(326dbd217) Don't take the diving suit off while trying to get a diving suit as a part of the goto objective. Fixes bots occasionally standing next to the diving suit cabinet apparently holding the suit in hands but not putting it on or moving anywhere.
This commit is contained in:
@@ -280,7 +280,7 @@ namespace Barotrauma
|
||||
{
|
||||
followTargetObjective.CloseEnough = ConvertUnits.ToSimUnits(rt.Range);
|
||||
}
|
||||
else if (WeaponComponent is MeleeWeapon mw)
|
||||
else if (WeaponComponent is RepairTool rt)
|
||||
{
|
||||
SteeringManager.Reset();
|
||||
Mode = CombatMode.Retreat;
|
||||
|
||||
@@ -473,6 +473,49 @@ namespace Barotrauma
|
||||
{
|
||||
character.AIController.SteeringManager.Reset();
|
||||
}
|
||||
if (goToObjective != null) { return; }
|
||||
if (currentHull == null) { return; }
|
||||
//goto objective doesn't exist (a safe hull not found, or a path to a safe hull not found)
|
||||
// -> attempt to manually steer away from hazards
|
||||
Vector2 escapeVel = Vector2.Zero;
|
||||
foreach (FireSource fireSource in currentHull.FireSources)
|
||||
{
|
||||
Vector2 dir = character.Position - fireSource.Position;
|
||||
float distMultiplier = MathHelper.Clamp(100.0f / Vector2.Distance(fireSource.Position, character.Position), 0.1f, 10.0f);
|
||||
escapeVel += new Vector2(Math.Sign(dir.X) * distMultiplier, !character.IsClimbing ? 0 : Math.Sign(dir.Y) * distMultiplier);
|
||||
}
|
||||
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))
|
||||
{
|
||||
Vector2 dir = character.Position - enemy.Position;
|
||||
float distMultiplier = MathHelper.Clamp(100.0f / Vector2.Distance(enemy.Position, character.Position), 0.1f, 10.0f);
|
||||
escapeVel += new Vector2(Math.Sign(dir.X) * distMultiplier, !character.IsClimbing ? 0 : Math.Sign(dir.Y) * distMultiplier);
|
||||
}
|
||||
}
|
||||
if (escapeVel != Vector2.Zero)
|
||||
{
|
||||
//only move if we haven't reached the edge of the room
|
||||
if ((escapeVel.X < 0 && character.Position.X > currentHull.Rect.X + 50) ||
|
||||
(escapeVel.X > 0 && character.Position.X < currentHull.Rect.Right - 50))
|
||||
{
|
||||
character.AIController.SteeringManager.SteeringManual(deltaTime, escapeVel);
|
||||
}
|
||||
else
|
||||
{
|
||||
character.AnimController.TargetDir = escapeVel.X < 0.0f ? Direction.Right : Direction.Left;
|
||||
character.AIController.SteeringManager.Reset();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
character.AIController.SteeringManager.Reset();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -514,6 +557,32 @@ namespace Barotrauma
|
||||
{
|
||||
hullSafety /= 10;
|
||||
}
|
||||
else
|
||||
{
|
||||
// TODO: could also target gaps that get us inside?
|
||||
foreach (Item item in Item.ItemList)
|
||||
{
|
||||
if (item.CurrentHull == hull && item.HasTag("airlock"))
|
||||
{
|
||||
hullSafety = 100;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
// Huge preference for closer targets
|
||||
float distance = Vector2.DistanceSquared(character.WorldPosition, hull.WorldPosition);
|
||||
float distanceFactor = MathHelper.Lerp(1, 0.2f, MathUtils.InverseLerp(0, MathUtils.Pow(100000, 2), distance));
|
||||
hullSafety *= distanceFactor;
|
||||
// If the target is not inside a friendly submarine, considerably reduce the hull safety.
|
||||
if (hull.Submarine.TeamID != character.TeamID && hull.Submarine.TeamID != Character.TeamType.FriendlyNPC)
|
||||
{
|
||||
hullSafety /= 10;
|
||||
}
|
||||
}
|
||||
if (hullSafety > bestValue)
|
||||
{
|
||||
bestHull = hull;
|
||||
bestValue = hullSafety;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
@@ -273,6 +273,31 @@ namespace Barotrauma
|
||||
{
|
||||
#if DEBUG
|
||||
DebugConsole.ThrowError("AIObjectiveFixLeak failed - the item \"" + weldingTool + "\" has no RepairTool component but is tagged as a welding tool");
|
||||
#endif
|
||||
abandon = true;
|
||||
return;
|
||||
}
|
||||
Vector2 gapDiff = Leak.WorldPosition - character.WorldPosition;
|
||||
// TODO: use the collider size/reach?
|
||||
if (!character.AnimController.InWater && Math.Abs(gapDiff.X) < 100 && gapDiff.Y < 0.0f && gapDiff.Y > -150)
|
||||
{
|
||||
HumanAIController.AnimController.Crouching = true;
|
||||
}
|
||||
float reach = ConvertUnits.ToSimUnits(repairTool.Range);
|
||||
bool canOperate = ConvertUnits.ToSimUnits(gapDiff.Length()) < reach;
|
||||
if (canOperate)
|
||||
{
|
||||
TryAddSubObjective(ref operateObjective, () => new AIObjectiveOperateItem(repairTool, character, objectiveManager, option: "", requireEquip: true, operateTarget: Leak));
|
||||
}
|
||||
else
|
||||
{
|
||||
TryAddSubObjective(ref gotoObjective, () => new AIObjectiveGoTo(ConvertUnits.ToSimUnits(GetStandPosition()), character, objectiveManager) { CloseEnough = reach * 0.75f });
|
||||
}
|
||||
var repairTool = weldingTool.GetComponent<RepairTool>();
|
||||
if (repairTool == null)
|
||||
{
|
||||
#if DEBUG
|
||||
DebugConsole.ThrowError("AIObjectiveFixLeak failed - the item \"" + weldingTool + "\" has no RepairTool component but is tagged as a welding tool");
|
||||
#endif
|
||||
abandon = true;
|
||||
return;
|
||||
|
||||
@@ -20,6 +20,8 @@ namespace Barotrauma
|
||||
public bool AllowGoingOutside { get; set; }
|
||||
public bool CheckVisibility { get; set; }
|
||||
|
||||
public override bool KeepDivingGearOn => findDivingGear != null;
|
||||
|
||||
public override float GetPriority()
|
||||
{
|
||||
if (FollowControlledCharacter && Character.Controlled == null) { return 0.0f; }
|
||||
|
||||
@@ -74,21 +74,6 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime)
|
||||
{
|
||||
if (objectiveManager.CurrentObjective == this)
|
||||
{
|
||||
if (randomTimer > 0)
|
||||
{
|
||||
randomTimer -= deltaTime;
|
||||
}
|
||||
else
|
||||
{
|
||||
SetRandom();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public override bool IsCompleted() => false;
|
||||
public override bool CanBeCompleted => true;
|
||||
|
||||
|
||||
@@ -128,6 +128,10 @@ namespace Barotrauma
|
||||
{
|
||||
isCompleted = true;
|
||||
}
|
||||
if (component.AIOperate(deltaTime, character, this))
|
||||
{
|
||||
isCompleted = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
@@ -563,6 +563,25 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
if (targetItem.Prefab.DeconstructItems.Any())
|
||||
{
|
||||
inputContainer.Inventory.RemoveItem(targetItem);
|
||||
Entity.Spawner.AddToRemoveQueue(targetItem);
|
||||
MoveInputQueue();
|
||||
PutItemsToLinkedContainer();
|
||||
}
|
||||
else
|
||||
{
|
||||
if (outputContainer.Inventory.Items.All(i => i != null))
|
||||
{
|
||||
targetItem.Drop(dropper: null);
|
||||
}
|
||||
else
|
||||
{
|
||||
outputContainer.Inventory.TryPutItem(targetItem, user: null, createNetworkEvent: true);
|
||||
}
|
||||
}
|
||||
|
||||
if (targetItem.Prefab.DeconstructItems.Any())
|
||||
{
|
||||
inputContainer.Inventory.RemoveItem(targetItem);
|
||||
|
||||
@@ -212,33 +212,6 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
public Vector2? PosToMaintain
|
||||
{
|
||||
get { return posToMaintain; }
|
||||
set { posToMaintain = value; }
|
||||
}
|
||||
|
||||
struct ObstacleDebugInfo
|
||||
{
|
||||
public Vector2 Point1;
|
||||
public Vector2 Point2;
|
||||
|
||||
public Vector2? Intersection;
|
||||
|
||||
public float Dot;
|
||||
|
||||
public Vector2 AvoidStrength;
|
||||
|
||||
public ObstacleDebugInfo(GraphEdge edge, Vector2? intersection, float dot, Vector2 avoidStrength)
|
||||
{
|
||||
Point1 = edge.Point1;
|
||||
Point2 = edge.Point2;
|
||||
Intersection = intersection;
|
||||
Dot = dot;
|
||||
AvoidStrength = avoidStrength;
|
||||
}
|
||||
}
|
||||
|
||||
//edge point 1, edge point 2, avoid strength
|
||||
private List<ObstacleDebugInfo> debugDrawObstacles = new List<ObstacleDebugInfo>();
|
||||
|
||||
|
||||
@@ -1520,6 +1520,10 @@ namespace Barotrauma
|
||||
{
|
||||
ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime);
|
||||
}
|
||||
if (!broken)
|
||||
{
|
||||
ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime);
|
||||
}
|
||||
ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime);
|
||||
|
||||
if (body == null || !body.Enabled || !inWater || ParentInventory != null || Removed) { return; }
|
||||
|
||||
@@ -284,6 +284,25 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public string DisplayName
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
private string roomName;
|
||||
[Editable, Serialize("", true, translationTextTag: "RoomName.")]
|
||||
public string RoomName
|
||||
{
|
||||
get { return roomName; }
|
||||
set
|
||||
{
|
||||
if (roomName == value) { return; }
|
||||
roomName = value;
|
||||
DisplayName = TextManager.Get(roomName, returnNull: true) ?? roomName;
|
||||
}
|
||||
}
|
||||
|
||||
public override Rectangle Rect
|
||||
{
|
||||
get
|
||||
|
||||
Reference in New Issue
Block a user