(235745275) Merge branch 'dev' of https://github.com/Regalis11/Barotrauma-development into dev

This commit is contained in:
Joonas Rikkonen
2019-04-08 12:06:09 +03:00
parent 36d6cdcca4
commit 935cd6bc65
10 changed files with 51 additions and 62 deletions
@@ -75,13 +75,6 @@ namespace Barotrauma
EnemyOnly EnemyOnly
} }
public string SonarLabel;
public bool Enabled = true;
public float MinSoundRange, MinSightRange;
public float MaxSoundRange = float.MaxValue, MaxSightRange = float.MaxValue;
public Vector2 WorldPosition public Vector2 WorldPosition
{ {
get get
@@ -21,6 +21,8 @@ namespace Barotrauma
private Hull currentTarget; private Hull currentTarget;
private float newTargetTimer; private float newTargetTimer;
private bool searchingNewHull;
private float standStillTimer; private float standStillTimer;
private float walkDuration; private float walkDuration;
@@ -66,7 +68,38 @@ namespace Barotrauma
} }
if (newTargetTimer <= 0.0f) if (newTargetTimer <= 0.0f)
{ {
currentTarget = FindRandomHull(); if (!searchingNewHull)
{
//find all available hulls first
FindTargetHulls();
searchingNewHull = true;
return;
}
else if (targetHulls.Count > 0)
{
//choose a random available hull
var randomHull = ToolBox.SelectWeightedRandom(targetHulls, hullWeights, Rand.RandSync.Unsynced);
bool isCurrentHullOK = !HumanAIController.UnsafeHulls.Contains(character.CurrentHull) && !IsForbidden(character.CurrentHull);
if (isCurrentHullOK)
{
// Check that there is no unsafe or forbidden hulls on the way to the target
// Only do this when the current hull is ok, because otherwise the would block all paths from the current hull to the target hull.
var path = PathSteering.PathFinder.FindPath(character.SimPosition, randomHull.SimPosition);
if (path.Unreachable ||
path.Nodes.Any(n => HumanAIController.UnsafeHulls.Contains(n.CurrentHull) || IsForbidden(n.CurrentHull)))
{
//can't go to this room, remove it from the list and try another room next frame
int index = targetHulls.IndexOf(randomHull);
targetHulls.RemoveAt(index);
hullWeights.RemoveAt(index);
PathSteering.Reset();
return;
}
}
currentTarget = randomHull;
searchingNewHull = false;
}
if (currentTarget != null) if (currentTarget != null)
{ {
@@ -163,24 +196,27 @@ namespace Barotrauma
private readonly List<Hull> targetHulls = new List<Hull>(20); private readonly List<Hull> targetHulls = new List<Hull>(20);
private readonly List<float> hullWeights = new List<float>(20); private readonly List<float> hullWeights = new List<float>(20);
private Hull FindRandomHull() private void FindTargetHulls()
{ {
var idCard = character.Inventory.FindItemByIdentifier("idcard"); var idCard = character.Inventory.FindItemByIdentifier("idcard");
Hull targetHull = null;
bool isCurrentHullOK = !HumanAIController.UnsafeHulls.Contains(character.CurrentHull) && !IsForbidden(character.CurrentHull); bool isCurrentHullOK = !HumanAIController.UnsafeHulls.Contains(character.CurrentHull) && !IsForbidden(character.CurrentHull);
//random chance of navigating back to the room where the character spawned
if (Rand.Int(5) == 1 && idCard != null)
{
foreach (WayPoint wp in WayPoint.WayPointList)
{
if (wp.SpawnType != SpawnType.Human || wp.CurrentHull == null) { continue; }
foreach (string tag in wp.IdCardTags) targetHulls.Clear();
hullWeights.Clear();
foreach (var hull in Hull.hullList)
{
if (HumanAIController.UnsafeHulls.Contains(hull)) { continue; }
if (hull.Submarine == null) { continue; }
if (hull.Submarine.TeamID != character.TeamID) { continue; }
// If the character is inside, only take connected hulls into account.
if (character.Submarine != null && !character.Submarine.IsEntityFoundOnThisSub(hull, true)) { continue; }
if (IsForbidden(hull)) { continue; }
// Ignore hulls that are too low to stand inside
if (character.AnimController is HumanoidAnimController animController)
{
if (hull.CeilingHeight < ConvertUnits.ToDisplayUnits(animController.HeadPosition.Value))
{ {
if (idCard.HasTag(tag)) continue;
{
targetHull = wp.CurrentHull;
}
} }
} }
if (!targetHulls.Contains(hull)) if (!targetHulls.Contains(hull))
@@ -189,47 +225,7 @@ namespace Barotrauma
hullWeights.Add(hull.Volume); hullWeights.Add(hull.Volume);
} }
} }
if (targetHull == null)
{
targetHulls.Clear();
hullWeights.Clear();
foreach (var hull in Hull.hullList)
{
if (HumanAIController.UnsafeHulls.Contains(hull)) { continue; }
if (hull.Submarine == null) { continue; }
if (hull.Submarine.TeamID != character.TeamID) { continue; }
// If the character is inside, only take connected hulls into account.
if (character.Submarine != null && !character.Submarine.IsEntityFoundOnThisSub(hull, true)) { continue; }
if (IsForbidden(hull)) { continue; }
// Ignore hulls that are too low to stand inside
if (character.AnimController is HumanoidAnimController animController)
{
if (hull.CeilingHeight < ConvertUnits.ToDisplayUnits(animController.HeadPosition.Value))
{
continue;
}
}
if (isCurrentHullOK)
{
// Check that there is no unsafe or forbidden hulls on the way to the target
// Only do this when the current hull is ok, because otherwise the would block all paths from the current hull to the target hull.
var path = PathSteering.PathFinder.FindPath(character.SimPosition, hull.SimPosition);
if (path.Unreachable) { continue; }
if (path.Nodes.Any(n => HumanAIController.UnsafeHulls.Contains(n.CurrentHull) || IsForbidden(n.CurrentHull))) { continue; }
}
// If we want to do a steering check, we should do it here, before setting the path
//if (path.Cost > 1000.0f) { continue; }
if (!targetHulls.Contains(hull))
{
targetHulls.Add(hull);
hullWeights.Add(hull.Volume);
}
}
return ToolBox.SelectWeightedRandom(targetHulls, hullWeights, Rand.RandSync.Unsynced);
}
return targetHull;
} }
private bool IsForbidden(Hull hull) private bool IsForbidden(Hull hull)
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