.Contains(n.CurrentHull));
hullSafety /= 1 + unsafeNodes;
// If the target is not inside a friendly submarine, considerably reduce the hull safety.
if (!character.Submarine.IsEntityFoundOnThisSub(hull, true))