- AI crew can avoid firesources in nearby hulls, not just the one they're currently inside

- fixed fires, oxygen and water level not being taken into account in path cost calculations
- particle collision fix
This commit is contained in:
Regalis
2017-05-20 17:11:33 +03:00
parent 53bfbb3ea7
commit 93940ff5a8
5 changed files with 86 additions and 22 deletions
@@ -192,8 +192,6 @@ namespace Barotrauma
{
for (int i = 0; i < 2; i++)
{
WayPoint node = null;
WayPoint nextNode = null;
@@ -268,11 +266,16 @@ namespace Barotrauma
private float? GetNodePenalty(PathNode node, PathNode nextNode)
{
if (character == null) return 0.0f;
if (nextNode.Waypoint.ConnectedGap != null)
float penalty = 0.0f;
if (nextNode.Waypoint.ConnectedGap != null && nextNode.Waypoint.ConnectedGap.Open < 0.9f)
{
if (nextNode.Waypoint.ConnectedGap.Open > 0.9f) return 0.0f;
if (nextNode.Waypoint.ConnectedGap.ConnectedDoor == null) return 100.0f;
if (nextNode.Waypoint.ConnectedGap.ConnectedDoor == null)
{
penalty = 100.0f;
}
//door closed and the character can't open doors -> node can't be traversed
if (!canOpenDoors || character.LockHands) return null;
var doorButtons = nextNode.Waypoint.ConnectedGap.ConnectedDoor.Item.GetConnectedComponents<Controller>();
@@ -291,16 +294,20 @@ namespace Barotrauma
{
var hull = node.Waypoint.CurrentHull;
float penalty = hull.FireSources.Any() ? 1000.0f : 0.0f;
if (hull.FireSources.Count > 0)
{
foreach (FireSource fs in hull.FireSources)
{
penalty += fs.Size.X * 10.0f;
}
}
if (character.NeedsAir && hull.Volume / hull.Rect.Width > 100.0f) penalty += 500.0f;
if (character.PressureProtection < 10.0f && hull.Volume > hull.FullVolume) penalty += 1000.0f;
}
return 0.0f;
return penalty;
}
}
}
@@ -155,6 +155,23 @@ namespace Barotrauma
currenthullSafety = GetHullSafety(character.AnimController.CurrentHull, character);
priority = 100.0f - currenthullSafety;
var nearbyHulls = character.AnimController.CurrentHull.GetConnectedHulls(3);
foreach (Hull hull in nearbyHulls)
{
foreach (FireSource fireSource in hull.FireSources)
{
//increase priority if almost within damage range of a fire
if (character.Position.X > fireSource.Position.X - fireSource.DamageRange * 2 &&
character.Position.X < fireSource.Position.X + fireSource.Size.X + fireSource.DamageRange * 2 &&
character.Position.Y > hull.Rect.Y - hull.Rect.Height &&
character.Position.Y < hull.Rect.Y)
{
priority += Math.Max(fireSource.Size.X, 50.0f);
}
}
}
if (NeedsDivingGear())
{
@@ -164,16 +181,28 @@ namespace Barotrauma
return priority;
}
public static float GetHullSafety(Hull hull, Character character)
private static float GetHullSafety(Hull hull, Character character)
{
if (hull == null) return 0.0f;
float waterPercentage = (hull.Volume / hull.FullVolume) * 100.0f;
float fireAmount = 0.0f;
foreach (FireSource fireSource in hull.FireSources)
var nearbyHulls = character.AnimController.CurrentHull.GetConnectedHulls(3);
foreach (Hull hull2 in nearbyHulls)
{
fireAmount += Math.Max(fireSource.Size.X, 50.0f);
foreach (FireSource fireSource in hull2.FireSources)
{
//increase priority if almost within damage range of a fire
if (character.Position.X > fireSource.Position.X - fireSource.DamageRange * 2 &&
character.Position.X < fireSource.Position.X + fireSource.Size.X + fireSource.DamageRange * 2 &&
character.Position.Y > hull2.Rect.Y - hull2.Rect.Height &&
character.Position.Y < hull2.Rect.Y)
{
fireAmount += Math.Max(fireSource.Size.X, 50.0f);
}
}
}
float safety = 100.0f - fireAmount;