AI using ladders

This commit is contained in:
Regalis
2016-01-11 21:31:33 +02:00
parent 17f3ec7301
commit 64e62545a5
7 changed files with 87 additions and 27 deletions

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@@ -58,7 +58,31 @@ namespace Barotrauma
objectiveManager.DoCurrentObjective(deltaTime);
Character.AnimController.IgnorePlatforms = (-Character.AnimController.TargetMovement.Y > Math.Abs(Character.AnimController.TargetMovement.X));
float currObjectivePriority = objectiveManager.GetCurrentPriority(Character);
float moveSpeed = MathHelper.Clamp(currObjectivePriority/10.0f, 1.0f, 3.0f);
steeringManager.Update(moveSpeed);
Character.AnimController.IgnorePlatforms = (-Character.AnimController.TargetMovement.Y > Math.Abs(Character.AnimController.TargetMovement.X*0.5f));
if (!Character.AnimController.InWater)
{
Character.AnimController.TargetMovement = new Vector2(
Character.AnimController.TargetMovement.X,
MathHelper.Clamp(Character.AnimController.TargetMovement.Y, -1.0f, 1.0f)) * Character.SpeedMultiplier;
Character.SpeedMultiplier = 1.0f;
}
if (Character.SelectedConstruction != null && Character.SelectedConstruction.GetComponent<Items.Components.Ladder>()!=null)
{
var currPath = (steeringManager as IndoorsSteeringManager).CurrentPath;
if (currPath != null && currPath.CurrentNode != null && currPath.CurrentNode.Ladders != null)
{
Character.AnimController.TargetMovement = new Vector2( 0.0f, Math.Sign(Character.AnimController.TargetMovement.Y));
}
}
if (Character.IsKeyDown(InputType.Aim))
{
@@ -69,10 +93,8 @@ namespace Barotrauma
Character.AnimController.TargetDir = Character.AnimController.TargetMovement.X > 0.0f ? Direction.Right : Direction.Left;
}
float currObjectivePriority = objectiveManager.GetCurrentPriority(Character);
float moveSpeed = MathHelper.Clamp(currObjectivePriority/10.0f, 1.0f, 3.0f);
steeringManager.Update(moveSpeed);
}
public override void OnAttacked(IDamageable attacker, float amount)

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@@ -88,8 +88,8 @@ namespace Barotrauma
Vector2 diff = DiffToCurrentNode();
if (diff == Vector2.Zero) return -host.Steering;
return (diff == Vector2.Zero) ? Vector2.Zero : Vector2.Normalize(diff)*speed;
return Vector2.Normalize(diff) * speed;
}
private Vector2 DiffToCurrentNode()
@@ -107,15 +107,23 @@ namespace Barotrauma
pos -= Submarine.Loaded.SimPosition;
}
if (currentPath.CurrentNode!= null && currentPath.CurrentNode.Ladders!=null)
{
if (character.SelectedConstruction != currentPath.CurrentNode.Ladders.Item && currentPath.CurrentNode.Ladders.Item.IsInsideTrigger(character.WorldPosition))
{
currentPath.CurrentNode.Ladders.Item.Pick(character, false, true);
}
if (Math.Sign(host.Steering.Y) == currentPath.CurrentNode.SimPosition.Y - pos.Y)
{
allowedDistance = 0.0f;
}
}
currentPath.CheckProgress(pos, allowedDistance);
if (currentPath.CurrentNode == null) return Vector2.Zero;
//if (currentPath.CurrentNode.SimPosition.Y > character.SimPosition.Y+1.0f && character.AnimController.Stairs == null)
//{
// return currentPath.PrevNode.SimPosition - host.SimPosition;
//}
return currentPath.CurrentNode.SimPosition - pos;
}

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@@ -55,7 +55,7 @@ namespace Barotrauma
protected override void Act(float deltaTime)
{
if (character.SelectedConstruction!=null)
if (character.SelectedConstruction!=null && character.SelectedConstruction.GetComponent<Ladder>()==null)
{
character.SelectedConstruction = null;
}

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@@ -794,9 +794,11 @@ namespace Barotrauma
}
else
{
correctionMovement =
Vector2.Lerp(targetMovement, Vector2.Normalize(diff) * MathHelper.Clamp(dist * 5.0f, 0.1f, 5.0f), 0.2f);
Vector2 newCorrectionMovement = Vector2.Normalize(diff) * MathHelper.Clamp(dist * 5.0f, 0.5f, 5.0f);
newCorrectionMovement.X = Math.Max(newCorrectionMovement.X, 0.5f) * Math.Sign(newCorrectionMovement.X);
correctionMovement = Vector2.Lerp(targetMovement, newCorrectionMovement, 0.2f);
if (Math.Abs(correctionMovement.Y) < 0.1f) correctionMovement.Y = 0.0f;
}
}

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@@ -7,6 +7,7 @@ using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using System.Collections.ObjectModel;
using Barotrauma.Items.Components;
namespace Barotrauma
{
@@ -27,6 +28,8 @@ namespace Barotrauma
private Hull currentHull;
public Ladder Ladders;
public Gap ConnectedGap
{
get;
@@ -71,6 +74,7 @@ namespace Barotrauma
this.spawnType = spawnType;
ConnectedGap = gap;
}
public WayPoint(Rectangle newRect, Submarine submarine)
: base (submarine)
{
@@ -252,7 +256,7 @@ namespace Barotrauma
continue;
}
for (float x = hull.Rect.X + minDist; x <= hull.Rect.X + hull.Rect.Width - minDist; x += minDist)
for (float x = hull.Rect.X + minDist; x <= hull.Rect.Right - minDist; x += minDist)
{
var wayPoint = new WayPoint(new Vector2(x, hull.Rect.Y - hull.Rect.Height + heightFromFloor), SpawnType.Path, Submarine.Loaded);
@@ -325,18 +329,18 @@ namespace Barotrauma
WayPoint[] stairPoints = new WayPoint[2];
stairPoints[0] = new WayPoint(
new Vector2(stairs.Rect.X - 50.0f,
new Vector2(stairs.Rect.X - 75.0f,
stairs.Rect.Y - (stairs.StairDirection == Direction.Left ? 80 : stairs.Rect.Height) + heightFromFloor), SpawnType.Path, Submarine.Loaded);
stairPoints[1] = new WayPoint(
new Vector2(stairs.Rect.Right + 50.0f,
new Vector2(stairs.Rect.Right + 75.0f,
stairs.Rect.Y - (stairs.StairDirection == Direction.Left ? stairs.Rect.Height : 80) + heightFromFloor), SpawnType.Path, Submarine.Loaded);
for (int i = 0; i < 2; i++ )
{
for (int dir = -1; dir <= 1; dir += 2)
{
WayPoint closest = stairPoints[i].FindClosest(dir, true, 30.0f);
WayPoint closest = stairPoints[i].FindClosest(dir, true, new Vector2(-30.0f,30f));
if (closest == null) continue;
stairPoints[i].ConnectTo(closest);
}
@@ -354,13 +358,26 @@ namespace Barotrauma
ladderPoints[0] = new WayPoint(new Vector2(item.Rect.Center.X, item.Rect.Y - item.Rect.Height + heightFromFloor), SpawnType.Path, Submarine.Loaded);
ladderPoints[1] = new WayPoint(new Vector2(item.Rect.Center.X, item.Rect.Y - heightFromFloor), SpawnType.Path, Submarine.Loaded);
ladderPoints[1] = new WayPoint(new Vector2(item.Rect.Center.X, item.Rect.Y-1.0f), SpawnType.Path, Submarine.Loaded);
WayPoint prevPoint = ladderPoints[0];
for (float y = ladderPoints[0].Position.Y+100.0f; y < ladderPoints[1].Position.Y; y+=100.0f )
{
var midPoint = new WayPoint(new Vector2(item.Rect.Center.X, y), SpawnType.Path, Submarine.Loaded);
midPoint.Ladders = ladders;
midPoint.ConnectTo(prevPoint);
prevPoint = midPoint;
}
ladderPoints[1].ConnectTo(prevPoint);
for (int i = 0; i < 2; i++)
{
ladderPoints[i].Ladders = ladders;
for (int dir = -1; dir <= 1; dir += 2)
{
WayPoint closest = ladderPoints[i].FindClosest(dir, true, 30.0f);
WayPoint closest = ladderPoints[i].FindClosest(dir, true, new Vector2(-100.0f, 0f));
if (closest == null) continue;
ladderPoints[i].ConnectTo(closest);
}
@@ -373,19 +390,30 @@ namespace Barotrauma
{
if (!gap.isHorizontal) continue;
//too small to walk through
if (gap.Rect.Height < 150.0f) continue;
var wayPoint = new WayPoint(
new Vector2(gap.Rect.Center.X, gap.Rect.Y - gap.Rect.Height + heightFromFloor), SpawnType.Path, Submarine.Loaded, gap);
for (int dir = -1; dir <= 1; dir += 2)
{
WayPoint closest = wayPoint.FindClosest(dir, true, gap.IsRoomToRoom ? 30.0f : outSideWaypointInterval/2.0f);
float tolerance = gap.IsRoomToRoom ? 30.0f : outSideWaypointInterval / 2.0f;
WayPoint closest = wayPoint.FindClosest(dir, true, new Vector2(-tolerance, tolerance));
if (closest == null) continue;
wayPoint.ConnectTo(closest);
}
}
var orphans = WayPointList.FindAll(w => w.spawnType == SpawnType.Path && !w.linkedTo.Any());
foreach (WayPoint wp in orphans)
{
wp.Remove();
}
}
private WayPoint FindClosest(int dir, bool horizontalSearch, float tolerance)
private WayPoint FindClosest(int dir, bool horizontalSearch, Vector2 tolerance)
{
if (dir != -1 && dir != 1) return null;
@@ -398,7 +426,7 @@ namespace Barotrauma
{
if (wp.SpawnType != SpawnType.Path || wp == this) continue;
if (Math.Abs(wp.Position.Y - Position.Y) > tolerance) continue;
if ((wp.Position.Y - Position.Y) < tolerance.X || (wp.Position.Y - Position.Y) > tolerance.Y) continue;
float diff = wp.Position.X - Position.X;
if (Math.Sign(diff) != dir) continue;
@@ -419,8 +447,8 @@ namespace Barotrauma
private void ConnectTo(WayPoint wayPoint2)
{
linkedTo.Add(wayPoint2);
wayPoint2.linkedTo.Add(this);
if (!linkedTo.Contains(wayPoint2)) linkedTo.Add(wayPoint2);
if (!wayPoint2.linkedTo.Contains(this)) wayPoint2.linkedTo.Add(this);
}
public static WayPoint GetRandom(SpawnType spawnType = SpawnType.None, Job assignedJob = null)

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