Unstable 0.17.6.0

This commit is contained in:
Markus Isberg
2022-04-04 16:46:08 +09:00
parent 44ded0225a
commit 95764d1fa8
78 changed files with 1265 additions and 703 deletions
@@ -3450,7 +3450,7 @@ namespace Barotrauma
{
ChangeParams("wall", state, priority / 2);
}
if (canAttackDoors)
if (canAttackDoors && IsAggressiveBoarder)
{
ChangeParams("door", state, priority / 2);
}
@@ -376,19 +376,17 @@ namespace Barotrauma
{
Vector2 diff = currentPath.CurrentNode.WorldPosition - pos;
bool nextLadderSameAsCurrent = IsNextLadderSameAsCurrent;
if (nextLadderSameAsCurrent)
if (nextLadderSameAsCurrent || currentLadder != null && nextLadder != null && Math.Abs(currentLadder.Item.Position.X - nextLadder.Item.Position.X) < 50)
{
//climbing ladders -> don't move horizontally
diff.X = 0.0f;
}
//at the same height as the waypoint
if (Math.Abs(collider.SimPosition.Y - currentPath.CurrentNode.SimPosition.Y) < (collider.height / 2 + collider.radius) * 1.25f)
float heightDiff = Math.Abs(collider.SimPosition.Y - currentPath.CurrentNode.SimPosition.Y);
float colliderSize = (collider.height / 2 + collider.radius) * 1.25f;
if (heightDiff < colliderSize)
{
float heightFromFloor = character.AnimController.GetHeightFromFloor();
if (heightFromFloor <= 0.0f)
{
diff.Y = Math.Max(diff.Y, 100);
}
// We need some margin, because if a hatch has closed, it's possible that the height from floor is slightly negative.
bool isAboveFloor = heightFromFloor > -0.1f;
// If the next waypoint is horizontally far, we don't want to keep holding the ladders
@@ -402,7 +400,10 @@ namespace Barotrauma
// Try to change the ladder (hatches between two submarines)
if (character.SelectedConstruction != nextLadder.Item && nextLadder.Item.IsInsideTrigger(character.WorldPosition))
{
nextLadder.Item.TryInteract(character, forceSelectKey: true);
if (nextLadder.Item.TryInteract(character, forceSelectKey: true))
{
NextNode(!doorsChecked);
}
}
}
if (isAboveFloor || nextLadderSameAsCurrent)
@@ -461,12 +462,16 @@ namespace Barotrauma
bool isTargetTooLow = currentPath.CurrentNode.SimPosition.Y < colliderBottom.Y;
var door = currentPath.CurrentNode.ConnectedDoor;
float margin = MathHelper.Lerp(1, 10, MathHelper.Clamp(Math.Abs(velocity.X) / 5, 0, 1));
if (currentPath.CurrentNode.Stairs != null && currentPath.NextNode?.Stairs == null)
if (currentPath.CurrentNode.Stairs != null)
{
margin = 1;
if (currentPath.CurrentNode.SimPosition.Y < colliderBottom.Y + character.AnimController.ColliderHeightFromFloor * 0.25f)
bool isNextNodeInSameStairs = currentPath.NextNode?.Stairs == currentPath.CurrentNode.Stairs;
if (!isNextNodeInSameStairs)
{
isTargetTooLow = true;
margin = 1;
if (currentPath.CurrentNode.SimPosition.Y < colliderBottom.Y + character.AnimController.ColliderHeightFromFloor * 0.25f)
{
isTargetTooLow = true;
}
}
}
float targetDistance = Math.Max(colliderSize.X / 2 * margin, minWidth / 2);
@@ -630,7 +630,7 @@ namespace Barotrauma
public bool IsActiveObjective<T>() where T : AIObjective => GetActiveObjective() is T;
public AIObjective GetActiveObjective() => CurrentObjective?.GetActiveObjective();
public T GetOrder<T>() where T : AIObjective => CurrentOrders.FirstOrDefault(o => o.Objective is T).Objective as T;
public T GetOrder<T>() where T : AIObjective => CurrentOrders.FirstOrDefault(o => o.Objective is T)?.Objective as T;
/// <summary>
/// Returns the last active objective of the specific type.