Unstable 0.15.13.0

This commit is contained in:
Markus Isberg
2021-10-29 21:57:18 +09:00
parent 1718dbc1c1
commit a43b540d4b
67 changed files with 467 additions and 222 deletions
@@ -104,6 +104,7 @@ namespace Barotrauma
!pathSteering.CurrentPath.Unreachable &&
(!requireNonDirty || !pathSteering.IsPathDirty);
public bool IsCurrentPathNullOrUnreachable => IsCurrentPathUnreachable || steeringManager is IndoorsSteeringManager pathSteering && pathSteering.CurrentPath == null;
public bool IsCurrentPathUnreachable => steeringManager is IndoorsSteeringManager pathSteering && !pathSteering.IsPathDirty && pathSteering.CurrentPath != null && pathSteering.CurrentPath.Unreachable;
public bool IsCurrentPathFinished => steeringManager is IndoorsSteeringManager pathSteering && !pathSteering.IsPathDirty && pathSteering.CurrentPath != null && pathSteering.CurrentPath.Finished;
@@ -431,7 +432,7 @@ namespace Barotrauma
Vector2 diff = EscapeTarget.WorldPosition - Character.WorldPosition;
float sqrDist = diff.LengthSquared();
bool isClose = sqrDist < MathUtils.Pow2(100);
if (Character.CurrentHull == null || isClose && !isClosedDoor || pathSteering == null || IsCurrentPathUnreachable || IsCurrentPathFinished)
if (Character.CurrentHull == null || isClose && !isClosedDoor || pathSteering == null || IsCurrentPathNullOrUnreachable || IsCurrentPathFinished)
{
// Very close to the target, outside, or at the end of the path -> try to steer through the gap
SteeringManager.Reset();
@@ -3659,15 +3659,15 @@ namespace Barotrauma
{
if (SelectedAiTarget == null) { return; }
Vector2 escapeDir = Vector2.Normalize(WorldPosition - SelectedAiTarget.WorldPosition);
if (!MathUtils.IsValid(escapeDir))
{
escapeDir = Vector2.UnitY;
}
if (Character.CurrentHull != null && !Character.AnimController.InWater)
{
// Inside
escapeDir = new Vector2(Math.Sign(escapeDir.X), 0);
}
if (!MathUtils.IsValid(escapeDir))
{
escapeDir = Vector2.UnitY;
}
SteeringManager.Reset();
SteeringManager.SteeringManual(deltaTime, escapeDir);
}
@@ -250,7 +250,15 @@ namespace Barotrauma
{
rayEnd += SelectedAiTarget.Entity.Submarine.SimPosition;
}
UseIndoorSteeringOutside = Submarine.PickBody(SimPosition, rayEnd, collisionCategory: Physics.CollisionLevel | Physics.CollisionWall) != null;
IEnumerable<FarseerPhysics.Dynamics.Body> ignoredBodies = null;
if (SelectedAiTarget.Entity is ISpatialEntity spatialTarget)
{
Submarine targetSub = spatialTarget.Submarine;
if (targetSub != null)
{
ignoredBodies = targetSub.PhysicsBody.FarseerBody.ToEnumerable();
}
}
}
}
else
@@ -340,14 +348,21 @@ namespace Barotrauma
IsInsideCave = Character.CurrentHull == null && Level.Loaded?.Caves.FirstOrDefault(c => c.Area.Contains(Character.WorldPosition)) is Level.Cave;
}
if (UseIndoorSteeringOutside || IsInsideCave || Character.CurrentHull?.Submarine != null || hasValidPath && IsCloseEnoughToTarget(maxSteeringBuffer) || IsCloseEnoughToTarget(steeringBuffer))
if (UseIndoorSteeringOutside || IsInsideCave || Character.CurrentHull?.Submarine != null || hasValidPath || IsCloseEnoughToTarget(steeringBuffer))
{
if (steeringManager != insideSteering)
{
insideSteering.Reset();
steeringManager = insideSteering;
}
steeringBuffer += steeringBufferIncreaseSpeed * deltaTime;
if (IsCloseEnoughToTarget(maxSteeringBuffer))
{
steeringBuffer += steeringBufferIncreaseSpeed * deltaTime;
}
else
{
steeringBuffer = minSteeringBuffer;
}
}
else
{
@@ -309,13 +309,15 @@ namespace Barotrauma
}
if (currentPath.Finished)
{
Vector2 pos2 = host.SimPosition;
if (character != null && character.Submarine == null &&
CurrentPath.Nodes.Count > 0 && CurrentPath.Nodes.Last().Submarine != null)
var lastNode = currentPath.Nodes.LastOrDefault();
if (lastNode == null)
{
pos2 -= CurrentPath.Nodes.Last().Submarine.SimPosition;
return Vector2.Zero;
}
else
{
return ConvertUnits.ToSimUnits(lastNode.WorldPosition - host.WorldPosition);
}
return currentTarget - pos2;
}
bool doorsChecked = false;
if (!character.LockHands && buttonPressCooldown <= 0.0f)
@@ -323,29 +325,7 @@ namespace Barotrauma
CheckDoorsInPath();
doorsChecked = true;
}
Vector2 pos = host.SimPosition;
if (character != null && CurrentPath.CurrentNode != null)
{
var nodeSub = CurrentPath.CurrentNode.Submarine;
if (nodeSub != null)
{
if (character.Submarine == null)
{
// Going inside
pos -= ConvertUnits.ToSimUnits(nodeSub.Position);
}
else if (character.Submarine != nodeSub)
{
// Different subs
pos -= ConvertUnits.ToSimUnits(nodeSub.Position - character.Submarine.Position);
}
}
else if (character.Submarine != null)
{
// Going outside
pos += ConvertUnits.ToSimUnits(character.Submarine.Position);
}
}
Vector2 pos = host.WorldPosition;
bool isDiving = character.AnimController.InWater && character.AnimController.HeadInWater;
// Only humanoids can climb ladders
bool canClimb = character.AnimController is HumanoidAnimController && !character.LockHands;
@@ -384,7 +364,7 @@ namespace Barotrauma
}
if (character.IsClimbing && useLadders)
{
Vector2 diff = currentPath.CurrentNode.SimPosition - pos;
Vector2 diff = currentPath.CurrentNode.WorldPosition - pos;
bool nextLadderSameAsCurrent = IsNextLadderSameAsCurrent;
if (nextLadderSameAsCurrent)
{
@@ -397,7 +377,7 @@ namespace Barotrauma
float heightFromFloor = character.AnimController.GetColliderBottom().Y - character.AnimController.FloorY;
if (heightFromFloor <= 0.0f)
{
diff.Y = Math.Max(diff.Y, 1.0f);
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;
@@ -430,7 +410,7 @@ namespace Barotrauma
NextNode(!doorsChecked);
}
}
return diff;
return ConvertUnits.ToSimUnits(diff);
}
else if (character.AnimController.InWater)
{
@@ -481,7 +461,7 @@ namespace Barotrauma
{
return Vector2.Zero;
}
return currentPath.CurrentNode.SimPosition - pos;
return ConvertUnits.ToSimUnits(currentPath.CurrentNode.WorldPosition - pos);
}
private void NextNode(bool checkDoors)
@@ -45,6 +45,10 @@ namespace Barotrauma
/// </summary>
public bool AllowStealing { get; set; }
public bool TakeWholeStack { get; set; }
/// <summary>
/// Are variants of the specified item allowed
/// </summary>
public bool AllowVariants { get; set; }
public bool Equip { get; set; }
public bool Wear { get; set; }
@@ -265,7 +269,7 @@ namespace Barotrauma
}
float priority = Math.Clamp(objectiveManager.GetCurrentPriority(), 10, 100);
bool checkPath = priority >= AIObjectiveManager.LowestOrderPriority && (objectiveManager.IsCurrentOrder<AIObjectiveFixLeaks>() || objectiveManager.CurrentOrder is AIObjectiveGoTo gotoOrder && gotoOrder.followControlledCharacter);
bool checkPath = priority >= AIObjectiveManager.LowestOrderPriority && (objectiveManager.IsCurrentOrder<AIObjectiveFixLeaks>() || objectiveManager.CurrentOrder is AIObjectiveGoTo gotoOrder && gotoOrder.isFollowOrderObjective);
bool hasCalledPathFinder = false;
int itemsPerFrame = (int)priority;
for (int i = 0; i < itemsPerFrame && currSearchIndex < Item.ItemList.Count - 1; i++)
@@ -408,7 +412,7 @@ namespace Barotrauma
if (ignoredItems.Contains(item)) { return false; };
if (item.Condition < TargetCondition) { return false; }
if (ItemFilter != null && !ItemFilter(item)) { return false; }
return identifiersOrTags.Any(id => id == item.Prefab.Identifier || item.HasTag(id));
return identifiersOrTags.Any(id => id == item.Prefab.Identifier || item.HasTag(id) || (AllowVariants && item.Prefab.VariantOf?.Identifier == id));
}
public override void Reset()
@@ -24,7 +24,7 @@ namespace Barotrauma
public Func<float> priorityGetter;
public bool followControlledCharacter;
public bool isFollowOrderObjective;
public bool mimic;
public bool SpeakIfFails { get; set; } = true;
public bool UsePathingOutside { get; set; } = true;
@@ -165,17 +165,10 @@ namespace Barotrauma
protected override void Act(float deltaTime)
{
if (followControlledCharacter)
if (Target == null)
{
if (Character.Controlled != null && HumanAIController.IsFriendly(Character.Controlled))
{
Target = Character.Controlled;
}
if (Target == null)
{
Abandon = true;
return;
}
Abandon = true;
return;
}
if (Target == character || character.SelectedBy != null && HumanAIController.IsFriendly(character.SelectedBy))
{
@@ -205,7 +198,7 @@ namespace Barotrauma
}
}
Hull targetHull = GetTargetHull();
if (!followControlledCharacter)
if (!isFollowOrderObjective)
{
// Abandon if going through unsafe paths. Note ignores unsafe nodes when following an order or when the objective is set to ignore unsafe hulls.
bool containsUnsafeNodes = character.IsDismissed && !HumanAIController.ObjectiveManager.CurrentObjective.IgnoreUnsafeHulls
@@ -223,7 +216,7 @@ namespace Barotrauma
{
Abandon = true;
}
else if (HumanAIController.IsCurrentPathUnreachable)
else if (HumanAIController.IsCurrentPathNullOrUnreachable)
{
waitUntilPathUnreachable -= deltaTime;
SteeringManager.Reset();
@@ -317,8 +310,8 @@ namespace Barotrauma
Character targetCharacter = Target as Character;
if (character.AnimController.InWater)
{
if (character.CurrentHull == null ||
followControlledCharacter &&
if (character.CurrentHull == null ||
isFollowOrderObjective &&
targetCharacter != null && (targetCharacter.CurrentHull == null) != (character.CurrentHull == null) &&
Vector2.DistanceSquared(character.WorldPosition, Target.WorldPosition) < maxGapDistance * maxGapDistance)
{
@@ -361,7 +354,7 @@ namespace Barotrauma
}
if (TargetGap != null)
{
if (TargetGap.FlowTargetHull != null && HumanAIController.SteerThroughGap(TargetGap, followControlledCharacter ? Target.WorldPosition : TargetGap.FlowTargetHull.WorldPosition, deltaTime))
if (TargetGap.FlowTargetHull != null && HumanAIController.SteerThroughGap(TargetGap, isFollowOrderObjective ? Target.WorldPosition : TargetGap.FlowTargetHull.WorldPosition, deltaTime))
{
SteeringManager.SteeringAvoid(deltaTime, avoidLookAheadDistance, weight: 1);
return;
@@ -595,7 +588,7 @@ namespace Barotrauma
{
if (gap.Open < 1) { continue; }
if (gap.Submarine == null) { continue; }
if (!followControlledCharacter)
if (!isFollowOrderObjective)
{
if (gap.FlowTargetHull == null) { continue; }
if (gap.Submarine != Target.Submarine) { continue; }
@@ -452,7 +452,7 @@ namespace Barotrauma
extraDistanceWhileSwimming = 100,
AllowGoingOutside = true,
IgnoreIfTargetDead = true,
followControlledCharacter = true,
isFollowOrderObjective = true,
mimic = true,
DialogueIdentifier = "dialogcannotreachplace"
};
@@ -107,7 +107,10 @@ namespace Barotrauma
{
foreach (RelatedItem requiredItem in kvp.Value)
{
var getItemObjective = new AIObjectiveGetItem(character, requiredItem.Identifiers, objectiveManager, true);
var getItemObjective = new AIObjectiveGetItem(character, requiredItem.Identifiers, objectiveManager, true)
{
AllowVariants = requiredItem.AllowVariants
};
if (objectiveManager.IsCurrentOrder<AIObjectiveRepairItems>())
{
if (character.IsOnPlayerTeam)
@@ -408,7 +408,7 @@ namespace Barotrauma
}
bool isCompleted =
AIObjectiveRescueAll.GetVitalityFactor(targetCharacter) >= AIObjectiveRescueAll.GetVitalityThreshold(objectiveManager, character, targetCharacter) ||
targetCharacter.CharacterHealth.GetAllAfflictions().All(a => a.Strength <= a.Prefab.TreatmentThreshold);
targetCharacter.CharacterHealth.GetAllAfflictions().All(a => a.Prefab.IsBuff || a.Strength <= a.Prefab.TreatmentThreshold);
if (isCompleted && targetCharacter != character && character.IsOnPlayerTeam)
{
@@ -83,7 +83,7 @@ namespace Barotrauma
if (character.AIController is HumanAIController humanAI)
{
if (GetVitalityFactor(target) >= GetVitalityThreshold(humanAI.ObjectiveManager, character, target) ||
target.CharacterHealth.GetAllAfflictions().All(a => a.Strength <= a.Prefab.TreatmentThreshold))
target.CharacterHealth.GetAllAfflictions().All(a => a.Prefab.IsBuff || a.Strength <= a.Prefab.TreatmentThreshold))
{
return false;
}