(e0d673b0d) Test: Don't calculate the distance to the buttons when seeking path. Instead, check the distance when checking the doors. Allows the bots to access the Remora ballast through the door where the button is a bit farther from the door than usually.
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@@ -29,7 +29,7 @@ namespace Barotrauma
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private readonly List<Hull> targetHulls = new List<Hull>(20);
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private readonly List<float> hullWeights = new List<float>(20);
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public void SetRandom()
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public AIObjectiveIdle(Character character, AIObjectiveManager objectiveManager, float priorityModifier = 1) : base(character, objectiveManager, priorityModifier)
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{
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standStillTimer = Rand.Range(-10.0f, 10.0f);
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walkDuration = Rand.Range(0.0f, 10.0f);
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@@ -38,19 +38,25 @@ namespace Barotrauma
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public override bool IsCompleted() => false;
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public override bool CanBeCompleted => true;
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public override void Update(float deltaTime)
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public override bool IsLoop { get => true; set => throw new System.Exception("Trying to set the value for IsLoop from: " + System.Environment.StackTrace); }
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private float randomTimer;
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private float randomUpdateInterval = 5;
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public float Random { get; private set; }
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public void SetRandom()
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{
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if (objectiveManager.CurrentObjective == this)
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{
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if (randomTimer > 0)
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{
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randomTimer -= deltaTime;
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}
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else
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{
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SetRandom();
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}
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}
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Random = Rand.Range(0.5f, 1.5f);
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randomTimer = randomUpdateInterval;
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}
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public override float GetPriority()
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{
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return 1;
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float max = Math.Min(Math.Min(AIObjectiveManager.RunPriority, AIObjectiveManager.OrderPriority) - 1, 100);
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float initiative = character.GetSkillLevel("initiative");
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Priority = MathHelper.Lerp(1, max, MathUtils.InverseLerp(100, 0, initiative * Random));
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return Priority;
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}
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public override void Update(float deltaTime)
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@@ -78,7 +84,7 @@ namespace Barotrauma
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protected override void Act(float deltaTime)
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{
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if (PathSteering == null) return;
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if (PathSteering == null) { return; }
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//don't keep dragging others when idling
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if (character.SelectedCharacter != null)
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@@ -90,17 +96,10 @@ namespace Barotrauma
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character.SelectedConstruction = null;
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}
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bool currentHullForbidden = IsForbidden(character.CurrentHull);
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if (!currentHullForbidden && !character.AnimController.InWater && !character.IsClimbing && HumanAIController.ObjectiveManager.WaitTimer > 0)
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{
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SteeringManager.Reset();
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return;
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}
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bool currentTargetIsInvalid = currentTarget == null || IsForbidden(currentTarget) ||
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(PathSteering.CurrentPath != null && PathSteering.CurrentPath.Nodes.Any(n => HumanAIController.UnsafeHulls.Contains(n.CurrentHull)));
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if (currentTargetIsInvalid || (currentTarget == null && currentHullForbidden))
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if (currentTargetIsInvalid || currentTarget == null && IsForbidden(character.CurrentHull))
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{
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newTargetTimer = 0;
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standStillTimer = 0;
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@@ -137,7 +136,6 @@ namespace Barotrauma
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{
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//choose a random available hull
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var randomHull = ToolBox.SelectWeightedRandom(targetHulls, hullWeights, Rand.RandSync.Unsynced);
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bool isCurrentHullOK = !HumanAIController.UnsafeHulls.Contains(character.CurrentHull) && !IsForbidden(character.CurrentHull);
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if (isCurrentHullOK)
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{
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@@ -145,7 +143,8 @@ namespace Barotrauma
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// Only do this when the current hull is ok, because otherwise would block all paths from the current hull to the target hull.
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var path = PathSteering.PathFinder.FindPath(character.SimPosition, randomHull.SimPosition);
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if (path.Unreachable ||
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path.Nodes.Any(n => HumanAIController.UnsafeHulls.Contains(n.CurrentHull) || IsForbidden(n.CurrentHull)))
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path.Nodes.Any(n => HumanAIController.UnsafeHulls.Contains(n.CurrentHull) ||
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IsForbidden(n.CurrentHull)))
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{
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//can't go to this room, remove it from the list and try another room next frame
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int index = targetHulls.IndexOf(randomHull);
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@@ -268,7 +267,6 @@ namespace Barotrauma
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private void FindTargetHulls()
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{
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bool isCurrentHullOK = !HumanAIController.UnsafeHulls.Contains(character.CurrentHull) && !IsForbidden(character.CurrentHull);
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targetHulls.Clear();
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hullWeights.Clear();
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foreach (var hull in Hull.hullList)
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@@ -300,7 +298,7 @@ namespace Barotrauma
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}
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}
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private bool IsForbidden(Hull hull)
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public static bool IsForbidden(Hull hull)
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{
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if (hull == null) { return true; }
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string hullName = hull.RoomName?.ToLowerInvariant();
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