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