(cf495e03c) Check the visibility to the target when engaging (the distance is not enough, if there's something blocking the line of sight).

This commit is contained in:
Joonas Rikkonen
2019-05-16 05:20:45 +03:00
parent 3d7a113d75
commit 88de435487
12 changed files with 297 additions and 138 deletions
@@ -260,7 +260,8 @@ namespace Barotrauma
followTargetObjective = new AIObjectiveGoTo(Enemy, character, objectiveManager, repeat: true, getDivingGearIfNeeded: true, priorityModifier: PriorityModifier)
{
AllowGoingOutside = true,
IgnoreIfTargetDead = true
IgnoreIfTargetDead = true,
CheckVisibility = true
};
}
if (WeaponComponent is RangedWeapon)
@@ -20,11 +20,12 @@ namespace Barotrauma
private bool getDivingGearIfNeeded;
public float CloseEnough = 0.5f;
public float CloseEnough { get; set; } = 0.5f;
public bool IgnoreIfTargetDead;
public bool IgnoreIfTargetDead { get; set; }
public bool AllowGoingOutside = false;
public bool AllowGoingOutside { get; set; }
public bool CheckVisibility { get; set; }
public override float GetPriority()
{
@@ -147,7 +148,12 @@ namespace Barotrauma
}
}
if (Vector2.DistanceSquared(currTargetPos, character.SimPosition) < CloseEnough * CloseEnough)
bool sightCheck = true;
if (CheckVisibility && Target != null)
{
sightCheck = Target is Character ch ? character.CanSeeCharacter(ch) : character.CanSeeTarget(Target);
}
if (sightCheck && Vector2.DistanceSquared(currTargetPos, character.SimPosition) < CloseEnough * CloseEnough)
{
character.AIController.SteeringManager.Reset();
character.AnimController.TargetDir = currTargetPos.X > character.SimPosition.X ? Direction.Right : Direction.Left;
@@ -733,10 +733,6 @@ namespace Barotrauma
limb.body.ApplyForce(diff * (float)(Math.Sin(WalkPos) * Math.Sqrt(limb.Mass)) * 30.0f * animStrength, maxVelocity: 10.0f);
}
while (referenceLimb.Rotation - angle < -MathHelper.TwoPi)
{
angle -= MathHelper.TwoPi;
}
limb?.body.SmoothRotate(angle, torque, wrapAngle: false);
}