(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:
Joonas Rikkonen
2019-05-16 06:57:32 +03:00
parent 308fe4da00
commit b97ecddf03
17 changed files with 162 additions and 283 deletions
@@ -719,22 +719,36 @@ namespace Barotrauma
{
TryAddSubObjective(ref gotoObjective, () => new AIObjectiveGoTo(ConvertUnits.ToSimUnits(GetStandPosition()), character, objectiveManager) { CloseEnough = reach * 0.75f });
}
}
private Vector2 GetStandPosition()
{
Vector2 standPos = Leak.Position;
var hull = Leak.FlowTargetHull;
if (hull == null) { return standPos; }
if (Leak.IsHorizontal)
if (subObjectives.Any()) { return; }
var repairTool = weldingTool.GetComponent<RepairTool>();
if (repairTool == null)
{
standPos += Vector2.UnitX * Math.Sign(hull.Position.X - Leak.Position.X) * Leak.Rect.Width;
#if DEBUG
DebugConsole.ThrowError("AIObjectiveFixLeak failed - the item \"" + weldingTool + "\" has no RepairTool component but is tagged as a welding tool");
#endif
abandon = true;
return;
}
Vector2 gapDiff = Leak.WorldPosition - character.WorldPosition;
// TODO: use the collider size/reach?
if (!character.AnimController.InWater && Math.Abs(gapDiff.X) < 100 && gapDiff.Y < 0.0f && gapDiff.Y > -150)
{
HumanAIController.AnimController.Crouching = true;
}
// Use a greater reach, because the distance is calculated from the character to the leak, not from the item to the leak.
float reach = repairTool.Range + ((HumanoidAnimController)character.AnimController).ArmLength;
bool canOperate = gapDiff.LengthSquared() < reach * reach;
if (canOperate)
{
TryAddSubObjective(ref operateObjective, () => new AIObjectiveOperateItem(repairTool, character, objectiveManager, option: "", requireEquip: true, operateTarget: Leak));
}
else
{
standPos += Vector2.UnitY * Math.Sign(hull.Position.Y - Leak.Position.Y) * Leak.Rect.Height;
TryAddSubObjective(ref gotoObjective, () => new AIObjectiveGoTo(Leak, character, objectiveManager)
{
CloseEnough = reach
});
}
return standPos;
}
}
}