Bunch of crew AI bugfixes/improvements:

- replacing empty oxygen tanks
- fixed characters only fixing leaks in the outer hull
- prioritizing large leaks over small ones
- fixed characters doing nothing after fixing all the leaks (and sinking to the bottom if they happen to be outside)
- more accurate welder aiming
- AIObjectiveGetItem makes the characters go to the cabinet/container an item is inside, not to the actual item (which may not be actually positioned at the container)
This commit is contained in:
Regalis
2016-03-16 17:41:59 +02:00
parent 804510b144
commit d6a57f9533
15 changed files with 228 additions and 163 deletions
@@ -11,7 +11,7 @@ namespace Barotrauma
{
private string itemName;
private Item targetItem;
private Item targetItem, moveToTarget;
private int currSearchIndex;
@@ -52,83 +52,96 @@ namespace Barotrauma
protected override void Act(float deltaTime)
{
if (targetItem != null)
if (targetItem == null)
{
if (Vector2.Distance(character.Position, targetItem.Position) < targetItem.PickDistance)
FindTargetItem();
if (targetItem == null) return;
}
if (Vector2.Distance(character.Position, moveToTarget.Position) < targetItem.PickDistance*2.0f)
{
int targetSlot = -1;
if (equip)
{
int targetSlot = -1;
if (equip)
var pickable = targetItem.GetComponent<Pickable>();
//check if all the slots required by the item are free
foreach (LimbSlot slots in pickable.AllowedSlots)
{
var pickable = targetItem.GetComponent<Pickable>();
//check if all the slots required by the item are free
foreach (LimbSlot slots in pickable.AllowedSlots)
{
if (slots.HasFlag(LimbSlot.Any)) continue;
if (slots.HasFlag(LimbSlot.Any)) continue;
for (int i = 0; i<character.Inventory.Items.Length; i++)
{
//slot not needed by the item, continue
if (!slots.HasFlag(CharacterInventory.limbSlots[i])) continue;
for (int i = 0; i<character.Inventory.Items.Length; i++)
{
//slot not needed by the item, continue
if (!slots.HasFlag(CharacterInventory.limbSlots[i])) continue;
targetSlot = i;
targetSlot = i;
//slot free, continue
if (character.Inventory.Items[i] == null) continue;
//slot free, continue
if (character.Inventory.Items[i] == null) continue;
//try to move the existing item to LimbSlot.Any and continue if successful
if (character.Inventory.TryPutItem(character.Inventory.Items[i], new List<LimbSlot>() { LimbSlot.Any }, false)) continue;
//try to move the existing item to LimbSlot.Any and continue if successful
if (character.Inventory.TryPutItem(character.Inventory.Items[i], new List<LimbSlot>() { LimbSlot.Any }, false)) continue;
//if everything else fails, simply drop the existing item
character.Inventory.Items[i].Drop();
}
//if everything else fails, simply drop the existing item
character.Inventory.Items[i].Drop();
}
}
targetItem.Pick(character, false, true);
if (targetSlot>-1 && character.Inventory.IsInLimbSlot(targetItem, LimbSlot.Any))
{
character.Inventory.TryPutItem(targetItem, targetSlot, true, false);
}
}
return;
targetItem.Pick(character, false, true);
if (targetSlot > -1 && character.Inventory.IsInLimbSlot(targetItem, LimbSlot.Any))
{
character.Inventory.TryPutItem(targetItem, targetSlot, true, false);
}
}
else if (!subObjectives.Any())
{
AddGoToObjective(targetItem);
}
}
for (int i = 0; i<10 && currSearchIndex<Item.ItemList.Count-2; i++)
/// <summary>
/// searches for an item that matches the desired item and adds a goto subobjective if one is found
/// </summary>
private void FindTargetItem()
{
float currDist = moveToTarget == null ? 0.0f : Vector2.DistanceSquared(moveToTarget.Position, character.Position);
for (int i = 0; i < 5 && currSearchIndex < Item.ItemList.Count - 2; i++)
{
currSearchIndex++;
//don't try to get items from outside the sub
if (Item.ItemList[currSearchIndex].CurrentHull == null) continue;
var item = Item.ItemList[currSearchIndex];
if (!Item.ItemList[currSearchIndex].HasTag(itemName) && Item.ItemList[currSearchIndex].Name != itemName) continue;
if (IgnoreContainedItems && Item.ItemList[currSearchIndex].Container != null) continue;
if (Item.ItemList[currSearchIndex].ParentInventory is CharacterInventory) continue;
if (item.CurrentHull == null || item.Condition <= 0.0f) continue;
if (IgnoreContainedItems && item.Container != null) continue;
if (item.Name != itemName && !item.HasTag(itemName)) continue;
if (item.ParentInventory is CharacterInventory) continue;
//ignore if item is further away than the currently targeted item
Item rootContainer = item.GetRootContainer();
if (moveToTarget != null && Vector2.DistanceSquared((rootContainer ?? item).Position, character.Position) > currDist) continue;
targetItem = Item.ItemList[currSearchIndex];
targetItem = item;
moveToTarget = rootContainer ?? item;
AddGoToObjective(targetItem);
AddGoToObjective(moveToTarget);
return;
}
if (currSearchIndex >= Item.ItemList.Count) canBeCompleted = false;
//if searched through all the items and a target wasn't found, can't be completed
if (currSearchIndex >= Item.ItemList.Count && targetItem == null) canBeCompleted = false;
}
private void AddGoToObjective(Item item)
private void AddGoToObjective(Item gotoToTarget)
{
Item moveToTarget = item;
while (moveToTarget.Container != null)
{
moveToTarget = moveToTarget.Container;
}
AddSubObjective(new AIObjectiveGoTo(moveToTarget, character));
subObjectives.Clear();
AddSubObjective(new AIObjectiveGoTo(gotoToTarget, character));
}
public override bool IsDuplicate(AIObjective otherObjective)
{