Tons of AI + pathfinding bugfixes:

- waypoints are created between docked subs and removed when they undock
- fixed start waypoint being left out of steering paths
- NPCs won't close doors/hatches on themselves
- NPCs won't let go of ladders until their feet are above the lower edge of the hull
- fixed FindDivingGear "loops": need to find a suit -> need to get to a suit -> need a suit to get to the suit -> need to find a suit...
- fixed characters constantly turning from side to side in small rooms
- recursive function for finding the button which opens a door (so a button doesn't have to be connected straight to a door for an NPC to be able to open it)
- AIObjectiveGetItem keeps searching for more suitable items even if a path to a matching item has been found
This commit is contained in:
Regalis
2016-07-08 20:53:11 +03:00
parent c8dae18135
commit a5111d33df
17 changed files with 397 additions and 125 deletions
@@ -37,7 +37,7 @@ namespace Barotrauma
if (currentHull != null)
{
if (currentHull.Volume / currentHull.FullVolume > 0.5f || character.Oxygen < 80.0f)
if (NeedsDivingGear())
{
if (!FindDivingGear(deltaTime)) return;
}
@@ -131,6 +131,19 @@ namespace Barotrauma
return (otherObjective is AIObjectiveFindSafety);
}
private bool NeedsDivingGear()
{
var currentHull = character.AnimController.CurrentHull;
if (currentHull == null) return true;
//there's lots of water in the room -> get a suit
if (currentHull.Volume / currentHull.FullVolume > 0.5f) return true;
if (currentHull.OxygenPercentage < 30.0f) return true;
return false;
}
public override float GetPriority(Character character)
{
if (character.Oxygen < 80.0f)
@@ -142,8 +155,12 @@ namespace Barotrauma
currenthullSafety = GetHullSafety(character.AnimController.CurrentHull, character);
priority = 100.0f - currenthullSafety;
if (divingGearObjective != null && !divingGearObjective.IsCompleted()) priority += 20.0f;
if (NeedsDivingGear())
{
if (divingGearObjective != null && !divingGearObjective.IsCompleted()) priority += 20.0f;
}
return priority;
}
@@ -19,6 +19,8 @@ namespace Barotrauma
public bool IgnoreContainedItems;
private AIObjectiveGoTo goToObjective;
private bool equip;
public override bool CanBeCompleted
@@ -52,13 +54,8 @@ namespace Barotrauma
protected override void Act(float deltaTime)
{
if (targetItem == null)
{
FindTargetItem();
if (targetItem == null) return;
}
if (moveToTarget == null) return;
FindTargetItem();
if (targetItem == null || moveToTarget == null) return;
if (Vector2.Distance(character.Position, moveToTarget.Position) < targetItem.PickDistance*2.0f)
{
@@ -97,9 +94,15 @@ namespace Barotrauma
character.Inventory.TryPutItem(targetItem, targetSlot, true, false);
}
}
else if (!subObjectives.Any())
else
{
AddGoToObjective(targetItem);
if (goToObjective == null)
{
bool gettingDivingGear = itemName == "diving" || itemName == "Diving Gear";
goToObjective = new AIObjectiveGoTo(moveToTarget, character, false, !gettingDivingGear);
}
goToObjective.TryComplete(deltaTime);
}
}
@@ -111,7 +114,7 @@ namespace Barotrauma
{
float currDist = moveToTarget == null ? 0.0f : Vector2.DistanceSquared(moveToTarget.Position, character.Position);
for (int i = 0; i < 5 && currSearchIndex < Item.ItemList.Count - 2; i++)
for (int i = 0; i < 10 && currSearchIndex < Item.ItemList.Count - 2; i++)
{
currSearchIndex++;
@@ -136,22 +139,12 @@ namespace Barotrauma
targetItem = item;
moveToTarget = rootContainer ?? item;
AddGoToObjective(moveToTarget);
}
//if searched through all the items and a target wasn't found, can't be completed
if (currSearchIndex >= Item.ItemList.Count && targetItem == null) canBeCompleted = false;
}
private void AddGoToObjective(Item gotoToTarget)
{
subObjectives.Clear();
AddSubObjective(new AIObjectiveGoTo(gotoToTarget, character));
}
public override bool IsDuplicate(AIObjective otherObjective)
{
AIObjectiveGetItem getItem = otherObjective as AIObjectiveGetItem;
@@ -16,6 +16,8 @@ namespace Barotrauma
//how long until the path to the target is declared unreachable
private float waitUntilPathUnreachable;
private bool getDivingGearIfNeeded;
public override bool CanBeCompleted
{
get
@@ -35,23 +37,25 @@ namespace Barotrauma
get { return target; }
}
public AIObjectiveGoTo(Entity target, Character character, bool repeat = false)
public AIObjectiveGoTo(Entity target, Character character, bool repeat = false, bool getDivingGearIfNeeded = true)
: base (character, "")
{
this.target = target;
this.repeat = repeat;
waitUntilPathUnreachable = 5.0f;
this.getDivingGearIfNeeded = getDivingGearIfNeeded;
}
public AIObjectiveGoTo(Vector2 simPos, Character character, bool repeat = false)
public AIObjectiveGoTo(Vector2 simPos, Character character, bool repeat = false, bool getDivingGearIfNeeded = true)
: base(character, "")
{
this.targetPos = simPos;
this.repeat = repeat;
waitUntilPathUnreachable = 5.0f;
this.getDivingGearIfNeeded = getDivingGearIfNeeded;
}
protected override void Act(float deltaTime)
@@ -108,7 +112,7 @@ namespace Barotrauma
{
indoorsSteering.SteeringWander();
}
else if (indoorsSteering.CurrentPath != null && indoorsSteering.HasOutdoorsNodes)
else if (getDivingGearIfNeeded && indoorsSteering.CurrentPath != null && indoorsSteering.HasOutdoorsNodes)
{
AddSubObjective(new AIObjectiveFindDivingGear(character, true));
}
@@ -1,4 +1,5 @@
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
@@ -11,8 +12,6 @@ namespace Barotrauma
AITarget currentTarget;
private float newTargetTimer;
public AIObjectiveIdle(Character character) : base(character, "")
{
@@ -23,7 +22,6 @@ namespace Barotrauma
return 1.0f;
}
protected override void Act(float deltaTime)
{
@@ -53,7 +51,8 @@ namespace Barotrauma
newTargetTimer = currentTarget == null ? 5.0f : 15.0f;
}
newTargetTimer -= deltaTime;
newTargetTimer -= deltaTime;
//wander randomly if reached the end of the path or the target is unreachable
if (pathSteering==null || (pathSteering.CurrentPath != null &&
@@ -62,13 +61,28 @@ namespace Barotrauma
//steer away from edges of the hull
if (character.AnimController.CurrentHull!=null)
{
if (character.Position.X < character.AnimController.CurrentHull.Rect.X + WallAvoidDistance)
float leftDist = character.Position.X - character.AnimController.CurrentHull.Rect.X;
float rightDist = character.AnimController.CurrentHull.Rect.Right - character.Position.X;
if (leftDist < WallAvoidDistance && rightDist < WallAvoidDistance)
{
pathSteering.SteeringManual(deltaTime, Vector2.UnitX*5.0f);
if (Math.Abs(rightDist - leftDist) > WallAvoidDistance / 2)
{
pathSteering.SteeringManual(deltaTime, Vector2.UnitX * Math.Sign(rightDist - leftDist));
}
else
{
pathSteering.Reset();
return;
}
}
else if (character.Position.X > character.AnimController.CurrentHull.Rect.Right - WallAvoidDistance)
else if (leftDist < WallAvoidDistance)
{
pathSteering.SteeringManual(deltaTime, -Vector2.UnitX);
pathSteering.SteeringManual(deltaTime, Vector2.UnitX * (WallAvoidDistance-leftDist)/WallAvoidDistance);
}
else if (rightDist < WallAvoidDistance)
{
pathSteering.SteeringManual(deltaTime, -Vector2.UnitX * (WallAvoidDistance-rightDist)/WallAvoidDistance);
}
}
@@ -85,7 +99,7 @@ namespace Barotrauma
}
if (currentTarget == null) return;
character.AIController.SteeringManager.SteeringSeek(currentTarget.SimPosition);
character.AIController.SteeringManager.SteeringSeek(currentTarget.SimPosition, 2.0f);
}
private AITarget FindRandomTarget()