(69d6e11bf) shuttle tweaks

This commit is contained in:
Joonas Rikkonen
2019-05-16 06:53:38 +03:00
parent f2e936e4d3
commit dbc35568cd
17 changed files with 311 additions and 111 deletions
@@ -12,7 +12,7 @@ namespace Barotrauma
public override bool ForceRun => true;
// TODO: expose?
const float priorityIncrease = 100;
const float priorityIncrease = 25;
const float priorityDecrease = 10;
const float SearchHullInterval = 3.0f;
const float clearUnreachableInterval = 30;
@@ -51,7 +51,8 @@ namespace Barotrauma
return;
}
if (character.OxygenAvailable < CharacterHealth.LowOxygenThreshold) { Priority = 100; }
currenthullSafety = HumanAIController.CurrentHullSafety;
// TODO: no need to update every frame?
currenthullSafety = HumanAIController.GetCurrentHullSafety();
if (currenthullSafety > HumanAIController.HULL_SAFETY_THRESHOLD)
{
Priority -= priorityDecrease * deltaTime;
@@ -64,7 +65,6 @@ namespace Barotrauma
Priority = MathHelper.Clamp(Priority, 0, 100);
if (divingGearObjective != null && !divingGearObjective.IsCompleted() && divingGearObjective.CanBeCompleted)
{
// Boost the priority while seeking the diving gear
Priority = Math.Max(Priority, Math.Min(AIObjectiveManager.OrderPriority + 20, 100));
}
}
@@ -123,10 +123,6 @@ namespace Barotrauma
},
onAbandon: () => unreachable.Add(goToObjective.Target as Hull));
}
else
{
goToObjective = null;
}
}
if (goToObjective != null) { return; }
if (currentHull == null) { return; }
@@ -152,7 +148,18 @@ namespace Barotrauma
}
if (escapeVel != Vector2.Zero)
{
character.AIController.SteeringManager.SteeringManual(deltaTime, escapeVel);
float left = HumanAIController.VisibleHulls.Min(h => h.Rect.X) + 50;
float right = HumanAIController.VisibleHulls.Max(h => h.Rect.Right) - 50;
//only move if we haven't reached the edge of the room
if (escapeVel.X < 0 && character.Position.X > left || escapeVel.X > 0 && character.Position.X < right)
{
character.AIController.SteeringManager.SteeringManual(deltaTime, escapeVel);
}
else
{
character.AnimController.TargetDir = escapeVel.X < 0.0f ? Direction.Right : Direction.Left;
character.AIController.SteeringManager.Reset();
}
}
else
{
@@ -183,14 +190,14 @@ namespace Barotrauma
//skip the hull if the safety is already less than the best hull
//(no need to do the expensive pathfinding if we already know we're not going to choose this hull)
if (hullSafety < bestValue) { continue; }
// Each unsafe node reduces the hull safety value.
// Ignore current hull, because otherwise the would block all paths from the current hull to the target hull.
var path = PathSteering.PathFinder.FindPath(character.SimPosition, hull.SimPosition);
if (path.Unreachable)
{
unreachable.Add(hull);
continue;
}
// Each unsafe node reduces the hull safety value.
// Ignore the current hull, because otherwise we couldn't find a path out.
int unsafeNodes = path.Nodes.Count(n => n.CurrentHull != character.CurrentHull && HumanAIController.UnsafeHulls.Contains(n.CurrentHull));
hullSafety /= 1 + unsafeNodes;
// If the target is not inside a friendly submarine, considerably reduce the hull safety.
@@ -361,6 +361,32 @@ 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 * 1.5f;
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 });
}
if (subObjectives.Any()) { return; }
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;
@@ -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;
@@ -18,26 +18,15 @@ namespace Barotrauma
private Character character;
private float _waitTimer;
/// <summary>
/// When set above zero, the character will stand still doing nothing until the timer runs out. Does not affect orders, find safety or combat.
/// When set above zero, the character will stand still doing nothing until the timer runs out. Does not affect orders.
/// </summary>
public float WaitTimer
{
get { return _waitTimer; }
set
{
if (CurrentObjective is AIObjectiveCombat || CurrentObjective is AIObjectiveFindSafety)
{
_waitTimer = 0;
}
else
{
_waitTimer = value;
}
}
}
public float WaitTimer;
public AIObjective CurrentOrder { get; private set; }
public AIObjective CurrentObjective { get; private set; }
public bool IsCurrentObjective<T>() where T : AIObjective => CurrentObjective is T;
public AIObjective CurrentOrder { get; private set; }
public AIObjective CurrentObjective { get; private set; }
@@ -213,7 +202,6 @@ namespace Barotrauma
}
else
{
// Wait, if not swimming, climbing, or staying in a forbidden/unsafe hull.
if (character.AIController is HumanAIController humanAI && humanAI.SteeringManager != null)
{
if (!character.AnimController.InWater &&
@@ -833,6 +833,10 @@ namespace Barotrauma
{
isCompleted = true;
}
if (component.AIOperate(deltaTime, character, this))
{
isCompleted = true;
}
}
else
{