(1137f730e) Instead of forcing the looping objectives to use the average, let them decide the method of evaluating the targets. Use the highest priority for now.

This commit is contained in:
Joonas Rikkonen
2019-05-16 05:11:32 +03:00
parent 759e4aee0d
commit de8a23f687
16 changed files with 115 additions and 24 deletions
@@ -1094,6 +1094,8 @@ namespace Barotrauma
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
//goes through all the AItargets, evaluates how preferable it is to attack the target,
//whether the Character can see/hear the target and chooses the most preferable target within
//sight/hearing range
@@ -51,7 +51,7 @@ namespace Barotrauma
}
protected override bool Filter(PowerContainer battery) => true;
protected override float Average(PowerContainer battery) => 100 - battery.ChargePercentage;
protected override float TargetEvaluation() => targets.Max(t => 100 - t.ChargePercentage);
protected override IEnumerable<PowerContainer> GetList() => batteryList;
protected override AIObjective ObjectiveConstructor(PowerContainer battery) => new AIObjectiveOperateItem(battery, character, Option, false) { IsLoop = true };
}
@@ -52,7 +52,7 @@ namespace Barotrauma
}
public override bool IsDuplicate(AIObjective otherObjective) => otherObjective is AIObjectiveFixLeaks;
protected override float Average(Gap gap) => GetLeakSeverity(gap);
protected override float TargetEvaluation() => targets.Max(t => GetLeakSeverity(t));
protected override IEnumerable<Gap> GetList() => Gap.GapList;
protected override AIObjective ObjectiveConstructor(Gap gap) => new AIObjectiveFixLeak(gap, character);
}
@@ -95,13 +95,13 @@ namespace Barotrauma
//{
// return AIObjectiveManager.OrderPriority;
//}
float avg = targets.Average(t => Average(t));
// If the avg is less than 1% of the max value, let's just treat it as zero.
if (avg < 1) { return 0; }
float targetValue = MathHelper.Clamp(TargetEvaluation(), 0, 100);
// If the target value is less than 1% of the max value, let's just treat it as zero.
if (targetValue < 1) { return 0; }
float maxMultiplier = MathHelper.Min(PriorityModifier, 1);
float max = MathHelper.Min((AIObjectiveManager.OrderPriority - 1) * maxMultiplier, 90);
float devotion = MathHelper.Min(10, Priority);
float value = MathHelper.Min((devotion + avg) / 100 * PriorityModifier, 1);
float value = MathHelper.Min((devotion + targetValue) / 100 * PriorityModifier, 1);
return MathHelper.Lerp(0, max, value);
}
@@ -145,7 +145,9 @@ namespace Barotrauma
/// <summary>
/// 0 to 100.
/// </summary>
protected abstract float Average(T target);
/// <returns></returns>
protected abstract float TargetEvaluation();
protected abstract AIObjective ObjectiveConstructor(T target);
protected abstract bool Filter(T target);
}
@@ -53,7 +53,7 @@ namespace Barotrauma
protected override bool Filter(Pump pump) => true;
protected override IEnumerable<Pump> GetList() => pumpList;
protected override float Average(Pump target) => MathHelper.Lerp(0, 100, target.CurrFlow / target.MaxFlow);
protected override AIObjective ObjectiveConstructor(Pump pump) => new AIObjectiveOperateItem(pump, character, Option, false) { IsLoop = true };
protected override float TargetEvaluation() => targets.Max(t => MathHelper.Lerp(100, 0, t.CurrFlow / t.MaxFlow));
}
}
@@ -1,4 +1,5 @@
using System.Collections.Generic;
using System.Linq;
using Barotrauma.Items.Components;
using Barotrauma.Extensions;
@@ -66,7 +67,7 @@ namespace Barotrauma
return ignore;
}
protected override float Average(Item item) => 100 - item.ConditionPercentage;
protected override float TargetEvaluation() => targets.Max(t => 100 - t.ConditionPercentage);
protected override IEnumerable<Item> GetList() => Item.ItemList;
protected override AIObjective ObjectiveConstructor(Item item) => new AIObjectiveRepairItem(character, item);
}
@@ -2686,6 +2686,10 @@ namespace Barotrauma
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
#endif
#if CLIENT
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
#endif
#if CLIENT
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
#endif