Unstable 0.1500.7.0 (No edition)
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+44
-31
@@ -27,6 +27,7 @@ namespace Barotrauma
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public bool followControlledCharacter;
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public bool mimic;
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public bool SpeakIfFails { get; set; } = true;
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public bool UsePathingOutside { get; set; } = true;
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public float extraDistanceWhileSwimming;
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public float extraDistanceOutsideSub;
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@@ -121,13 +122,14 @@ namespace Barotrauma
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}
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private readonly float avoidLookAheadDistance = 5;
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private readonly float pathWaitingTime = 3;
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public AIObjectiveGoTo(ISpatialEntity target, Character character, AIObjectiveManager objectiveManager, bool repeat = false, bool getDivingGearIfNeeded = true, float priorityModifier = 1, float closeEnough = 0)
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: base(character, objectiveManager, priorityModifier)
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{
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Target = target;
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this.repeat = repeat;
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waitUntilPathUnreachable = 3.0f;
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waitUntilPathUnreachable = pathWaitingTime;
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this.getDivingGearIfNeeded = getDivingGearIfNeeded;
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if (Target is Item i)
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{
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@@ -186,7 +188,6 @@ namespace Barotrauma
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// Wait
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character.AIController.SteeringManager.Reset();
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}
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waitUntilPathUnreachable -= deltaTime;
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if (!character.IsClimbing)
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{
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character.SelectedConstruction = null;
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@@ -222,11 +223,13 @@ namespace Barotrauma
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{
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Abandon = true;
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}
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else if (SteeringManager == PathSteering && PathSteering.CurrentPath != null && PathSteering.CurrentPath.Unreachable && !PathSteering.IsPathDirty)
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else if (HumanAIController.IsCurrentPathUnreachable)
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{
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waitUntilPathUnreachable -= deltaTime;
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SteeringManager.Reset();
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if (waitUntilPathUnreachable < 0)
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{
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waitUntilPathUnreachable = pathWaitingTime;
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if (repeat)
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{
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SpeakCannotReach();
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@@ -325,25 +328,29 @@ namespace Barotrauma
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}
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else
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{
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SeekGaps(maxGapDistance);
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seekGapsTimer = seekGapsInterval * Rand.Range(0.1f, 1.1f);
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if (TargetGap != null)
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bool isRuins = character.Submarine?.Info.IsRuin != null || Target.Submarine?.Info.IsRuin != null;
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if (!isRuins || !HumanAIController.HasValidPath(requireNonDirty: true, requireUnfinished: true))
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{
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// Check that nothing is blocking the way
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Vector2 rayStart = character.SimPosition;
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Vector2 rayEnd = TargetGap.SimPosition;
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if (TargetGap.Submarine != null && character.Submarine == null)
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SeekGaps(maxGapDistance);
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seekGapsTimer = seekGapsInterval * Rand.Range(0.1f, 1.1f);
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if (TargetGap != null)
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{
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rayStart -= TargetGap.Submarine.SimPosition;
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}
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else if (TargetGap.Submarine == null && character.Submarine != null)
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{
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rayEnd -= character.Submarine.SimPosition;
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}
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var closestBody = Submarine.CheckVisibility(rayStart, rayEnd, ignoreSubs: true);
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if (closestBody != null)
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{
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TargetGap = null;
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// Check that nothing is blocking the way
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Vector2 rayStart = character.SimPosition;
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Vector2 rayEnd = TargetGap.SimPosition;
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if (TargetGap.Submarine != null && character.Submarine == null)
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{
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rayStart -= TargetGap.Submarine.SimPosition;
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}
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else if (TargetGap.Submarine == null && character.Submarine != null)
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{
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rayEnd -= character.Submarine.SimPosition;
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}
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var closestBody = Submarine.CheckVisibility(rayStart, rayEnd, ignoreSubs: true);
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if (closestBody != null)
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{
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TargetGap = null;
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}
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}
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}
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}
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@@ -454,19 +461,25 @@ namespace Barotrauma
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}
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else if (!isInside && HumanAIController.UseIndoorSteeringOutside)
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{
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if (character.Submarine == null && Target.Submarine != null)
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{
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targetPos += Target.Submarine.SimPosition;
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}
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nodeFilter = n => n.Waypoint.Tunnel != null;
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nodeFilter = n => n.Waypoint.Submarine == null;
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}
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PathSteering.SteeringSeek(targetPos, weight: 1,
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startNodeFilter: n => (n.Waypoint.CurrentHull == null) == (character.CurrentHull == null),
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endNodeFilter: endNodeFilter,
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nodeFilter: nodeFilter,
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checkVisiblity: CheckVisibility);
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if (!isInside && !UsePathingOutside)
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{
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PathSteering.SteeringSeekSimple(character.GetRelativeSimPosition(Target), 10);
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if (character.AnimController.InWater)
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{
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SteeringManager.SteeringAvoid(deltaTime, avoidLookAheadDistance, weight: 15);
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}
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}
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else
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{
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PathSteering.SteeringSeek(targetPos, weight: 1,
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startNodeFilter: n => (n.Waypoint.CurrentHull == null) == (character.CurrentHull == null),
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endNodeFilter: endNodeFilter,
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nodeFilter: nodeFilter,
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checkVisiblity: CheckVisibility);
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}
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if (!isInside && (PathSteering.CurrentPath == null || PathSteering.IsPathDirty || PathSteering.CurrentPath.Unreachable))
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{
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if (useScooter)
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