(2f379083c) Change how some of the priorities are clamped.
This commit is contained in:
@@ -1058,6 +1058,8 @@ 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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+1
@@ -32,6 +32,7 @@ namespace Barotrauma
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float dist = Math.Abs(character.WorldPosition.X - targetHull.WorldPosition.X) + Math.Abs(character.WorldPosition.Y - targetHull.WorldPosition.Y) * 2.0f;
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float distanceFactor = MathHelper.Lerp(1, 0.1f, MathUtils.InverseLerp(0, 10000, dist));
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float severityFactor = MathHelper.Lerp(0, 1, MathHelper.Clamp(targetHull.FireSources.Sum(fs => fs.Size.X) / targetHull.Size.X, 0, 1));
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// Devotion?
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return MathHelper.Lerp(0, 100, severityFactor * distanceFactor);
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}
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+2
-1
@@ -25,7 +25,8 @@ namespace Barotrauma
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return AIObjectiveManager.OrderPriority;
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}
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float basePriority = MathHelper.Clamp(Priority, 0, 10);
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return MathHelper.Clamp(basePriority + fireCount * 20, 0, 100);
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float max = MathHelper.Min(AIObjectiveManager.OrderPriority + 20, 100);
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return MathHelper.Clamp(basePriority + fireCount * 20, 0, max);
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}
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public override bool IsCompleted() => false;
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@@ -48,7 +48,7 @@ namespace Barotrauma
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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 MathHelper.Clamp(Priority + leakSize / dist, 0, 100);
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return MathHelper.Clamp(Priority + leakSize / dist, 0, MathHelper.Min(AIObjectiveManager.OrderPriority + 20, 100));
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}
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public override bool IsDuplicate(AIObjective otherObjective)
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+2
-1
@@ -37,7 +37,8 @@ namespace Barotrauma
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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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return MathHelper.Clamp(baseLevel * damagePriority * distanceFactor * successFactor, 0, 100);
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float max = MathHelper.Min(AIObjectiveManager.OrderPriority + 20, 100);
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return MathHelper.Clamp(baseLevel * damagePriority * distanceFactor * successFactor, 0, max);
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}
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public override bool CanBeCompleted => !abandon;
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@@ -2618,6 +2618,10 @@ 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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@@ -250,6 +250,19 @@ 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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@@ -185,6 +185,25 @@ 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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