38f1ddb...178a853: v0.8.9.1, removed content folder

This commit is contained in:
Joonas Rikkonen
2019-03-18 19:46:58 +02:00
parent 38f1ddb6fe
commit 6c0679c297
1054 changed files with 151673 additions and 144931 deletions
@@ -15,9 +15,7 @@ namespace Barotrauma
private Vector2 steering;
//the steering amount when avoiding obstacles
//(needs a separate variable because it's only updated when a raycast is done to detect any nearby obstacles)
private Vector2 avoidSteering;
private Vector2? avoidObstaclePos;
private float rayCastTimer;
private float wanderAngle;
@@ -35,19 +33,19 @@ namespace Barotrauma
wanderAngle = Rand.Range(0.0f, MathHelper.TwoPi);
}
public void SteeringSeek(Vector2 targetSimPos, float speed = 1.0f)
public void SteeringSeek(Vector2 targetSimPos, float speed)
{
steering += DoSteeringSeek(targetSimPos, speed);
}
public void SteeringWander(float speed = 1.0f)
public void SteeringWander(float speed)
{
steering += DoSteeringWander(speed);
}
public void SteeringAvoid(float deltaTime, float speed)
public void SteeringAvoid(float deltaTime, float lookAheadDistance, float speed)
{
steering += DoSteeringAvoid(deltaTime, speed);
steering += DoSteeringAvoid(deltaTime, lookAheadDistance, speed);
}
public void SteeringManual(float deltaTime, Vector2 velocity)
@@ -70,7 +68,7 @@ namespace Barotrauma
steering.Y = 0.0f;
}
public virtual void Update(float speed = 1.0f)
public virtual void Update(float speed)
{
if (steering == Vector2.Zero || !MathUtils.IsValid(steering))
{
@@ -88,7 +86,7 @@ namespace Barotrauma
host.Steering = steering;
}
protected virtual Vector2 DoSteeringSeek(Vector2 target, float speed = 1.0f)
protected virtual Vector2 DoSteeringSeek(Vector2 target, float speed)
{
Vector2 targetVel = target - host.SimPosition;
@@ -108,9 +106,9 @@ namespace Barotrauma
return newSteering;
}
protected virtual Vector2 DoSteeringWander(float speed = 1.0f)
protected virtual Vector2 DoSteeringWander(float speed)
{
Vector2 circleCenter = (host.Steering == Vector2.Zero) ? new Vector2(speed, 0.0f) : host.Steering;
Vector2 circleCenter = (host.Steering == Vector2.Zero) ? Rand.Vector(speed) : host.Steering;
circleCenter = Vector2.Normalize(circleCenter) * CircleDistance;
Vector2 displacement = new Vector2(
@@ -132,21 +130,19 @@ namespace Barotrauma
return newSteering;
}
protected virtual Vector2 DoSteeringAvoid(float deltaTime, float speed = 1.0f)
protected virtual Vector2 DoSteeringAvoid(float deltaTime, float lookAheadDistance, float speed)
{
if (steering == Vector2.Zero || host.Steering == Vector2.Zero) return Vector2.Zero;
float maxDistance = 2.0f;
Vector2 ahead = host.SimPosition + Vector2.Normalize(host.Steering) * maxDistance;
float maxDistance = lookAheadDistance;
if (rayCastTimer <= 0.0f)
{
Vector2 ahead = host.SimPosition + Vector2.Normalize(host.Steering) * maxDistance;
rayCastTimer = RayCastInterval;
Body closestBody = Submarine.CheckVisibility(host.SimPosition, ahead);
if (closestBody == null)
{
avoidSteering = Vector2.Zero;
avoidObstaclePos = null;
return Vector2.Zero;
}
else
@@ -163,19 +159,19 @@ namespace Barotrauma
obstaclePosition.X = closestStructure.SimPosition.X;
}
avoidSteering = Vector2.Normalize(Submarine.LastPickedPosition - obstaclePosition);
avoidObstaclePos = obstaclePosition;
//avoidSteering = Vector2.Normalize(Submarine.LastPickedPosition - obstaclePosition);
}
else if (closestBody.UserData is Item item)
/*else if (closestBody.UserData is Item)
{
avoidSteering = Vector2.Normalize(Submarine.LastPickedPosition - item.SimPosition);
}
}*/
else
{
avoidSteering = Vector2.Normalize(host.SimPosition - Submarine.LastPickedPosition);
avoidObstaclePos = Submarine.LastPickedPosition;
//avoidSteering = Vector2.Normalize(host.SimPosition - Submarine.LastPickedPosition);
}
//failed to normalize (the obstacle to avoid is at the same position as the character?)
// -> move to a random direction
if (!MathUtils.IsValid(avoidSteering)) avoidSteering = Rand.Vector(1.0f);
}
}
@@ -184,7 +180,14 @@ namespace Barotrauma
rayCastTimer -= deltaTime;
}
return avoidSteering * speed;
if (!avoidObstaclePos.HasValue) return Vector2.Zero;
Vector2 diff = avoidObstaclePos.Value - host.SimPosition;
float dist = diff.Length();
if (dist > maxDistance) return Vector2.Zero;
return -diff * (1.0f - dist / maxDistance) * speed;
}
}