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
+8 -8
View File
@@ -1143,7 +1143,14 @@ namespace Barotrauma
Vector2 pos = DrawPosition;
pos.Y = -pos.Y;
if (GameMain.DebugDraw)
{
AnimController.DebugDraw(spriteBatch);
if (aiTarget != null) aiTarget.Draw(spriteBatch);
}
if (this == controlled) return;
if (IsNetworkPlayer && info!=null)
@@ -1158,13 +1165,6 @@ namespace Barotrauma
}
}
if (GameMain.DebugDraw)
{
AnimController.DebugDraw(spriteBatch);
if (aiTarget != null) aiTarget.Draw(spriteBatch);
}
if (isDead) return;
Vector2 healthBarPos = new Vector2(pos.X - 50, DrawPosition.Y + 100.0f);