(7ee8dbc11) v0.9.8.0
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+33
-20
@@ -26,13 +26,35 @@ namespace Barotrauma
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private AIObjectiveGoTo goToObjective;
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private AIObjectiveFindDivingGear divingGearObjective;
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public AIObjectiveFindSafety(Character character, AIObjectiveManager objectiveManager, float priorityModifier = 1) : base(character, objectiveManager, priorityModifier) { }
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public AIObjectiveFindSafety(Character character, AIObjectiveManager objectiveManager, float priorityModifier = 1) : base(character, objectiveManager, priorityModifier) { }
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protected override bool Check() => false;
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public override bool CanBeCompleted => true;
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private bool resetPriority;
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public override float GetPriority()
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{
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if (character.CurrentHull == null)
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{
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Priority = objectiveManager.CurrentOrder is AIObjectiveGoTo ? 0 : 100;
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}
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else
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{
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if (HumanAIController.NeedsDivingGear(character, character.CurrentHull, out _) && !HumanAIController.HasDivingGear(character))
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{
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Priority = 100;
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}
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Priority = MathHelper.Clamp(Priority, 0, 100);
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if (divingGearObjective != null && !divingGearObjective.IsCompleted && divingGearObjective.CanBeCompleted)
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{
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// Boost the priority while seeking the diving gear
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Priority = Math.Max(Priority, Math.Min(AIObjectiveManager.OrderPriority + 20, 100));
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}
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}
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return Priority;
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}
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public override void Update(float deltaTime)
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{
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if (resetPriority)
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@@ -44,28 +66,19 @@ namespace Barotrauma
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if (character.CurrentHull == null)
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{
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currenthullSafety = 0;
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Priority = objectiveManager.CurrentOrder is AIObjectiveGoTo ? 0 : 100;
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return;
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}
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if (HumanAIController.NeedsDivingGear(character, character.CurrentHull, out _) && !HumanAIController.HasDivingGear(character))
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{
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Priority = 100;
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}
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currenthullSafety = HumanAIController.CurrentHullSafety;
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if (currenthullSafety > HumanAIController.HULL_SAFETY_THRESHOLD)
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{
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Priority -= priorityDecrease * deltaTime;
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}
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else
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{
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float dangerFactor = (100 - currenthullSafety) / 100;
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Priority += dangerFactor * priorityIncrease * deltaTime;
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}
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Priority = MathHelper.Clamp(Priority, 0, 100);
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if (divingGearObjective != null && !divingGearObjective.IsCompleted && divingGearObjective.CanBeCompleted)
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{
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// Boost the priority while seeking the diving gear
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Priority = Math.Max(Priority, Math.Min(AIObjectiveManager.OrderPriority + 20, 100));
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currenthullSafety = HumanAIController.CurrentHullSafety;
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if (currenthullSafety > HumanAIController.HULL_SAFETY_THRESHOLD)
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{
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Priority -= priorityDecrease * deltaTime;
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}
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else
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{
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float dangerFactor = (100 - currenthullSafety) / 100;
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Priority += dangerFactor * priorityIncrease * deltaTime;
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}
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}
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}
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