Merge remote-tracking branch 'upstream/dev' into develop
This commit is contained in:
@@ -102,6 +102,8 @@ namespace Barotrauma
|
||||
|
||||
private bool inDetectable;
|
||||
|
||||
public double InDetectableSetTime;
|
||||
|
||||
/// <summary>
|
||||
/// Should be reset to false each frame and kept indetectable by e.g. a status effect.
|
||||
/// </summary>
|
||||
@@ -115,7 +117,8 @@ namespace Barotrauma
|
||||
{
|
||||
inDetectable = value;
|
||||
if (inDetectable)
|
||||
{
|
||||
{
|
||||
InDetectableSetTime = Timing.TotalTime;
|
||||
NeedsUpdate = true;
|
||||
}
|
||||
}
|
||||
@@ -257,9 +260,14 @@ namespace Barotrauma
|
||||
SightRange -= speed * deltaTime * (MaxSightRange / FadeOutTime);
|
||||
}
|
||||
|
||||
public bool HasSector()
|
||||
{
|
||||
return sectorRad < MathHelper.TwoPi;
|
||||
}
|
||||
|
||||
public bool IsWithinSector(Vector2 worldPosition)
|
||||
{
|
||||
if (sectorRad >= MathHelper.TwoPi) { return true; }
|
||||
if (!HasSector()) { return true; }
|
||||
Vector2 diff = worldPosition - WorldPosition;
|
||||
return Math.Abs(MathUtils.GetShortestAngle(MathUtils.VectorToAngle(diff), MathUtils.VectorToAngle(sectorDir))) <= sectorRad * 0.5f;
|
||||
}
|
||||
|
||||
@@ -442,6 +442,7 @@ namespace Barotrauma
|
||||
base.Update(deltaTime);
|
||||
UpdateTriggers(deltaTime);
|
||||
Character.ClearInputs();
|
||||
Reverse = false;
|
||||
|
||||
bool ignorePlatforms = Character.AnimController.TargetMovement.Y < -0.5f && (-Character.AnimController.TargetMovement.Y > Math.Abs(Character.AnimController.TargetMovement.X));
|
||||
if (steeringManager == insideSteering)
|
||||
@@ -689,7 +690,7 @@ namespace Barotrauma
|
||||
//if the attacker has the same targeting tag as the character we're protecting, we can't change the TargetState
|
||||
//otherwise e.g. a pet that's set to follow humans would start attacking all humans (and other pets, since they're considered part of the same group) when a hostile human attacks it
|
||||
//TODO: a way for pets to differentiate hostile and friendly humans?
|
||||
if (attacker?.AiTarget != null && targetCharacter.SpeciesName != GetTargetingTag(attacker.AiTarget))
|
||||
if (attacker?.AiTarget != null && targetCharacter.SpeciesName != GetTargetingTag(attacker.AiTarget) && !attacker.IsFriendly(targetCharacter))
|
||||
{
|
||||
// Attack the character that attacked the target we are protecting
|
||||
ChangeTargetState(attacker, AIState.Attack, selectedTargetingParams.Priority * 2);
|
||||
@@ -804,10 +805,6 @@ namespace Barotrauma
|
||||
Reverse = true;
|
||||
run = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
Reverse = false;
|
||||
}
|
||||
SteeringManager.SteeringManual(deltaTime, dir * 0.2f);
|
||||
}
|
||||
else
|
||||
@@ -918,7 +915,7 @@ namespace Barotrauma
|
||||
else
|
||||
{
|
||||
// Wander around outside or swimming
|
||||
steeringManager.SteeringWander();
|
||||
steeringManager.SteeringWander(avoidWanderingOutsideLevel: true);
|
||||
if (Character.AnimController.InWater)
|
||||
{
|
||||
SteeringManager.SteeringAvoid(deltaTime, lookAheadDistance: avoidLookAheadDistance, weight: 5);
|
||||
@@ -1086,7 +1083,7 @@ namespace Barotrauma
|
||||
State = AIState.Idle;
|
||||
return;
|
||||
}
|
||||
else
|
||||
else if (!owner.HasAbilityFlag(AbilityFlags.IgnoredByEnemyAI))
|
||||
{
|
||||
SelectedAiTarget = owner.AiTarget;
|
||||
}
|
||||
@@ -1490,40 +1487,26 @@ namespace Barotrauma
|
||||
canAttack = angle < MathHelper.ToRadians(AttackLimb.attack.RequiredAngle);
|
||||
if (canAttack && AttackLimb.attack.AvoidFriendlyFire)
|
||||
{
|
||||
float minDistance = MathUtils.Pow(ConvertUnits.ToDisplayUnits(Character.AnimController.Collider.GetMaxExtent() * 3), 2);
|
||||
bool IsFarEnough(Character other) => Vector2.DistanceSquared(Character.WorldPosition, other.WorldPosition) > minDistance;
|
||||
if (SwarmBehavior != null)
|
||||
canAttack = !IsBlocked(Character.GetRelativeSimPosition(SelectedAiTarget.Entity));
|
||||
bool IsBlocked(Vector2 targetPosition)
|
||||
{
|
||||
canAttack = SwarmBehavior.Members.All(c => c == Character || IsFarEnough(c));
|
||||
}
|
||||
else
|
||||
{
|
||||
canAttack = Character.CharacterList.All(c => c == Character || !Character.IsFriendly(c) || IsFarEnough(c));
|
||||
}
|
||||
if (canAttack)
|
||||
{
|
||||
canAttack = !IsBlocked(attackSimPos) && !IsBlocked(AttackLimb.SimPosition + forward * ConvertUnits.ToSimUnits(AttackLimb.attack.Range));
|
||||
|
||||
bool IsBlocked(Vector2 targetPosition)
|
||||
foreach (var body in Submarine.PickBodies(AttackLimb.SimPosition, targetPosition, myBodies, Physics.CollisionCharacter))
|
||||
{
|
||||
foreach (var body in Submarine.PickBodies(AttackLimb.SimPosition, targetPosition, myBodies, Physics.CollisionCharacter))
|
||||
Character hitTarget = null;
|
||||
if (body.UserData is Character c)
|
||||
{
|
||||
Character hitTarget = null;
|
||||
if (body.UserData is Character c)
|
||||
{
|
||||
hitTarget = c;
|
||||
}
|
||||
else if (body.UserData is Limb limb)
|
||||
{
|
||||
hitTarget = limb.character;
|
||||
}
|
||||
if (hitTarget != null && !hitTarget.IsDead && Character.IsFriendly(hitTarget))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
hitTarget = c;
|
||||
}
|
||||
else if (body.UserData is Limb limb)
|
||||
{
|
||||
hitTarget = limb.character;
|
||||
}
|
||||
if (hitTarget != null && !hitTarget.IsDead && Character.IsFriendly(hitTarget))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1853,8 +1836,41 @@ namespace Barotrauma
|
||||
float GetTargetMaxSpeed() => Character.ApplyTemporarySpeedLimits(Character.AnimController.CurrentSwimParams.MovementSpeed * 0.3f);
|
||||
}
|
||||
}
|
||||
|
||||
if (!canAttack || distance > Math.Min(AttackLimb.attack.Range * 0.9f, 100))
|
||||
if (selectedTargetingParams.AttackPattern == AttackPattern.Straight && AttackLimb is Limb attackLimb && attackLimb.attack.Ranged)
|
||||
{
|
||||
bool advance = !canAttack && Character.CurrentHull == null || distance > attackLimb.attack.Range * 0.9f;
|
||||
bool fallBack = canAttack && distance < Math.Min(250, attackLimb.attack.Range * 0.25f);
|
||||
if (fallBack)
|
||||
{
|
||||
Reverse = true;
|
||||
UpdateFallBack(attackWorldPos, deltaTime, followThrough: false);
|
||||
}
|
||||
else if (advance)
|
||||
{
|
||||
if (pathSteering != null)
|
||||
{
|
||||
pathSteering.SteeringSeek(steerPos, weight: 10, minGapWidth: minGapSize);
|
||||
}
|
||||
else
|
||||
{
|
||||
SteeringManager.SteeringSeek(steerPos, 10);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (Character.CurrentHull == null && !canAttack)
|
||||
{
|
||||
SteeringManager.SteeringWander(avoidWanderingOutsideLevel: true);
|
||||
SteeringManager.SteeringAvoid(deltaTime, lookAheadDistance: avoidLookAheadDistance, weight: 5);
|
||||
}
|
||||
else
|
||||
{
|
||||
SteeringManager.Reset();
|
||||
FaceTarget(SelectedAiTarget.Entity);
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (!canAttack || distance > Math.Min(AttackLimb.attack.Range * 0.9f, 100))
|
||||
{
|
||||
if (pathSteering != null)
|
||||
{
|
||||
@@ -1865,20 +1881,22 @@ namespace Barotrauma
|
||||
SteeringManager.SteeringSeek(steerPos, 10);
|
||||
}
|
||||
}
|
||||
else if (AttackLimb.attack.Ranged)
|
||||
{
|
||||
// Too close
|
||||
UpdateFallBack(attackWorldPos, deltaTime, followThrough: false);
|
||||
}
|
||||
|
||||
if (Character.CurrentHull == null && (SelectedAiTarget?.Entity is Character c && c.Submarine == null || distance == 0 || distance > ConvertUnits.ToDisplayUnits(avoidLookAheadDistance * 2)))
|
||||
{
|
||||
SteeringManager.SteeringAvoid(deltaTime, lookAheadDistance: avoidLookAheadDistance, weight: 30);
|
||||
}
|
||||
}
|
||||
}
|
||||
Entity targetEntity = wallTarget?.Structure ?? SelectedAiTarget?.Entity;
|
||||
IDamageable damageTarget = targetEntity as IDamageable;
|
||||
if (AttackLimb?.attack is Attack { Ranged: true} attack)
|
||||
{
|
||||
AimRangedAttack(attack, targetEntity);
|
||||
}
|
||||
if (canAttack)
|
||||
{
|
||||
if (!UpdateLimbAttack(deltaTime, AttackLimb, attackSimPos, distance, attackTargetLimb))
|
||||
if (!UpdateLimbAttack(deltaTime, attackSimPos, damageTarget, distance, attackTargetLimb))
|
||||
{
|
||||
IgnoreTarget(SelectedAiTarget);
|
||||
}
|
||||
@@ -1889,6 +1907,22 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public void AimRangedAttack(Attack attack, Entity targetEntity)
|
||||
{
|
||||
if (attack is not { Ranged: true } || targetEntity is not { Removed: false }) { return; }
|
||||
Character.SetInput(InputType.Aim, false, true);
|
||||
Limb limb = GetLimbToRotate(attack);
|
||||
if (limb != null)
|
||||
{
|
||||
Vector2 toTarget = targetEntity.WorldPosition - limb.WorldPosition;
|
||||
float offset = limb.Params.GetSpriteOrientation() - MathHelper.PiOver2;
|
||||
limb.body.SuppressSmoothRotationCalls = false;
|
||||
float angle = MathUtils.VectorToAngle(toTarget);
|
||||
limb.body.SmoothRotate(angle + offset, attack.AimRotationTorque);
|
||||
limb.body.SuppressSmoothRotationCalls = true;
|
||||
}
|
||||
}
|
||||
|
||||
private bool IsValidAttack(Limb attackingLimb, IEnumerable<AttackContext> currentContexts, Entity target)
|
||||
{
|
||||
if (attackingLimb == null) { return false; }
|
||||
@@ -2114,13 +2148,13 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
// 10 dmg, 100 health -> 0.1
|
||||
private float GetRelativeDamage(float dmg, float vitality) => dmg / Math.Max(vitality, 1.0f);
|
||||
private static float GetRelativeDamage(float dmg, float vitality) => dmg / Math.Max(vitality, 1.0f);
|
||||
|
||||
private bool UpdateLimbAttack(float deltaTime, Limb attackingLimb, Vector2 attackSimPos, float distance = -1, Limb targetLimb = null)
|
||||
private bool UpdateLimbAttack(float deltaTime, Vector2 attackSimPos, IDamageable damageTarget, float distance = -1, Limb targetLimb = null)
|
||||
{
|
||||
if (SelectedAiTarget?.Entity == null) { return false; }
|
||||
if (attackingLimb?.attack == null) { return false; }
|
||||
ActiveAttack = attackingLimb.attack;
|
||||
if (AttackLimb?.attack == null) { return false; }
|
||||
if (damageTarget == null) { return false; }
|
||||
if (wallTarget != null)
|
||||
{
|
||||
// If the selected target is not the wall target, make the wall target the selected target.
|
||||
@@ -2129,85 +2163,97 @@ namespace Barotrauma
|
||||
{
|
||||
SelectTarget(aiTarget, GetTargetMemory(SelectedAiTarget, addIfNotFound: true).Priority);
|
||||
State = AIState.Attack;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
IDamageable damageTarget = wallTarget != null ? wallTarget.Structure : SelectedAiTarget.Entity as IDamageable;
|
||||
if (damageTarget != null)
|
||||
ActiveAttack = AttackLimb.attack;
|
||||
if (ActiveAttack.Ranged && ActiveAttack.RequiredAngleToShoot > 0)
|
||||
{
|
||||
if (Character.Params.CanInteract && Character.Inventory != null)
|
||||
Limb referenceLimb = GetLimbToRotate(ActiveAttack);
|
||||
if (referenceLimb != null)
|
||||
{
|
||||
// Use equipped items (weapons)
|
||||
Item item = GetEquippedItem(attackingLimb);
|
||||
if (item != null)
|
||||
Vector2 toTarget = damageTarget.WorldPosition - referenceLimb.WorldPosition;
|
||||
float offset = referenceLimb.Params.GetSpriteOrientation() - MathHelper.PiOver2;
|
||||
Vector2 forward = VectorExtensions.Forward(referenceLimb.body.TransformedRotation - offset * referenceLimb.Dir);
|
||||
float angle = MathHelper.ToDegrees(VectorExtensions.Angle(forward, toTarget));
|
||||
if (angle > ActiveAttack.RequiredAngleToShoot)
|
||||
{
|
||||
if (item.RequireAimToUse)
|
||||
{
|
||||
if (!Aim(deltaTime, damageTarget as ISpatialEntity, item))
|
||||
{
|
||||
// Valid target, but can't shoot -> return true so that it will not be ignored.
|
||||
return true;
|
||||
}
|
||||
}
|
||||
Character.SetInput(item.IsShootable ? InputType.Shoot : InputType.Use, false, true);
|
||||
item.Use(deltaTime, Character);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
//simulate attack input to get the character to attack client-side
|
||||
Character.SetInput(InputType.Attack, true, true);
|
||||
if (!ActiveAttack.IsRunning)
|
||||
}
|
||||
if (Character.Params.CanInteract && Character.Inventory != null)
|
||||
{
|
||||
// Use equipped items (weapons)
|
||||
Item item = GetEquippedItem(AttackLimb);
|
||||
if (item != null)
|
||||
{
|
||||
#if SERVER
|
||||
GameMain.NetworkMember.CreateEntityEvent(Character, new Character.SetAttackTargetEventData(
|
||||
attackingLimb,
|
||||
damageTarget,
|
||||
targetLimb,
|
||||
SimPosition));
|
||||
#else
|
||||
Character.PlaySound(CharacterSound.SoundType.Attack, maxInterval: 3);
|
||||
#endif
|
||||
}
|
||||
|
||||
if (attackingLimb.UpdateAttack(deltaTime, attackSimPos, damageTarget, out AttackResult attackResult, distance, targetLimb))
|
||||
{
|
||||
if (attackingLimb.attack.CoolDownTimer > 0)
|
||||
if (item.RequireAimToUse)
|
||||
{
|
||||
if (!Aim(deltaTime, damageTarget as ISpatialEntity, item))
|
||||
{
|
||||
// Valid target, but can't shoot -> return true so that it will not be ignored.
|
||||
return true;
|
||||
}
|
||||
}
|
||||
Character.SetInput(item.IsShootable ? InputType.Shoot : InputType.Use, false, true);
|
||||
item.Use(deltaTime, Character);
|
||||
}
|
||||
}
|
||||
//simulate attack input to get the character to attack client-side
|
||||
Character.SetInput(InputType.Attack, true, true);
|
||||
if (!ActiveAttack.IsRunning)
|
||||
{
|
||||
#if SERVER
|
||||
GameMain.NetworkMember.CreateEntityEvent(Character, new Character.SetAttackTargetEventData(
|
||||
AttackLimb,
|
||||
damageTarget,
|
||||
targetLimb,
|
||||
SimPosition));
|
||||
#else
|
||||
Character.PlaySound(CharacterSound.SoundType.Attack, maxInterval: 3);
|
||||
#endif
|
||||
}
|
||||
|
||||
if (AttackLimb.UpdateAttack(deltaTime, attackSimPos, damageTarget, out AttackResult attackResult, distance, targetLimb))
|
||||
{
|
||||
if (ActiveAttack.CoolDownTimer > 0)
|
||||
{
|
||||
SetAimTimer(Math.Min(ActiveAttack.CoolDown, 1.5f));
|
||||
// Managed to hit a living/non-destroyed target. Increase the priority more if the target is low in health -> dies easily/soon
|
||||
float greed = AIParams.AggressionGreed;
|
||||
if (damageTarget is not Barotrauma.Character)
|
||||
{
|
||||
// Halve the greed for attacking non-characters.
|
||||
greed /= 2;
|
||||
}
|
||||
selectedTargetMemory.Priority += GetRelativeDamage(attackResult.Damage, damageTarget.Health) * greed;
|
||||
}
|
||||
if (LatchOntoAI != null && SelectedAiTarget.Entity is Character targetCharacter)
|
||||
{
|
||||
LatchOntoAI.SetAttachTarget(targetCharacter);
|
||||
}
|
||||
if (!ActiveAttack.Ranged)
|
||||
{
|
||||
if (damageTarget.Health > 0 && attackResult.Damage > 0)
|
||||
{
|
||||
SetAimTimer(Math.Min(attackingLimb.attack.CoolDown, 1.5f));
|
||||
// Managed to hit a living/non-destroyed target. Increase the priority more if the target is low in health -> dies easily/soon
|
||||
float greed = AIParams.AggressionGreed;
|
||||
if (!(damageTarget is Character))
|
||||
if (damageTarget is not Barotrauma.Character)
|
||||
{
|
||||
// Halve the greed for attacking non-characters.
|
||||
greed /= 2;
|
||||
}
|
||||
selectedTargetMemory.Priority += GetRelativeDamage(attackResult.Damage, damageTarget.Health) * greed;
|
||||
}
|
||||
if (LatchOntoAI != null && SelectedAiTarget.Entity is Character targetCharacter)
|
||||
else
|
||||
{
|
||||
LatchOntoAI.SetAttachTarget(targetCharacter);
|
||||
}
|
||||
if (!attackingLimb.attack.Ranged)
|
||||
{
|
||||
if (damageTarget.Health > 0 && attackResult.Damage > 0)
|
||||
{
|
||||
// Managed to hit a living/non-destroyed target. Increase the priority more if the target is low in health -> dies easily/soon
|
||||
float greed = AIParams.AggressionGreed;
|
||||
if (!(damageTarget is Character))
|
||||
{
|
||||
// Halve the greed for attacking non-characters.
|
||||
greed /= 2;
|
||||
}
|
||||
selectedTargetMemory.Priority += GetRelativeDamage(attackResult.Damage, damageTarget.Health) * greed;
|
||||
}
|
||||
else
|
||||
{
|
||||
selectedTargetMemory.Priority -= Math.Max(selectedTargetMemory.Priority / 2, 1);
|
||||
return selectedTargetMemory.Priority > 1;
|
||||
}
|
||||
selectedTargetMemory.Priority -= Math.Max(selectedTargetMemory.Priority / 2, 1);
|
||||
return selectedTargetMemory.Priority > 1;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
private float aimTimer;
|
||||
@@ -2299,7 +2345,6 @@ namespace Barotrauma
|
||||
{
|
||||
if (attackVector == null)
|
||||
{
|
||||
// TODO: test adding some random variance here?
|
||||
attackVector = attackWorldPos - WorldPosition;
|
||||
}
|
||||
Vector2 dir = Vector2.Normalize(followThrough ? attackVector.Value : -attackVector.Value);
|
||||
@@ -2319,6 +2364,16 @@ namespace Barotrauma
|
||||
return true;
|
||||
}
|
||||
|
||||
private Limb GetLimbToRotate(Attack attack)
|
||||
{
|
||||
Limb limb = AttackLimb;
|
||||
if (attack.RotationLimbIndex > -1 && attack.RotationLimbIndex < Character.AnimController.Limbs.Length)
|
||||
{
|
||||
limb = Character.AnimController.Limbs[attack.RotationLimbIndex];
|
||||
}
|
||||
return limb;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Eat
|
||||
@@ -3429,7 +3484,7 @@ namespace Barotrauma
|
||||
private void ChangeParams(string tag, AIState state, float? priority = null, bool onlyExisting = false)
|
||||
=> ChangeParams(tag.ToIdentifier(), state, priority, onlyExisting);
|
||||
|
||||
private void ChangeParams(Identifier tag, AIState state, float? priority = null, bool onlyExisting = false)
|
||||
private void ChangeParams(Identifier tag, AIState state, float? priority = null, bool onlyExisting = false, bool ignoreAttacksIfNotInSameSub = false)
|
||||
{
|
||||
if (!AIParams.TryGetTarget(tag, out CharacterParams.TargetParams targetParams))
|
||||
{
|
||||
@@ -3437,6 +3492,11 @@ namespace Barotrauma
|
||||
{
|
||||
if (AIParams.TryAddNewTarget(tag, state, priority ?? minPriority, out targetParams))
|
||||
{
|
||||
if (state == AIState.Attack)
|
||||
{
|
||||
// Only applies to new temp target params. Shouldn't affect any existing definitions (handled below).
|
||||
targetParams.IgnoreIfNotInSameSub = ignoreAttacksIfNotInSameSub;
|
||||
}
|
||||
tempParams.Add(tag, targetParams);
|
||||
}
|
||||
}
|
||||
@@ -3470,7 +3530,7 @@ namespace Barotrauma
|
||||
{
|
||||
isStateChanged = true;
|
||||
SetStateResetTimer();
|
||||
ChangeParams(target.SpeciesName, state, priority);
|
||||
ChangeParams(target.SpeciesName, state, priority, ignoreAttacksIfNotInSameSub: !target.IsHuman);
|
||||
if (target.IsHuman)
|
||||
{
|
||||
priority = GetTargetParams("human")?.Priority;
|
||||
@@ -3554,7 +3614,10 @@ namespace Barotrauma
|
||||
{
|
||||
// We only want to check the visibility when the target is in ruins/wreck/similiar place where sneaking should be possible.
|
||||
// When the monsters attack the player sub, they wall hack so that they can be more aggressive.
|
||||
checkVisibility = target.Entity.Submarine != null && target.Entity.Submarine == Character.Submarine && target.Entity.Submarine.TeamID == CharacterTeamType.None;
|
||||
// Pets should always check the visibility, unless the pet and the target are both outside the submarine -> shouldn't target when they can't perceive (= no wall hack)
|
||||
checkVisibility =
|
||||
Character.IsPet && (Character.Submarine != null || target.Entity.Submarine != null) ||
|
||||
target.Entity.Submarine != null && target.Entity.Submarine == Character.Submarine && target.Entity.Submarine.TeamID == CharacterTeamType.None;
|
||||
}
|
||||
if (dist > 0)
|
||||
{
|
||||
@@ -3755,6 +3818,7 @@ namespace Barotrauma
|
||||
{
|
||||
SelectTarget(door.Item.AiTarget, SelectedTargetMemory.Priority);
|
||||
State = AIState.Attack;
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -3767,7 +3831,7 @@ namespace Barotrauma
|
||||
}
|
||||
else
|
||||
{
|
||||
SteeringManager.SteeringWander();
|
||||
SteeringManager.SteeringWander(avoidWanderingOutsideLevel: Character.CurrentHull == null);
|
||||
if (Character.CurrentHull == null)
|
||||
{
|
||||
SteeringManager.SteeringAvoid(deltaTime, lookAheadDistance: avoidLookAheadDistance, weight: 5);
|
||||
@@ -3826,9 +3890,8 @@ namespace Barotrauma
|
||||
return targetLimb;
|
||||
}
|
||||
|
||||
private Character GetOwner(Item item)
|
||||
private static Character GetOwner(Item item)
|
||||
{
|
||||
// If the item is held by a character, attack the character instead.
|
||||
var pickable = item.GetComponent<Pickable>();
|
||||
if (pickable != null)
|
||||
{
|
||||
|
||||
@@ -395,6 +395,10 @@ namespace Barotrauma
|
||||
}
|
||||
objectiveManager.UpdateObjectives(deltaTime);
|
||||
|
||||
if (reportProblemsTimer > 0)
|
||||
{
|
||||
reportProblemsTimer -= deltaTime;
|
||||
}
|
||||
if (reactTimer > 0.0f)
|
||||
{
|
||||
reactTimer -= deltaTime;
|
||||
@@ -407,7 +411,6 @@ namespace Barotrauma
|
||||
else
|
||||
{
|
||||
Character.UpdateTeam();
|
||||
|
||||
if (Character.CurrentHull != null)
|
||||
{
|
||||
if (Character.IsOnPlayerTeam)
|
||||
@@ -425,19 +428,15 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
}
|
||||
if (Character.SpeechImpediment < 100.0f)
|
||||
if (reportProblemsTimer <= 0.0f)
|
||||
{
|
||||
reportProblemsTimer -= deltaTime;
|
||||
if (reportProblemsTimer <= 0.0f)
|
||||
if (Character.Submarine != null && (Character.Submarine.TeamID == Character.TeamID || Character.IsEscorted) && !Character.Submarine.Info.IsWreck)
|
||||
{
|
||||
if (Character.Submarine != null && (Character.Submarine.TeamID == Character.TeamID || Character.IsEscorted) && !Character.Submarine.Info.IsWreck)
|
||||
{
|
||||
ReportProblems();
|
||||
}
|
||||
reportProblemsTimer = reportProblemsInterval;
|
||||
ReportProblems();
|
||||
}
|
||||
UpdateSpeaking();
|
||||
reportProblemsTimer = reportProblemsInterval;
|
||||
}
|
||||
UpdateSpeaking();
|
||||
UnequipUnnecessaryItems();
|
||||
reactTimer = GetReactionTime();
|
||||
}
|
||||
@@ -912,7 +911,7 @@ namespace Barotrauma
|
||||
{
|
||||
Order newOrder = null;
|
||||
Hull targetHull = null;
|
||||
bool speak = true;
|
||||
bool speak = Character.SpeechImpediment < 100;
|
||||
if (Character.CurrentHull != null)
|
||||
{
|
||||
bool isFighting = ObjectiveManager.HasActiveObjective<AIObjectiveCombat>();
|
||||
@@ -1063,17 +1062,15 @@ namespace Barotrauma
|
||||
private void UpdateSpeaking()
|
||||
{
|
||||
if (!Character.IsOnPlayerTeam) { return; }
|
||||
|
||||
if (Character.SpeechImpediment >= 100) { return; }
|
||||
if (Character.Oxygen < 20.0f)
|
||||
{
|
||||
Character.Speak(TextManager.Get("DialogLowOxygen").Value, null, Rand.Range(0.5f, 5.0f), "lowoxygen".ToIdentifier(), 30.0f);
|
||||
}
|
||||
|
||||
if (Character.Bleeding > 2.0f)
|
||||
{
|
||||
Character.Speak(TextManager.Get("DialogBleeding").Value, null, Rand.Range(0.5f, 5.0f), "bleeding".ToIdentifier(), 30.0f);
|
||||
}
|
||||
|
||||
if (Character.PressureTimer > 50.0f && Character.CurrentHull?.DisplayName != null)
|
||||
{
|
||||
Character.Speak(TextManager.GetWithVariable("DialogPressure", "[roomname]", Character.CurrentHull.DisplayName, FormatCapitals.Yes).Value, null, Rand.Range(0.5f, 5.0f), "pressure".ToIdentifier(), 30.0f);
|
||||
@@ -1860,6 +1857,7 @@ namespace Barotrauma
|
||||
bool targetAdded = false;
|
||||
DoForEachCrewMember(caller, humanAI =>
|
||||
{
|
||||
if (caller != humanAI.Character && caller.SpeechImpediment >= 100) { return; }
|
||||
var objective = humanAI.ObjectiveManager.GetObjective<T1>();
|
||||
if (objective != null)
|
||||
{
|
||||
@@ -1909,8 +1907,8 @@ namespace Barotrauma
|
||||
visibleHulls = VisibleHulls;
|
||||
}
|
||||
bool ignoreFire = objectiveManager.CurrentOrder is AIObjectiveExtinguishFires extinguishOrder && extinguishOrder.Priority > 0 || objectiveManager.HasActiveObjective<AIObjectiveExtinguishFire>();
|
||||
bool ignoreWater = HasDivingSuit(character);
|
||||
bool ignoreOxygen = ignoreWater || HasDivingMask(character);
|
||||
bool ignoreWater = character.IsProtectedFromPressure();
|
||||
bool ignoreOxygen = HasDivingGear(character);
|
||||
bool ignoreEnemies = ObjectiveManager.IsCurrentOrder<AIObjectiveFightIntruders>() || ObjectiveManager.IsCurrentObjective<AIObjectiveFightIntruders>();
|
||||
float safety = CalculateHullSafety(hull, visibleHulls, character, ignoreWater, ignoreOxygen, ignoreFire, ignoreEnemies);
|
||||
if (isCurrentHull)
|
||||
|
||||
@@ -77,11 +77,11 @@ namespace Barotrauma
|
||||
{
|
||||
if (Level.Loaded.Type == LevelData.LevelType.LocationConnection)
|
||||
{
|
||||
if (Timing.TotalTime < GameMain.GameSession.RoundStartTime + 30.0f) { currentFlags.Add("Initial".ToIdentifier()); }
|
||||
if (GameMain.GameSession.RoundDuration < 30.0f) { currentFlags.Add("Initial".ToIdentifier()); }
|
||||
}
|
||||
else if (Level.Loaded.Type == LevelData.LevelType.Outpost)
|
||||
{
|
||||
if (Timing.TotalTime < GameMain.GameSession.RoundStartTime + 120.0f &&
|
||||
if (GameMain.GameSession.RoundDuration < 120.0f &&
|
||||
speaker?.CurrentHull != null &&
|
||||
(speaker.TeamID == CharacterTeamType.FriendlyNPC || speaker.TeamID == CharacterTeamType.None) &&
|
||||
Character.CharacterList.Any(c => c.TeamID != speaker.TeamID && c.CurrentHull == speaker.CurrentHull))
|
||||
|
||||
+18
-2
@@ -748,6 +748,9 @@ namespace Barotrauma
|
||||
}
|
||||
if (!character.HasEquippedItem(Weapon, predicate: IsHandSlotType))
|
||||
{
|
||||
//clear aim and shoot inputs so the bot doesn't immediately fire the weapon if it was previously e.g. using a scooter
|
||||
character.ClearInput(InputType.Aim);
|
||||
character.ClearInput(InputType.Shoot);
|
||||
Weapon.TryInteract(character, forceSelectKey: true);
|
||||
var slots = Weapon.AllowedSlots.Where(s => IsHandSlotType(s));
|
||||
if (character.Inventory.TryPutItem(Weapon, character, slots))
|
||||
@@ -764,7 +767,7 @@ namespace Barotrauma
|
||||
}
|
||||
return true;
|
||||
|
||||
bool IsHandSlotType(InvSlotType s) => s == InvSlotType.LeftHand || s == InvSlotType.RightHand || s == (InvSlotType.LeftHand | InvSlotType.RightHand);
|
||||
static bool IsHandSlotType(InvSlotType s) => s == InvSlotType.LeftHand || s == InvSlotType.RightHand || s == (InvSlotType.LeftHand | InvSlotType.RightHand);
|
||||
}
|
||||
|
||||
private float findHullTimer;
|
||||
@@ -873,7 +876,20 @@ namespace Barotrauma
|
||||
TargetName = Enemy.DisplayName,
|
||||
AlwaysUseEuclideanDistance = false
|
||||
},
|
||||
onAbandon: () => Abandon = true);
|
||||
onAbandon: () =>
|
||||
{
|
||||
if (Enemy != null && HumanAIController.VisibleHulls.Contains(Enemy.CurrentHull))
|
||||
{
|
||||
// If in the same room with an enemy -> don't try to escape because we'd want to fight it
|
||||
SteeringManager.Reset();
|
||||
RemoveSubObjective(ref followTargetObjective);
|
||||
}
|
||||
else
|
||||
{
|
||||
// else abandon and fall back to find safety mode
|
||||
Abandon = true;
|
||||
}
|
||||
});
|
||||
if (followTargetObjective == null) { return; }
|
||||
if (Mode == CombatMode.Arrest && Enemy.IsKnockedDown)
|
||||
{
|
||||
|
||||
+39
-3
@@ -25,6 +25,8 @@ namespace Barotrauma
|
||||
private readonly Item item;
|
||||
public Item ItemToContain { get; private set; }
|
||||
|
||||
public int? TargetSlot;
|
||||
|
||||
private AIObjectiveGetItem getItemObjective;
|
||||
private AIObjectiveGoTo goToObjective;
|
||||
|
||||
@@ -126,7 +128,19 @@ namespace Barotrauma
|
||||
}
|
||||
if (character.CanInteractWith(container.Item, checkLinked: false))
|
||||
{
|
||||
if (RemoveExisting || (RemoveExistingWhenNecessary && !container.Inventory.CanBePut(ItemToContain)))
|
||||
static bool CanBePut(Inventory inventory, int? targetSlot, Item itemToContain)
|
||||
{
|
||||
if (targetSlot.HasValue)
|
||||
{
|
||||
return inventory.CanBePutInSlot(itemToContain, targetSlot.Value);
|
||||
}
|
||||
else
|
||||
{
|
||||
return inventory.CanBePut(itemToContain);
|
||||
}
|
||||
}
|
||||
|
||||
if (RemoveExisting || (RemoveExistingWhenNecessary && !CanBePut(container.Inventory, TargetSlot, ItemToContain)))
|
||||
{
|
||||
HumanAIController.UnequipContainedItems(container.Item, predicate: RemoveExistingPredicate, unequipMax: RemoveMax);
|
||||
}
|
||||
@@ -136,7 +150,20 @@ namespace Barotrauma
|
||||
}
|
||||
Inventory originalInventory = ItemToContain.ParentInventory;
|
||||
var slots = originalInventory?.FindIndices(ItemToContain);
|
||||
if (container.Inventory.TryPutItem(ItemToContain, null))
|
||||
|
||||
static bool TryPutItem(Inventory inventory, int? targetSlot, Item itemToContain)
|
||||
{
|
||||
if (targetSlot.HasValue)
|
||||
{
|
||||
return inventory.TryPutItem(itemToContain, targetSlot.Value, allowSwapping: false, allowCombine: false, user: null);
|
||||
}
|
||||
else
|
||||
{
|
||||
return inventory.TryPutItem(itemToContain, user: null);
|
||||
}
|
||||
}
|
||||
|
||||
if (TryPutItem(container.Inventory, TargetSlot, ItemToContain))
|
||||
{
|
||||
if (MoveWholeStack && slots != null)
|
||||
{
|
||||
@@ -144,7 +171,7 @@ namespace Barotrauma
|
||||
{
|
||||
foreach (Item item in originalInventory.GetItemsAt(slot).ToList())
|
||||
{
|
||||
container.Inventory.TryPutItem(item, null);
|
||||
TryPutItem(container.Inventory, TargetSlot, item);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -211,6 +238,15 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public bool IsInTargetSlot(Item item)
|
||||
{
|
||||
if (container?.Inventory is ItemInventory inventory && TargetSlot is not null)
|
||||
{
|
||||
return inventory.IsInSlot(item, (int)TargetSlot);
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
public override void Reset()
|
||||
{
|
||||
base.Reset();
|
||||
|
||||
+2
-3
@@ -23,9 +23,8 @@ namespace Barotrauma
|
||||
|
||||
protected override float TargetEvaluation()
|
||||
{
|
||||
if (!character.IsOnPlayerTeam) { return Targets.None() ? 0 : 100; }
|
||||
int totalEnemies = Targets.Count();
|
||||
if (totalEnemies == 0) { return 0; }
|
||||
if (Targets.None()) { return 0; }
|
||||
if (!character.IsOnPlayerTeam) { return 100; }
|
||||
if (character.IsSecurity) { return 100; }
|
||||
if (objectiveManager.IsOrder(this)) { return 100; }
|
||||
// If there's any security officers onboard, leave fighting for them.
|
||||
|
||||
+9
-1
@@ -103,13 +103,21 @@ namespace Barotrauma
|
||||
character.Speak(TextManager.Get("DialogGetOxygenTank").Value, null, 0, "getoxygentank".ToIdentifier(), 30.0f);
|
||||
}
|
||||
}
|
||||
return new AIObjectiveContainItem(character, OXYGEN_SOURCE, targetItem.GetComponent<ItemContainer>(), objectiveManager, spawnItemIfNotFound: character.TeamID == CharacterTeamType.FriendlyNPC)
|
||||
var container = targetItem.GetComponent<ItemContainer>();
|
||||
var objective = new AIObjectiveContainItem(character, OXYGEN_SOURCE, container, objectiveManager, spawnItemIfNotFound: character.TeamID == CharacterTeamType.FriendlyNPC)
|
||||
{
|
||||
AllowToFindDivingGear = false,
|
||||
AllowDangerousPressure = true,
|
||||
ConditionLevel = MIN_OXYGEN,
|
||||
RemoveExistingWhenNecessary = true
|
||||
};
|
||||
if (container.HasSubContainers)
|
||||
{
|
||||
objective.TargetSlot = container.FindSuitableSubContainerIndex(OXYGEN_SOURCE);
|
||||
}
|
||||
// Only remove the oxygen source being replaced
|
||||
objective.RemoveExistingPredicate = i => objective.IsInTargetSlot(i);
|
||||
return objective;
|
||||
},
|
||||
onAbandon: () =>
|
||||
{
|
||||
|
||||
+1
-1
@@ -262,7 +262,7 @@ namespace Barotrauma
|
||||
{
|
||||
Character followTarget = Target as Character;
|
||||
bool needsDivingSuit = (!isInside || hasOutdoorNodes) && character.NeedsAir && !character.HasAbilityFlag(AbilityFlags.ImmuneToPressure);
|
||||
bool needsDivingGear = (needsDivingSuit || HumanAIController.NeedsDivingGear(targetHull, out needsDivingSuit));
|
||||
bool needsDivingGear = needsDivingSuit || HumanAIController.NeedsDivingGear(targetHull, out needsDivingSuit);
|
||||
if (Mimic)
|
||||
{
|
||||
if (HumanAIController.HasDivingSuit(followTarget))
|
||||
|
||||
+5
-21
@@ -413,28 +413,10 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private void ApplyTreatment(Affliction affliction, Item item)
|
||||
{
|
||||
var targetLimb = targetCharacter.CharacterHealth.GetAfflictionLimb(affliction);
|
||||
bool remove = false;
|
||||
foreach (ItemComponent ic in item.Components)
|
||||
{
|
||||
if (!ic.HasRequiredContainedItems(user: character, addMessage: false)) { continue; }
|
||||
#if CLIENT
|
||||
ic.PlaySound(ActionType.OnUse, character);
|
||||
#endif
|
||||
ic.WasUsed = true;
|
||||
ic.ApplyStatusEffects(ActionType.OnUse, 1.0f, targetCharacter, targetLimb, user: character);
|
||||
if (ic.DeleteOnUse)
|
||||
{
|
||||
remove = true;
|
||||
}
|
||||
}
|
||||
if (remove)
|
||||
{
|
||||
Entity.Spawner?.AddItemToRemoveQueue(item);
|
||||
}
|
||||
item.ApplyTreatment(character, targetCharacter, targetCharacter.CharacterHealth.GetAfflictionLimb(affliction));
|
||||
}
|
||||
|
||||
protected override bool CheckObjectiveSpecific()
|
||||
@@ -502,10 +484,12 @@ namespace Barotrauma
|
||||
|
||||
public static IEnumerable<Affliction> GetTreatableAfflictions(Character character)
|
||||
{
|
||||
foreach (Affliction affliction in character.CharacterHealth.GetAllAfflictions())
|
||||
var allAfflictions = character.CharacterHealth.GetAllAfflictions();
|
||||
foreach (Affliction affliction in allAfflictions)
|
||||
{
|
||||
if (affliction.Prefab.IsBuff || affliction.Strength < affliction.Prefab.TreatmentThreshold) { continue; }
|
||||
if (!affliction.Prefab.TreatmentSuitability.Any(kvp => kvp.Value > 0)) { continue; }
|
||||
if (allAfflictions.Any(otherAffliction => affliction.Prefab.IgnoreTreatmentIfAfflictedBy.Contains(otherAffliction.Identifier))) { continue; }
|
||||
yield return affliction;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -6,6 +6,7 @@ using System.Collections.Generic;
|
||||
using System.Globalization;
|
||||
using System.Linq;
|
||||
using System.Xml.Linq;
|
||||
using static Barotrauma.CharacterParams;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
@@ -44,7 +45,7 @@ namespace Barotrauma
|
||||
public float PlayTimer { get; set; }
|
||||
private float? unstunY { get; set; }
|
||||
|
||||
public EnemyAIController AiController { get; private set; } = null;
|
||||
public EnemyAIController AIController { get; private set; } = null;
|
||||
|
||||
public Character Owner { get; set; }
|
||||
|
||||
@@ -134,8 +135,8 @@ namespace Barotrauma
|
||||
aggregate += Items[i].Commonness;
|
||||
if (aggregate >= r && Items[i].Prefab != null)
|
||||
{
|
||||
GameAnalyticsManager.AddDesignEvent("MicroInteraction:" + (GameMain.GameSession?.GameMode?.Preset.Identifier.Value ?? "null") + ":PetProducedItem:" + pet.AiController.Character.SpeciesName + ":" + Items[i].Prefab.Identifier);
|
||||
Entity.Spawner.AddItemToSpawnQueue(Items[i].Prefab, pet.AiController.Character.WorldPosition);
|
||||
GameAnalyticsManager.AddDesignEvent("MicroInteraction:" + (GameMain.GameSession?.GameMode?.Preset.Identifier.Value ?? "null") + ":PetProducedItem:" + pet.AIController.Character.SpeciesName + ":" + Items[i].Prefab.Identifier);
|
||||
Entity.Spawner.AddItemToSpawnQueue(Items[i].Prefab, pet.AIController.Character.WorldPosition);
|
||||
break;
|
||||
}
|
||||
}
|
||||
@@ -160,8 +161,8 @@ namespace Barotrauma
|
||||
|
||||
public PetBehavior(XElement element, EnemyAIController aiController)
|
||||
{
|
||||
AiController = aiController;
|
||||
AiController.Character.CanBeDragged = true;
|
||||
AIController = aiController;
|
||||
AIController.Character.CanBeDragged = true;
|
||||
|
||||
MaxHappiness = element.GetAttributeFloat("maxhappiness", 100.0f);
|
||||
MaxHunger = element.GetAttributeFloat("maxhunger", 100.0f);
|
||||
@@ -218,7 +219,7 @@ namespace Barotrauma
|
||||
bool success = OnEat(item.GetTags());
|
||||
if (success)
|
||||
{
|
||||
GameAnalyticsManager.AddDesignEvent("MicroInteraction:" + (GameMain.GameSession?.GameMode?.Preset.Identifier.Value ?? "null") + ":PetEat:" + AiController.Character.SpeciesName + ":" + item.Prefab.Identifier);
|
||||
GameAnalyticsManager.AddDesignEvent("MicroInteraction:" + (GameMain.GameSession?.GameMode?.Preset.Identifier.Value ?? "null") + ":PetEat:" + AIController.Character.SpeciesName + ":" + item.Prefab.Identifier);
|
||||
}
|
||||
return success;
|
||||
}
|
||||
@@ -229,7 +230,7 @@ namespace Barotrauma
|
||||
bool success = OnEat("dead".ToIdentifier());
|
||||
if (success)
|
||||
{
|
||||
GameAnalyticsManager.AddDesignEvent("MicroInteraction:" + (GameMain.GameSession?.GameMode?.Preset.Identifier.Value ?? "null") + ":PetEat:" + AiController.Character.SpeciesName + ":" + character.SpeciesName);
|
||||
GameAnalyticsManager.AddDesignEvent("MicroInteraction:" + (GameMain.GameSession?.GameMode?.Preset.Identifier.Value ?? "null") + ":PetEat:" + AIController.Character.SpeciesName + ":" + character.SpeciesName);
|
||||
}
|
||||
return success;
|
||||
}
|
||||
@@ -252,7 +253,7 @@ namespace Barotrauma
|
||||
Hunger += foods[i].Hunger;
|
||||
Happiness += foods[i].Happiness;
|
||||
#if CLIENT
|
||||
AiController.Character.PlaySound(CharacterSound.SoundType.Happy, 0.5f);
|
||||
AIController.Character.PlaySound(CharacterSound.SoundType.Happy, 0.5f);
|
||||
#endif
|
||||
return true;
|
||||
}
|
||||
@@ -265,20 +266,20 @@ namespace Barotrauma
|
||||
if (PlayTimer > 0.0f) { return; }
|
||||
if (Owner == null) { Owner = player; }
|
||||
PlayTimer = 5.0f;
|
||||
AiController.Character.IsRagdolled = true;
|
||||
AIController.Character.IsRagdolled = true;
|
||||
Happiness += 10.0f;
|
||||
AiController.Character.AnimController.MainLimb.body.LinearVelocity += new Vector2(0, PlayForce);
|
||||
unstunY = AiController.Character.SimPosition.Y;
|
||||
AIController.Character.AnimController.MainLimb.body.LinearVelocity += new Vector2(0, PlayForce);
|
||||
unstunY = AIController.Character.SimPosition.Y;
|
||||
#if CLIENT
|
||||
AiController.Character.PlaySound(CharacterSound.SoundType.Happy, 0.9f);
|
||||
AIController.Character.PlaySound(CharacterSound.SoundType.Happy, 0.9f);
|
||||
#endif
|
||||
}
|
||||
|
||||
public string GetTagName()
|
||||
{
|
||||
if (AiController.Character.Inventory != null)
|
||||
if (AIController.Character.Inventory != null)
|
||||
{
|
||||
foreach (Item item in AiController.Character.Inventory.AllItems)
|
||||
foreach (Item item in AIController.Character.Inventory.AllItems)
|
||||
{
|
||||
var tag = item.GetComponent<NameTag>();
|
||||
if (tag != null && !string.IsNullOrWhiteSpace(tag.WrittenName))
|
||||
@@ -293,7 +294,7 @@ namespace Barotrauma
|
||||
|
||||
public void Update(float deltaTime)
|
||||
{
|
||||
var character = AiController.Character;
|
||||
var character = AIController.Character;
|
||||
if (character?.Removed ?? true || character.IsDead) { return; }
|
||||
|
||||
if (unstunY.HasValue)
|
||||
@@ -332,16 +333,27 @@ namespace Barotrauma
|
||||
Food food = foods[i];
|
||||
if (Hunger >= food.HungerRange.X && Hunger <= food.HungerRange.Y)
|
||||
{
|
||||
if (food.TargetParams == null &&
|
||||
AiController.AIParams.TryAddNewTarget(food.Tag, AIState.Eat, food.Priority, out CharacterParams.TargetParams targetParams))
|
||||
if (food.TargetParams == null)
|
||||
{
|
||||
targetParams.IgnoreContained = food.IgnoreContained;
|
||||
food.TargetParams = targetParams;
|
||||
if (AIController.AIParams.TryGetTarget(food.Tag, out TargetParams target))
|
||||
{
|
||||
food.TargetParams = target;
|
||||
}
|
||||
else if (AIController.AIParams.TryAddNewTarget(food.Tag, AIState.Eat, food.Priority, out TargetParams targetParams))
|
||||
{
|
||||
food.TargetParams = targetParams;
|
||||
}
|
||||
if (food.TargetParams != null)
|
||||
{
|
||||
food.TargetParams.State = AIState.Eat;
|
||||
food.TargetParams.Priority = food.Priority;
|
||||
food.TargetParams.IgnoreContained = food.IgnoreContained;
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (food.TargetParams != null)
|
||||
{
|
||||
AiController.AIParams.RemoveTarget(food.TargetParams);
|
||||
AIController.AIParams.RemoveTarget(food.TargetParams);
|
||||
food.TargetParams = null;
|
||||
}
|
||||
}
|
||||
@@ -423,7 +435,7 @@ namespace Barotrauma
|
||||
spawnPoint ??= WayPoint.WayPointList.Where(wp => wp.SpawnType == SpawnType.Human && wp.Submarine?.Info.Type == SubmarineType.Player).GetRandomUnsynced();
|
||||
spawnPos = spawnPoint?.WorldPosition ?? Submarine.MainSub.WorldPosition;
|
||||
}
|
||||
var pet = Character.Create(speciesName, spawnPos, seed);
|
||||
var pet = Character.Create(speciesName, spawnPos, seed, spawnInitialItems: false);
|
||||
var petBehavior = (pet?.AIController as EnemyAIController)?.PetBehavior;
|
||||
if (petBehavior != null)
|
||||
{
|
||||
|
||||
+2
-2
@@ -116,10 +116,10 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
// accept only the highest priority order
|
||||
if (CurrentOrder != null && OrderedCharacter.GetCurrentOrderWithTopPriority() != CurrentOrder)
|
||||
if (CurrentOrder == null || OrderedCharacter.GetCurrentOrderWithTopPriority() != CurrentOrder)
|
||||
{
|
||||
#if DEBUG
|
||||
ShipCommandManager.ShipCommandLog($"Order {CurrentOrder.Name} did not match current order for character {OrderedCharacter} in {this}");
|
||||
ShipCommandManager.ShipCommandLog($"{this} is no longer the top priority of {OrderedCharacter}, considering the issue unattended.");
|
||||
#endif
|
||||
return false;
|
||||
}
|
||||
|
||||
@@ -356,7 +356,7 @@ namespace Barotrauma
|
||||
ShipIssueWorkers.Add(new ShipIssueWorkerSteer(this, order));
|
||||
}
|
||||
|
||||
foreach (Item item in CommandedSubmarine.GetItems(true).FindAll(i => i.HasTag("turret")))
|
||||
foreach (Item item in CommandedSubmarine.GetItems(true).FindAll(i => i.HasTag("turret") && !i.HasTag("hardpoint")))
|
||||
{
|
||||
var order = new Order(OrderPrefab.Prefabs["operateweapons"], item, item.GetComponent<Turret>());
|
||||
ShipIssueWorkers.Add(new ShipIssueWorkerOperateWeapons(this, order));
|
||||
|
||||
@@ -43,9 +43,9 @@ namespace Barotrauma
|
||||
steering += DoSteeringSeek(targetSimPos, weight);
|
||||
}
|
||||
|
||||
public void SteeringWander(float weight = 1)
|
||||
public void SteeringWander(float weight = 1, bool avoidWanderingOutsideLevel = false)
|
||||
{
|
||||
steering += DoSteeringWander(weight);
|
||||
steering += DoSteeringWander(weight, avoidWanderingOutsideLevel);
|
||||
}
|
||||
|
||||
public void SteeringAvoid(float deltaTime, float lookAheadDistance, float weight = 1)
|
||||
@@ -119,7 +119,7 @@ namespace Barotrauma
|
||||
//return newSteering;
|
||||
}
|
||||
|
||||
protected virtual Vector2 DoSteeringWander(float weight)
|
||||
protected virtual Vector2 DoSteeringWander(float weight, bool avoidWanderingOutsideLevel)
|
||||
{
|
||||
Vector2 circleCenter = (host.Steering == Vector2.Zero) ? Vector2.UnitY : host.Steering;
|
||||
circleCenter = Vector2.Normalize(circleCenter) * CircleDistance;
|
||||
@@ -127,19 +127,35 @@ namespace Barotrauma
|
||||
Vector2 displacement = new Vector2(
|
||||
(float)Math.Cos(wanderAngle),
|
||||
(float)Math.Sin(wanderAngle));
|
||||
displacement = displacement * CircleRadius;
|
||||
displacement *= CircleRadius;
|
||||
|
||||
float angleChange = 1.5f;
|
||||
|
||||
wanderAngle += Rand.Range(0.0f, 1.0f) * angleChange - angleChange * 0.5f;
|
||||
|
||||
Vector2 newSteering = circleCenter + displacement;
|
||||
if (avoidWanderingOutsideLevel && Level.Loaded != null)
|
||||
{
|
||||
float margin = 5000.0f;
|
||||
if (host.WorldPosition.X < -margin)
|
||||
{
|
||||
// Too far left
|
||||
newSteering.X += (-margin - host.WorldPosition.X) * weight / margin;
|
||||
}
|
||||
else if (host.WorldPosition.X > Level.Loaded.Size.X - margin)
|
||||
{
|
||||
// Too far right
|
||||
newSteering.X -= (host.WorldPosition.X - (Level.Loaded.Size.X - margin)) * weight / margin;
|
||||
}
|
||||
}
|
||||
|
||||
float steeringSpeed = (newSteering + host.Steering).Length();
|
||||
if (steeringSpeed > weight)
|
||||
{
|
||||
newSteering = Vector2.Normalize(newSteering) * weight;
|
||||
}
|
||||
|
||||
|
||||
return newSteering;
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user