(bcb06cc5c) Unstable v0.9.9.0

This commit is contained in:
Juan Pablo Arce
2020-03-27 15:22:59 -03:00
parent c81486a993
commit b143329701
326 changed files with 9692 additions and 4364 deletions
@@ -14,7 +14,7 @@ namespace Barotrauma
const float TreatmentDelay = 0.5f;
const float CloseEnoughToTreat = 150.0f;
const float CloseEnoughToTreat = 100.0f;
private readonly Character targetCharacter;
@@ -22,6 +22,8 @@ namespace Barotrauma
private AIObjectiveGetItem getItemObjective;
private float treatmentTimer;
private Hull safeHull;
private float findHullTimer;
private readonly float findHullInterval = 1.0f;
public AIObjectiveRescue(Character character, Character targetCharacter, AIObjectiveManager objectiveManager, float priorityModifier = 1)
: base(character, objectiveManager, priorityModifier)
@@ -44,11 +46,20 @@ namespace Barotrauma
Abandon = true;
return;
}
if (targetCharacter.SelectedBy != null && targetCharacter.SelectedBy != character)
{
var otherCharacter = character.SelectedBy;
if (otherCharacter != null)
{
// Someone else is rescuing/holding the target.
Abandon = otherCharacter.IsPlayer || character.GetSkillLevel("medical") < otherCharacter.GetSkillLevel("medical");
}
}
if (targetCharacter != character)
{
// Unconcious target is not in a safe place -> Move to a safe place first
if (targetCharacter.IsUnconscious && HumanAIController.GetHullSafety(targetCharacter.CurrentHull, targetCharacter) < HumanAIController.HULL_SAFETY_THRESHOLD)
// Incapacitated target is not in a safe place -> Move to a safe place first
if (targetCharacter.IsIncapacitated && HumanAIController.GetHullSafety(targetCharacter.CurrentHull, targetCharacter) < HumanAIController.HULL_SAFETY_THRESHOLD)
{
if (character.SelectedCharacter != targetCharacter)
{
@@ -67,7 +78,11 @@ namespace Barotrauma
TargetName = targetCharacter.DisplayName
},
onCompleted: () => RemoveSubObjective(ref goToObjective),
onAbandon: () => RemoveSubObjective(ref goToObjective));
onAbandon: () =>
{
RemoveSubObjective(ref goToObjective);
Abandon = true;
});
}
else
{
@@ -79,14 +94,26 @@ namespace Barotrauma
// Drag the character into safety
if (safeHull == null)
{
safeHull = objectiveManager.GetObjective<AIObjectiveFindSafety>().FindBestHull(HumanAIController.VisibleHulls);
if (findHullTimer > 0)
{
findHullTimer -= deltaTime;
}
else
{
safeHull = objectiveManager.GetObjective<AIObjectiveFindSafety>().FindBestHull(HumanAIController.VisibleHulls);
findHullTimer = findHullInterval * Rand.Range(0.9f, 1.1f);
}
}
if (character.CurrentHull != safeHull)
if (safeHull != null && character.CurrentHull != safeHull)
{
RemoveSubObjective(ref goToObjective);
TryAddSubObjective(ref goToObjective, () => new AIObjectiveGoTo(safeHull, character, objectiveManager),
onCompleted: () => RemoveSubObjective(ref goToObjective),
onAbandon: () => RemoveSubObjective(ref goToObjective));
onAbandon: () =>
{
RemoveSubObjective(ref goToObjective);
safeHull = character.CurrentHull;
});
}
}
}
@@ -105,7 +132,11 @@ namespace Barotrauma
TargetName = targetCharacter.DisplayName
},
onCompleted: () => RemoveSubObjective(ref goToObjective),
onAbandon: () => RemoveSubObjective(ref goToObjective));
onAbandon: () =>
{
RemoveSubObjective(ref goToObjective);
Abandon = true;
});
}
else
{
@@ -127,6 +158,11 @@ namespace Barotrauma
private Dictionary<string, float> currentTreatmentSuitabilities = new Dictionary<string, float>();
private void GiveTreatment(float deltaTime)
{
if (!targetCharacter.IsPlayer)
{
// If the target is a bot, don't let it move
targetCharacter.AIController?.SteeringManager.Reset();
}
if (treatmentTimer > 0.0f)
{
treatmentTimer -= deltaTime;
@@ -137,9 +173,8 @@ namespace Barotrauma
//find which treatments are the most suitable to treat the character's current condition
targetCharacter.CharacterHealth.GetSuitableTreatments(currentTreatmentSuitabilities, normalize: false);
var allAfflictions = GetVitalityReducingAfflictions(targetCharacter).OrderByDescending(a => a.GetVitalityDecrease(targetCharacter.CharacterHealth));
//check if we already have a suitable treatment for any of the afflictions
foreach (Affliction affliction in allAfflictions)
foreach (Affliction affliction in GetSortedAfflictions(targetCharacter))
{
foreach (KeyValuePair<string, float> treatmentSuitability in affliction.Prefab.TreatmentSuitability)
{
@@ -200,10 +235,12 @@ namespace Barotrauma
onAbandon: () => RemoveSubObjective(ref getItemObjective));
}
}
character.AnimController.Anim = AnimController.Animation.CPR;
if (character != targetCharacter)
{
character.AnimController.Anim = AnimController.Animation.CPR;
}
}
private void ApplyTreatment(Affliction affliction, Item item)
{
var targetLimb = targetCharacter.CharacterHealth.GetAfflictionLimb(affliction);
@@ -240,7 +277,7 @@ namespace Barotrauma
Abandon = true;
return false;
}
bool isCompleted = AIObjectiveRescueAll.GetVitalityFactor(targetCharacter) > AIObjectiveRescueAll.GetVitalityThreshold(objectiveManager);
bool isCompleted = AIObjectiveRescueAll.GetVitalityFactor(targetCharacter) >= AIObjectiveRescueAll.GetVitalityThreshold(objectiveManager, character, targetCharacter);
if (isCompleted && targetCharacter != character)
{
character.Speak(TextManager.GetWithVariable("DialogTargetHealed", "[targetname]", targetCharacter.Name),
@@ -253,20 +290,24 @@ namespace Barotrauma
{
if (targetCharacter == null || targetCharacter.CurrentHull == null || targetCharacter.Removed || targetCharacter.IsDead)
{
return 0;
Priority = 0;
}
// Vertical distance matters more than horizontal (climbing up/down is harder than moving horizontally)
float dist = Math.Abs(character.WorldPosition.X - targetCharacter.WorldPosition.X) + Math.Abs(character.WorldPosition.Y - targetCharacter.WorldPosition.Y) * 2.0f;
float distanceFactor = MathHelper.Lerp(1, 0.1f, MathUtils.InverseLerp(0, 5000, dist));
if (targetCharacter.CurrentHull == character.CurrentHull)
else
{
distanceFactor = 1;
// Vertical distance matters more than horizontal (climbing up/down is harder than moving horizontally)
float dist = Math.Abs(character.WorldPosition.X - targetCharacter.WorldPosition.X) + Math.Abs(character.WorldPosition.Y - targetCharacter.WorldPosition.Y) * 2.0f;
float distanceFactor = MathHelper.Lerp(1, 0.1f, MathUtils.InverseLerp(0, 5000, dist));
if (targetCharacter.CurrentHull == character.CurrentHull)
{
distanceFactor = 1;
}
float vitalityFactor = 1 - AIObjectiveRescueAll.GetVitalityFactor(targetCharacter) / 100;
float devotion = CumulatedDevotion / 100;
Priority = MathHelper.Lerp(0, 100, MathHelper.Clamp(devotion + (vitalityFactor * distanceFactor * PriorityModifier), 0, 1));
}
float vitalityFactor = AIObjectiveRescueAll.GetVitalityFactor(targetCharacter);
float devotion = Math.Min(Priority, 10) / 100;
return MathHelper.Lerp(0, 100, MathHelper.Clamp(devotion + vitalityFactor * distanceFactor, 0, 1));
return Priority;
}
public static IEnumerable<Affliction> GetVitalityReducingAfflictions(Character character) => character.CharacterHealth.GetAllAfflictions(a => a.GetVitalityDecrease(character.CharacterHealth) > 0);
public static IEnumerable<Affliction> GetSortedAfflictions(Character character) => CharacterHealth.SortAfflictionsBySeverity(character.CharacterHealth.GetAllAfflictions());
}
}