(10a8ba8fc) Fix reversing getting reset when the target is not in range causing issues in steering.

This commit is contained in:
Joonas Rikkonen
2019-04-01 22:48:33 +03:00
parent ed3d5fadeb
commit 885c30f70d
5 changed files with 94 additions and 73 deletions
@@ -656,6 +656,13 @@ namespace Barotrauma
msg.Timer -= deltaTime; msg.Timer -= deltaTime;
msg.Pos += msg.Velocity * deltaTime; msg.Pos += msg.Velocity * deltaTime;
} }
foreach (GUIMessage msg in messages)
{
if (!msg.WorldSpace) continue;
msg.Timer -= deltaTime;
msg.Pos += msg.Velocity * deltaTime;
}
} }
messages.RemoveAll(m => m.Timer <= 0.0f); messages.RemoveAll(m => m.Timer <= 0.0f);
@@ -332,7 +332,7 @@ namespace Barotrauma.Networking
} }
} }
if (client.NeedsMidRoundSync) foreach (NetEntityEvent entityEvent in sentEvents)
{ {
msg.Write((byte)ServerNetObject.ENTITY_EVENT_INITIAL); msg.Write((byte)ServerNetObject.ENTITY_EVENT_INITIAL);
msg.Write(client.UnreceivedEntityEventCount); msg.Write(client.UnreceivedEntityEventCount);
@@ -340,36 +340,13 @@ namespace Barotrauma.Networking
Write(msg, eventsToSync, out sentEvents, client); Write(msg, eventsToSync, out sentEvents, client);
} }
else
foreach (NetEntityEvent entityEvent in sentEvents)
{ {
msg.Write((byte)ServerNetObject.ENTITY_EVENT); msg.Write((byte)ServerNetObject.ENTITY_EVENT);
Write(msg, eventsToSync, out sentEvents, client); Write(msg, eventsToSync, out sentEvents, client);
} }
foreach (NetEntityEvent entityEvent in sentEvents)
{
(entityEvent as ServerEntityEvent).Sent = true;
client.EntityEventLastSent[entityEvent.ID] = NetTime.Now;
}
foreach (NetEntityEvent entityEvent in sentEvents)
{
(entityEvent as ServerEntityEvent).Sent = true;
client.EntityEventLastSent[entityEvent.ID] = NetTime.Now;
}
foreach (NetEntityEvent entityEvent in sentEvents)
{
(entityEvent as ServerEntityEvent).Sent = true;
client.EntityEventLastSent[entityEvent.ID] = NetTime.Now;
}
foreach (NetEntityEvent entityEvent in sentEvents)
{
(entityEvent as ServerEntityEvent).Sent = true;
client.EntityEventLastSent[entityEvent.ID] = NetTime.Now;
}
foreach (NetEntityEvent entityEvent in sentEvents) foreach (NetEntityEvent entityEvent in sentEvents)
{ {
(entityEvent as ServerEntityEvent).Sent = true; (entityEvent as ServerEntityEvent).Sent = true;
@@ -726,7 +726,8 @@ namespace Barotrauma
if (!canAttack && !IsCoolDownRunning) if (!canAttack && !IsCoolDownRunning)
{ {
// If not, reset the attacking limb, if the cooldown is not running // If not, reset the attacking limb, if the cooldown is not running
AttackingLimb = null; // Don't use the property, because we don't want cancel reversing, if we are reversing.
_attackingLimb = null;
} }
} }
@@ -1133,49 +1134,6 @@ namespace Barotrauma
} }
} }
else if (targetCharacter.Submarine != null && Character.Submarine == null) else if (targetCharacter.Submarine != null && Character.Submarine == null)
{
targetingTag = "dead";
if (targetCharacter.Submarine != Character.Submarine)
{
// In a different sub or the target is outside when we are inside or vice versa -> Ignore the target
continue;
}
else if (targetCharacter.CurrentHull != Character.CurrentHull)
{
// In the same sub, halve the priority, if not in the same hull.
valueModifier = 0.5f;
}
}
else if (targetCharacter.AIController is EnemyAIController enemy)
{
if (enemy.combatStrength > combatStrength)
{
targetingTag = "stronger";
}
else if (enemy.combatStrength < combatStrength)
{
targetingTag = "weaker";
}
if (State == AIState.Escape && targetingTag == "stronger")
{
// Frightened
valueModifier = 2;
}
else
{
if (targetCharacter.Submarine != Character.Submarine)
{
// In a different sub or the target is outside when we are inside or vice versa -> Ignore the target
continue;
}
else if (targetCharacter.CurrentHull != Character.CurrentHull)
{
// In the same sub, halve the priority, if not in the same hull.
valueModifier = 0.5f;
}
}
}
else if (targetCharacter.Submarine != null && Character.Submarine == null)
{ {
//target inside, AI outside -> we'll be attacking a wall between the characters so use the priority for attacking rooms //target inside, AI outside -> we'll be attacking a wall between the characters so use the priority for attacking rooms
targetingTag = "room"; targetingTag = "room";
@@ -1259,11 +1217,49 @@ namespace Barotrauma
valueModifier = isOutdoor ? 1 : 0; valueModifier = isOutdoor ? 1 : 0;
valueModifier *= isOpen ? 5 : 1; valueModifier *= isOpen ? 5 : 1;
} }
for (int i = 0; i < s.Sections.Length; i++) }
}
else if (targetCharacter.Submarine != null && Character.Submarine == null)
{
targetingTag = "dead";
if (targetCharacter.Submarine != Character.Submarine)
{
// In a different sub or the target is outside when we are inside or vice versa -> Ignore the target
continue;
}
else if (targetCharacter.CurrentHull != Character.CurrentHull)
{
// In the same sub, halve the priority, if not in the same hull.
valueModifier = 0.5f;
}
}
else if (targetCharacter.AIController is EnemyAIController enemy)
{
if (enemy.combatStrength > combatStrength)
{
targetingTag = "stronger";
}
else if (enemy.combatStrength < combatStrength)
{
targetingTag = "weaker";
}
if (State == AIState.Escape && targetingTag == "stronger")
{
// Frightened
valueModifier = 2;
}
else
{
if (targetCharacter.Submarine != Character.Submarine)
{ {
valueModifier = isOutdoor ? 0 : 1; valueModifier = isOutdoor ? 0 : 1;
valueModifier *= isOpen ? 0 : 1; valueModifier *= isOpen ? 0 : 1;
} }
else if (targetCharacter.CurrentHull != Character.CurrentHull)
{
// In the same sub, halve the priority, if not in the same hull.
valueModifier = 0.5f;
}
} }
else if (isOpen) //ignore broken and open doors else if (isOpen) //ignore broken and open doors
{ {
@@ -1281,6 +1277,11 @@ namespace Barotrauma
valueModifier *= targetingPriorities[targetingTag].Priority; valueModifier *= targetingPriorities[targetingTag].Priority;
if (targetingTag == null) continue;
if (!targetingPriorities.ContainsKey(targetingTag)) continue;
valueModifier *= targetingPriorities[targetingTag].Priority;
if (valueModifier == 0.0f) continue; if (valueModifier == 0.0f) continue;
Vector2 toTarget = target.WorldPosition - character.WorldPosition; Vector2 toTarget = target.WorldPosition - character.WorldPosition;
@@ -538,6 +538,7 @@ namespace Barotrauma.Items.Components
GameAnalyticsManager.AddErrorEventOnce("ItemComponent.DegreeOfSuccess:CharacterNull", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg); GameAnalyticsManager.AddErrorEventOnce("ItemComponent.DegreeOfSuccess:CharacterNull", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
return 0.0f; return 0.0f;
} }
float average = skillSuccessSum / requiredSkills.Count;
float skillSuccessSum = 0.0f; float skillSuccessSum = 0.0f;
for (int i = 0; i < requiredSkills.Count; i++) for (int i = 0; i < requiredSkills.Count; i++)
@@ -734,13 +735,15 @@ namespace Barotrauma.Items.Components
private void OverrideRequiredItems(XElement element) private void OverrideRequiredItems(XElement element)
{ {
var prevRequiredItems = new Dictionary<RelatedItem.RelationType, List<RelatedItem>>(requiredItems); var prevRequiredItems = new Dictionary<RelatedItem.RelationType, List<RelatedItem>>(requiredItems);
requiredItems.Clear(); bool overrideRequiredItems = false;
foreach (XElement subElement in element.Elements()) foreach (XElement subElement in element.Elements())
{ {
switch (subElement.Name.ToString().ToLowerInvariant()) switch (subElement.Name.ToString().ToLowerInvariant())
{ {
case "requireditem": case "requireditem":
if (!overrideRequiredItems) requiredItems.Clear();
overrideRequiredItems = true;
RelatedItem newRequiredItem = RelatedItem.Load(subElement, item.Name); RelatedItem newRequiredItem = RelatedItem.Load(subElement, item.Name);
if (newRequiredItem == null) continue; if (newRequiredItem == null) continue;
@@ -719,6 +719,39 @@ namespace Barotrauma
AllowedLinks = element.GetAttributeStringArray("allowedlinks", new string[0], convertToLowerInvariant: true).ToList(); AllowedLinks = element.GetAttributeStringArray("allowedlinks", new string[0], convertToLowerInvariant: true).ToList();
if (sprite == null)
{
DebugConsole.ThrowError("Item \"" + Name + "\" has no sprite!");
#if SERVER
sprite = new Sprite("", Vector2.Zero);
sprite.SourceRect = new Rectangle(0, 0, 32, 32);
#else
sprite = new Sprite(TextureLoader.PlaceHolderTexture, null, null)
{
Origin = TextureLoader.PlaceHolderTexture.Bounds.Size.ToVector2() / 2
};
#endif
size = sprite.size;
sprite.EntityID = identifier;
}
if (!category.HasFlag(MapEntityCategory.Legacy) && string.IsNullOrEmpty(identifier))
{
DebugConsole.ThrowError(
"Item prefab \"" + name + "\" has no identifier. All item prefabs have a unique identifier string that's used to differentiate between items during saving and loading.");
}
if (!string.IsNullOrEmpty(identifier))
{
MapEntityPrefab existingPrefab = List.Find(e => e.Identifier == identifier);
if (existingPrefab != null)
{
DebugConsole.ThrowError(
"Map entity prefabs \"" + name + "\" and \"" + existingPrefab.Name + "\" have the same identifier!");
}
}
AllowedLinks = element.GetAttributeStringArray("allowedlinks", new string[0], convertToLowerInvariant: true).ToList();
List.Add(this); List.Add(this);
} }