(da82264a0) Use ISpatialEntity as the target of "go to" objective to get rid of the reaching issues. Use display units instead of sim units. Don't calculate a standing point in "fix leak" objective, because it's handled in the AIOperate method when the bot get's near enough,
This commit is contained in:
@@ -121,90 +121,7 @@ namespace Barotrauma
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MainLimb.PullJointWorldAnchorB = Collider.SimPosition;
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MainLimb.PullJointEnabled = true;
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}
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character.SelectedConstruction = character.MemState[0].SelectedItem;
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}
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if (character.MemState[0].Animation == AnimController.Animation.CPR)
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{
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character.AnimController.Anim = AnimController.Animation.CPR;
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}
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else if (character.AnimController.Anim == AnimController.Animation.CPR)
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{
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character.AnimController.Anim = AnimController.Animation.None;
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}
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Vector2 newVelocity = Collider.LinearVelocity;
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Vector2 newPosition = Collider.SimPosition;
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float newRotation = Collider.Rotation;
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float newAngularVelocity = Collider.AngularVelocity;
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Collider.CorrectPosition(character.MemState, out newPosition, out newVelocity, out newRotation, out newAngularVelocity);
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newVelocity = newVelocity.ClampLength(100.0f);
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if (!MathUtils.IsValid(newVelocity)) { newVelocity = Vector2.Zero; }
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overrideTargetMovement = newVelocity.LengthSquared() > 0.01f ? newVelocity : Vector2.Zero;
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Collider.LinearVelocity = newVelocity;
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Collider.AngularVelocity = newAngularVelocity;
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float distSqrd = Vector2.DistanceSquared(newPosition, Collider.SimPosition);
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float errorTolerance = character.AllowInput ? 0.01f : 0.2f;
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if (distSqrd > errorTolerance)
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{
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if (distSqrd > 10.0f || !character.AllowInput)
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{
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Collider.TargetRotation = newRotation;
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SetPosition(newPosition, lerp: distSqrd < 5.0f, ignorePlatforms: false);
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}
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else
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{
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Collider.TargetRotation = newRotation;
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Collider.TargetPosition = newPosition;
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Collider.MoveToTargetPosition(true);
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}
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}
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//unconscious/dead characters can't correct their position using AnimController movement
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// -> we need to correct it manually
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if (!character.AllowInput)
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{
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float mainLimbDistSqrd = Vector2.DistanceSquared(MainLimb.PullJointWorldAnchorA, Collider.SimPosition);
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float mainLimbErrorTolerance = 0.1f;
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//if the main limb is roughly at the correct position and the collider isn't moving (much at least),
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//don't attempt to correct the position.
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if (mainLimbDistSqrd > mainLimbErrorTolerance || Collider.LinearVelocity.LengthSquared() > 0.05f)
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{
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MainLimb.PullJointWorldAnchorB = Collider.SimPosition;
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MainLimb.PullJointEnabled = true;
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}
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}
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}
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character.MemLocalState.Clear();
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}
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else
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{
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//remove states with a timestamp (there may still timestamp-based states
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//in the list if the controlled character switches from timestamp-based interpolation to ID-based)
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character.MemState.RemoveAll(m => m.Timestamp > 0.0f);
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for (int i = 0; i < character.MemLocalState.Count; i++)
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{
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if (character.Submarine == null)
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{
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//transform in-sub coordinates to outside coordinates
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if (character.MemLocalState[i].Position.Y > lowestSubPos)
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{
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character.MemLocalState[i].TransformInToOutside();
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}
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}
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else if (currentHull?.Submarine != null)
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{
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//transform outside coordinates to in-sub coordinates
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if (character.MemLocalState[i].Position.Y < lowestSubPos)
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{
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character.MemLocalState[i].TransformOutToInside(currentHull.Submarine);
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}
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}
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}
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character.MemLocalState.Clear();
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}
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@@ -742,6 +742,8 @@ namespace Barotrauma
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private GUILayoutGroup subPreviewContainer;
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private GUILayoutGroup subPreviewContainer;
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private GUIButton loadGameButton;
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public Action<Submarine, string, string> StartNewGame;
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@@ -142,7 +142,7 @@ namespace Barotrauma
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bool run = objectiveManager.CurrentObjective.ForceRun || objectiveManager.GetCurrentPriority() > AIObjectiveManager.RunPriority;
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if (ObjectiveManager.CurrentObjective is AIObjectiveGoTo goTo && goTo.Target != null)
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{
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run = Vector2.DistanceSquared(Character.SimPosition, goTo.Target.SimPosition) > 3 * 3;
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run = Vector2.DistanceSquared(Character.WorldPosition, goTo.Target.WorldPosition) > 300 * 300;
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}
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if (run)
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{
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@@ -349,8 +349,8 @@ namespace Barotrauma
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{
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followTargetObjective.CloseEnough =
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WeaponComponent is RangedWeapon ? 3 :
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WeaponComponent is MeleeWeapon mw ? ConvertUnits.ToSimUnits(mw.Range) :
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WeaponComponent is RepairTool rt ? ConvertUnits.ToSimUnits(rt.Range) : 0.5f;
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WeaponComponent is MeleeWeapon mw ? mw.Range :
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WeaponComponent is RepairTool rt ? rt.Range : 50;
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}
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}
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@@ -118,7 +118,7 @@ namespace Barotrauma
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if (move)
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{
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//go to the first firesource
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TryAddSubObjective(ref gotoObjective, () => new AIObjectiveGoTo(ConvertUnits.ToSimUnits(fs.Position), character, objectiveManager));
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TryAddSubObjective(ref gotoObjective, () => new AIObjectiveGoTo(fs, character, objectiveManager));
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}
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break;
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}
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@@ -719,22 +719,36 @@ namespace Barotrauma
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{
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TryAddSubObjective(ref gotoObjective, () => new AIObjectiveGoTo(ConvertUnits.ToSimUnits(GetStandPosition()), character, objectiveManager) { CloseEnough = reach * 0.75f });
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}
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}
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private Vector2 GetStandPosition()
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{
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Vector2 standPos = Leak.Position;
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var hull = Leak.FlowTargetHull;
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if (hull == null) { return standPos; }
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if (Leak.IsHorizontal)
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if (subObjectives.Any()) { return; }
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var repairTool = weldingTool.GetComponent<RepairTool>();
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if (repairTool == null)
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{
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standPos += Vector2.UnitX * Math.Sign(hull.Position.X - Leak.Position.X) * Leak.Rect.Width;
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#if DEBUG
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DebugConsole.ThrowError("AIObjectiveFixLeak failed - the item \"" + weldingTool + "\" has no RepairTool component but is tagged as a welding tool");
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#endif
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abandon = true;
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return;
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}
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Vector2 gapDiff = Leak.WorldPosition - character.WorldPosition;
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// TODO: use the collider size/reach?
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if (!character.AnimController.InWater && Math.Abs(gapDiff.X) < 100 && gapDiff.Y < 0.0f && gapDiff.Y > -150)
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{
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HumanAIController.AnimController.Crouching = true;
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}
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// Use a greater reach, because the distance is calculated from the character to the leak, not from the item to the leak.
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float reach = repairTool.Range + ((HumanoidAnimController)character.AnimController).ArmLength;
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bool canOperate = gapDiff.LengthSquared() < reach * reach;
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if (canOperate)
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{
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TryAddSubObjective(ref operateObjective, () => new AIObjectiveOperateItem(repairTool, character, objectiveManager, option: "", requireEquip: true, operateTarget: Leak));
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}
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else
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{
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standPos += Vector2.UnitY * Math.Sign(hull.Position.Y - Leak.Position.Y) * Leak.Rect.Height;
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TryAddSubObjective(ref gotoObjective, () => new AIObjectiveGoTo(Leak, character, objectiveManager)
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{
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CloseEnough = reach
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});
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}
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return standPos;
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}
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}
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}
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@@ -20,8 +20,16 @@ namespace Barotrauma
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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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if (!leak.IsRoomToRoom)
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{
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severity *= 100;
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// If there is a leak in the outer walls, the severity cannot be lower than 10, no matter how small the leak
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return MathHelper.Clamp(severity, 10, 100);
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}
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else
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{
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return MathHelper.Min(severity, 100);
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}
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}
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public override bool IsDuplicate(AIObjective otherObjective) => otherObjective is AIObjectiveFixLeaks;
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@@ -10,7 +10,6 @@ namespace Barotrauma
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public override string DebugTag => "go to";
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private AIObjectiveFindDivingGear findDivingGear;
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private Vector2 targetPos;
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private bool repeat;
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//how long until the path to the target is declared unreachable
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private float waitUntilPathUnreachable;
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@@ -19,9 +18,9 @@ namespace Barotrauma
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public Func<bool> customCondition;
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/// <summary>
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/// Sim units
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/// Display units
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/// </summary>
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public float CloseEnough { get; set; } = 0.5f;
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public float CloseEnough { get; set; } = 50;
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public bool IgnoreIfTargetDead { get; set; }
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public bool AllowGoingOutside { get; set; }
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public bool CheckVisibility { get; set; }
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@@ -29,7 +28,7 @@ namespace Barotrauma
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public override float GetPriority()
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{
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if (FollowControlledCharacter && Character.Controlled == null) { return 0.0f; }
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if (Target != null && Target.Removed) { return 0.0f; }
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if (Target is Entity e && e.Removed) { return 0.0f; }
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if (IgnoreIfTargetDead && Target is Character character && character.IsDead) { return 0.0f; }
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if (objectiveManager.CurrentOrder == this)
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{
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@@ -38,35 +37,20 @@ namespace Barotrauma
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return 1.0f;
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}
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public Entity Target { get; private set; }
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public Vector2 TargetPos => Target != null ? Target.SimPosition : targetPos;
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public ISpatialEntity Target { get; private set; }
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public bool FollowControlledCharacter;
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public AIObjectiveGoTo(Entity target, Character character, AIObjectiveManager objectiveManager, bool repeat = false, bool getDivingGearIfNeeded = true, float priorityModifier = 1)
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public AIObjectiveGoTo(ISpatialEntity target, Character character, AIObjectiveManager objectiveManager, bool repeat = false, bool getDivingGearIfNeeded = true, float priorityModifier = 1)
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: base (character, objectiveManager, priorityModifier)
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{
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this.Target = target;
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this.repeat = repeat;
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waitUntilPathUnreachable = 2.0f;
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this.getDivingGearIfNeeded = getDivingGearIfNeeded;
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CalculateCloseEnough();
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}
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public AIObjectiveGoTo(Vector2 simPos, Character character, AIObjectiveManager objectiveManager, bool repeat = false, bool getDivingGearIfNeeded = true, float priorityModifier = 1)
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: base(character, objectiveManager, priorityModifier)
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{
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this.targetPos = simPos;
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this.repeat = repeat;
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waitUntilPathUnreachable = 5.0f;
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this.getDivingGearIfNeeded = getDivingGearIfNeeded;
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CalculateCloseEnough();
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}
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protected override void Act(float deltaTime)
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{
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if (FollowControlledCharacter)
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@@ -89,90 +73,69 @@ namespace Barotrauma
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{
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character.SelectedConstruction = null;
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}
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if (Target != null)
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if (Target is Entity e)
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{
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if (Target.Removed)
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if (e.Removed)
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{
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abandon = true;
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}
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else
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{
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character.AIController.SelectTarget(Target.AiTarget);
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character.AIController.SelectTarget(e.AiTarget);
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}
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}
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Vector2 currTargetPos = Vector2.Zero;
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if (Target == null)
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bool isInside = character.CurrentHull != null;
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bool insideSteering = SteeringManager == PathSteering && PathSteering.CurrentPath != null && !PathSteering.IsPathDirty;
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var targetHull = Target is Hull h ? h : Target is Item i ? i.CurrentHull : Target is Character c ? c.CurrentHull : character.CurrentHull;
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bool targetIsOutside = (Target != null && targetHull == null) || (insideSteering && PathSteering.CurrentPath.HasOutdoorsNodes);
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if (isInside && targetIsOutside && !AllowGoingOutside)
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{
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currTargetPos = targetPos;
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abandon = true;
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}
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else if (!repeat && waitUntilPathUnreachable < 0)
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{
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if (SteeringManager == PathSteering && PathSteering.CurrentPath != null)
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{
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abandon = PathSteering.CurrentPath.Unreachable;
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}
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}
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if (abandon)
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{
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#if DEBUG
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DebugConsole.NewMessage($"{character.Name}: Cannot reach the target: {Target.ToString()}", Color.Yellow);
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#endif
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if (objectiveManager.CurrentOrder != null)
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{
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character.Speak(TextManager.Get("DialogCannotReach"), identifier: "cannotreach", minDurationBetweenSimilar: 10.0f);
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}
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character.AIController.SteeringManager.Reset();
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}
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else
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{
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currTargetPos = Target.SimPosition;
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Vector2 currTargetSimPos = Vector2.Zero;
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currTargetSimPos = Target.SimPosition;
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//if character is inside the sub and target isn't, transform the position
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if (character.Submarine != null && Target.Submarine == null)
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{
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currTargetPos -= character.Submarine.SimPosition;
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currTargetSimPos -= character.Submarine.SimPosition;
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}
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}
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bool sightCheck = true;
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if (CheckVisibility && Target != null)
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{
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sightCheck = Target is Character ch ? character.CanSeeCharacter(ch) : character.CanSeeTarget(Target);
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}
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if (sightCheck && Vector2.DistanceSquared(currTargetPos, character.SimPosition) < CloseEnough * CloseEnough)
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{
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character.AIController.SteeringManager.Reset();
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character.AnimController.TargetDir = currTargetPos.X > character.SimPosition.X ? Direction.Right : Direction.Left;
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}
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else
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{
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bool isInside = character.CurrentHull != null;
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bool insideSteering = SteeringManager == PathSteering && PathSteering.CurrentPath != null && !PathSteering.IsPathDirty;
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var targetHull = Target is Hull h ? h : Target is Item i ? i.CurrentHull : Target is Character c ? c.CurrentHull : character.CurrentHull;
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bool targetIsOutside = (Target != null && targetHull == null) || (insideSteering && PathSteering.CurrentPath.HasOutdoorsNodes);
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if (isInside && targetIsOutside && !AllowGoingOutside)
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character.AIController.SteeringManager.SteeringSeek(currTargetSimPos);
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if (getDivingGearIfNeeded)
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{
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abandon = true;
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}
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else if (!repeat && waitUntilPathUnreachable < 0)
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{
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if (SteeringManager == PathSteering && PathSteering.CurrentPath != null)
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bool needsDivingGear = HumanAIController.NeedsDivingGear(targetHull);
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bool needsDivingSuit = needsDivingGear && (targetHull == null || targetIsOutside || targetHull.WaterPercentage > 90);
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bool needsEquipment = false;
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if (needsDivingSuit)
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{
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abandon = PathSteering.CurrentPath.Unreachable;
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needsEquipment = !HumanAIController.HasDivingSuit(character);
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}
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}
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if (abandon)
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{
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#if DEBUG
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DebugConsole.NewMessage($"{character.Name}: Cannot reach the target: {(Target != null ? Target.ToString() : TargetPos.ToString())}", Color.Yellow);
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#endif
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if (objectiveManager.CurrentOrder != null)
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else if (needsDivingGear)
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{
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character.Speak(TextManager.Get("DialogCannotReach"), identifier: "cannotreach", minDurationBetweenSimilar: 10.0f);
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needsEquipment = !HumanAIController.HasDivingMask(character);
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}
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character.AIController.SteeringManager.Reset();
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}
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else
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{
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character.AIController.SteeringManager.SteeringSeek(currTargetPos);
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if (getDivingGearIfNeeded)
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if (needsEquipment)
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{
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bool needsDivingGear = HumanAIController.NeedsDivingGear(targetHull);
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bool needsDivingSuit = needsDivingGear && (targetHull == null || targetIsOutside || targetHull.WaterPercentage > 90);
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bool needsEquipment = false;
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if (needsDivingSuit)
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{
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needsEquipment = !HumanAIController.HasDivingSuit(character);
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}
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else if (needsDivingGear)
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{
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needsEquipment = !HumanAIController.HasDivingMask(character);
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}
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if (needsEquipment)
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{
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TryAddSubObjective(ref findDivingGear, () => new AIObjectiveFindDivingGear(character, needsDivingSuit, objectiveManager));
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}
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TryAddSubObjective(ref findDivingGear, () => new AIObjectiveFindDivingGear(character, needsDivingSuit, objectiveManager));
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}
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}
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}
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@@ -186,7 +149,12 @@ namespace Barotrauma
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// And finally check if can interact (heaviest)
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if (repeat) { return false; }
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if (isCompleted) { return true; }
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bool closeEnough = Vector2.DistanceSquared(Target != null ? Target.SimPosition : targetPos, character.SimPosition) < CloseEnough * CloseEnough;
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if (Target == null)
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{
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abandon = true;
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return false;
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}
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bool closeEnough = Vector2.DistanceSquared(Target.WorldPosition, character.WorldPosition) < CloseEnough * CloseEnough;
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if (closeEnough)
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{
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if (customCondition == null || customCondition())
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@@ -197,7 +165,7 @@ namespace Barotrauma
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}
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else if (Target is Character targetCharacter)
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{
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if (character.CanInteractWith(targetCharacter, ConvertUnits.ToDisplayUnits(CloseEnough))) { isCompleted = true; }
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if (character.CanInteractWith(targetCharacter, CloseEnough)) { isCompleted = true; }
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}
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else
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{
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@@ -208,6 +176,7 @@ namespace Barotrauma
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if (isCompleted)
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{
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character.AIController.SteeringManager.Reset();
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character.AnimController.TargetDir = Target.WorldPosition.X > character.WorldPosition.X ? Direction.Right : Direction.Left;
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}
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return isCompleted;
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}
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@@ -215,13 +184,12 @@ namespace Barotrauma
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public override bool IsDuplicate(AIObjective otherObjective)
|
||||
{
|
||||
if (!(otherObjective is AIObjectiveGoTo objective)) { return false; }
|
||||
if (objective.Target == Target) { return true; }
|
||||
return objective.targetPos == targetPos;
|
||||
return objective.Target == Target;
|
||||
}
|
||||
|
||||
private void CalculateCloseEnough()
|
||||
{
|
||||
float interactionDistance = Target is Item i ? ConvertUnits.ToSimUnits(i.InteractDistance * 0.9f) : 0;
|
||||
float interactionDistance = Target is Item i ? i.InteractDistance * 0.9f : 0;
|
||||
CloseEnough = Math.Max(interactionDistance, CloseEnough);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -89,6 +89,21 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime)
|
||||
{
|
||||
if (objectiveManager.CurrentObjective == this)
|
||||
{
|
||||
if (randomTimer > 0)
|
||||
{
|
||||
randomTimer -= deltaTime;
|
||||
}
|
||||
else
|
||||
{
|
||||
SetRandom();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public override bool IsCompleted() => false;
|
||||
public override bool CanBeCompleted => true;
|
||||
|
||||
|
||||
@@ -260,7 +260,7 @@ namespace Barotrauma
|
||||
case "follow":
|
||||
newObjective = new AIObjectiveGoTo(orderGiver, character, this, repeat: true, priorityModifier: priorityModifier)
|
||||
{
|
||||
CloseEnough = 1.5f,
|
||||
CloseEnough = 150,
|
||||
AllowGoingOutside = true,
|
||||
IgnoreIfTargetDead = true,
|
||||
FollowControlledCharacter = orderGiver == character
|
||||
|
||||
@@ -885,6 +885,10 @@ namespace Barotrauma
|
||||
{
|
||||
isCompleted = true;
|
||||
}
|
||||
if (component.AIOperate(deltaTime, character, this))
|
||||
{
|
||||
isCompleted = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
@@ -158,7 +158,7 @@ namespace Barotrauma
|
||||
var objective = new AIObjectiveGoTo(Item, character, objectiveManager);
|
||||
if (repairTool != null)
|
||||
{
|
||||
objective.CloseEnough = ConvertUnits.ToSimUnits(repairTool.Range) * 0.75f;
|
||||
objective.CloseEnough = repairTool.Range * 0.75f;
|
||||
}
|
||||
return objective;
|
||||
},
|
||||
|
||||
@@ -1145,24 +1145,6 @@ namespace Barotrauma
|
||||
SmoothedCursorPosition = cursorPosition - smoothedCursorDiff;
|
||||
}
|
||||
|
||||
if (!(this is AICharacter) || Controlled == this || IsRemotePlayer)
|
||||
{
|
||||
//apply some smoothing to the cursor positions of remote players when playing as a client
|
||||
//to make aiming look a little less choppy
|
||||
Vector2 smoothedCursorDiff = cursorPosition - SmoothedCursorPosition;
|
||||
smoothedCursorDiff = NetConfig.InterpolateCursorPositionError(smoothedCursorDiff);
|
||||
SmoothedCursorPosition = cursorPosition - smoothedCursorDiff;
|
||||
}
|
||||
|
||||
if (!(this is AICharacter) || Controlled == this || IsRemotePlayer)
|
||||
{
|
||||
//apply some smoothing to the cursor positions of remote players when playing as a client
|
||||
//to make aiming look a little less choppy
|
||||
Vector2 smoothedCursorDiff = cursorPosition - SmoothedCursorPosition;
|
||||
smoothedCursorDiff = NetConfig.InterpolateCursorPositionError(smoothedCursorDiff);
|
||||
SmoothedCursorPosition = cursorPosition - smoothedCursorDiff;
|
||||
}
|
||||
|
||||
if (!(this is AICharacter) || Controlled == this || IsRemotePlayer)
|
||||
{
|
||||
if (speedMultipliers.Count == 0) return 1f;
|
||||
|
||||
@@ -582,6 +582,25 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
if (targetItem.Prefab.DeconstructItems.Any())
|
||||
{
|
||||
inputContainer.Inventory.RemoveItem(targetItem);
|
||||
Entity.Spawner.AddToRemoveQueue(targetItem);
|
||||
MoveInputQueue();
|
||||
PutItemsToLinkedContainer();
|
||||
}
|
||||
else
|
||||
{
|
||||
if (outputContainer.Inventory.Items.All(i => i != null))
|
||||
{
|
||||
targetItem.Drop(dropper: null);
|
||||
}
|
||||
else
|
||||
{
|
||||
outputContainer.Inventory.TryPutItem(targetItem, user: null, createNetworkEvent: true);
|
||||
}
|
||||
}
|
||||
|
||||
if (targetItem.Prefab.DeconstructItems.Any())
|
||||
{
|
||||
inputContainer.Inventory.RemoveItem(targetItem);
|
||||
|
||||
@@ -144,17 +144,6 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
public Vector2 SteeringInput
|
||||
{
|
||||
get { return steeringInput; }
|
||||
set
|
||||
{
|
||||
if (!MathUtils.IsValid(value)) return;
|
||||
steeringInput.X = MathHelper.Clamp(value.X, -100.0f, 100.0f);
|
||||
steeringInput.Y = MathHelper.Clamp(value.Y, -100.0f, 100.0f);
|
||||
}
|
||||
}
|
||||
|
||||
public SteeringPath SteeringPath
|
||||
{
|
||||
if (!CanBeSelected) return false;
|
||||
@@ -175,6 +164,12 @@ namespace Barotrauma.Items.Components
|
||||
set { posToMaintain = value; }
|
||||
}
|
||||
|
||||
public Vector2? PosToMaintain
|
||||
{
|
||||
get { return posToMaintain; }
|
||||
set { posToMaintain = value; }
|
||||
}
|
||||
|
||||
struct ObstacleDebugInfo
|
||||
{
|
||||
public Vector2 Point1;
|
||||
|
||||
@@ -1139,70 +1139,6 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public void UpdateTransform()
|
||||
{
|
||||
Submarine prevSub = Submarine;
|
||||
|
||||
FindHull();
|
||||
|
||||
if (Submarine == null && prevSub != null)
|
||||
{
|
||||
body.SetTransform(body.SimPosition + prevSub.SimPosition, body.Rotation);
|
||||
}
|
||||
else if (Submarine != null && prevSub == null)
|
||||
{
|
||||
body.SetTransform(body.SimPosition - Submarine.SimPosition, body.Rotation);
|
||||
}
|
||||
else if (Submarine != null && prevSub != null && Submarine != prevSub)
|
||||
{
|
||||
body.SetTransform(body.SimPosition + prevSub.SimPosition - Submarine.SimPosition, body.Rotation);
|
||||
}
|
||||
|
||||
Vector2 displayPos = ConvertUnits.ToDisplayUnits(body.SimPosition);
|
||||
rect.X = (int)(displayPos.X - rect.Width / 2.0f);
|
||||
rect.Y = (int)(displayPos.Y + rect.Height / 2.0f);
|
||||
|
||||
if (Math.Abs(body.LinearVelocity.X) > NetConfig.MaxPhysicsBodyVelocity ||
|
||||
Math.Abs(body.LinearVelocity.Y) > NetConfig.MaxPhysicsBodyVelocity)
|
||||
{
|
||||
body.LinearVelocity = new Vector2(
|
||||
MathHelper.Clamp(body.LinearVelocity.X, -NetConfig.MaxPhysicsBodyVelocity, NetConfig.MaxPhysicsBodyVelocity),
|
||||
MathHelper.Clamp(body.LinearVelocity.Y, -NetConfig.MaxPhysicsBodyVelocity, NetConfig.MaxPhysicsBodyVelocity));
|
||||
}
|
||||
}
|
||||
|
||||
public void UpdateTransform()
|
||||
{
|
||||
Submarine prevSub = Submarine;
|
||||
|
||||
FindHull();
|
||||
|
||||
if (Submarine == null && prevSub != null)
|
||||
{
|
||||
body.SetTransform(body.SimPosition + prevSub.SimPosition, body.Rotation);
|
||||
}
|
||||
else if (Submarine != null && prevSub == null)
|
||||
{
|
||||
body.SetTransform(body.SimPosition - Submarine.SimPosition, body.Rotation);
|
||||
}
|
||||
else if (Submarine != null && prevSub != null && Submarine != prevSub)
|
||||
{
|
||||
body.SetTransform(body.SimPosition + prevSub.SimPosition - Submarine.SimPosition, body.Rotation);
|
||||
}
|
||||
|
||||
Vector2 displayPos = ConvertUnits.ToDisplayUnits(body.SimPosition);
|
||||
rect.X = (int)(displayPos.X - rect.Width / 2.0f);
|
||||
rect.Y = (int)(displayPos.Y + rect.Height / 2.0f);
|
||||
|
||||
if (Math.Abs(body.LinearVelocity.X) > NetConfig.MaxPhysicsBodyVelocity ||
|
||||
Math.Abs(body.LinearVelocity.Y) > NetConfig.MaxPhysicsBodyVelocity)
|
||||
{
|
||||
body.LinearVelocity = new Vector2(
|
||||
MathHelper.Clamp(body.LinearVelocity.X, -NetConfig.MaxPhysicsBodyVelocity, NetConfig.MaxPhysicsBodyVelocity),
|
||||
MathHelper.Clamp(body.LinearVelocity.Y, -NetConfig.MaxPhysicsBodyVelocity, NetConfig.MaxPhysicsBodyVelocity));
|
||||
}
|
||||
}
|
||||
|
||||
public void UpdateTransform()
|
||||
{
|
||||
Submarine prevSub = Submarine;
|
||||
|
||||
@@ -630,6 +630,25 @@ 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
|
||||
|
||||
Reference in New Issue
Block a user