(5a377a8ee) Unstable v0.9.1000.0

This commit is contained in:
Juan Pablo Arce
2020-05-13 12:55:42 -03:00
parent b143329701
commit a1ca41aa5d
426 changed files with 14384 additions and 5708 deletions
@@ -12,7 +12,8 @@ namespace Barotrauma
private PathFinder pathFinder;
private SteeringPath currentPath;
private bool canOpenDoors, canBreakDoors;
private bool canOpenDoors;
public bool CanBreakDoors { get; set; }
private Character character;
@@ -50,8 +51,8 @@ namespace Barotrauma
/// </summary>
public bool InLadders =>
currentPath != null &&
currentPath.CurrentNode != null && (currentPath.CurrentNode.Ladders != null ||
(currentPath.NextNode != null && currentPath.NextNode.Ladders != null));
currentPath.CurrentNode != null && (currentPath.CurrentNode.Ladders != null && !currentPath.CurrentNode.Ladders.Item.NonInteractable ||
(currentPath.NextNode != null && currentPath.NextNode.Ladders != null && !currentPath.NextNode.Ladders.Item.NonInteractable));
/// <summary>
/// Returns true if any node in the path is in stairs
@@ -69,6 +70,7 @@ namespace Barotrauma
if (currentPath.NextNode == null) { return false; }
var currentLadder = currentPath.CurrentNode.Ladders;
if (currentLadder == null) { return false; }
if (currentLadder.Item.NonInteractable) { return false; }
var nextLadder = GetNextLadder();
return nextLadder != null && nextLadder == currentLadder;
}
@@ -80,7 +82,7 @@ namespace Barotrauma
pathFinder.GetNodePenalty = GetNodePenalty;
this.canOpenDoors = canOpenDoors;
this.canBreakDoors = canBreakDoors;
this.CanBreakDoors = canBreakDoors;
character = (host as AIController).Character;
@@ -103,6 +105,12 @@ namespace Barotrauma
IsPathDirty = false;
}
public void ResetPath()
{
currentPath = null;
IsPathDirty = true;
}
public void SteeringSeek(Vector2 target, float weight, Func<PathNode, bool> startNodeFilter = null, Func<PathNode, bool> endNodeFilter = null, Func<PathNode, bool> nodeFilter = null)
{
steering += CalculateSteeringSeek(target, weight, startNodeFilter, endNodeFilter, nodeFilter);
@@ -115,7 +123,7 @@ namespace Barotrauma
{
if (currentPath == null) { return null; }
if (currentPath.NextNode == null) { return null; }
if (currentPath.NextNode.Ladders != null)
if (currentPath.NextNode.Ladders != null && !currentPath.NextNode.Ladders.Item.NonInteractable)
{
return currentPath.NextNode.Ladders;
}
@@ -126,7 +134,10 @@ namespace Barotrauma
{
var node = currentPath.Nodes[index];
if (node == null) { return null; }
return node.Ladders;
if (node.Ladders != null && !node.Ladders.Item.NonInteractable)
{
return node.Ladders;
}
}
return null;
}
@@ -134,7 +145,19 @@ namespace Barotrauma
private Vector2 CalculateSteeringSeek(Vector2 target, float weight, Func<PathNode, bool> startNodeFilter = null, Func<PathNode, bool> endNodeFilter = null, Func<PathNode, bool> nodeFilter = null)
{
bool needsNewPath = character.Params.PathFinderPriority > 0.5f && (currentPath == null || currentPath.Unreachable || currentPath.Finished || Vector2.DistanceSquared(target, currentTarget) > 1);
Vector2 targetDiff = target - currentTarget;
if (currentPath != null && currentPath.Nodes.Any())
{
//current path calculated relative to a different sub than where the character is now
//take that into account when calculating if the target has moved
Submarine currentPathSub = currentPath?.Nodes.First().Submarine;
if (currentPathSub != character.Submarine && character.Submarine != null)
{
Vector2 subDiff = character.Submarine.SimPosition - currentPathSub.SimPosition;
targetDiff += subDiff;
}
}
bool needsNewPath = character.Params.PathFinderPriority > 0.5f && (currentPath == null || currentPath.Unreachable || currentPath.Finished || targetDiff.LengthSquared() > 1);
//find a new path if one hasn't been found yet or the target is different from the current target
if (needsNewPath || findPathTimer < -1.0f)
{
@@ -172,12 +195,13 @@ namespace Barotrauma
Vector2 diff = DiffToCurrentNode();
var collider = character.AnimController.Collider;
// Only humanoids can climb ladders
bool canClimb = character.AnimController is HumanoidAnimController;
//if not in water and the waypoint is between the top and bottom of the collider, no need to move vertically
if (!character.AnimController.InWater && !character.IsClimbing && diff.Y < collider.height / 2 + collider.radius)
if (canClimb && !character.AnimController.InWater && !character.IsClimbing && diff.Y < collider.height / 2 + collider.radius)
{
diff.Y = 0.0f;
}
//if (diff.LengthSquared() < 0.001f) { return -host.Steering; }
if (diff == Vector2.Zero) { return Vector2.Zero; }
return Vector2.Normalize(diff) * weight;
}
@@ -186,8 +210,10 @@ namespace Barotrauma
private Vector2 DiffToCurrentNode()
{
if (currentPath == null || currentPath.Unreachable) return Vector2.Zero;
if (currentPath == null || currentPath.Unreachable)
{
return Vector2.Zero;
}
if (currentPath.Finished)
{
Vector2 pos2 = host.SimPosition;
@@ -197,15 +223,12 @@ namespace Barotrauma
pos2 -= CurrentPath.Nodes.Last().Submarine.SimPosition;
}
return currentTarget - pos2;
}
}
if (canOpenDoors && !character.LockHands && buttonPressCooldown <= 0.0f)
{
CheckDoorsInPath();
}
}
Vector2 pos = host.SimPosition;
if (character != null && currentPath.CurrentNode != null)
{
if (CurrentPath.CurrentNode.Submarine != null)
@@ -220,19 +243,17 @@ namespace Barotrauma
}
}
}
bool isDiving = character.AnimController.InWater && character.AnimController.HeadInWater;
//only humanoids can climb ladders
if (!isDiving && character.AnimController is HumanoidAnimController && IsNextLadderSameAsCurrent)
// Only humanoids can climb ladders
bool canClimb = character.AnimController is HumanoidAnimController;
if (canClimb && !isDiving && IsNextLadderSameAsCurrent)
{
if (character.SelectedConstruction != currentPath.CurrentNode.Ladders.Item &&
currentPath.CurrentNode.Ladders.Item.IsInsideTrigger(character.WorldPosition))
var ladders = currentPath.CurrentNode.Ladders;
if (character.SelectedConstruction != ladders.Item && ladders.Item.IsInsideTrigger(character.WorldPosition))
{
currentPath.CurrentNode.Ladders.Item.TryInteract(character, false, true);
}
}
}
var collider = character.AnimController.Collider;
if (character.IsClimbing && !isDiving)
{
@@ -252,13 +273,16 @@ namespace Barotrauma
{
diff.Y = Math.Max(diff.Y, 1.0f);
}
// We need some margin, because if a hatch has closed, it's possible that the height from floor is slightly negative.
float margin = 0.1f;
bool isAboveFloor = heightFromFloor > -margin && heightFromFloor < collider.height * 1.5f;
// If the next waypoint is horizontally far, we don't want to keep holding the ladders
if (nextLadder == null || Math.Abs(currentPath.CurrentNode.WorldPosition.X - currentPath.NextNode.WorldPosition.X) > 50)
if (isAboveFloor && (nextLadder == null || Math.Abs(currentPath.CurrentNode.WorldPosition.X - currentPath.NextNode.WorldPosition.X) > 50))
{
character.AnimController.Anim = AnimController.Animation.None;
character.SelectedConstruction = null;
}
else if (!nextLadderSameAsCurrent)
else if (nextLadder != null && !nextLadderSameAsCurrent)
{
// Try to change the ladder (hatches between two submarines)
if (character.SelectedConstruction != nextLadder.Item && nextLadder.Item.IsInsideTrigger(character.WorldPosition))
@@ -266,9 +290,6 @@ namespace Barotrauma
nextLadder.Item.TryInteract(character, false, true);
}
}
// We need some margin, because if a hatch has closed, it's possible that the height from floor is slightly negative.
float margin = 0.1f;
bool isAboveFloor = heightFromFloor > -margin && heightFromFloor < collider.height * 1.5f;
if (nextLadder != null || isAboveFloor)
{
currentPath.SkipToNextNode();
@@ -286,7 +307,7 @@ namespace Barotrauma
}
return diff;
}
else if (character.AnimController.InWater)
else if (!canClimb || character.AnimController.InWater)
{
// If the character is underwater, we don't need the ladders anymore
if (character.IsClimbing && isDiving)
@@ -294,49 +315,59 @@ namespace Barotrauma
character.AnimController.Anim = AnimController.Animation.None;
character.SelectedConstruction = null;
}
float multiplier = MathHelper.Lerp(1, 10, MathHelper.Clamp(collider.LinearVelocity.Length() / 10, 0, 1));
float targetDistance = collider.GetSize().X * multiplier;
float horizontalDistance = Math.Abs(character.WorldPosition.X - currentPath.CurrentNode.WorldPosition.X);
float verticalDistance = Math.Abs(character.WorldPosition.Y - currentPath.CurrentNode.WorldPosition.Y);
if (character.CurrentHull != currentPath.CurrentNode.CurrentHull)
var door = currentPath.CurrentNode.ConnectedDoor;
bool blockedByDoor = door != null && !door.IsOpen && !door.IsBroken;
if (!blockedByDoor)
{
verticalDistance *= 2;
}
float distance = horizontalDistance + verticalDistance;
if (ConvertUnits.ToSimUnits(distance) < targetDistance)
{
currentPath.SkipToNextNode();
float multiplier = MathHelper.Lerp(1, 10, MathHelper.Clamp(collider.LinearVelocity.Length() / 10, 0, 1));
float targetDistance = collider.GetSize().X * multiplier;
float horizontalDistance = Math.Abs(character.WorldPosition.X - currentPath.CurrentNode.WorldPosition.X);
float verticalDistance = Math.Abs(character.WorldPosition.Y - currentPath.CurrentNode.WorldPosition.Y);
if (character.CurrentHull != currentPath.CurrentNode.CurrentHull)
{
verticalDistance *= 2;
}
float distance = horizontalDistance + verticalDistance;
if (ConvertUnits.ToSimUnits(distance) < targetDistance)
{
currentPath.SkipToNextNode();
}
}
}
else if (!IsNextLadderSameAsCurrent)
{
// Walking horizontally
Vector2 colliderBottom = character.AnimController.GetColliderBottom();
Vector2 colliderSize = collider.GetSize();
Vector2 velocity = collider.LinearVelocity;
// If the character is smaller than this, it fails to use the waypoint nodes, because they are always too high.
// If the character is smaller than this, it would fail to use the waypoint nodes because they are always too high.
float minHeight = 1;
// Cannot use the head position, because not all characters have head or it can be below the total height of the character
float characterHeight = Math.Max(colliderSize.Y + character.AnimController.ColliderHeightFromFloor, minHeight);
float horizontalDistance = Math.Abs(collider.SimPosition.X - currentPath.CurrentNode.SimPosition.X);
bool isAboveFeet = currentPath.CurrentNode.SimPosition.Y > colliderBottom.Y;
bool isNotTooHigh = currentPath.CurrentNode.SimPosition.Y < colliderBottom.Y + characterHeight;
var door = currentPath.CurrentNode.ConnectedDoor;
bool blockedByDoor = door != null && !door.IsOpen && !door.IsBroken;
float margin = MathHelper.Lerp(1, 10, MathHelper.Clamp(Math.Abs(velocity.X) / 10, 0, 1));
float targetDistance = collider.radius * margin;
if (horizontalDistance < targetDistance && isAboveFeet && isNotTooHigh)
if (horizontalDistance < targetDistance && isAboveFeet && isNotTooHigh && !blockedByDoor)
{
currentPath.SkipToNextNode();
}
}
if (currentPath.CurrentNode == null) return Vector2.Zero;
if (currentPath.CurrentNode == null)
{
return Vector2.Zero;
}
return currentPath.CurrentNode.SimPosition - pos;
}
private bool CanAccessDoor(Door door, Func<Controller, bool> buttonFilter = null)
{
if (door.IsOpen) { return true; }
if (canBreakDoors) { return true; }
if (door.Item.NonInteractable) { return false; }
if (CanBreakDoors) { return true; }
if (door.IsStuck) { return false; }
if (!canOpenDoors || character.LockHands) { return false; }
if (door.HasIntegratedButtons)
@@ -345,7 +376,7 @@ namespace Barotrauma
}
else
{
return door.Item.GetConnectedComponents<Controller>(true).Any(b => b.HasAccess(character) && (buttonFilter == null || buttonFilter(b)));
return door.Item.GetConnectedComponents<Controller>(true).Any(b => !b.Item.NonInteractable && b.HasAccess(character) && (buttonFilter == null || buttonFilter(b)));
}
}
@@ -519,9 +550,9 @@ namespace Barotrauma
//non-humanoids can't climb up ladders
if (!(character.AnimController is HumanoidAnimController))
{
if (node.Waypoint.Ladders != null && nextNode.Waypoint.Ladders != null &&
nextNode.Position.Y - node.Position.Y > 1.0f && //more than one sim unit to climb up
nextNode.Waypoint.CurrentHull != null && nextNode.Waypoint.CurrentHull.Surface < nextNode.Waypoint.Position.Y) //upper node not underwater
if (node.Waypoint.Ladders != null && nextNode.Waypoint.Ladders != null && nextNode.Waypoint.Ladders.Item.NonInteractable ||
(nextNode.Position.Y - node.Position.Y > 1.0f && //more than one sim unit to climb up
nextNode.Waypoint.CurrentHull != null && nextNode.Waypoint.CurrentHull.Surface < nextNode.Waypoint.Position.Y)) //upper node not underwater
{
return null;
}
@@ -539,7 +570,10 @@ namespace Barotrauma
}
if (character.NeedsAir && hull.WaterVolume / hull.Rect.Width > 100.0f)
{
penalty += 500.0f;
if (!HumanAIController.HasDivingSuit(character))
{
penalty += 500.0f;
}
}
if (character.PressureProtection < 10.0f && hull.WaterVolume > hull.Volume)
{