more accurate submarine body generation, multiplayer fixes, saving takes HiddenSubPosition into account, fire coordinate fixes, editscreen fixes, checking item triggers in AIObjectiveGoto, netlobbyscreen sync fixes, re-enabled level start/end positions, water edit fixed

This commit is contained in:
Regalis
2015-12-17 18:26:40 +02:00
parent 859be53d28
commit af470eab2e
53 changed files with 1065 additions and 427 deletions
@@ -170,7 +170,7 @@ namespace Barotrauma
selectedTargetMemory.Priority -= deltaTime;
Vector2 attackSimPosition = Character.Submarine==null ? ConvertUnits.ToSimUnits(selectedAiTarget.WorldPosition) : selectedAiTarget.SimPosition;
if (wallAttackPos != Vector2.Zero)
if (wallAttackPos != Vector2.Zero && targetEntity != null)
{
attackSimPosition = wallAttackPos;
@@ -28,6 +28,8 @@ namespace Barotrauma
objectiveManager = new AIObjectiveManager(c);
objectiveManager.AddObjective(new AIObjectiveFindSafety(c));
objectiveManager.AddObjective(new AIObjectiveIdle(c));
updateObjectiveTimer = Rand.Range(0.0f, UpdateObjectiveInterval);
}
public override void Update(float deltaTime)
@@ -40,6 +40,8 @@ namespace Barotrauma
this.canOpenDoors = canOpenDoors;
character = (host as AIController).Character;
findPathTimer = Rand.Range(0.0f, 1.0f);
}
public override void Update(float speed = 1)
@@ -65,9 +67,9 @@ namespace Barotrauma
if (findPathTimer > 0.0f) return Vector2.Zero;
currentTarget = target;
currentPath = pathFinder.FindPath(host.SimPosition, target);
currentPath = pathFinder.FindPath(host.SimPosition+Rand.Vector(0.2f), target);
findPathTimer = 1.0f;
findPathTimer = Rand.Range(1.0f,1.2f);
return DiffToCurrentNode();
}
@@ -92,10 +92,7 @@ namespace Barotrauma
if (Vector2.Distance(character.SimPosition, enemy.SimPosition) < 3.0f)
{
character.AIController.SteeringManager.SteeringManual(deltaTime, character.SimPosition - enemy.SimPosition);
}
else
{
character.AIController.SteeringManager.SteeringManual(deltaTime, (character.SimPosition - enemy.SimPosition)*0.1f);
coolDownTimer = CoolDown;
}
}
@@ -57,17 +57,34 @@ namespace Barotrauma
character.AIController.SteeringManager.SteeringSeek(
target != null ? target.SimPosition : targetPos);
Vector2 currTargetPos = target != null ? target.SimPosition : targetPos;
if (Vector2.Distance(currTargetPos, character.SimPosition) < 1.0f)
{
character.AnimController.TargetDir = currTargetPos.X > character.SimPosition.X ? Direction.Right : Direction.Left;
}
}
public override bool IsCompleted()
{
if (repeat) return false;
bool completed = false;
float allowedDistance = 0.5f;
var item = target as Item;
if (item != null) allowedDistance = Math.Max(item.PickDistance,allowedDistance);
return Vector2.Distance(target != null ? target.SimPosition : targetPos, character.SimPosition) < allowedDistance;
if (item != null)
{
allowedDistance = Math.Max(item.PickDistance, allowedDistance);
if (item.IsInsideTrigger(character.WorldPosition)) completed = true;
}
completed = completed || Vector2.Distance(target != null ? target.SimPosition : targetPos, character.SimPosition) < allowedDistance;
if (completed) character.AIController.SteeringManager.SteeringManual(0.0f, -character.AIController.Steering);
return completed;
}
public override bool IsDuplicate(AIObjective otherObjective)
@@ -63,7 +63,7 @@ namespace Barotrauma
{
if (character.Position.X < character.AnimController.CurrentHull.Rect.X + WallAvoidDistance)
{
pathSteering.SteeringManual(deltaTime, Vector2.UnitX);
pathSteering.SteeringManual(deltaTime, Vector2.UnitX*5.0f);
}
else if (character.Position.X > character.AnimController.CurrentHull.Rect.Right - WallAvoidDistance)
{
@@ -30,7 +30,7 @@ namespace Barotrauma
ItemComponent target = itemController == null ? targetItem: itemController;
if (Vector2.Distance(character.SimPosition, target.Item.SimPosition) < target.Item.PickDistance
|| target.Item.IsInsideTrigger(character.Position))
|| target.Item.IsInsideTrigger(character.WorldPosition))
{
if (character.SelectedConstruction != target.Item && target.CanBeSelected)
{