(900eddc26) Take the priority modifier in account when calculating the priority, not the max value.

This commit is contained in:
Joonas Rikkonen
2019-05-16 05:13:03 +03:00
parent 3c8707fc16
commit ab2ca90d08
15 changed files with 123 additions and 94 deletions
@@ -1104,6 +1104,8 @@ namespace Barotrauma
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
//goes through all the AItargets, evaluates how preferable it is to attack the target,
//whether the Character can see/hear the target and chooses the most preferable target within
//sight/hearing range
@@ -39,10 +39,9 @@ namespace Barotrauma
public override float GetPriority(AIObjectiveManager objectiveManager)
{
if (leak.Open == 0.0f) { return 0.0f; }
float priority = AIObjectiveFixLeaks.GetLeakSeverity(leak);
float maxMultiplier = MathHelper.Min(PriorityModifier, 1);
float max = MathHelper.Min((AIObjectiveManager.OrderPriority - 1) * maxMultiplier, 90);
return MathHelper.Clamp(Priority + priority, 0, max);
float severity = AIObjectiveFixLeaks.GetLeakSeverity(leak);
float max = MathHelper.Min((AIObjectiveManager.OrderPriority - 1), 90);
return MathHelper.Clamp(Priority + severity * PriorityModifier, 0, max);
}
public override bool IsDuplicate(AIObjective otherObjective)
@@ -91,17 +91,16 @@ namespace Barotrauma
{
if (character.Submarine == null) { return 0; }
if (targets.None()) { return 0; }
//if (objectiveManager.CurrentOrder == this)
//{
// return AIObjectiveManager.OrderPriority;
//}
float targetValue = MathHelper.Clamp(TargetEvaluation(), 0, 100);
// If the target value is less than 1% of the max value, let's just treat it as zero.
if (targetValue < 1) { return 0; }
float maxMultiplier = MathHelper.Min(PriorityModifier, 1);
float max = MathHelper.Min((AIObjectiveManager.OrderPriority - 1) * maxMultiplier, 90);
if (objectiveManager.CurrentOrder == this)
{
return AIObjectiveManager.OrderPriority;
}
float max = MathHelper.Min(AIObjectiveManager.OrderPriority - 1, 90);
float devotion = MathHelper.Min(10, Priority);
float value = MathHelper.Min((devotion + targetValue) / 100, 1);
float value = MathHelper.Min((devotion + targetValue * PriorityModifier) / 100, 1);
return MathHelper.Lerp(0, max, value);
}
@@ -50,9 +50,8 @@ namespace Barotrauma
return AIObjectiveManager.OrderPriority;
}
float devotion = MathHelper.Min(10, Priority);
float value = (devotion + (AIObjectiveManager.OrderPriority / 2)) * PriorityModifier;
float maxMultiplier = MathHelper.Min(PriorityModifier, 1);
float max = MathHelper.Min((AIObjectiveManager.OrderPriority - 1) * maxMultiplier, 90);
float value = (devotion + AIObjectiveManager.OrderPriority / 2) * PriorityModifier;
float max = MathHelper.Min((AIObjectiveManager.OrderPriority - 1), 90);
return MathHelper.Clamp(value, 0, max);
}
@@ -36,10 +36,9 @@ namespace Barotrauma
float damagePriority = MathHelper.Lerp(1, 0, Item.Condition / Item.MaxCondition);
float successFactor = MathHelper.Lerp(0, 1, Item.Repairables.Average(r => r.DegreeOfSuccess(character)));
float isSelected = character.SelectedConstruction == Item ? 50 : 0;
float baseLevel = Math.Max(Priority + isSelected, 1);
float maxMultiplier = MathHelper.Min(PriorityModifier, 1);
float max = MathHelper.Min((AIObjectiveManager.OrderPriority - 1) * maxMultiplier, 90);
return MathHelper.Clamp(baseLevel * damagePriority * distanceFactor * successFactor, 0, max);
float devotion = Math.Max(Priority + isSelected, 1);
float max = MathHelper.Min(AIObjectiveManager.OrderPriority - 1, 90);
return MathHelper.Clamp(devotion * damagePriority * distanceFactor * successFactor * PriorityModifier, 0, max);
}
public override bool CanBeCompleted => !abandon;
@@ -2706,6 +2706,10 @@ namespace Barotrauma
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
#endif
#if CLIENT
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
#endif
#if CLIENT
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
#endif