(7ee8dbc11) v0.9.8.0

This commit is contained in:
Joonas Rikkonen
2020-03-31 15:11:41 +03:00
parent 3e99a49383
commit b647059b93
147 changed files with 2299 additions and 1297 deletions
@@ -26,13 +26,35 @@ namespace Barotrauma
private AIObjectiveGoTo goToObjective;
private AIObjectiveFindDivingGear divingGearObjective;
public AIObjectiveFindSafety(Character character, AIObjectiveManager objectiveManager, float priorityModifier = 1) : base(character, objectiveManager, priorityModifier) { }
public AIObjectiveFindSafety(Character character, AIObjectiveManager objectiveManager, float priorityModifier = 1) : base(character, objectiveManager, priorityModifier) { }
protected override bool Check() => false;
public override bool CanBeCompleted => true;
private bool resetPriority;
public override float GetPriority()
{
if (character.CurrentHull == null)
{
Priority = objectiveManager.CurrentOrder is AIObjectiveGoTo ? 0 : 100;
}
else
{
if (HumanAIController.NeedsDivingGear(character, character.CurrentHull, out _) && !HumanAIController.HasDivingGear(character))
{
Priority = 100;
}
Priority = MathHelper.Clamp(Priority, 0, 100);
if (divingGearObjective != null && !divingGearObjective.IsCompleted && divingGearObjective.CanBeCompleted)
{
// Boost the priority while seeking the diving gear
Priority = Math.Max(Priority, Math.Min(AIObjectiveManager.OrderPriority + 20, 100));
}
}
return Priority;
}
public override void Update(float deltaTime)
{
if (resetPriority)
@@ -44,28 +66,19 @@ namespace Barotrauma
if (character.CurrentHull == null)
{
currenthullSafety = 0;
Priority = objectiveManager.CurrentOrder is AIObjectiveGoTo ? 0 : 100;
return;
}
if (HumanAIController.NeedsDivingGear(character, character.CurrentHull, out _) && !HumanAIController.HasDivingGear(character))
{
Priority = 100;
}
currenthullSafety = HumanAIController.CurrentHullSafety;
if (currenthullSafety > HumanAIController.HULL_SAFETY_THRESHOLD)
{
Priority -= priorityDecrease * deltaTime;
}
else
{
float dangerFactor = (100 - currenthullSafety) / 100;
Priority += dangerFactor * priorityIncrease * deltaTime;
}
Priority = MathHelper.Clamp(Priority, 0, 100);
if (divingGearObjective != null && !divingGearObjective.IsCompleted && divingGearObjective.CanBeCompleted)
{
// Boost the priority while seeking the diving gear
Priority = Math.Max(Priority, Math.Min(AIObjectiveManager.OrderPriority + 20, 100));
currenthullSafety = HumanAIController.CurrentHullSafety;
if (currenthullSafety > HumanAIController.HULL_SAFETY_THRESHOLD)
{
Priority -= priorityDecrease * deltaTime;
}
else
{
float dangerFactor = (100 - currenthullSafety) / 100;
Priority += dangerFactor * priorityIncrease * deltaTime;
}
}
}