(39e7f6d22) Fix a bunch of issues relating to steering through gaps. Especially when latched on to the sub.
This commit is contained in:
@@ -331,8 +331,6 @@ namespace Barotrauma
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}
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}
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LatchOntoAI?.Update(this, deltaTime);
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if (SelectedAiTarget != null && (SelectedAiTarget.Entity == null || SelectedAiTarget.Entity.Removed))
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{
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State = AIState.Idle;
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@@ -372,6 +370,9 @@ namespace Barotrauma
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}
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SwarmBehavior?.Update(deltaTime);
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LatchOntoAI?.Update(this, deltaTime);
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IsSteeringThroughGap = false;
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steeringManager.Update(Character.AnimController.GetCurrentSpeed(run));
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}
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@@ -794,9 +795,21 @@ namespace Barotrauma
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}
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}
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public bool IsSteeringThroughGap { get; private set; }
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private bool SteerThroughGap(Structure wall, WallSection section, Vector2 targetWorldPos, float deltaTime)
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{
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IsSteeringThroughGap = true;
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SelectedAiTarget = wall.AiTarget;
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wallTarget = null;
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LatchOntoAI?.DeattachFromBody();
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Character.AnimController.ReleaseStuckLimbs();
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Hull targetHull = section.gap?.FlowTargetHull;
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float distance = Vector2.Distance(Character.WorldPosition, targetWorldPos);
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float maxDistance = Math.Min(wall.Rect.Width, wall.Rect.Height);
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if (distance > maxDistance)
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{
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return false;
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}
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if (targetHull != null)
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{
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if (wall.IsHorizontal)
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@@ -807,16 +820,7 @@ namespace Barotrauma
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{
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targetWorldPos.X = targetHull.WorldRect.Center.X;
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}
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LatchOntoAI?.DeattachFromBody();
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Character.AnimController.ReleaseStuckLimbs();
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if (steeringManager is IndoorsSteeringManager)
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{
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steeringManager.SteeringManual(deltaTime, Vector2.Normalize(targetWorldPos - Character.WorldPosition));
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}
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else
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{
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steeringManager.SteeringSeek(ConvertUnits.ToSimUnits(targetWorldPos));
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}
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steeringManager.SteeringManual(deltaTime, Vector2.Normalize(targetWorldPos - Character.WorldPosition));
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return true;
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}
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return false;
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@@ -1053,9 +1057,13 @@ namespace Barotrauma
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//sight/hearing range
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public AITarget UpdateTargets(Character character, out TargetingPriority priority)
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{
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if (IsLatchedOnSub)
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if ((SelectedAiTarget != null || wallTarget != null) && IsLatchedOnSub)
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{
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var wall = SelectedAiTarget.Entity as Structure;
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if (wall == null)
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{
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wall = wallTarget.Structure;
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}
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// The target is not a wall or it's not the same as we are attached to -> release
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bool releaseTarget = wall == null || !wall.Bodies.Contains(LatchOntoAI.AttachJoints[0].BodyB);
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if (!releaseTarget)
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@@ -1071,9 +1079,10 @@ namespace Barotrauma
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if (releaseTarget)
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{
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SelectedAiTarget = null;
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wallTarget = null;
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LatchOntoAI.DeattachFromBody();
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}
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else if (SelectedAiTarget.Entity == wallTarget?.Structure)
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else if (SelectedAiTarget?.Entity == wallTarget?.Structure)
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{
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// If attached to a valid target, just keep the target.
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// Priority not used in this case.
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@@ -1195,26 +1204,33 @@ namespace Barotrauma
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{
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continue;
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}
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if (character.CurrentHull != null)
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{
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// Ignore walls when inside.
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continue;
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}
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valueModifier = 1;
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float wallMaxHealth = 400; // Anything more than this is ignored -> 200 = 1
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// Prefer weaker targets.
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valueModifier = MathHelper.Lerp(2, 0, MathHelper.Clamp(s.Health / wallMaxHealth, 0, 1));
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// Ignore walls when inside.
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valueModifier = character.CurrentHull == null ? 1 : 0;
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valueModifier *= MathHelper.Lerp(1.5f, 0.5f, MathUtils.InverseLerp(0, 1, s.Health / wallMaxHealth));
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if (aggressiveBoarding)
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{
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var hulls = s.Submarine.GetHulls(false);
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for (int i = 0; i < s.Sections.Length; i++)
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{
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var section = s.Sections[i];
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if (CanPassThroughHole(s, i))
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if (section.gap != null)
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{
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// Ignore walls that can be passed through
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valueModifier = 0;
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break;
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}
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else if (section.gap != null)
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{
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// up to 100% priority increase for every gap in the wall
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valueModifier *= 1 + section.gap.Open;
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if (CanPassThroughHole(s, i))
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{
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bool leadsInside = !section.gap.IsRoomToRoom && section.gap.FlowTargetHull != null && hulls.Any(h => h.Rect.Intersects(section.rect));
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valueModifier *= leadsInside ? 5 : 0;
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}
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else
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{
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// up to 100% priority increase for every gap in the wall
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valueModifier *= 1 + section.gap.Open;
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}
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}
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}
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}
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@@ -54,7 +54,7 @@ namespace Barotrauma
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get { return attachJoints.Count > 0; }
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}
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public bool IsAttachedToSub => IsAttached && attachTargetBody?.UserData is Entity entity && (entity is Submarine sub || entity?.Submarine != null);
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public bool IsAttachedToSub => IsAttached && (attachTargetBody?.UserData is Submarine || attachTargetBody?.UserData is Entity entity && entity.Submarine != null);
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public LatchOntoAI(XElement element, EnemyAIController enemyAI)
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{
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@@ -190,7 +190,7 @@ namespace Barotrauma
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case AIController.AIState.Attack:
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if (enemyAI.AttackingLimb != null)
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{
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if (attachToSub && wallAttachPos != Vector2.Zero && attachTargetBody != null)
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if (attachToSub && !enemyAI.IsSteeringThroughGap && wallAttachPos != Vector2.Zero && attachTargetBody != null)
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{
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// is not attached or is attached to something else
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if (!IsAttached || IsAttached && attachJoints[0].BodyB == attachTargetBody)
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@@ -2555,6 +2555,10 @@ namespace Barotrauma
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GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
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#endif
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#if CLIENT
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GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
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#endif
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#if CLIENT
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GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
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#endif
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