(b0feecc1f) Use the code that includes wall avoidance for wandering also in AIObjectiveFindSafety and AIObjectiveGetItem when the target is unreachable.
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@@ -115,7 +115,8 @@ namespace Barotrauma
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unreachable.Add(goToObjective.Target as Hull);
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}
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goToObjective = null;
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SteeringManager.SteeringWander();
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HumanAIController.ObjectiveManager.GetObjective<AIObjectiveIdle>().Wander(deltaTime);
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//SteeringManager.SteeringWander();
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}
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}
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else if (currentHull != null)
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@@ -99,7 +99,8 @@ namespace Barotrauma
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FindTargetItem();
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if (targetItem == null || moveToTarget == null)
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{
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SteeringManager.SteeringWander();
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HumanAIController.ObjectiveManager.GetObjective<AIObjectiveIdle>().Wander(deltaTime);
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//SteeringManager.SteeringWander();
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return;
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}
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@@ -98,51 +98,13 @@ namespace Barotrauma
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PathSteering.Reset();
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return;
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}
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if (standStillTimer < -walkDuration)
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{
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standStillTimer = Rand.Range(standStillMin, standStillMax);
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}
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//steer away from edges of the hull
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if (character.AnimController.CurrentHull != null && !character.IsClimbing)
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{
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float leftDist = character.Position.X - character.AnimController.CurrentHull.Rect.X;
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float rightDist = character.AnimController.CurrentHull.Rect.Right - character.Position.X;
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if (leftDist < WallAvoidDistance && rightDist < WallAvoidDistance)
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{
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if (Math.Abs(rightDist - leftDist) > WallAvoidDistance / 2)
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{
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PathSteering.SteeringManual(deltaTime, Vector2.UnitX * Math.Sign(rightDist - leftDist));
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}
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else
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{
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PathSteering.Reset();
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return;
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}
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}
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else if (leftDist < WallAvoidDistance)
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{
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PathSteering.SteeringManual(deltaTime, Vector2.UnitX * (WallAvoidDistance-leftDist) / WallAvoidDistance);
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PathSteering.WanderAngle = 0.0f;
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return;
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}
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else if (rightDist < WallAvoidDistance)
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{
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PathSteering.SteeringManual(deltaTime, -Vector2.UnitX * (WallAvoidDistance-rightDist) / WallAvoidDistance);
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PathSteering.WanderAngle = MathHelper.Pi;
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return;
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}
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}
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character.AIController.SteeringManager.SteeringWander();
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if (!character.IsClimbing && !character.AnimController.InWater)
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{
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//reset vertical steering to prevent dropping down from platforms etc
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character.AIController.SteeringManager.ResetY();
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}
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return;
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Wander(deltaTime);
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return;
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}
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if (currentTarget != null)
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@@ -151,6 +113,43 @@ namespace Barotrauma
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}
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}
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public void Wander(float deltaTime)
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{
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//steer away from edges of the hull
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if (character.AnimController.CurrentHull != null && !character.IsClimbing)
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{
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float leftDist = character.Position.X - character.AnimController.CurrentHull.Rect.X;
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float rightDist = character.AnimController.CurrentHull.Rect.Right - character.Position.X;
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if (leftDist < WallAvoidDistance && rightDist < WallAvoidDistance)
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{
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if (Math.Abs(rightDist - leftDist) > WallAvoidDistance / 2)
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{
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PathSteering.SteeringManual(deltaTime, Vector2.UnitX * Math.Sign(rightDist - leftDist));
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}
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else
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{
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PathSteering.Reset();
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}
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}
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else if (leftDist < WallAvoidDistance)
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{
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PathSteering.SteeringManual(deltaTime, Vector2.UnitX * (WallAvoidDistance - leftDist) / WallAvoidDistance);
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PathSteering.WanderAngle = 0.0f;
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}
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else if (rightDist < WallAvoidDistance)
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{
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PathSteering.SteeringManual(deltaTime, -Vector2.UnitX * (WallAvoidDistance - rightDist) / WallAvoidDistance);
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PathSteering.WanderAngle = MathHelper.Pi;
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}
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}
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SteeringManager.SteeringWander();
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if (!character.IsClimbing && !character.AnimController.InWater)
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{
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//reset vertical steering to prevent dropping down from platforms etc
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character.AIController.SteeringManager.ResetY();
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}
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}
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private readonly List<Hull> targetHulls = new List<Hull>(20);
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private readonly List<float> hullWeights = new List<float>(20);
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