- 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:
@@ -192,8 +192,6 @@ namespace Barotrauma
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{
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for (int i = 0; i < 2; i++)
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{
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WayPoint node = null;
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WayPoint nextNode = null;
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@@ -268,11 +266,16 @@ namespace Barotrauma
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private float? GetNodePenalty(PathNode node, PathNode nextNode)
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{
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if (character == null) return 0.0f;
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if (nextNode.Waypoint.ConnectedGap != null)
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float penalty = 0.0f;
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if (nextNode.Waypoint.ConnectedGap != null && nextNode.Waypoint.ConnectedGap.Open < 0.9f)
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{
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if (nextNode.Waypoint.ConnectedGap.Open > 0.9f) return 0.0f;
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if (nextNode.Waypoint.ConnectedGap.ConnectedDoor == null) return 100.0f;
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if (nextNode.Waypoint.ConnectedGap.ConnectedDoor == null)
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{
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penalty = 100.0f;
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}
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//door closed and the character can't open doors -> node can't be traversed
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if (!canOpenDoors || character.LockHands) return null;
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var doorButtons = nextNode.Waypoint.ConnectedGap.ConnectedDoor.Item.GetConnectedComponents<Controller>();
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@@ -291,16 +294,20 @@ namespace Barotrauma
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{
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var hull = node.Waypoint.CurrentHull;
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float penalty = hull.FireSources.Any() ? 1000.0f : 0.0f;
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if (hull.FireSources.Count > 0)
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{
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foreach (FireSource fs in hull.FireSources)
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{
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penalty += fs.Size.X * 10.0f;
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}
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}
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if (character.NeedsAir && hull.Volume / hull.Rect.Width > 100.0f) penalty += 500.0f;
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if (character.PressureProtection < 10.0f && hull.Volume > hull.FullVolume) penalty += 1000.0f;
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}
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return 0.0f;
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return penalty;
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}
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}
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}
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@@ -155,6 +155,23 @@ namespace Barotrauma
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currenthullSafety = GetHullSafety(character.AnimController.CurrentHull, character);
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priority = 100.0f - currenthullSafety;
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var nearbyHulls = character.AnimController.CurrentHull.GetConnectedHulls(3);
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foreach (Hull hull in nearbyHulls)
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{
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foreach (FireSource fireSource in hull.FireSources)
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{
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//increase priority if almost within damage range of a fire
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if (character.Position.X > fireSource.Position.X - fireSource.DamageRange * 2 &&
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character.Position.X < fireSource.Position.X + fireSource.Size.X + fireSource.DamageRange * 2 &&
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character.Position.Y > hull.Rect.Y - hull.Rect.Height &&
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character.Position.Y < hull.Rect.Y)
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{
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priority += Math.Max(fireSource.Size.X, 50.0f);
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}
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}
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}
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if (NeedsDivingGear())
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{
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@@ -164,16 +181,28 @@ namespace Barotrauma
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return priority;
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}
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public static float GetHullSafety(Hull hull, Character character)
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private static float GetHullSafety(Hull hull, Character character)
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{
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if (hull == null) return 0.0f;
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float waterPercentage = (hull.Volume / hull.FullVolume) * 100.0f;
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float fireAmount = 0.0f;
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foreach (FireSource fireSource in hull.FireSources)
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var nearbyHulls = character.AnimController.CurrentHull.GetConnectedHulls(3);
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foreach (Hull hull2 in nearbyHulls)
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{
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fireAmount += Math.Max(fireSource.Size.X, 50.0f);
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foreach (FireSource fireSource in hull2.FireSources)
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{
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//increase priority if almost within damage range of a fire
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if (character.Position.X > fireSource.Position.X - fireSource.DamageRange * 2 &&
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character.Position.X < fireSource.Position.X + fireSource.Size.X + fireSource.DamageRange * 2 &&
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character.Position.Y > hull2.Rect.Y - hull2.Rect.Height &&
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character.Position.Y < hull2.Rect.Y)
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{
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fireAmount += Math.Max(fireSource.Size.X, 50.0f);
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}
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}
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}
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float safety = 100.0f - fireAmount;
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