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

View File

@@ -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));
}