(de7949704) Rewrite the leak priority calculations. Ensure that the damage priority is not negative.
This commit is contained in:
@@ -1066,6 +1066,8 @@ namespace Barotrauma
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private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
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private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
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//goes through all the AItargets, evaluates how preferable it is to attack the target,
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//whether the Character can see/hear the target and chooses the most preferable target within
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//sight/hearing range
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@@ -39,18 +39,10 @@ namespace Barotrauma
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public override float GetPriority(AIObjectiveManager objectiveManager)
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{
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if (leak.Open == 0.0f) { return 0.0f; }
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//float leakSize = (leak.IsHorizontal ? leak.Rect.Height : leak.Rect.Width) * Math.Max(leak.Open, 0.1f);
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//float dist = Vector2.DistanceSquared(character.SimPosition, leak.SimPosition);
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//dist = Math.Max(dist / 100.0f, 1.0f);
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//return Math.Min(leakSize / dist, 40.0f);
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float leakSize = (leak.IsHorizontal ? leak.Rect.Height : leak.Rect.Width) * Math.Max(leak.Open, 0.1f);
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float dist = Vector2.DistanceSquared(character.SimPosition, leak.SimPosition);
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dist = Math.Max(dist / 100.0f, 1.0f);
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float priority = AIObjectiveFixLeaks.GetLeakSeverity(leak);
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float maxMultiplier = MathHelper.Min(PriorityModifier, 1);
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float max = MathHelper.Min((AIObjectiveManager.OrderPriority + 20) * maxMultiplier, 90);
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return MathHelper.Clamp(Priority + leakSize / dist, 0, max);
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return MathHelper.Clamp(Priority + priority, 0, max);
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}
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public override bool IsDuplicate(AIObjective otherObjective)
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+17
-15
@@ -17,7 +17,7 @@ namespace Barotrauma
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protected override void FindTargets()
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{
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base.FindTargets();
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targets.Sort((x, y) => GetGapFixPriority(y).CompareTo(GetGapFixPriority(x)));
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targets.Sort((x, y) => GetLeakFixPriority(y).CompareTo(GetLeakFixPriority(x)));
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}
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protected override bool Filter(Gap gap)
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@@ -32,25 +32,27 @@ namespace Barotrauma
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return ignore;
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}
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private float GetGapFixPriority(Gap gap)
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private float GetLeakFixPriority(Gap leak)
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{
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if (gap == null) return 0.0f;
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//larger gap -> higher priority
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float gapPriority = (gap.IsHorizontal ? gap.Rect.Width : gap.Rect.Height) * gap.Open;
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//prioritize gaps that are close
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gapPriority /= Math.Max(Vector2.Distance(character.WorldPosition, gap.WorldPosition), 1.0f);
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//gaps to outside are much higher priority
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if (!gap.IsRoomToRoom) gapPriority *= 10.0f;
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return gapPriority;
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if (leak == null) { return 0; }
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float severity = GetLeakSeverity(leak);
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// Vertical distance matters more than horizontal (climbing up/down is harder than moving horizontally)
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float dist = Math.Abs(character.WorldPosition.X - leak.WorldPosition.X) + Math.Abs(character.WorldPosition.Y - leak.WorldPosition.Y) * 2.0f;
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float distanceFactor = MathHelper.Lerp(1, 0.25f, MathUtils.InverseLerp(0, 10000, dist));
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return severity * distanceFactor;
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}
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public static float GetLeakSeverity(Gap leak)
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{
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if (leak == null) { return 0; }
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float sizeFactor = MathHelper.Lerp(1, 10, MathUtils.InverseLerp(0, 200, (leak.IsHorizontal ? leak.Rect.Width : leak.Rect.Height)));
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float severity = sizeFactor * leak.Open;
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if (!leak.IsRoomToRoom) { severity *= 50; }
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return MathHelper.Min(severity, 100);
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}
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public override bool IsDuplicate(AIObjective otherObjective) => otherObjective is AIObjectiveFixLeaks;
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protected override float Average(Gap gap) => gap.Open * 100;
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protected override float Average(Gap gap) => GetLeakSeverity(gap);
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protected override IEnumerable<Gap> GetList() => Gap.GapList;
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protected override AIObjective ObjectiveConstructor(Gap gap) => new AIObjectiveFixLeak(gap, character);
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}
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+1
-1
@@ -33,7 +33,7 @@ namespace Barotrauma
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// Vertical distance matters more than horizontal (climbing up/down is harder than moving horizontally)
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float dist = Math.Abs(character.WorldPosition.X - Item.WorldPosition.X) + Math.Abs(character.WorldPosition.Y - Item.WorldPosition.Y) * 2.0f;
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float distanceFactor = MathHelper.Lerp(1, 0.5f, MathUtils.InverseLerp(0, 10000, dist));
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float damagePriority = MathHelper.Lerp(1, 0, (Item.Condition + 10) / Item.MaxCondition);
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float damagePriority = MathHelper.Lerp(1, 0, Math.Min((Item.Condition + 10), Item.MaxCondition) / Item.MaxCondition);
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float successFactor = MathHelper.Lerp(0, 1, Item.Repairables.Average(r => r.DegreeOfSuccess(character)));
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float isSelected = character.SelectedConstruction == Item ? 50 : 0;
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float baseLevel = Math.Max(Priority + isSelected, 1);
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@@ -2634,6 +2634,10 @@ 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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@@ -302,6 +302,19 @@ namespace Barotrauma.Items.Components
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return true;
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}
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public override void OnItemLoaded()
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{
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sonar = item.GetComponent<Sonar>();
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}
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public override bool Select(Character character)
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{
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if (!CanBeSelected) return false;
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user = character;
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return true;
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}
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public override void Update(float deltaTime, Camera cam)
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{
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networkUpdateTimer -= deltaTime;
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@@ -24,8 +24,6 @@ namespace Barotrauma
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private bool removed;
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private bool removed;
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#if CLIENT
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private List<Decal> burnDecals = new List<Decal>();
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#endif
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@@ -261,6 +261,25 @@ namespace Barotrauma
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}
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}
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public string DisplayName
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{
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get;
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private set;
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}
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private string roomName;
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[Editable, Serialize("", true, translationTextTag: "RoomName.")]
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public string RoomName
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{
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get { return roomName; }
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set
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{
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if (roomName == value) { return; }
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roomName = value;
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DisplayName = TextManager.Get(roomName, returnNull: true) ?? roomName;
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}
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}
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public override Rectangle Rect
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{
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get
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@@ -1206,6 +1206,9 @@ namespace Barotrauma
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if (FlippedX) element.Add(new XAttribute("flippedx", true));
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if (FlippedY) element.Add(new XAttribute("flippedy", true));
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if (FlippedX) element.Add(new XAttribute("flippedx", true));
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if (FlippedY) element.Add(new XAttribute("flippedy", true));
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for (int i = 0; i < Sections.Length; i++)
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{
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if (Sections[i].damage == 0.0f) continue;
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@@ -162,6 +162,21 @@ namespace Barotrauma
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get { return binding; }
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}
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public void SetState()
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{
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hit = binding.IsHit();
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if (hit) hitQueue = true;
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held = binding.IsDown();
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if (held) heldQueue = true;
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}
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#endif
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public KeyOrMouse State
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{
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get { return binding; }
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}
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public void SetState()
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{
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hit = binding.IsHit();
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