- fractal guardians have higher impact tolerance to stop them from killing themselves by slamming at the walls

- enemies use pathfinding when inside the sub and handle platforms/stairs better
This commit is contained in:
Regalis
2016-05-26 18:04:25 +03:00
parent 2398d8aa8a
commit 68870b67f5
4 changed files with 59 additions and 29 deletions
@@ -25,6 +25,8 @@ namespace Barotrauma
//negative values = escapes targets of this type
private float attackRooms, attackHumans, attackWeaker, attackStronger;
private SteeringManager outsideSteering, insideSteering;
private float updateTargetsTimer;
private float raycastTimer;
@@ -88,7 +90,10 @@ namespace Barotrauma
attackWhenProvoked = ToolBox.GetAttributeBool(aiElement, "attackwhenprovoked", false);
steeringManager = new SteeringManager(this);
outsideSteering = new SteeringManager(this);
insideSteering = new IndoorsSteeringManager(this, false);
steeringManager = outsideSteering;
state = AiState.None;
}
@@ -133,7 +138,9 @@ namespace Barotrauma
state = (targetValue > 0.0f) ? AiState.Attack : AiState.Escape;
}
//if (coolDownTimer >= 0.0f) return;
}
}
steeringManager = Character.Submarine == null ? outsideSteering : insideSteering;
switch (state)
{
@@ -210,7 +217,7 @@ namespace Barotrauma
raycastTimer = RaycastInterval;
}
steeringManager.SteeringAvoid(deltaTime, 1.0f);
//steeringManager.SteeringAvoid(deltaTime, 1.0f);
steeringManager.SteeringSeek(attackSimPosition);
//check if any of the limbs is close enough to attack the target
@@ -252,6 +259,12 @@ namespace Barotrauma
private void GetTargetEntity()
{
targetEntity = null;
if (Character.AnimController.CurrentHull != null)
{
wallAttackPos = Vector2.Zero;
return;
}
//check if there's a wall between the target and the Character
Vector2 rayStart = Character.SimPosition;
@@ -274,7 +287,7 @@ namespace Barotrauma
if (wall == null)
{
wallAttackPos = Submarine.LastPickedPosition;
if (selectedAiTarget.Entity.Submarine!=null) wallAttackPos -= ConvertUnits.ToSimUnits(selectedAiTarget.Entity.Submarine.Position);
if (selectedAiTarget.Entity.Submarine!=null && Character.Submarine == null) wallAttackPos -= ConvertUnits.ToSimUnits(selectedAiTarget.Entity.Submarine.Position);
}
else
@@ -370,7 +383,6 @@ namespace Barotrauma
break;
}
if (dist < limb.attack.Range)
{
attackTimer += deltaTime;
@@ -413,6 +425,8 @@ namespace Barotrauma
}
distanceAccumulator = 0.0f;
wallAttackPos = Vector2.Zero;
selectedAiTarget = null;
selectedTargetMemory = null;
targetValue = 0.0f;
@@ -73,7 +73,7 @@ namespace Barotrauma
}
else
{
if (inWater)
if (inWater || RefLimb.inWater)
{
UpdateSineAnim(deltaTime);
}
@@ -83,7 +83,7 @@ namespace Barotrauma
}
}
if (mirror)
if (mirror || !inWater)
{
if (!character.IsNetworkPlayer)
{
@@ -278,28 +278,44 @@ namespace Barotrauma
//out whether the ragdoll is standing on ground
float closestFraction = 1;
//Structure closestStructure = null;
GameMain.World.RayCast((fixture, point, normal, fraction) =>
{
//other limbs and bodies with no collision detection are ignored
if (fixture == null ||
fixture.CollisionCategories == Physics.CollisionCharacter ||
fixture.CollisionCategories == Physics.CollisionNone ||
fixture.CollisionCategories == Physics.CollisionItem) return -1;
Structure structure = fixture.Body.UserData as Structure;
if (structure != null)
switch (fixture.CollisionCategories)
{
if (structure.StairDirection != Direction.None && (stairs == null)) return -1;
if (structure.IsPlatform && (IgnorePlatforms || stairs != null)) return -1;
case Physics.CollisionStairs:
if (inWater && TargetMovement.Y < 0.5f) return -1;
Structure structure = fixture.Body.UserData as Structure;
if (stairs == null && structure != null)
{
if (LowestLimb.SimPosition.Y < structure.SimPosition.Y)
{
return -1;
}
else
{
stairs = structure;
}
}
break;
case Physics.CollisionPlatform:
Structure platform = fixture.Body.UserData as Structure;
if (IgnorePlatforms || LowestLimb.Position.Y < platform.Rect.Y) return -1;
break;
case Physics.CollisionWall:
break;
default:
return -1;
}
onGround = true;
if (fraction < closestFraction)
{
closestFraction = fraction;
}
onFloorTimer = 0.05f;
if (fraction < closestFraction) closestFraction = fraction;
return 1;
}
, rayStart, rayEnd);
return closestFraction;
} , rayStart, rayEnd);
//the ragdoll "stays on ground" for 50 millisecs after separation
if (onFloorTimer <= 0.0f)