(83868bb0e) Refactor AIObjectiveExtinguishFires to use the AIObjectiveLoop class. Significant refactoring of the other looping objectives. Reduce the duplicate code.

This commit is contained in:
Joonas Rikkonen
2019-05-16 05:13:40 +03:00
parent 7fb7c13198
commit 8be0b0676e
21 changed files with 212 additions and 192 deletions
@@ -31,9 +31,10 @@ namespace Barotrauma
// Vertical distance matters more than horizontal (climbing up/down is harder than moving horizontally)
float dist = Math.Abs(character.WorldPosition.X - targetHull.WorldPosition.X) + Math.Abs(character.WorldPosition.Y - targetHull.WorldPosition.Y) * 2.0f;
float distanceFactor = MathHelper.Lerp(1, 0.1f, MathUtils.InverseLerp(0, 10000, dist));
float severityFactor = MathHelper.Lerp(0, 1, MathHelper.Clamp(targetHull.FireSources.Sum(fs => fs.Size.X) / targetHull.Size.X, 0, 1));
// Devotion?
return MathHelper.Lerp(0, 100, severityFactor * distanceFactor);
float severity = AIObjectiveExtinguishFires.GetFireSeverity(targetHull);
float severityFactor = MathHelper.Lerp(0, 1, severity / 100);
float devotion = Math.Max(Priority, 10) / 100;
return MathHelper.Lerp(0, 100, MathHelper.Clamp(devotion + severityFactor * distanceFactor, 0, 1));
}
public override bool IsCompleted()