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
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@@ -19,6 +19,8 @@ namespace Barotrauma
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public bool IgnoreContainedItems;
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private AIObjectiveGoTo goToObjective;
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private bool equip;
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public override bool CanBeCompleted
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@@ -52,13 +54,8 @@ namespace Barotrauma
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protected override void Act(float deltaTime)
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{
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if (targetItem == null)
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{
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FindTargetItem();
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if (targetItem == null) return;
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}
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if (moveToTarget == null) return;
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FindTargetItem();
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if (targetItem == null || moveToTarget == null) return;
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if (Vector2.Distance(character.Position, moveToTarget.Position) < targetItem.PickDistance*2.0f)
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{
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@@ -97,9 +94,15 @@ namespace Barotrauma
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character.Inventory.TryPutItem(targetItem, targetSlot, true, false);
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}
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}
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else if (!subObjectives.Any())
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else
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{
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AddGoToObjective(targetItem);
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if (goToObjective == null)
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{
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bool gettingDivingGear = itemName == "diving" || itemName == "Diving Gear";
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goToObjective = new AIObjectiveGoTo(moveToTarget, character, false, !gettingDivingGear);
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}
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goToObjective.TryComplete(deltaTime);
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}
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}
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@@ -111,7 +114,7 @@ namespace Barotrauma
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{
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float currDist = moveToTarget == null ? 0.0f : Vector2.DistanceSquared(moveToTarget.Position, character.Position);
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for (int i = 0; i < 5 && currSearchIndex < Item.ItemList.Count - 2; i++)
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for (int i = 0; i < 10 && currSearchIndex < Item.ItemList.Count - 2; i++)
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{
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currSearchIndex++;
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@@ -136,22 +139,12 @@ namespace Barotrauma
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targetItem = item;
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moveToTarget = rootContainer ?? item;
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AddGoToObjective(moveToTarget);
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}
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//if searched through all the items and a target wasn't found, can't be completed
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if (currSearchIndex >= Item.ItemList.Count && targetItem == null) canBeCompleted = false;
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}
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private void AddGoToObjective(Item gotoToTarget)
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{
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subObjectives.Clear();
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AddSubObjective(new AIObjectiveGoTo(gotoToTarget, character));
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}
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public override bool IsDuplicate(AIObjective otherObjective)
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{
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AIObjectiveGetItem getItem = otherObjective as AIObjectiveGetItem;
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