(c3a729b34) Fix ai reporting only working if there's someone with the appropriate objective. Use the target's hull instead of using the reporter's hull. Take bleeding into account when filtering rescue targets.
This commit is contained in:
@@ -121,90 +121,7 @@ namespace Barotrauma
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MainLimb.PullJointWorldAnchorB = Collider.SimPosition;
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MainLimb.PullJointEnabled = true;
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}
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character.SelectedConstruction = character.MemState[0].SelectedItem;
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}
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if (character.MemState[0].Animation == AnimController.Animation.CPR)
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{
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character.AnimController.Anim = AnimController.Animation.CPR;
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}
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else if (character.AnimController.Anim == AnimController.Animation.CPR)
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{
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character.AnimController.Anim = AnimController.Animation.None;
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}
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Vector2 newVelocity = Collider.LinearVelocity;
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Vector2 newPosition = Collider.SimPosition;
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float newRotation = Collider.Rotation;
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float newAngularVelocity = Collider.AngularVelocity;
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Collider.CorrectPosition(character.MemState, out newPosition, out newVelocity, out newRotation, out newAngularVelocity);
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newVelocity = newVelocity.ClampLength(100.0f);
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if (!MathUtils.IsValid(newVelocity)) { newVelocity = Vector2.Zero; }
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overrideTargetMovement = newVelocity.LengthSquared() > 0.01f ? newVelocity : Vector2.Zero;
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Collider.LinearVelocity = newVelocity;
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Collider.AngularVelocity = newAngularVelocity;
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float distSqrd = Vector2.DistanceSquared(newPosition, Collider.SimPosition);
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float errorTolerance = character.AllowInput ? 0.01f : 0.2f;
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if (distSqrd > errorTolerance)
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{
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if (distSqrd > 10.0f || !character.AllowInput)
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{
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Collider.TargetRotation = newRotation;
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SetPosition(newPosition, lerp: distSqrd < 5.0f, ignorePlatforms: false);
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}
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else
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{
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Collider.TargetRotation = newRotation;
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Collider.TargetPosition = newPosition;
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Collider.MoveToTargetPosition(true);
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}
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}
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//unconscious/dead characters can't correct their position using AnimController movement
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// -> we need to correct it manually
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if (!character.AllowInput)
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{
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float mainLimbDistSqrd = Vector2.DistanceSquared(MainLimb.PullJointWorldAnchorA, Collider.SimPosition);
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float mainLimbErrorTolerance = 0.1f;
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//if the main limb is roughly at the correct position and the collider isn't moving (much at least),
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//don't attempt to correct the position.
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if (mainLimbDistSqrd > mainLimbErrorTolerance || Collider.LinearVelocity.LengthSquared() > 0.05f)
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{
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MainLimb.PullJointWorldAnchorB = Collider.SimPosition;
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MainLimb.PullJointEnabled = true;
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}
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}
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}
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character.MemLocalState.Clear();
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}
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else
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{
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//remove states with a timestamp (there may still timestamp-based states
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//in the list if the controlled character switches from timestamp-based interpolation to ID-based)
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character.MemState.RemoveAll(m => m.Timestamp > 0.0f);
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for (int i = 0; i < character.MemLocalState.Count; i++)
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{
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if (character.Submarine == null)
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{
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//transform in-sub coordinates to outside coordinates
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if (character.MemLocalState[i].Position.Y > lowestSubPos)
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{
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character.MemLocalState[i].TransformInToOutside();
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}
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}
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else if (currentHull?.Submarine != null)
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{
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//transform outside coordinates to in-sub coordinates
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if (character.MemLocalState[i].Position.Y < lowestSubPos)
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{
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character.MemLocalState[i].TransformOutToInside(currentHull.Submarine);
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}
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}
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}
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character.MemLocalState.Clear();
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}
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@@ -724,6 +724,8 @@ namespace Barotrauma
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private GUILayoutGroup subPreviewContainer;
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private GUILayoutGroup subPreviewContainer;
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private GUIButton loadGameButton;
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public Action<Submarine, string, string> StartNewGame;
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@@ -118,7 +118,6 @@ namespace Barotrauma
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objectiveManager.SortObjectives();
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sortTimer = sortObjectiveInterval;
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}
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if (reactTimer > 0.0f)
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{
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reactTimer -= deltaTime;
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@@ -374,14 +373,38 @@ namespace Barotrauma
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{
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foreach (var hull in VisibleHulls)
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{
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foreach (Character c in Character.CharacterList)
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{
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if (c.CurrentHull != hull) { continue; }
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if (AIObjectiveFightIntruders.IsValidTarget(c, Character))
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{
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AddTargets<AIObjectiveFightIntruders, Character>(Character, c);
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if (newOrder == null)
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{
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var orderPrefab = Order.PrefabList.Find(o => o.AITag == "reportintruders");
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newOrder = new Order(orderPrefab, c.CurrentHull, null);
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}
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}
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}
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if (AIObjectiveExtinguishFires.IsValidTarget(hull, Character))
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{
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if (AddTargets<AIObjectiveExtinguishFires, Hull>(Character, hull))
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AddTargets<AIObjectiveExtinguishFires, Hull>(Character, hull);
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if (newOrder == null)
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{
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if (hull == Character.CurrentHull)
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var orderPrefab = Order.PrefabList.Find(o => o.AITag == "reportfire");
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newOrder = new Order(orderPrefab, hull, null);
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}
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}
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foreach (Character c in Character.CharacterList)
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{
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if (c.CurrentHull != hull) { continue; }
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if (AIObjectiveRescueAll.IsValidTarget(c, Character))
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{
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AddTargets<AIObjectiveRescueAll, Character>(c, Character);
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if (newOrder == null)
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{
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var orderPrefab = Order.PrefabList.Find(o => o.AITag == "reportfire");
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newOrder = new Order(orderPrefab, Character.CurrentHull, null);
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var orderPrefab = Order.PrefabList.Find(o => o.AITag == "requestfirstaid");
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newOrder = new Order(orderPrefab, c.CurrentHull, null);
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}
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}
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}
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@@ -389,13 +412,11 @@ namespace Barotrauma
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{
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if (AIObjectiveFixLeaks.IsValidTarget(gap, Character))
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{
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if (AddTargets<AIObjectiveFixLeaks, Gap>(Character, gap))
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AddTargets<AIObjectiveFixLeaks, Gap>(Character, gap);
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if (newOrder == null)
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{
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if (hull == Character.CurrentHull)
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{
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var orderPrefab = Order.PrefabList.Find(o => o.AITag == "reportbreach");
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newOrder = new Order(orderPrefab, Character.CurrentHull, null);
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}
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var orderPrefab = Order.PrefabList.Find(o => o.AITag == "reportbreach");
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newOrder = new Order(orderPrefab, hull, null);
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}
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}
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}
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@@ -405,39 +426,14 @@ namespace Barotrauma
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if (AIObjectiveRepairItems.IsValidTarget(item, Character))
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{
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if (item.Repairables.All(r => item.Condition > r.ShowRepairUIThreshold)) { continue; }
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if (AddTargets<AIObjectiveRepairItems, Item>(Character, item))
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AddTargets<AIObjectiveRepairItems, Item>(Character, item);
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if (newOrder == null)
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{
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if (hull == Character.CurrentHull)
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{
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var orderPrefab = Order.PrefabList.Find(o => o.AITag == "reportbrokendevices");
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newOrder = new Order(orderPrefab, Character.CurrentHull, item.Repairables?.FirstOrDefault());
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}
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var orderPrefab = Order.PrefabList.Find(o => o.AITag == "reportbrokendevices");
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newOrder = new Order(orderPrefab, item.CurrentHull, item.Repairables?.FirstOrDefault());
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}
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}
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}
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foreach (Character c in Character.CharacterList)
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{
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if (c.CurrentHull != hull) { continue; }
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if (AIObjectiveFightIntruders.IsValidTarget(c, Character))
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{
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if (AddTargets<AIObjectiveFightIntruders, Character>(Character, c))
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{
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if (hull == Character.CurrentHull)
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{
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var orderPrefab = Order.PrefabList.Find(o => o.AITag == "reportintruders");
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newOrder = new Order(orderPrefab, Character.CurrentHull, null);
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}
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}
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}
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}
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}
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if (Character.Bleeding > 1.0f || Character.Vitality < Character.MaxVitality * 0.1f)
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{
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if (AddTargets<AIObjectiveRescueAll, Character>(Character, Character))
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{
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var orderPrefab = Order.PrefabList.Find(o => o.AITag == "requestfirstaid");
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newOrder = new Order(orderPrefab, Character.CurrentHull, null);
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}
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}
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}
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if (newOrder != null)
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@@ -465,6 +465,32 @@ namespace Barotrauma
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{
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#if DEBUG
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DebugConsole.ThrowError("AIObjectiveFixLeak failed - the item \"" + weldingTool + "\" has no RepairTool component but is tagged as a welding tool");
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#endif
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abandon = true;
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return;
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}
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Vector2 gapDiff = Leak.WorldPosition - character.WorldPosition;
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// TODO: use the collider size/reach?
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if (!character.AnimController.InWater && Math.Abs(gapDiff.X) < 100 && gapDiff.Y < 0.0f && gapDiff.Y > -150)
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{
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HumanAIController.AnimController.Crouching = true;
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}
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float reach = ConvertUnits.ToSimUnits(repairTool.Range);
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bool canOperate = ConvertUnits.ToSimUnits(gapDiff.Length()) < reach * 1.5f;
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if (canOperate)
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{
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TryAddSubObjective(ref operateObjective, () => new AIObjectiveOperateItem(repairTool, character, objectiveManager, option: "", requireEquip: true, operateTarget: Leak));
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}
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else
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{
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TryAddSubObjective(ref gotoObjective, () => new AIObjectiveGoTo(ConvertUnits.ToSimUnits(GetStandPosition()), character, objectiveManager) { CloseEnough = reach * 0.75f });
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}
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if (subObjectives.Any()) { return; }
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var repairTool = weldingTool.GetComponent<RepairTool>();
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if (repairTool == null)
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{
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#if DEBUG
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DebugConsole.ThrowError("AIObjectiveFixLeak failed - the item \"" + weldingTool + "\" has no RepairTool component but is tagged as a welding tool");
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#endif
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abandon = true;
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return;
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@@ -89,6 +89,21 @@ namespace Barotrauma
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}
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}
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public override void Update(float deltaTime)
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{
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if (objectiveManager.CurrentObjective == this)
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{
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if (randomTimer > 0)
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{
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randomTimer -= deltaTime;
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}
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else
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{
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SetRandom();
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}
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}
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}
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public override bool IsCompleted() => false;
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public override bool CanBeCompleted => true;
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@@ -849,6 +849,10 @@ namespace Barotrauma
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{
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isCompleted = true;
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}
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if (component.AIOperate(deltaTime, character, this))
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{
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isCompleted = true;
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}
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}
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else
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{
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@@ -23,6 +23,12 @@ namespace Barotrauma
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public AIObjectiveRescue(Character character, Character targetCharacter, AIObjectiveManager objectiveManager, float priorityModifier = 1)
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: base(character, objectiveManager, priorityModifier)
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{
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if (targetCharacter != character)
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{
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// TODO: enable healing self too
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abandon = true;
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return;
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}
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this.targetCharacter = targetCharacter;
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}
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@@ -201,7 +207,7 @@ namespace Barotrauma
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public override bool IsCompleted()
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{
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bool isCompleted = targetCharacter.Vitality / targetCharacter.MaxVitality > AIObjectiveRescueAll.GetVitalityThreshold(objectiveManager);
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bool isCompleted = targetCharacter.Bleeding <= 0 && targetCharacter.Vitality / targetCharacter.MaxVitality > AIObjectiveRescueAll.GetVitalityThreshold(objectiveManager);
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if (isCompleted)
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{
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character.Speak(TextManager.Get("DialogTargetHealed").Replace("[targetname]", targetCharacter.Name),
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@@ -9,7 +9,7 @@ namespace Barotrauma
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public override string DebugTag => "rescue all";
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public override bool ForceRun => true;
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private const float vitalityThreshold = 0.85f;
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private const float vitalityThreshold = 0.8f;
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private const float vitalityThresholdForOrders = 0.95f;
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public static float GetVitalityThreshold(AIObjectiveManager manager) => manager.CurrentOrder is AIObjectiveRescueAll ? vitalityThresholdForOrders : vitalityThreshold;
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@@ -35,10 +35,9 @@ namespace Barotrauma
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public static bool IsValidTarget(Character target, Character character)
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{
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if (target == null || target.IsDead || target.Removed) { return false; }
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if (target == character) { return false; } // TODO: enable healing self
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if (!HumanAIController.IsFriendly(character, target)) { return false; }
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if (!(character.AIController is HumanAIController humanAI)) { return false; }
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if (target.Vitality / target.MaxVitality > GetVitalityThreshold(humanAI.ObjectiveManager)) { return false; }
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if (target.Bleeding < 1 && target.Vitality / target.MaxVitality > GetVitalityThreshold(humanAI.ObjectiveManager)) { return false; }
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if (target.Submarine == null) { return false; }
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if (target.Submarine.TeamID != character.Submarine.TeamID) { return false; }
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if (target.CurrentHull == null) { return false; }
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@@ -1145,24 +1145,6 @@ namespace Barotrauma
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SmoothedCursorPosition = cursorPosition - smoothedCursorDiff;
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}
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if (!(this is AICharacter) || Controlled == this || IsRemotePlayer)
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{
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//apply some smoothing to the cursor positions of remote players when playing as a client
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//to make aiming look a little less choppy
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Vector2 smoothedCursorDiff = cursorPosition - SmoothedCursorPosition;
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smoothedCursorDiff = NetConfig.InterpolateCursorPositionError(smoothedCursorDiff);
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SmoothedCursorPosition = cursorPosition - smoothedCursorDiff;
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}
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if (!(this is AICharacter) || Controlled == this || IsRemotePlayer)
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{
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//apply some smoothing to the cursor positions of remote players when playing as a client
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//to make aiming look a little less choppy
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Vector2 smoothedCursorDiff = cursorPosition - SmoothedCursorPosition;
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smoothedCursorDiff = NetConfig.InterpolateCursorPositionError(smoothedCursorDiff);
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SmoothedCursorPosition = cursorPosition - smoothedCursorDiff;
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}
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if (!(this is AICharacter) || Controlled == this || IsRemotePlayer)
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{
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if (speedMultipliers.Count == 0) return 1f;
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@@ -943,6 +943,25 @@ namespace Barotrauma.Items.Components
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}
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}
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if (targetItem.Prefab.DeconstructItems.Any())
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{
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inputContainer.Inventory.RemoveItem(targetItem);
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Entity.Spawner.AddToRemoveQueue(targetItem);
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MoveInputQueue();
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PutItemsToLinkedContainer();
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}
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else
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{
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if (outputContainer.Inventory.Items.All(i => i != null))
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{
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targetItem.Drop(dropper: null);
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}
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else
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{
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outputContainer.Inventory.TryPutItem(targetItem, user: null, createNetworkEvent: true);
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}
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}
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if (targetItem.Prefab.DeconstructItems.Any())
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{
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inputContainer.Inventory.RemoveItem(targetItem);
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@@ -144,6 +144,17 @@ namespace Barotrauma.Items.Components
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}
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}
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public Vector2 SteeringInput
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{
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get { return steeringInput; }
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set
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{
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if (!MathUtils.IsValid(value)) return;
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steeringInput.X = MathHelper.Clamp(value.X, -100.0f, 100.0f);
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steeringInput.Y = MathHelper.Clamp(value.Y, -100.0f, 100.0f);
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}
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}
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public SteeringPath SteeringPath
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{
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if (!CanBeSelected) return false;
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@@ -164,12 +175,6 @@ namespace Barotrauma.Items.Components
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set { posToMaintain = value; }
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}
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public Vector2? PosToMaintain
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{
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get { return posToMaintain; }
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set { posToMaintain = value; }
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}
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struct ObstacleDebugInfo
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{
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public Vector2 Point1;
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@@ -1139,70 +1139,6 @@ namespace Barotrauma
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}
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}
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public void UpdateTransform()
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{
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Submarine prevSub = Submarine;
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FindHull();
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if (Submarine == null && prevSub != null)
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{
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body.SetTransform(body.SimPosition + prevSub.SimPosition, body.Rotation);
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}
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else if (Submarine != null && prevSub == null)
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{
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body.SetTransform(body.SimPosition - Submarine.SimPosition, body.Rotation);
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}
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else if (Submarine != null && prevSub != null && Submarine != prevSub)
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{
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body.SetTransform(body.SimPosition + prevSub.SimPosition - Submarine.SimPosition, body.Rotation);
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}
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Vector2 displayPos = ConvertUnits.ToDisplayUnits(body.SimPosition);
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rect.X = (int)(displayPos.X - rect.Width / 2.0f);
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rect.Y = (int)(displayPos.Y + rect.Height / 2.0f);
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if (Math.Abs(body.LinearVelocity.X) > NetConfig.MaxPhysicsBodyVelocity ||
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Math.Abs(body.LinearVelocity.Y) > NetConfig.MaxPhysicsBodyVelocity)
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{
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body.LinearVelocity = new Vector2(
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MathHelper.Clamp(body.LinearVelocity.X, -NetConfig.MaxPhysicsBodyVelocity, NetConfig.MaxPhysicsBodyVelocity),
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MathHelper.Clamp(body.LinearVelocity.Y, -NetConfig.MaxPhysicsBodyVelocity, NetConfig.MaxPhysicsBodyVelocity));
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}
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}
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public void UpdateTransform()
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{
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Submarine prevSub = Submarine;
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FindHull();
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if (Submarine == null && prevSub != null)
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{
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body.SetTransform(body.SimPosition + prevSub.SimPosition, body.Rotation);
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}
|
||||
else if (Submarine != null && prevSub == null)
|
||||
{
|
||||
body.SetTransform(body.SimPosition - Submarine.SimPosition, body.Rotation);
|
||||
}
|
||||
else if (Submarine != null && prevSub != null && Submarine != prevSub)
|
||||
{
|
||||
body.SetTransform(body.SimPosition + prevSub.SimPosition - Submarine.SimPosition, body.Rotation);
|
||||
}
|
||||
|
||||
Vector2 displayPos = ConvertUnits.ToDisplayUnits(body.SimPosition);
|
||||
rect.X = (int)(displayPos.X - rect.Width / 2.0f);
|
||||
rect.Y = (int)(displayPos.Y + rect.Height / 2.0f);
|
||||
|
||||
if (Math.Abs(body.LinearVelocity.X) > NetConfig.MaxPhysicsBodyVelocity ||
|
||||
Math.Abs(body.LinearVelocity.Y) > NetConfig.MaxPhysicsBodyVelocity)
|
||||
{
|
||||
body.LinearVelocity = new Vector2(
|
||||
MathHelper.Clamp(body.LinearVelocity.X, -NetConfig.MaxPhysicsBodyVelocity, NetConfig.MaxPhysicsBodyVelocity),
|
||||
MathHelper.Clamp(body.LinearVelocity.Y, -NetConfig.MaxPhysicsBodyVelocity, NetConfig.MaxPhysicsBodyVelocity));
|
||||
}
|
||||
}
|
||||
|
||||
public void UpdateTransform()
|
||||
{
|
||||
Submarine prevSub = Submarine;
|
||||
|
||||
@@ -83,7 +83,24 @@ namespace Barotrauma
|
||||
|
||||
public readonly List<Gap> ConnectedGaps = new List<Gap>();
|
||||
|
||||
public readonly List<Gap> ConnectedGaps = new List<Gap>();
|
||||
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 string DisplayName
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
private string roomName;
|
||||
[Editable, Serialize("", true, translationTextTag: "RoomName.")]
|
||||
|
||||
Reference in New Issue
Block a user