(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.