Autopilot can avoid other subs, characters won't go outside in idle state

This commit is contained in:
Regalis
2016-07-28 21:45:35 +03:00
parent 357a853342
commit c773320a55
6 changed files with 38 additions and 21 deletions

View File

@@ -33,12 +33,6 @@ namespace Barotrauma
get { return currentTarget; }
}
public bool HasOutdoorsNodes
{
get;
private set;
}
public IndoorsSteeringManager(ISteerable host, bool canOpenDoors)
: base(host)
{
@@ -87,8 +81,6 @@ namespace Barotrauma
currentPath = pathFinder.FindPath(pos, target);
HasOutdoorsNodes = currentPath.Nodes.Find(n => n.CurrentHull == null) != null;
findPathTimer = Rand.Range(1.0f,1.2f);
return DiffToCurrentNode();

View File

@@ -112,7 +112,7 @@ namespace Barotrauma
{
indoorsSteering.SteeringWander();
}
else if (getDivingGearIfNeeded && indoorsSteering.CurrentPath != null && indoorsSteering.HasOutdoorsNodes)
else if (getDivingGearIfNeeded && indoorsSteering.CurrentPath != null && indoorsSteering.CurrentPath.HasOutdoorsNodes)
{
AddSubObjective(new AIObjectiveFindDivingGear(character, true));
}

View File

@@ -54,9 +54,12 @@ namespace Barotrauma
newTargetTimer -= deltaTime;
//wander randomly if reached the end of the path or the target is unreachable
//wander randomly
// - if reached the end of the path
// - if the target is unreachable
// - if the path requires going outside
if (pathSteering==null || (pathSteering.CurrentPath != null &&
(pathSteering.CurrentPath.NextNode == null || pathSteering.CurrentPath.Unreachable)))
(pathSteering.CurrentPath.NextNode == null || pathSteering.CurrentPath.Unreachable || pathSteering.CurrentPath.HasOutdoorsNodes)))
{
//steer away from edges of the hull
if (character.AnimController.CurrentHull!=null)

View File

@@ -25,6 +25,14 @@ namespace Barotrauma
{
if (node == null) return;
nodes.Add(node);
if (node.CurrentHull == null) HasOutdoorsNodes = true;
}
public bool HasOutdoorsNodes
{
get;
private set;
}
public int CurrentIndex

View File

@@ -260,7 +260,7 @@ namespace Barotrauma.Tutorials
infoBox = CreateInfoFrame("The green rectangle in the middle is the submarine, and the flickering shapes outside it are the walls of an underwater cavern. "
+ "Try moving the submarine by clicking somewhere on the monitor and dragging the pointer to the direction you want to go to.");
while (steering.CurrTargetVelocity == Vector2.Zero && steering.CurrTargetVelocity.Length() < 50.0f)
while (steering.TargetVelocity == Vector2.Zero && steering.TargetVelocity.Length() < 50.0f)
{
yield return CoroutineStatus.Running;
}

View File

@@ -81,7 +81,7 @@ namespace Barotrauma.Items.Components
}
}
private Vector2 TargetVelocity
public Vector2 TargetVelocity
{
get { return targetVelocity;}
set
@@ -91,12 +91,7 @@ namespace Barotrauma.Items.Components
targetVelocity.Y = MathHelper.Clamp(value.Y, -100.0f, 100.0f);
}
}
public Vector2 CurrTargetVelocity
{
get { return targetVelocity; }
}
public SteeringPath SteeringPath
{
get { return steeringPath; }
@@ -227,7 +222,7 @@ namespace Barotrauma.Items.Components
steeringPath.CheckProgress(ConvertUnits.ToSimUnits(item.Submarine.WorldPosition), 10.0f);
if (autopilotRayCastTimer <= 0.0f && steeringPath.NextNode != null)
{
{
Vector2 diff = Vector2.Normalize(ConvertUnits.ToSimUnits(steeringPath.NextNode.Position - item.Submarine.WorldPosition));
bool nextVisible = true;
@@ -259,6 +254,25 @@ namespace Barotrauma.Items.Components
{
SteerTowardsPosition(steeringPath.CurrentNode.WorldPosition);
}
foreach (Submarine sub in Submarine.Loaded)
{
if (sub == item.Submarine) continue;
float thisSize = Math.Max(item.Submarine.Borders.Width, item.Submarine.Borders.Height);
float otherSize = Math.Max(sub.Borders.Width, sub.Borders.Height);
Vector2 diff = sub.WorldPosition - item.Submarine.WorldPosition;
float dist = diff == Vector2.Zero ? 0.0f : diff.Length();
if (dist > thisSize + otherSize) continue;
diff = Vector2.Normalize(diff);
TargetVelocity = Vector2.Lerp(-diff * 100.0f, TargetVelocity, (dist / (thisSize + otherSize)) - 0.5f);
}
}
private void SteerTowardsPosition(Vector2 worldPosition)
@@ -275,7 +289,7 @@ namespace Barotrauma.Items.Components
}
else
{
targetVelocity = targetSpeed/5.0f;
TargetVelocity = targetSpeed/5.0f;
}