(e3f599b5d) Go to objective checks the path access only once per second. Add notes.

This commit is contained in:
Joonas Rikkonen
2019-05-16 05:37:29 +03:00
parent 6f9690eeaf
commit c060c90cba
13 changed files with 291 additions and 267 deletions
@@ -313,6 +313,9 @@ namespace Barotrauma
return currentPath.CurrentNode.SimPosition - pos;
}
/// <summary>
/// This method generates some garbage and is a bit expensive since it uses the recursive Item.GetConnectedComponents() method.
/// </summary>
public bool HasAccessToPath(SteeringPath path)
{
foreach (var node in path.Nodes)
@@ -516,6 +516,49 @@ namespace Barotrauma
{
character.AIController.SteeringManager.Reset();
}
if (goToObjective != null) { return; }
if (currentHull == null) { return; }
//goto objective doesn't exist (a safe hull not found, or a path to a safe hull not found)
// -> attempt to manually steer away from hazards
Vector2 escapeVel = Vector2.Zero;
foreach (FireSource fireSource in currentHull.FireSources)
{
Vector2 dir = character.Position - fireSource.Position;
float distMultiplier = MathHelper.Clamp(100.0f / Vector2.Distance(fireSource.Position, character.Position), 0.1f, 10.0f);
escapeVel += new Vector2(Math.Sign(dir.X) * distMultiplier, !character.IsClimbing ? 0 : Math.Sign(dir.Y) * distMultiplier);
}
foreach (Character enemy in Character.CharacterList)
{
//don't run from friendly NPCs
if (enemy.TeamID == Character.TeamType.FriendlyNPC) { continue; }
//friendly NPCs don't run away from anything but characters controlled by EnemyAIController (= monsters)
if (character.TeamID == Character.TeamType.FriendlyNPC && !(enemy.AIController is EnemyAIController)) { continue; }
if (enemy.CurrentHull == currentHull && !enemy.IsDead && !enemy.IsUnconscious &&
(enemy.AIController is EnemyAIController || enemy.TeamID != character.TeamID))
{
Vector2 dir = character.Position - enemy.Position;
float distMultiplier = MathHelper.Clamp(100.0f / Vector2.Distance(enemy.Position, character.Position), 0.1f, 10.0f);
escapeVel += new Vector2(Math.Sign(dir.X) * distMultiplier, !character.IsClimbing ? 0 : Math.Sign(dir.Y) * distMultiplier);
}
}
if (escapeVel != Vector2.Zero)
{
//only move if we haven't reached the edge of the room
if ((escapeVel.X < 0 && character.Position.X > currentHull.Rect.X + 50) ||
(escapeVel.X > 0 && character.Position.X < currentHull.Rect.Right - 50))
{
character.AIController.SteeringManager.SteeringManual(deltaTime, escapeVel);
}
else
{
character.AnimController.TargetDir = escapeVel.X < 0.0f ? Direction.Right : Direction.Left;
character.AIController.SteeringManager.Reset();
}
}
else
{
character.AIController.SteeringManager.Reset();
}
}
}
@@ -557,32 +600,6 @@ namespace Barotrauma
{
hullSafety /= 10;
}
else
{
// TODO: could also target gaps that get us inside?
foreach (Item item in Item.ItemList)
{
if (item.CurrentHull == hull && item.HasTag("airlock"))
{
hullSafety = 100;
break;
}
}
}
// Huge preference for closer targets
float distance = Vector2.DistanceSquared(character.WorldPosition, hull.WorldPosition);
float distanceFactor = MathHelper.Lerp(1, 0.2f, MathUtils.InverseLerp(0, MathUtils.Pow(100000, 2), distance));
hullSafety *= distanceFactor;
// If the target is not inside a friendly submarine, considerably reduce the hull safety.
if (hull.Submarine.TeamID != character.TeamID && hull.Submarine.TeamID != Character.TeamType.FriendlyNPC)
{
hullSafety /= 10;
}
}
if (hullSafety > bestValue)
{
bestHull = hull;
bestValue = hullSafety;
}
else
{
@@ -298,6 +298,31 @@ namespace Barotrauma
{
#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;
}
float reach = ConvertUnits.ToSimUnits(repairTool.Range);
bool canOperate = ConvertUnits.ToSimUnits(gapDiff.Length()) < reach;
if (canOperate)
{
TryAddSubObjective(ref operateObjective, () => new AIObjectiveOperateItem(repairTool, character, objectiveManager, option: "", requireEquip: true, operateTarget: Leak));
}
else
{
TryAddSubObjective(ref gotoObjective, () => new AIObjectiveGoTo(ConvertUnits.ToSimUnits(GetStandPosition()), character, objectiveManager) { CloseEnough = reach * 0.75f });
}
var repairTool = weldingTool.GetComponent<RepairTool>();
if (repairTool == null)
{
#if DEBUG
DebugConsole.ThrowError("AIObjectiveFixLeak failed - the item \"" + weldingTool + "\" has no RepairTool component but is tagged as a welding tool");
#endif
abandon = true;
return;
@@ -8,6 +8,9 @@ namespace Barotrauma
{
public override string DebugTag => "go to";
const float checkAccessInterval = 1;
private float accessCheckTimer;
private AIObjectiveFindDivingGear findDivingGear;
private Vector2 targetPos;
private bool repeat;
@@ -153,10 +156,18 @@ namespace Barotrauma
abandon = true;
return;
}
if (insideSteering && !PathSteering.HasAccessToPath(PathSteering.CurrentPath))
if (accessCheckTimer <= 0)
{
abandon = true;
return;
accessCheckTimer = checkAccessInterval;
if (insideSteering && !PathSteering.HasAccessToPath(PathSteering.CurrentPath))
{
abandon = true;
return;
}
}
else
{
accessCheckTimer -= deltaTime;
}
character.AIController.SteeringManager.SteeringSeek(currTargetPos);
if (getDivingGearIfNeeded)
@@ -74,6 +74,21 @@ 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;
@@ -132,6 +132,10 @@ namespace Barotrauma
{
isCompleted = true;
}
if (component.AIOperate(deltaTime, character, this))
{
isCompleted = true;
}
}
else
{