(2f379083c) Change how some of the priorities are clamped.

This commit is contained in:
Joonas Rikkonen
2019-05-16 05:06:30 +03:00
parent b5db30ec72
commit b7272e1c96
18 changed files with 165 additions and 42 deletions
@@ -1058,6 +1058,8 @@ namespace Barotrauma
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
//goes through all the AItargets, evaluates how preferable it is to attack the target,
//whether the Character can see/hear the target and chooses the most preferable target within
//sight/hearing range
@@ -32,6 +32,7 @@ namespace Barotrauma
float dist = Math.Abs(character.WorldPosition.X - targetHull.WorldPosition.X) + Math.Abs(character.WorldPosition.Y - targetHull.WorldPosition.Y) * 2.0f;
float distanceFactor = MathHelper.Lerp(1, 0.1f, MathUtils.InverseLerp(0, 10000, dist));
float severityFactor = MathHelper.Lerp(0, 1, MathHelper.Clamp(targetHull.FireSources.Sum(fs => fs.Size.X) / targetHull.Size.X, 0, 1));
// Devotion?
return MathHelper.Lerp(0, 100, severityFactor * distanceFactor);
}
@@ -25,7 +25,8 @@ namespace Barotrauma
return AIObjectiveManager.OrderPriority;
}
float basePriority = MathHelper.Clamp(Priority, 0, 10);
return MathHelper.Clamp(basePriority + fireCount * 20, 0, 100);
float max = MathHelper.Min(AIObjectiveManager.OrderPriority + 20, 100);
return MathHelper.Clamp(basePriority + fireCount * 20, 0, max);
}
public override bool IsCompleted() => false;
@@ -48,7 +48,7 @@ namespace Barotrauma
float leakSize = (leak.IsHorizontal ? leak.Rect.Height : leak.Rect.Width) * Math.Max(leak.Open, 0.1f);
float dist = Vector2.DistanceSquared(character.SimPosition, leak.SimPosition);
dist = Math.Max(dist / 100.0f, 1.0f);
return MathHelper.Clamp(Priority + leakSize / dist, 0, 100);
return MathHelper.Clamp(Priority + leakSize / dist, 0, MathHelper.Min(AIObjectiveManager.OrderPriority + 20, 100));
}
public override bool IsDuplicate(AIObjective otherObjective)
@@ -37,7 +37,8 @@ namespace Barotrauma
float successFactor = MathHelper.Lerp(0, 1, Item.Repairables.Average(r => r.DegreeOfSuccess(character)));
float isSelected = character.SelectedConstruction == Item ? 50 : 0;
float baseLevel = Math.Max(Priority + isSelected, 1);
return MathHelper.Clamp(baseLevel * damagePriority * distanceFactor * successFactor, 0, 100);
float max = MathHelper.Min(AIObjectiveManager.OrderPriority + 20, 100);
return MathHelper.Clamp(baseLevel * damagePriority * distanceFactor * successFactor, 0, max);
}
public override bool CanBeCompleted => !abandon;
@@ -2618,6 +2618,10 @@ namespace Barotrauma
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
#endif
#if CLIENT
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
#endif
#if CLIENT
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
#endif
@@ -250,6 +250,19 @@ namespace Barotrauma.Items.Components
return true;
}
public override void OnItemLoaded()
{
sonar = item.GetComponent<Sonar>();
}
public override bool Select(Character character)
{
if (!CanBeSelected) return false;
user = character;
return true;
}
public override void Update(float deltaTime, Camera cam)
{
networkUpdateTimer -= deltaTime;
@@ -24,8 +24,6 @@ namespace Barotrauma
private bool removed;
private bool removed;
#if CLIENT
private List<Decal> burnDecals = new List<Decal>();
#endif
@@ -185,6 +185,25 @@ namespace Barotrauma
}
}
public string DisplayName
{
get;
private set;
}
private string roomName;
[Editable, Serialize("", true, translationTextTag: "RoomName.")]
public string RoomName
{
get { return roomName; }
set
{
if (roomName == value) { return; }
roomName = value;
DisplayName = TextManager.Get(roomName, returnNull: true) ?? roomName;
}
}
public override Rectangle Rect
{
get
@@ -1206,6 +1206,9 @@ namespace Barotrauma
if (FlippedX) element.Add(new XAttribute("flippedx", true));
if (FlippedY) element.Add(new XAttribute("flippedy", true));
if (FlippedX) element.Add(new XAttribute("flippedx", true));
if (FlippedY) element.Add(new XAttribute("flippedy", true));
for (int i = 0; i < Sections.Length; i++)
{
if (Sections[i].damage == 0.0f) continue;
@@ -162,6 +162,21 @@ namespace Barotrauma
get { return binding; }
}
public void SetState()
{
hit = binding.IsHit();
if (hit) hitQueue = true;
held = binding.IsDown();
if (held) heldQueue = true;
}
#endif
public KeyOrMouse State
{
get { return binding; }
}
public void SetState()
{
hit = binding.IsHit();