(d34fb2097) Major refactoring: - Replace custom logic regarding subobjectives with generic logic. - Ensure that all the objectives follow the same logic, reduce duplicate code where possible.

This commit is contained in:
Joonas Rikkonen
2019-05-16 05:32:56 +03:00
parent 05270aa165
commit a3db11876b
23 changed files with 555 additions and 865 deletions
@@ -9,21 +9,14 @@ namespace Barotrauma
public override string DebugTag => "go to";
private AIObjectiveFindDivingGear findDivingGear;
private Vector2 targetPos;
private bool repeat;
private bool cannotReach;
//how long until the path to the target is declared unreachable
private float waitUntilPathUnreachable;
private bool getDivingGearIfNeeded;
public float CloseEnough { get; set; } = 0.5f;
public bool IgnoreIfTargetDead { get; set; }
public bool AllowGoingOutside { get; set; }
public bool CheckVisibility { get; set; }
@@ -31,13 +24,11 @@ namespace Barotrauma
{
if (FollowControlledCharacter && Character.Controlled == null) { return 0.0f; }
if (Target != null && Target.Removed) { return 0.0f; }
if (IgnoreIfTargetDead && Target is Character character && character.IsDead) { return 0.0f; }
if (IgnoreIfTargetDead && Target is Character character && character.IsDead) { return 0.0f; }
if (objectiveManager.CurrentOrder == this)
{
return AIObjectiveManager.OrderPriority;
}
return 1.0f;
}
@@ -45,26 +36,25 @@ namespace Barotrauma
{
get
{
bool canComplete = !cannotReach && !abandon;
if (canComplete)
if (!abandon)
{
if (FollowControlledCharacter && Character.Controlled == null)
{
canComplete = false;
abandon = true;
}
else if (Target != null && Target.Removed)
{
canComplete = false;
abandon = true;
}
else if (!repeat && waitUntilPathUnreachable < 0)
{
if (SteeringManager == PathSteering && PathSteering.CurrentPath != null)
{
canComplete = !PathSteering.CurrentPath.Unreachable;
abandon = PathSteering.CurrentPath.Unreachable;
}
}
}
if (!canComplete)
if (abandon)
{
#if DEBUG
DebugConsole.NewMessage($"{character.Name}: Cannot reach the target: {(Target != null ? Target.ToString() : TargetPos.ToString())}", Color.Yellow);
@@ -75,7 +65,7 @@ namespace Barotrauma
}
character.AIController.SteeringManager.Reset();
}
return canComplete;
return base.CanBeCompleted;
}
}
@@ -115,24 +105,18 @@ namespace Barotrauma
if (Character.Controlled == null) { return; }
Target = Character.Controlled;
}
if (Target == character)
{
character.AIController.SteeringManager.Reset();
return;
}
}
waitUntilPathUnreachable -= deltaTime;
if (!character.IsClimbing)
{
character.SelectedConstruction = null;
}
if (Target != null) { character.AIController.SelectTarget(Target.AiTarget); }
Vector2 currTargetPos = Vector2.Zero;
if (Target == null)
{
currTargetPos = targetPos;
@@ -147,7 +131,6 @@ namespace Barotrauma
currTargetPos -= character.Submarine.SimPosition;
}
}
bool sightCheck = true;
if (CheckVisibility && Target != null)
{
@@ -165,12 +148,12 @@ namespace Barotrauma
bool targetIsOutside = (Target != null && Target.Submarine == null) || (insideSteering && PathSteering.CurrentPath.HasOutdoorsNodes);
if (isInside && targetIsOutside && !AllowGoingOutside)
{
cannotReach = true;
abandon = true;
return;
}
if (insideSteering && !PathSteering.HasAccessToPath(PathSteering.CurrentPath))
{
cannotReach = true;
abandon = true;
return;
}
character.AIController.SteeringManager.SteeringSeek(currTargetPos);
@@ -181,15 +164,7 @@ namespace Barotrauma
Target is Item i && HumanAIController.NeedsDivingGear(i.CurrentHull) ||
Target is Character c && HumanAIController.NeedsDivingGear(c.CurrentHull))
{
if (findDivingGear == null)
{
findDivingGear = new AIObjectiveFindDivingGear(character, true, objectiveManager);
AddSubObjective(findDivingGear);
}
else if (!findDivingGear.CanBeCompleted)
{
abandon = true;
}
TryAddSubObjective(ref findDivingGear, () => new AIObjectiveFindDivingGear(character, true, objectiveManager));
}
}
}
@@ -198,33 +173,31 @@ namespace Barotrauma
public override bool IsCompleted()
{
if (repeat) { return false; }
bool completed = false;
if (Target is Item item)
{
if (item.IsInsideTrigger(character.WorldPosition)) completed = true;
if (item.IsInsideTrigger(character.WorldPosition)) { completed = true; }
}
else if (Target is Character targetCharacter)
{
if (character.CanInteractWith(targetCharacter)) completed = true;
if (character.CanInteractWith(targetCharacter)) { completed = true; }
}
completed = completed || Vector2.DistanceSquared(Target != null ? Target.SimPosition : targetPos, character.SimPosition) < CloseEnough * CloseEnough;
if (completed) character.AIController.SteeringManager.Reset();
if (completed) { character.AIController.SteeringManager.Reset(); }
return completed;
}
public override bool IsDuplicate(AIObjective otherObjective)
{
AIObjectiveGoTo objective = otherObjective as AIObjectiveGoTo;
if (objective == null) return false;
if (!(otherObjective is AIObjectiveGoTo objective)) { return false; }
if (objective.Target == Target) { return true; }
return objective.targetPos == targetPos;
}
if (objective.Target == Target) return true;
return (objective.targetPos == targetPos);
private void CalculateCloseEnough()
{
float interactionDistance = Target is Item i ? ConvertUnits.ToSimUnits(i.InteractDistance * 0.9f) : 0;
CloseEnough = Math.Max(interactionDistance, CloseEnough);
}
private void CalculateCloseEnough()