(69d6e11bf) shuttle tweaks
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+17
-10
@@ -12,7 +12,7 @@ namespace Barotrauma
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public override bool ForceRun => true;
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// TODO: expose?
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const float priorityIncrease = 100;
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const float priorityIncrease = 25;
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const float priorityDecrease = 10;
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const float SearchHullInterval = 3.0f;
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const float clearUnreachableInterval = 30;
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@@ -51,7 +51,8 @@ namespace Barotrauma
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return;
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}
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if (character.OxygenAvailable < CharacterHealth.LowOxygenThreshold) { Priority = 100; }
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currenthullSafety = HumanAIController.CurrentHullSafety;
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// TODO: no need to update every frame?
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currenthullSafety = HumanAIController.GetCurrentHullSafety();
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if (currenthullSafety > HumanAIController.HULL_SAFETY_THRESHOLD)
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{
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Priority -= priorityDecrease * deltaTime;
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@@ -64,7 +65,6 @@ namespace Barotrauma
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Priority = MathHelper.Clamp(Priority, 0, 100);
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if (divingGearObjective != null && !divingGearObjective.IsCompleted() && divingGearObjective.CanBeCompleted)
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{
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// Boost the priority while seeking the diving gear
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Priority = Math.Max(Priority, Math.Min(AIObjectiveManager.OrderPriority + 20, 100));
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}
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}
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@@ -123,10 +123,6 @@ namespace Barotrauma
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},
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onAbandon: () => unreachable.Add(goToObjective.Target as Hull));
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}
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else
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{
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goToObjective = null;
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}
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}
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if (goToObjective != null) { return; }
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if (currentHull == null) { return; }
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@@ -152,7 +148,18 @@ namespace Barotrauma
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}
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if (escapeVel != Vector2.Zero)
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{
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character.AIController.SteeringManager.SteeringManual(deltaTime, escapeVel);
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float left = HumanAIController.VisibleHulls.Min(h => h.Rect.X) + 50;
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float right = HumanAIController.VisibleHulls.Max(h => h.Rect.Right) - 50;
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//only move if we haven't reached the edge of the room
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if (escapeVel.X < 0 && character.Position.X > left || escapeVel.X > 0 && character.Position.X < right)
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{
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character.AIController.SteeringManager.SteeringManual(deltaTime, escapeVel);
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}
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else
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{
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character.AnimController.TargetDir = escapeVel.X < 0.0f ? Direction.Right : Direction.Left;
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character.AIController.SteeringManager.Reset();
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}
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}
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else
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{
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@@ -183,14 +190,14 @@ namespace Barotrauma
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//skip the hull if the safety is already less than the best hull
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//(no need to do the expensive pathfinding if we already know we're not going to choose this hull)
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if (hullSafety < bestValue) { continue; }
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// Each unsafe node reduces the hull safety value.
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// Ignore current hull, because otherwise the would block all paths from the current hull to the target hull.
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var path = PathSteering.PathFinder.FindPath(character.SimPosition, hull.SimPosition);
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if (path.Unreachable)
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{
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unreachable.Add(hull);
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continue;
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}
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// Each unsafe node reduces the hull safety value.
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// Ignore the current hull, because otherwise we couldn't find a path out.
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int unsafeNodes = path.Nodes.Count(n => n.CurrentHull != character.CurrentHull && HumanAIController.UnsafeHulls.Contains(n.CurrentHull));
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hullSafety /= 1 + unsafeNodes;
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// If the target is not inside a friendly submarine, considerably reduce the hull safety.
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