Merge branch 'master' into moStuff
# Conflicts: # Barotrauma/BarotraumaShared/Source/Characters/Character.cs
This commit is contained in:
@@ -64,7 +64,7 @@ namespace Barotrauma
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protected override Vector2 DoSteeringSeek(Vector2 target, float speed = 1)
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{
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//find a new path if one hasn't been found yet or the target is different from the current target
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if (currentPath == null || Vector2.Distance(target, currentTarget)>1.0f || findPathTimer < -5.0f)
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if (currentPath == null || Vector2.Distance(target, currentTarget) > 1.0f || findPathTimer < -1.0f)
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{
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if (findPathTimer > 0.0f) return Vector2.Zero;
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@@ -73,21 +73,21 @@ namespace Barotrauma
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if (character != null && character.Submarine == null)
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{
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var targetHull = Hull.FindHull(FarseerPhysics.ConvertUnits.ToDisplayUnits(target), null, false);
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if (targetHull!=null && targetHull.Submarine != null)
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if (targetHull != null && targetHull.Submarine != null)
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{
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pos -= targetHull.SimPosition;
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}
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}
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}
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currentPath = pathFinder.FindPath(pos, target);
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findPathTimer = Rand.Range(1.0f,1.2f);
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findPathTimer = Rand.Range(1.0f, 1.2f);
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return DiffToCurrentNode();
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}
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Vector2 diff = DiffToCurrentNode();
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var collider = character.AnimController.Collider;
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//if not in water and the waypoint is between the top and bottom of the collider, no need to move vertically
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if (!character.AnimController.InWater &&
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@@ -104,7 +104,7 @@ namespace Barotrauma
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private Vector2 DiffToCurrentNode()
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{
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if (currentPath == null || currentPath.Finished || currentPath.Unreachable) return Vector2.Zero;
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if (currentPath == null || currentPath.Unreachable) return Vector2.Zero;
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if (currentPath.Finished)
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{
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@@ -113,8 +113,8 @@ namespace Barotrauma
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{
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//todo: take multiple subs into account
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pos2 -= CurrentPath.Nodes.Last().Submarine.SimPosition;
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}
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return currentTarget-pos2;
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}
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return currentTarget - pos2;
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}
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if (canOpenDoors && !character.LockHands) CheckDoorsInPath();
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@@ -4,21 +4,13 @@ using System.Linq;
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namespace Barotrauma
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{
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class AIObjective
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abstract class AIObjective
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{
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protected List<AIObjective> subObjectives;
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protected readonly List<AIObjective> subObjectives;
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protected float priority;
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protected Character character;
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protected readonly Character character;
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protected string option;
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public virtual bool IsCompleted()
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{
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return false;
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}
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public virtual bool CanBeCompleted
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{
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get { return true; }
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@@ -27,15 +19,12 @@ namespace Barotrauma
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public string Option
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{
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get { return option; }
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}
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}
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public AIObjective(Character character, string option)
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{
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subObjectives = new List<AIObjective>();
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this.character = character;
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this.option = option;
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#if DEBUG
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@@ -60,8 +49,6 @@ namespace Barotrauma
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Act(deltaTime);
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}
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protected virtual void Act(float deltaTime) { }
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public void AddSubObjective(AIObjective objective)
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{
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if (subObjectives.Any(o => o.IsDuplicate(objective))) return;
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@@ -69,19 +56,20 @@ namespace Barotrauma
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subObjectives.Add(objective);
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}
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public virtual float GetPriority(Character character)
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public AIObjective GetCurrentSubObjective()
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{
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return 0.0f;
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AIObjective currentSubObjective = this;
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while (currentSubObjective.subObjectives.Count > 0)
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{
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currentSubObjective = subObjectives[0];
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}
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return currentSubObjective;
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}
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public virtual bool IsDuplicate(AIObjective otherObjective)
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{
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#if DEBUG
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throw new NotImplementedException();
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#else
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return (this.GetType() == otherObjective.GetType());
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#endif
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}
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protected abstract void Act(float deltaTime);
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public abstract bool IsCompleted();
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public abstract float GetPriority(AIObjectiveManager objectiveManager);
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public abstract bool IsDuplicate(AIObjective otherObjective);
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}
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}
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@@ -33,7 +33,6 @@ namespace Barotrauma
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}
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coolDownTimer = CoolDown;
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}
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protected override void Act(float deltaTime)
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@@ -41,17 +40,24 @@ namespace Barotrauma
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coolDownTimer -= deltaTime;
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var weapon = character.Inventory.FindItem("weapon");
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if (weapon==null)
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if (weapon == null)
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{
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Escape(deltaTime);
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}
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else
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{
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//TODO: make sure the weapon is ready to use (projectiles/batteries loaded)
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if (!character.SelectedItems.Contains(weapon))
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{
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character.Inventory.TryPutItem(weapon, 3, false, character);
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weapon.Equip(character);
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if (character.Inventory.TryPutItem(weapon, 3, false, character))
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{
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weapon.Equip(character);
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}
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else
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{
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return;
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}
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}
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character.CursorPosition = enemy.Position;
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character.SetInput(InputType.Aim, false, true);
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@@ -99,8 +105,13 @@ namespace Barotrauma
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return enemy.IsDead || coolDownTimer <= 0.0f;
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}
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public override float GetPriority(Character character)
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public override float GetPriority(AIObjectiveManager objectiveManager)
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{
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if (objectiveManager.CurrentOrder == this)
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{
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return AIObjectiveManager.OrderPriority;
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}
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//clamp the strength to the health of this character
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//(it doesn't make a difference whether the enemy does 200 or 600 damage, it's one hit kill anyway)
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+10
-9
@@ -19,15 +19,6 @@ namespace Barotrauma
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{
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this.itemName = itemName;
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this.container = container;
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//check if the container has room for more items
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//canBeCompleted = false;
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//foreach (Item contained in container.inventory.Items)
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//{
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// if (contained != null) continue;
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// canBeCompleted = true;
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// break;
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//}
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}
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public override bool IsCompleted()
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@@ -35,6 +26,16 @@ namespace Barotrauma
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return isCompleted || container.Inventory.FindItem(itemName)!=null;
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}
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public override float GetPriority(AIObjectiveManager objectiveManager)
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{
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if (objectiveManager.CurrentOrder == this)
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{
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return AIObjectiveManager.OrderPriority;
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}
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return 1.0f;
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}
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protected override void Act(float deltaTime)
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{
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if (isCompleted) return;
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+8
-5
@@ -15,7 +15,7 @@ namespace Barotrauma
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if (item == null) return false;
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var containedItems = item.ContainedItems;
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var oxygenTank = Array.Find(containedItems, i => i.Name == "Oxygen Tank" && i.Condition > 0.0f);
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var oxygenTank = Array.Find(containedItems, i => i.Prefab.NameMatches("Oxygen Tank") && i.Condition > 0.0f);
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return oxygenTank != null;
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}
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@@ -42,7 +42,7 @@ namespace Barotrauma
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if (containedItems == null) return;
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//check if there's an oxygen tank in the mask
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var oxygenTank = Array.Find(containedItems, i => i.Name == "Oxygen Tank");
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var oxygenTank = Array.Find(containedItems, i => i.Prefab.NameMatches("Oxygen Tank"));
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if (oxygenTank != null)
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{
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@@ -66,15 +66,18 @@ namespace Barotrauma
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if (subObjective != null)
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{
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subObjective.TryComplete(deltaTime);
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//isCompleted = subObjective.IsCompleted();
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}
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}
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public override float GetPriority(Character character)
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public override float GetPriority(AIObjectiveManager objectiveManager)
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{
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if (character.AnimController.CurrentHull == null) return 100.0f;
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if (objectiveManager.CurrentOrder == this)
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{
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return AIObjectiveManager.OrderPriority;
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}
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return 100.0f - character.Oxygen;
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}
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+41
-43
@@ -1,4 +1,5 @@
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using System;
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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@@ -27,39 +28,23 @@ namespace Barotrauma
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unreachable = new List<Hull>();
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}
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public override bool IsCompleted()
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{
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return false;
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}
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protected override void Act(float deltaTime)
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{
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var currentHull = character.AnimController.CurrentHull;
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currenthullSafety = OverrideCurrentHullSafety == null ?
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GetHullSafety(currentHull, character) : (float)OverrideCurrentHullSafety;
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if (currentHull != null)
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if (NeedsDivingGear())
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{
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if (NeedsDivingGear())
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{
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if (!FindDivingGear(deltaTime)) return;
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}
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if (currenthullSafety > MinSafety)
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{
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if (Math.Abs(currentHull.WorldPosition.X - character.WorldPosition.X) > 100.0f)
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{
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character.AIController.SteeringManager.SteeringSeek(currentHull.SimPosition, 0.5f);
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}
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else
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{
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character.AIController.SteeringManager.Reset();
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}
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character.AIController.SelectTarget(null);
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goToObjective = null;
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return;
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}
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if (!FindDivingGear(deltaTime)) return;
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}
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if (searchHullTimer > 0.0f)
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{
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@@ -79,7 +64,7 @@ namespace Barotrauma
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if (goToObjective != null)
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{
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var pathSteering = character.AIController.SteeringManager as IndoorsSteeringManager;
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if (pathSteering!=null && pathSteering.CurrentPath!= null &&
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if (pathSteering != null && pathSteering.CurrentPath != null &&
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pathSteering.CurrentPath.Unreachable && !unreachable.Contains(goToObjective.Target))
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{
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unreachable.Add(goToObjective.Target as Hull);
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@@ -92,7 +77,7 @@ namespace Barotrauma
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private bool FindDivingGear(float deltaTime)
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{
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if (divingGearObjective==null)
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if (divingGearObjective == null)
|
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{
|
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divingGearObjective = new AIObjectiveFindDivingGear(character, false);
|
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}
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@@ -113,8 +98,9 @@ namespace Barotrauma
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if (hull == character.AnimController.CurrentHull || unreachable.Contains(hull)) continue;
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float hullValue = GetHullSafety(hull, character);
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hullValue -= (float)Math.Sqrt(Math.Abs(character.Position.X - hull.Position.X));
|
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hullValue -= (float)Math.Sqrt(Math.Abs(character.Position.Y - hull.Position.Y) * 2.0f);
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//slight preference over hulls that are closer
|
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hullValue -= (float)Math.Sqrt(Math.Abs(character.Position.X - hull.Position.X)) * 0.1f;
|
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hullValue -= (float)Math.Sqrt(Math.Abs(character.Position.Y - hull.Position.Y)) * 0.2f;
|
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|
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if (bestHull == null || hullValue > bestValue)
|
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{
|
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@@ -144,13 +130,13 @@ namespace Barotrauma
|
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return false;
|
||||
}
|
||||
|
||||
public override float GetPriority(Character character)
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public override float GetPriority(AIObjectiveManager objectiveManager)
|
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{
|
||||
if (character.Oxygen < 80.0f)
|
||||
{
|
||||
return 150.0f - character.Oxygen;
|
||||
}
|
||||
|
||||
|
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if (character.AnimController.CurrentHull == null) return 5.0f;
|
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currenthullSafety = GetHullSafety(character.AnimController.CurrentHull, character);
|
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priority = 100.0f - currenthullSafety;
|
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@@ -171,13 +157,12 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
if (NeedsDivingGear())
|
||||
{
|
||||
if (divingGearObjective != null && !divingGearObjective.IsCompleted()) priority += 20.0f;
|
||||
}
|
||||
|
||||
|
||||
return priority;
|
||||
}
|
||||
|
||||
@@ -185,11 +170,28 @@ namespace Barotrauma
|
||||
{
|
||||
if (hull == null) return 0.0f;
|
||||
|
||||
float safety = 100.0f;
|
||||
|
||||
float waterPercentage = (hull.WaterVolume / hull.Volume) * 100.0f;
|
||||
if (hull.LethalPressure > 0.0f && character.PressureProtection <= 0.0f)
|
||||
{
|
||||
safety -= 100.0f;
|
||||
}
|
||||
else if (character.OxygenAvailable <= 0.0f)
|
||||
{
|
||||
safety -= waterPercentage;
|
||||
}
|
||||
else
|
||||
{
|
||||
safety -= waterPercentage * 0.1f;
|
||||
}
|
||||
|
||||
if (hull.OxygenPercentage < 30.0f) safety -= (30.0f - hull.OxygenPercentage) * 5.0f;
|
||||
|
||||
if (safety <= 0.0f) return 0.0f;
|
||||
|
||||
float fireAmount = 0.0f;
|
||||
|
||||
var nearbyHulls = hull.GetConnectedHulls(3);
|
||||
|
||||
foreach (Hull hull2 in nearbyHulls)
|
||||
{
|
||||
foreach (FireSource fireSource in hull2.FireSources)
|
||||
@@ -204,13 +206,9 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
}
|
||||
safety -= fireAmount;
|
||||
|
||||
float safety = 100.0f - fireAmount;
|
||||
|
||||
if (waterPercentage > 30.0f && character.OxygenAvailable <= 0.0f) safety -= waterPercentage;
|
||||
if (hull.OxygenPercentage < 30.0f) safety -= (30.0f - hull.OxygenPercentage) * 5.0f;
|
||||
|
||||
return safety;
|
||||
return MathHelper.Clamp(safety, 0.0f, 100.0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -7,7 +7,9 @@ namespace Barotrauma
|
||||
{
|
||||
class AIObjectiveFixLeak : AIObjective
|
||||
{
|
||||
private Gap leak;
|
||||
private readonly Gap leak;
|
||||
|
||||
private AIObjectiveGoTo gotoObjective;
|
||||
|
||||
public Gap Leak
|
||||
{
|
||||
@@ -20,15 +22,20 @@ namespace Barotrauma
|
||||
this.leak = leak;
|
||||
}
|
||||
|
||||
public override float GetPriority(Character character)
|
||||
public override bool IsCompleted()
|
||||
{
|
||||
return leak.Open <= 0.0f || leak.Removed;
|
||||
}
|
||||
|
||||
public override float GetPriority(AIObjectiveManager objectiveManager)
|
||||
{
|
||||
if (leak.Open == 0.0f) return 0.0f;
|
||||
|
||||
float leakSize = (leak.IsHorizontal ? leak.Rect.Height : leak.Rect.Width) * Math.Max(leak.Open, 0.1f);
|
||||
|
||||
float dist = Vector2.DistanceSquared(character.SimPosition, leak.SimPosition);
|
||||
dist = Math.Max(dist/100.0f, 1.0f);
|
||||
return Math.Min(leakSize/dist, 40.0f);
|
||||
dist = Math.Max(dist / 100.0f, 1.0f);
|
||||
return Math.Min(leakSize / dist, 40.0f);
|
||||
}
|
||||
|
||||
public override bool IsDuplicate(AIObjective otherObjective)
|
||||
@@ -44,7 +51,7 @@ namespace Barotrauma
|
||||
|
||||
if (weldingTool == null)
|
||||
{
|
||||
subObjectives.Add(new AIObjectiveGetItem(character, "Welding Tool", true));
|
||||
AddSubObjective(new AIObjectiveGetItem(character, "Welding Tool", true));
|
||||
return;
|
||||
}
|
||||
else
|
||||
@@ -52,25 +59,31 @@ namespace Barotrauma
|
||||
var containedItems = weldingTool.ContainedItems;
|
||||
if (containedItems == null) return;
|
||||
|
||||
var fuelTank = Array.Find(containedItems, i => i.Name == "Welding Fuel Tank" && i.Condition > 0.0f);
|
||||
var fuelTank = Array.Find(containedItems, i => i.Prefab.NameMatches("Welding Fuel Tank") && i.Condition > 0.0f);
|
||||
|
||||
if (fuelTank == null)
|
||||
{
|
||||
AddSubObjective(new AIObjectiveContainItem(character, "Welding Fuel Tank", weldingTool.GetComponent<ItemContainer>()));
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
var repairTool = weldingTool.GetComponent<RepairTool>();
|
||||
if (repairTool == null) return;
|
||||
|
||||
if (Vector2.Distance(character.WorldPosition, leak.WorldPosition) > 300.0f)
|
||||
Vector2 standPosition = GetStandPosition();
|
||||
|
||||
if (Vector2.DistanceSquared(character.WorldPosition, leak.WorldPosition) > 100.0f * 100.0f)
|
||||
{
|
||||
AddSubObjective(new AIObjectiveGoTo(ConvertUnits.ToSimUnits(GetStandPosition()), character));
|
||||
var gotoObjective = new AIObjectiveGoTo(ConvertUnits.ToSimUnits(standPosition), character);
|
||||
if (!gotoObjective.IsCompleted())
|
||||
{
|
||||
AddSubObjective(gotoObjective);
|
||||
return;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
AddSubObjective(new AIObjectiveOperateItem(repairTool, character, "", leak));
|
||||
}
|
||||
|
||||
AddSubObjective(new AIObjectiveOperateItem(repairTool, character, "", true, leak));
|
||||
}
|
||||
|
||||
private Vector2 GetStandPosition()
|
||||
|
||||
@@ -7,38 +7,80 @@ namespace Barotrauma
|
||||
{
|
||||
class AIObjectiveFixLeaks : AIObjective
|
||||
{
|
||||
const float UpdateGapListInterval = 10.0f;
|
||||
const float UpdateGapListInterval = 5.0f;
|
||||
|
||||
private float updateGapListTimer;
|
||||
private double lastGapUpdate;
|
||||
|
||||
private AIObjectiveIdle idleObjective;
|
||||
|
||||
private AIObjectiveFindDivingGear findDivingGear;
|
||||
|
||||
private List<AIObjectiveFixLeak> objectiveList;
|
||||
|
||||
public AIObjectiveFixLeaks(Character character)
|
||||
: base (character, "")
|
||||
{
|
||||
objectiveList = new List<AIObjectiveFixLeak>();
|
||||
}
|
||||
|
||||
public override bool IsCompleted()
|
||||
{
|
||||
return false;
|
||||
if (Timing.TotalTime > lastGapUpdate + UpdateGapListInterval || objectiveList == null)
|
||||
{
|
||||
UpdateGapList();
|
||||
lastGapUpdate = Timing.TotalTime;
|
||||
}
|
||||
|
||||
return objectiveList.Count == 0;
|
||||
}
|
||||
|
||||
public override float GetPriority(AIObjectiveManager objectiveManager)
|
||||
{
|
||||
if (Timing.TotalTime > lastGapUpdate + UpdateGapListInterval || objectiveList == null)
|
||||
{
|
||||
UpdateGapList();
|
||||
lastGapUpdate = Timing.TotalTime;
|
||||
}
|
||||
|
||||
float priority = 0.0f;
|
||||
foreach (AIObjectiveFixLeak fixObjective in objectiveList)
|
||||
{
|
||||
//gaps from outside to inside significantly increase the priority
|
||||
if (!fixObjective.Leak.IsRoomToRoom)
|
||||
{
|
||||
priority = Math.Max(priority + fixObjective.Leak.Open * 100.0f, 50.0f);
|
||||
}
|
||||
else
|
||||
{
|
||||
priority += fixObjective.Leak.Open * 10.0f;
|
||||
}
|
||||
|
||||
if (priority >= 100.0f) break;
|
||||
}
|
||||
|
||||
return Math.Min(priority, 100.0f);
|
||||
}
|
||||
|
||||
protected override void Act(float deltaTime)
|
||||
{
|
||||
updateGapListTimer -= deltaTime;
|
||||
|
||||
if (updateGapListTimer<=0.0f)
|
||||
if (Timing.TotalTime > lastGapUpdate + UpdateGapListInterval || objectiveList == null)
|
||||
{
|
||||
UpdateGapList();
|
||||
|
||||
updateGapListTimer = UpdateGapListInterval;
|
||||
lastGapUpdate = Timing.TotalTime;
|
||||
}
|
||||
|
||||
if (objectiveList.Any())
|
||||
{
|
||||
if (!objectiveList[objectiveList.Count - 1].Leak.IsRoomToRoom)
|
||||
{
|
||||
if (findDivingGear == null) findDivingGear = new AIObjectiveFindDivingGear(character, true);
|
||||
|
||||
if (!findDivingGear.IsCompleted() && findDivingGear.CanBeCompleted)
|
||||
{
|
||||
findDivingGear.TryComplete(deltaTime);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
objectiveList[objectiveList.Count - 1].TryComplete(deltaTime);
|
||||
|
||||
if (!objectiveList[objectiveList.Count - 1].CanBeCompleted ||
|
||||
@@ -56,6 +98,7 @@ namespace Barotrauma
|
||||
|
||||
private void UpdateGapList()
|
||||
{
|
||||
if (objectiveList == null) objectiveList = new List<AIObjectiveFixLeak>();
|
||||
objectiveList.Clear();
|
||||
|
||||
foreach (Gap gap in Gap.GapList)
|
||||
|
||||
@@ -2,6 +2,7 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
@@ -26,6 +27,16 @@ namespace Barotrauma
|
||||
get { return canBeCompleted; }
|
||||
}
|
||||
|
||||
public override float GetPriority(AIObjectiveManager objectiveManager)
|
||||
{
|
||||
if (objectiveManager.CurrentOrder == this)
|
||||
{
|
||||
return AIObjectiveManager.OrderPriority;
|
||||
}
|
||||
|
||||
return 1.0f;
|
||||
}
|
||||
|
||||
public AIObjectiveGetItem(Character character, Item targetItem, bool equip = false)
|
||||
: base(character, "")
|
||||
{
|
||||
|
||||
@@ -18,6 +18,16 @@ namespace Barotrauma
|
||||
|
||||
private bool getDivingGearIfNeeded;
|
||||
|
||||
public override float GetPriority(AIObjectiveManager objectiveManager)
|
||||
{
|
||||
if (objectiveManager.CurrentOrder == this)
|
||||
{
|
||||
return AIObjectiveManager.OrderPriority;
|
||||
}
|
||||
|
||||
return 1.0f;
|
||||
}
|
||||
|
||||
public override bool CanBeCompleted
|
||||
{
|
||||
get
|
||||
@@ -93,7 +103,7 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
if (Vector2.Distance(currTargetPos, character.SimPosition) < 1.0f)
|
||||
if (Vector2.DistanceSquared(currTargetPos, character.SimPosition) < 0.5f * 0.5f)
|
||||
{
|
||||
character.AIController.SteeringManager.Reset();
|
||||
character.AnimController.TargetDir = currTargetPos.X > character.SimPosition.X ? Direction.Right : Direction.Left;
|
||||
@@ -104,7 +114,7 @@ namespace Barotrauma
|
||||
|
||||
var indoorsSteering = character.AIController.SteeringManager as IndoorsSteeringManager;
|
||||
|
||||
if (indoorsSteering.CurrentPath==null || indoorsSteering.CurrentPath.Unreachable)
|
||||
if (indoorsSteering.CurrentPath == null || indoorsSteering.CurrentPath.Unreachable)
|
||||
{
|
||||
indoorsSteering.SteeringWander();
|
||||
}
|
||||
@@ -130,7 +140,7 @@ namespace Barotrauma
|
||||
if (item.IsInsideTrigger(character.WorldPosition)) completed = true;
|
||||
}
|
||||
|
||||
completed = completed || Vector2.Distance(target != null ? target.SimPosition : targetPos, character.SimPosition) < allowedDistance;
|
||||
completed = completed || Vector2.DistanceSquared(target != null ? target.SimPosition : targetPos, character.SimPosition) < allowedDistance * allowedDistance;
|
||||
|
||||
if (completed) character.AIController.SteeringManager.Reset();
|
||||
|
||||
|
||||
@@ -9,15 +9,21 @@ namespace Barotrauma
|
||||
{
|
||||
const float WallAvoidDistance = 150.0f;
|
||||
|
||||
AITarget currentTarget;
|
||||
private AITarget currentTarget;
|
||||
private float newTargetTimer;
|
||||
|
||||
private AIObjectiveFindSafety findSafety;
|
||||
|
||||
public AIObjectiveIdle(Character character) : base(character, "")
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public override float GetPriority(Character character)
|
||||
public override bool IsCompleted()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
public override float GetPriority(AIObjectiveManager objectiveManager)
|
||||
{
|
||||
return 1.0f;
|
||||
}
|
||||
@@ -31,6 +37,14 @@ namespace Barotrauma
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (character.AnimController.InWater)
|
||||
{
|
||||
//attempt to find a safer place if in water
|
||||
if (findSafety == null) findSafety = new AIObjectiveFindSafety(character);
|
||||
findSafety.TryComplete(deltaTime);
|
||||
return;
|
||||
}
|
||||
|
||||
if (newTargetTimer <= 0.0f)
|
||||
{
|
||||
@@ -92,17 +106,10 @@ namespace Barotrauma
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if (character.AnimController.InWater)
|
||||
{
|
||||
character.AIController.SteeringManager.SteeringManual(deltaTime, new Vector2(0.0f, 0.5f));
|
||||
}
|
||||
else
|
||||
{
|
||||
character.AIController.SteeringManager.SteeringWander();
|
||||
//reset vertical steering to prevent dropping down from platforms etc
|
||||
character.AIController.SteeringManager.ResetY();
|
||||
}
|
||||
|
||||
character.AIController.SteeringManager.SteeringWander();
|
||||
//reset vertical steering to prevent dropping down from platforms etc
|
||||
character.AIController.SteeringManager.ResetY();
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -11,15 +11,17 @@ namespace Barotrauma
|
||||
|
||||
private Character character;
|
||||
|
||||
private AIObjective currentObjective;
|
||||
private AIObjective currentOrder;
|
||||
|
||||
public AIObjective CurrentOrder
|
||||
{
|
||||
get { return currentOrder; }
|
||||
}
|
||||
|
||||
public AIObjective CurrentObjective
|
||||
{
|
||||
get
|
||||
{
|
||||
if (currentObjective != null) return currentObjective;
|
||||
return objectives.Any() ? objectives[0] : null;
|
||||
}
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public AIObjectiveManager(Character character)
|
||||
@@ -47,8 +49,13 @@ namespace Barotrauma
|
||||
|
||||
public float GetCurrentPriority(Character character)
|
||||
{
|
||||
if (currentObjective != null) return OrderPriority;
|
||||
return (CurrentObjective == null) ? 0.0f : CurrentObjective.GetPriority(character);
|
||||
if (CurrentOrder != null &&
|
||||
(objectives.Count == 0 || currentOrder.GetPriority(this) > objectives[0].GetPriority(this)))
|
||||
{
|
||||
return CurrentOrder.GetPriority(this);
|
||||
}
|
||||
|
||||
return objectives.Count == 0 ? 0.0f : objectives[0].GetPriority(this);
|
||||
}
|
||||
|
||||
public void UpdateObjectives()
|
||||
@@ -59,43 +66,46 @@ namespace Barotrauma
|
||||
objectives = objectives.FindAll(o => !o.IsCompleted() && o.CanBeCompleted);
|
||||
|
||||
//sort objectives according to priority
|
||||
objectives.Sort((x, y) => y.GetPriority(character).CompareTo(x.GetPriority(character)));
|
||||
objectives.Sort((x, y) => y.GetPriority(this).CompareTo(x.GetPriority(this)));
|
||||
}
|
||||
|
||||
public void DoCurrentObjective(float deltaTime)
|
||||
{
|
||||
if (currentObjective != null && (!objectives.Any() || objectives[0].GetPriority(character) < OrderPriority))
|
||||
if (currentOrder != null && (!objectives.Any() || objectives[0].GetPriority(this) < currentOrder.GetPriority(this)))
|
||||
{
|
||||
currentObjective.TryComplete(deltaTime);
|
||||
CurrentObjective = currentOrder;
|
||||
currentOrder.TryComplete(deltaTime);
|
||||
return;
|
||||
}
|
||||
|
||||
if (!objectives.Any()) return;
|
||||
objectives[0].TryComplete(deltaTime);
|
||||
|
||||
CurrentObjective = objectives[0];
|
||||
}
|
||||
|
||||
public void SetOrder(Order order, string option)
|
||||
{
|
||||
if (order == null) return;
|
||||
|
||||
currentObjective = null;
|
||||
currentOrder = null;
|
||||
|
||||
switch (order.Name.ToLowerInvariant())
|
||||
{
|
||||
case "follow":
|
||||
currentObjective = new AIObjectiveGoTo(Character.Controlled, character, true);
|
||||
currentOrder = new AIObjectiveGoTo(Character.Controlled, character, true);
|
||||
break;
|
||||
case "wait":
|
||||
currentObjective = new AIObjectiveGoTo(character, character, true);
|
||||
currentOrder = new AIObjectiveGoTo(character, character, true);
|
||||
break;
|
||||
case "fixleaks":
|
||||
case "fix leaks":
|
||||
currentObjective = new AIObjectiveFixLeaks(character);
|
||||
currentOrder = new AIObjectiveFixLeaks(character);
|
||||
break;
|
||||
default:
|
||||
if (order.TargetItem == null) return;
|
||||
|
||||
currentObjective = new AIObjectiveOperateItem(order.TargetItem, character, option, null, order.UseController);
|
||||
currentOrder = new AIObjectiveOperateItem(order.TargetItem, character, option, false, null, order.UseController);
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
+53
-3
@@ -1,5 +1,6 @@
|
||||
using Barotrauma.Items.Components;
|
||||
using Microsoft.Xna.Framework;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
|
||||
namespace Barotrauma
|
||||
@@ -14,6 +15,8 @@ namespace Barotrauma
|
||||
|
||||
private bool canBeCompleted;
|
||||
|
||||
private bool requireEquip;
|
||||
|
||||
public override bool CanBeCompleted
|
||||
{
|
||||
get
|
||||
@@ -27,11 +30,21 @@ namespace Barotrauma
|
||||
get { return operateTarget; }
|
||||
}
|
||||
|
||||
public AIObjectiveOperateItem(ItemComponent item, Character character, string option, Entity operateTarget = null, bool useController = false)
|
||||
:base (character, option)
|
||||
public override float GetPriority(AIObjectiveManager objectiveManager)
|
||||
{
|
||||
if (objectiveManager.CurrentOrder == this)
|
||||
{
|
||||
return AIObjectiveManager.OrderPriority;
|
||||
}
|
||||
|
||||
return 1.0f;
|
||||
}
|
||||
|
||||
public AIObjectiveOperateItem(ItemComponent item, Character character, string option, bool requireEquip, Entity operateTarget = null, bool useController = false)
|
||||
: base (character, option)
|
||||
{
|
||||
this.component = item;
|
||||
|
||||
this.requireEquip = requireEquip;
|
||||
this.operateTarget = operateTarget;
|
||||
|
||||
if (useController)
|
||||
@@ -72,6 +85,43 @@ namespace Barotrauma
|
||||
}
|
||||
else
|
||||
{
|
||||
if (requireEquip && !character.HasEquippedItem(component.Item))
|
||||
{
|
||||
//the item has to be equipped before using it if it's holdable
|
||||
var holdable = component.Item.GetComponent<Holdable>();
|
||||
if (holdable == null)
|
||||
{
|
||||
DebugConsole.ThrowError("AIObjectiveOperateItem failed - equipping item " + component.Item + " is required but the item has no Holdable component");
|
||||
return;
|
||||
}
|
||||
|
||||
for (int i = 0; i < CharacterInventory.limbSlots.Length; i++)
|
||||
{
|
||||
if (CharacterInventory.limbSlots[i] == InvSlotType.Any ||
|
||||
!holdable.AllowedSlots.Any(s => s.HasFlag(CharacterInventory.limbSlots[i])))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
//equip slot already taken
|
||||
if (character.Inventory.Items[i] != null)
|
||||
{
|
||||
//try to put the item in an Any slot, and drop it if that fails
|
||||
if (!character.Inventory.Items[i].AllowedSlots.Contains(InvSlotType.Any) ||
|
||||
!character.Inventory.TryPutItem(character.Inventory.Items[i], character, new List<InvSlotType>() { InvSlotType.Any }))
|
||||
{
|
||||
character.Inventory.Items[i].Drop();
|
||||
}
|
||||
}
|
||||
if (character.Inventory.TryPutItem(component.Item, i, true, character))
|
||||
{
|
||||
component.Item.Equip(character);
|
||||
break;
|
||||
}
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
if (component.AIOperate(deltaTime, character, this)) isCompleted = true;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -3,7 +3,7 @@ using System.Diagnostics;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
class AIObjectiveRescue : AIObjective
|
||||
/*class AIObjectiveRescue : AIObjective
|
||||
{
|
||||
private readonly Character targetCharacter;
|
||||
|
||||
@@ -30,5 +30,5 @@ namespace Barotrauma
|
||||
return targetCharacter.IsDead ? 1000.0f / distance : 10000.0f / distance;
|
||||
}
|
||||
|
||||
}
|
||||
}*/
|
||||
}
|
||||
|
||||
@@ -3,7 +3,7 @@ using System.Linq;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
class AIObjectiveRescueAll : AIObjective
|
||||
/*class AIObjectiveRescueAll : AIObjective
|
||||
{
|
||||
private List<Character> rescueTargets;
|
||||
|
||||
@@ -44,5 +44,5 @@ namespace Barotrauma
|
||||
AddSubObjective(new AIObjectiveRescue(character, target));
|
||||
}
|
||||
}
|
||||
}
|
||||
}*/
|
||||
}
|
||||
|
||||
@@ -9,6 +9,8 @@ namespace Barotrauma
|
||||
public enum Animation { None, Climbing, UsingConstruction, Struggle, CPR };
|
||||
public Animation Anim;
|
||||
|
||||
public LimbType GrabLimb;
|
||||
|
||||
protected Character character;
|
||||
|
||||
protected float walkSpeed, swimSpeed;
|
||||
|
||||
+164
-31
@@ -20,6 +20,7 @@ namespace Barotrauma
|
||||
private float thighTorque;
|
||||
|
||||
private float cprAnimState;
|
||||
private float cprPump;
|
||||
|
||||
private float inWaterTimer;
|
||||
private bool swimming;
|
||||
@@ -872,7 +873,34 @@ namespace Barotrauma
|
||||
character.SelectedConstruction = null;
|
||||
IgnorePlatforms = false;
|
||||
}
|
||||
else if (character.SelectedCharacter != null && !character.SelectedCharacter.AllowInput)
|
||||
{
|
||||
Limb targetLeftHand = character.SelectedCharacter.AnimController.GetLimb(LimbType.LeftHand);
|
||||
Limb targetRightHand = character.SelectedCharacter.AnimController.GetLimb(LimbType.RightHand);
|
||||
Limb targetTorso = character.SelectedCharacter.AnimController.GetLimb(LimbType.Torso);
|
||||
|
||||
if (character.SelectedCharacter.AnimController.Dir != Dir)
|
||||
character.SelectedCharacter.AnimController.Flip();
|
||||
|
||||
targetTorso.pullJoint.Enabled = true;
|
||||
targetTorso.pullJoint.WorldAnchorB = torso.SimPosition + (Vector2.UnitX * -Dir) * 0.2f;
|
||||
targetTorso.pullJoint.MaxForce = 5000.0f;
|
||||
|
||||
if (!targetLeftHand.IsSevered)
|
||||
{
|
||||
targetLeftHand.pullJoint.Enabled = true;
|
||||
targetLeftHand.pullJoint.WorldAnchorB = torso.SimPosition + (new Vector2(1 * Dir, 1)) * 0.2f;
|
||||
targetLeftHand.pullJoint.MaxForce = 5000.0f;
|
||||
}
|
||||
if (!targetRightHand.IsSevered)
|
||||
{
|
||||
targetRightHand.pullJoint.Enabled = true;
|
||||
targetRightHand.pullJoint.WorldAnchorB = torso.SimPosition + (new Vector2(1 * Dir, 1)) * 0.2f;
|
||||
targetRightHand.pullJoint.MaxForce = 5000.0f;
|
||||
}
|
||||
|
||||
character.SelectedCharacter.AnimController.IgnorePlatforms = true;
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateCPR(float deltaTime)
|
||||
@@ -883,11 +911,16 @@ namespace Barotrauma
|
||||
return;
|
||||
}
|
||||
|
||||
Character target = character.SelectedCharacter;
|
||||
|
||||
Crouching = true;
|
||||
|
||||
Vector2 diff = character.SelectedCharacter.SimPosition - character.SimPosition;
|
||||
var targetHead = character.SelectedCharacter.AnimController.GetLimb(LimbType.Head);
|
||||
|
||||
Vector2 diff = target.SimPosition - character.SimPosition;
|
||||
Limb targetHead = target.AnimController.GetLimb(LimbType.Head);
|
||||
Limb targetTorso = target.AnimController.GetLimb(LimbType.Torso);
|
||||
Limb head = GetLimb(LimbType.Head);
|
||||
Limb torso = GetLimb(LimbType.Torso);
|
||||
|
||||
Vector2 headDiff = targetHead == null ? diff : targetHead.SimPosition - character.SimPosition;
|
||||
|
||||
targetMovement = new Vector2(diff.X, 0.0f);
|
||||
@@ -895,21 +928,98 @@ namespace Barotrauma
|
||||
|
||||
UpdateStanding();
|
||||
|
||||
Vector2 handPos = character.SelectedCharacter.AnimController.GetLimb(LimbType.Torso).SimPosition + Vector2.UnitY * 0.2f;
|
||||
Vector2 handPos = targetTorso.SimPosition + Vector2.UnitY * 0.2f;
|
||||
|
||||
Grab(handPos, handPos);
|
||||
|
||||
float yPos = (float)Math.Sin(cprAnimState) * 0.1f;
|
||||
cprAnimState += deltaTime * 8.0f;
|
||||
Vector2 colliderPos = GetColliderBottom();
|
||||
|
||||
var head = GetLimb(LimbType.Head);
|
||||
head.pullJoint.WorldAnchorB = new Vector2(targetHead.SimPosition.X, targetHead.SimPosition.Y + 0.6f + yPos);
|
||||
head.pullJoint.Enabled = true;
|
||||
if (GameMain.Client == null) //Serverside code
|
||||
{
|
||||
if (target.Bleeding <= 0.5f && target.Oxygen <= 0.0f) //If they're bleeding too hard CPR will hurt them
|
||||
{
|
||||
target.Oxygen += deltaTime * 0.5f; //Stabilize them
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
int skill = character.GetSkillLevel("Medical");
|
||||
if (cprAnimState % 17 > 15.0f)
|
||||
{
|
||||
float yPos = (float)Math.Sin(cprAnimState) * 0.2f;
|
||||
head.pullJoint.WorldAnchorB = new Vector2(targetHead.SimPosition.X, targetHead.SimPosition.Y + 0.3f + yPos);
|
||||
head.pullJoint.Enabled = true;
|
||||
torso.pullJoint.WorldAnchorB = new Vector2(torso.SimPosition.X, colliderPos.Y + (TorsoPosition - 0.2f));
|
||||
torso.pullJoint.Enabled = true;
|
||||
|
||||
if (GameMain.Client == null) //Serverside code
|
||||
{
|
||||
float cpr = skill / 2.0f; //Max possible oxygen addition is 20 per second
|
||||
character.Oxygen -= (30.0f - cpr) * deltaTime; //Worse skill = more oxygen required
|
||||
if (character.Oxygen > 0.0f) //we didn't suffocate yet did we
|
||||
target.Oxygen += cpr * deltaTime;
|
||||
|
||||
//DebugConsole.NewMessage("CPR Us: " + character.Oxygen + " Them: " + target.Oxygen + " How good we are: restore " + cpr + " use " + (30.0f - cpr), Color.Aqua);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
head.pullJoint.WorldAnchorB = new Vector2(targetHead.SimPosition.X, targetHead.SimPosition.Y + 0.8f);
|
||||
head.pullJoint.Enabled = true;
|
||||
torso.pullJoint.WorldAnchorB = new Vector2(torso.SimPosition.X, colliderPos.Y + (TorsoPosition - 0.1f));
|
||||
torso.pullJoint.Enabled = true;
|
||||
if (cprPump >= 1)
|
||||
{
|
||||
torso.body.ApplyForce(new Vector2(0, -1000f));
|
||||
targetTorso.body.ApplyForce(new Vector2(0, -1000f));
|
||||
cprPump = 0;
|
||||
|
||||
if (target.Bleeding <= 0.5f && target.Health <= 0.0f && !target.IsDead) //Have a chance to revive them to 2 HP if they were damaged.
|
||||
{
|
||||
if (GameMain.Client == null) //Serverside code
|
||||
{
|
||||
float reviveChance = (cprAnimState % 17) * (skill / 50.0f); //~5% max chance for 10 skill, ~50% max chance for 100 skill
|
||||
float rng = Rand.Int(100, Rand.RandSync.Server);
|
||||
|
||||
//DebugConsole.NewMessage("CPR Pump cprAnimState: " + (cprAnimState % 17) + " revive chance: " + reviveChance + " rng: " + rng, Color.Aqua);
|
||||
if (rng <= reviveChance) //HOLY CRAP YOU SAVED HIM!!!
|
||||
{
|
||||
target.Oxygen = Math.Max(target.Oxygen, 10.0f);
|
||||
target.Health = 2.0f;
|
||||
Anim = Animation.None;
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (target.Bleeding > 0.5f || skill < 50) //We will hurt them if they're bleeding or we suck
|
||||
{
|
||||
//If not bleeding: 10% skill causes 0.8 damage per pump, 40% skill causes only 0.2
|
||||
if (target.Bleeding <= 0.5f)
|
||||
target.AddDamage(CauseOfDeath.Damage, (50 - skill) * 0.02f, character);
|
||||
else //If bleeding: 2 HP damage per pump. Basically speeds up their death. Don't pump bleeding people!
|
||||
{
|
||||
target.AddDamage(CauseOfDeath.Bloodloss, 1.0f, character);
|
||||
#if CLIENT
|
||||
SoundPlayer.PlayDamageSound(DamageSoundType.LimbBlunt, 25.0f, targetTorso.body);
|
||||
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
var blood = GameMain.ParticleManager.CreateParticle(inWater ? "waterblood" : "blood", targetTorso.WorldPosition, Rand.Vector(10.0f), 0.0f, target.AnimController.CurrentHull);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
cprPump += deltaTime;
|
||||
}
|
||||
|
||||
cprAnimState += deltaTime;
|
||||
}
|
||||
public override void DragCharacter(Character target)
|
||||
{
|
||||
if (target == null) return;
|
||||
|
||||
Limb torso = GetLimb(LimbType.Torso);
|
||||
Limb leftHand = GetLimb(LimbType.LeftHand);
|
||||
Limb rightHand = GetLimb(LimbType.RightHand);
|
||||
|
||||
@@ -922,31 +1032,34 @@ namespace Barotrauma
|
||||
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
|
||||
Limb targetLimb = target.AnimController.GetLimb(LimbType.Torso);
|
||||
Limb targetLimb = target.AnimController.GetLimb(GrabLimb);
|
||||
|
||||
if (i == 0)
|
||||
if (targetLimb == null || targetLimb.IsSevered)
|
||||
{
|
||||
if (!targetLeftHand.IsSevered)
|
||||
targetLimb = target.AnimController.GetLimb(LimbType.Torso);
|
||||
if (i == 0)
|
||||
{
|
||||
targetLimb = targetLeftHand;
|
||||
if (!targetLeftHand.IsSevered)
|
||||
{
|
||||
targetLimb = targetLeftHand;
|
||||
}
|
||||
else if (!targetRightHand.IsSevered)
|
||||
{
|
||||
targetLimb = targetRightHand;
|
||||
}
|
||||
}
|
||||
else if (!targetRightHand.IsSevered)
|
||||
else
|
||||
{
|
||||
targetLimb = targetRightHand;
|
||||
if (!targetRightHand.IsSevered)
|
||||
{
|
||||
targetLimb = targetRightHand;
|
||||
}
|
||||
else if (!targetLeftHand.IsSevered)
|
||||
{
|
||||
targetLimb = targetLeftHand;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!targetRightHand.IsSevered)
|
||||
{
|
||||
targetLimb = targetRightHand;
|
||||
}
|
||||
else if (!targetLeftHand.IsSevered)
|
||||
{
|
||||
targetLimb = targetLeftHand;
|
||||
}
|
||||
}
|
||||
|
||||
Limb pullLimb = i == 0 ? leftHand : rightHand;
|
||||
|
||||
if (i == 1 && inWater)
|
||||
@@ -958,12 +1071,32 @@ namespace Barotrauma
|
||||
Vector2 diff = ConvertUnits.ToSimUnits(targetLimb.WorldPosition - pullLimb.WorldPosition);
|
||||
|
||||
pullLimb.pullJoint.Enabled = true;
|
||||
pullLimb.pullJoint.WorldAnchorB = pullLimb.SimPosition + diff;
|
||||
pullLimb.pullJoint.MaxForce = 10000.0f;
|
||||
if (targetLimb.type == LimbType.Torso)
|
||||
{
|
||||
pullLimb.pullJoint.WorldAnchorB = targetLimb.SimPosition;
|
||||
pullLimb.pullJoint.MaxForce = 5000.0f;
|
||||
targetMovement *= 0.7f; //Carrying people like that takes a lot of effort.
|
||||
|
||||
if (target.AnimController.Dir != Dir)
|
||||
target.AnimController.Flip();
|
||||
}
|
||||
else
|
||||
{
|
||||
pullLimb.pullJoint.WorldAnchorB = pullLimb.SimPosition + diff;
|
||||
pullLimb.pullJoint.MaxForce = 5000.0f;
|
||||
}
|
||||
|
||||
targetLimb.pullJoint.Enabled = true;
|
||||
targetLimb.pullJoint.WorldAnchorB = targetLimb.SimPosition - diff;
|
||||
targetLimb.pullJoint.MaxForce = 10000.0f;
|
||||
if (targetLimb.type == LimbType.Torso)
|
||||
{
|
||||
targetLimb.pullJoint.WorldAnchorB = torso.SimPosition + (Vector2.UnitX * Dir) * 0.6f;
|
||||
targetLimb.pullJoint.MaxForce = 300.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
targetLimb.pullJoint.WorldAnchorB = targetLimb.SimPosition - diff;
|
||||
targetLimb.pullJoint.MaxForce = 5000.0f;
|
||||
}
|
||||
|
||||
target.AnimController.movement = -diff;
|
||||
}
|
||||
|
||||
@@ -1384,7 +1384,7 @@ namespace Barotrauma
|
||||
findFocusedTimer -= deltaTime;
|
||||
}
|
||||
|
||||
if (SelectedCharacter != null && IsKeyHit(InputType.Select))
|
||||
if (SelectedCharacter != null && focusedItem == null && IsKeyHit(InputType.Select)) //Let people use ladders and buttons and stuff when dragging chars
|
||||
{
|
||||
DeselectCharacter();
|
||||
}
|
||||
@@ -1542,26 +1542,42 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
//Skip health effects as critical health handles it differently
|
||||
if (IsUnconscious)
|
||||
{
|
||||
UpdateUnconscious(deltaTime);
|
||||
return;
|
||||
}
|
||||
|
||||
//Do ragdoll shenanigans before Stun because it's still technically a stun, innit? Less network updates for us!
|
||||
if (IsForceRagdolled)
|
||||
IsRagdolled = IsForceRagdolled;
|
||||
else if (!IsRagdolled || AnimController.Collider.LinearVelocity.Length() < 1f) //Keep us ragdolled if we were forced or we're too speedy to unragdoll
|
||||
else if ((GameMain.Server == null || GameMain.Server.AllowRagdollButton) && (!IsRagdolled || AnimController.Collider.LinearVelocity.Length() < 1f)) //Keep us ragdolled if we were forced or we're too speedy to unragdoll
|
||||
IsRagdolled = IsKeyDown(InputType.Ragdoll); //Handle this here instead of Control because we can stop being ragdolled ourselves
|
||||
|
||||
//Health effects
|
||||
if (needsAir) UpdateOxygen(deltaTime);
|
||||
|
||||
Health -= bleeding * deltaTime;
|
||||
Bleeding -= BleedingDecreaseSpeed * deltaTime;
|
||||
|
||||
if (health <= minHealth) Kill(CauseOfDeath.Bloodloss);
|
||||
|
||||
if (!IsDead) LockHands = false;
|
||||
|
||||
//ragdoll button
|
||||
if (IsRagdolled)
|
||||
{
|
||||
if (AnimController is HumanoidAnimController) ((HumanoidAnimController)AnimController).Crouching = false;
|
||||
|
||||
if(GameMain.Server != null)
|
||||
GameMain.Server.CreateEntityEvent(this, new object[] { NetEntityEvent.Type.Status });
|
||||
AnimController.ResetPullJoints();
|
||||
selectedConstruction = null;
|
||||
return;
|
||||
}
|
||||
|
||||
//AI and control stuff
|
||||
|
||||
Control(deltaTime, cam);
|
||||
if (controlled != this && (!(this is AICharacter) || IsRemotePlayer))
|
||||
{
|
||||
@@ -1574,11 +1590,6 @@ namespace Barotrauma
|
||||
selectedConstruction = null;
|
||||
}
|
||||
|
||||
if (SelectedCharacter != null && AnimController.Anim == AnimController.Animation.CPR)
|
||||
{
|
||||
if (GameMain.Client == null) SelectedCharacter.Oxygen += (GetSkillLevel("Medical") / 10.0f) * deltaTime;
|
||||
}
|
||||
|
||||
UpdateSightRange();
|
||||
if (aiTarget != null) aiTarget.SoundRange = 0.0f;
|
||||
|
||||
@@ -1595,6 +1606,7 @@ namespace Barotrauma
|
||||
if (health <= minHealth) Kill(CauseOfDeath.Bloodloss);
|
||||
|
||||
if (!IsDead) LockHands = false;
|
||||
//CPR stuff is handled in the UpdateCPR function in HumanoidAnimController
|
||||
}
|
||||
|
||||
partial void UpdateControlled(float deltaTime, Camera cam);
|
||||
@@ -1634,12 +1646,17 @@ namespace Barotrauma
|
||||
AnimController.ResetPullJoints();
|
||||
selectedConstruction = null;
|
||||
|
||||
if (oxygen <= 0.0f) Oxygen -= deltaTime * 0.5f;
|
||||
Oxygen -= deltaTime * 0.5f; //We're critical - our heart stopped!
|
||||
|
||||
if (health <= 0.0f)
|
||||
if (health <= 0.0f) //Critical health - use current state for crit time
|
||||
{
|
||||
AddDamage(bleeding > 0.5f ? CauseOfDeath.Bloodloss : CauseOfDeath.Damage, Math.Max(bleeding, 1.0f) * deltaTime, null);
|
||||
}
|
||||
else //Keep on bleedin'
|
||||
{
|
||||
Health -= bleeding * deltaTime;
|
||||
Bleeding -= BleedingDecreaseSpeed * deltaTime;
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateSightRange()
|
||||
|
||||
@@ -325,7 +325,7 @@ namespace Barotrauma
|
||||
break;
|
||||
|
||||
case ClientNetObject.ENTITY_STATE:
|
||||
int eventType = msg.ReadRangedInteger(0,2);
|
||||
int eventType = msg.ReadRangedInteger(0,3);
|
||||
switch (eventType)
|
||||
{
|
||||
case 0:
|
||||
@@ -357,6 +357,9 @@ namespace Barotrauma
|
||||
Kill(lastAttackCauseOfDeath);
|
||||
}
|
||||
break;
|
||||
case 3:
|
||||
AnimController.GrabLimb = (LimbType)msg.ReadUInt16();
|
||||
break;
|
||||
}
|
||||
break;
|
||||
}
|
||||
@@ -436,6 +439,7 @@ namespace Barotrauma
|
||||
if (AnimController is HumanoidAnimController)
|
||||
{
|
||||
tempBuffer.Write(((HumanoidAnimController)AnimController).Crouching);
|
||||
tempBuffer.Write((UInt16)AnimController.GrabLimb);
|
||||
}
|
||||
|
||||
bool hasAttackLimb = AnimController.Limbs.Any(l => l != null && l.attack != null);
|
||||
@@ -534,6 +538,8 @@ namespace Barotrauma
|
||||
msg.WriteRangedSingle(MathHelper.Clamp(Stun, 0.0f, MaxStun), 0.0f, MaxStun, 8);
|
||||
}
|
||||
|
||||
msg.Write(IsRagdolled);
|
||||
|
||||
msg.Write(HuskInfectionState > 0.0f);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user