(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,
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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)
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{
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if (!(otherObjective is AIObjectiveGoTo objective)) { return false; }
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if (objective.Target == Target) { return true; }
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return objective.targetPos == targetPos;
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return objective.Target == Target;
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}
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private void CalculateCloseEnough()
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{
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float interactionDistance = Target is Item i ? ConvertUnits.ToSimUnits(i.InteractDistance * 0.9f) : 0;
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float interactionDistance = Target is Item i ? i.InteractDistance * 0.9f : 0;
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CloseEnough = Math.Max(interactionDistance, CloseEnough);
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}
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}
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