Autopilot can avoid other subs, characters won't go outside in idle state
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@@ -33,12 +33,6 @@ namespace Barotrauma
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get { return currentTarget; }
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}
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public bool HasOutdoorsNodes
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{
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get;
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private set;
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}
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public IndoorsSteeringManager(ISteerable host, bool canOpenDoors)
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: base(host)
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{
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@@ -87,8 +81,6 @@ namespace Barotrauma
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currentPath = pathFinder.FindPath(pos, target);
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HasOutdoorsNodes = currentPath.Nodes.Find(n => n.CurrentHull == null) != null;
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findPathTimer = Rand.Range(1.0f,1.2f);
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return DiffToCurrentNode();
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@@ -112,7 +112,7 @@ namespace Barotrauma
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{
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indoorsSteering.SteeringWander();
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}
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else if (getDivingGearIfNeeded && indoorsSteering.CurrentPath != null && indoorsSteering.HasOutdoorsNodes)
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else if (getDivingGearIfNeeded && indoorsSteering.CurrentPath != null && indoorsSteering.CurrentPath.HasOutdoorsNodes)
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{
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AddSubObjective(new AIObjectiveFindDivingGear(character, true));
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}
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@@ -54,9 +54,12 @@ namespace Barotrauma
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newTargetTimer -= deltaTime;
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//wander randomly if reached the end of the path or the target is unreachable
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//wander randomly
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// - if reached the end of the path
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// - if the target is unreachable
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// - if the path requires going outside
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if (pathSteering==null || (pathSteering.CurrentPath != null &&
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(pathSteering.CurrentPath.NextNode == null || pathSteering.CurrentPath.Unreachable)))
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(pathSteering.CurrentPath.NextNode == null || pathSteering.CurrentPath.Unreachable || pathSteering.CurrentPath.HasOutdoorsNodes)))
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{
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//steer away from edges of the hull
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if (character.AnimController.CurrentHull!=null)
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@@ -25,6 +25,14 @@ namespace Barotrauma
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{
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if (node == null) return;
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nodes.Add(node);
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if (node.CurrentHull == null) HasOutdoorsNodes = true;
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}
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public bool HasOutdoorsNodes
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{
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get;
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private set;
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}
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public int CurrentIndex
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@@ -260,7 +260,7 @@ namespace Barotrauma.Tutorials
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infoBox = CreateInfoFrame("The green rectangle in the middle is the submarine, and the flickering shapes outside it are the walls of an underwater cavern. "
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+ "Try moving the submarine by clicking somewhere on the monitor and dragging the pointer to the direction you want to go to.");
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while (steering.CurrTargetVelocity == Vector2.Zero && steering.CurrTargetVelocity.Length() < 50.0f)
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while (steering.TargetVelocity == Vector2.Zero && steering.TargetVelocity.Length() < 50.0f)
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{
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yield return CoroutineStatus.Running;
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}
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@@ -81,7 +81,7 @@ namespace Barotrauma.Items.Components
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}
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}
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private Vector2 TargetVelocity
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public Vector2 TargetVelocity
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{
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get { return targetVelocity;}
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set
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@@ -91,12 +91,7 @@ namespace Barotrauma.Items.Components
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targetVelocity.Y = MathHelper.Clamp(value.Y, -100.0f, 100.0f);
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}
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}
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public Vector2 CurrTargetVelocity
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{
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get { return targetVelocity; }
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}
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public SteeringPath SteeringPath
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{
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get { return steeringPath; }
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@@ -227,7 +222,7 @@ namespace Barotrauma.Items.Components
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steeringPath.CheckProgress(ConvertUnits.ToSimUnits(item.Submarine.WorldPosition), 10.0f);
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if (autopilotRayCastTimer <= 0.0f && steeringPath.NextNode != null)
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{
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{
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Vector2 diff = Vector2.Normalize(ConvertUnits.ToSimUnits(steeringPath.NextNode.Position - item.Submarine.WorldPosition));
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bool nextVisible = true;
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@@ -259,6 +254,25 @@ namespace Barotrauma.Items.Components
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{
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SteerTowardsPosition(steeringPath.CurrentNode.WorldPosition);
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}
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foreach (Submarine sub in Submarine.Loaded)
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{
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if (sub == item.Submarine) continue;
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float thisSize = Math.Max(item.Submarine.Borders.Width, item.Submarine.Borders.Height);
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float otherSize = Math.Max(sub.Borders.Width, sub.Borders.Height);
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Vector2 diff = sub.WorldPosition - item.Submarine.WorldPosition;
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float dist = diff == Vector2.Zero ? 0.0f : diff.Length();
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if (dist > thisSize + otherSize) continue;
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diff = Vector2.Normalize(diff);
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TargetVelocity = Vector2.Lerp(-diff * 100.0f, TargetVelocity, (dist / (thisSize + otherSize)) - 0.5f);
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}
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}
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private void SteerTowardsPosition(Vector2 worldPosition)
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@@ -275,7 +289,7 @@ namespace Barotrauma.Items.Components
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}
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else
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{
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targetVelocity = targetSpeed/5.0f;
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TargetVelocity = targetSpeed/5.0f;
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}
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