WIP pathfinding AI navigator, Level class refactoring
This commit is contained in:
Binary file not shown.
@@ -63,6 +63,7 @@
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<Compile Include="Source\Characters\AI\Objectives\AIObjectiveOperateItem.cs" />
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<Compile Include="Source\Characters\AI\Objectives\AIObjective.cs" />
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<Compile Include="Source\Characters\AI\PathFinder.cs" />
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<Compile Include="Source\Characters\AI\PathSteeringManager.cs" />
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<Compile Include="Source\Characters\AnimController.cs" />
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<Compile Include="Source\Characters\Attack.cs" />
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<Compile Include="Source\Characters\BackgroundSprite\BackgroundSprite.cs" />
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@@ -101,6 +102,7 @@
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<Compile Include="Source\Items\FixRequirement.cs" />
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<Compile Include="Source\Items\ItemSpawner.cs" />
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<Compile Include="Source\Map\FireSource.cs" />
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<Compile Include="Source\Map\Levels\LevelRenderer.cs" />
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<Compile Include="Source\Map\Levels\WrappingWall.cs" />
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<Compile Include="Source\Map\Lights\LightSource.cs" />
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<Compile Include="Source\Map\LocationType.cs" />
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@@ -10,7 +10,7 @@ namespace Barotrauma
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public enum AiState { None, Attack, GoTo, Escape }
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public enum SteeringState { Wander, Seek, Escape }
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public Character Character;
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public readonly Character Character;
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protected AiState state;
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@@ -45,10 +45,7 @@ namespace Barotrauma
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steeringManager = new SteeringManager(this);
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}
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public virtual void DebugDraw(SpriteBatch spriteBatch)
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{
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}
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public virtual void DebugDraw(SpriteBatch spriteBatch) { }
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public virtual void OnAttacked(IDamageable attacker, float amount) { }
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@@ -11,7 +11,7 @@ namespace Barotrauma
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public virtual bool IsCompleted()
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{
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return true;
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return false;
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}
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public AIObjective()
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62
Subsurface/Source/Characters/AI/PathSteeringManager.cs
Normal file
62
Subsurface/Source/Characters/AI/PathSteeringManager.cs
Normal file
@@ -0,0 +1,62 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using Microsoft.Xna.Framework;
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using FarseerPhysics;
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namespace Barotrauma
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{
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class PathSteeringManager : SteeringManager
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{
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private PathFinder pathFinder;
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private SteeringPath currentPath;
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private Vector2 currentTarget;
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private float findPathTimer;
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public PathSteeringManager(ISteerable host)
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: base(host)
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{}
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public override void Update(float speed = 1)
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{
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base.Update(speed);
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findPathTimer -= 1.0f / 60.0f;
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}
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protected override Vector2 DoSteeringSeek(Vector2 target, float speed = 1)
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{
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//find a new path if one hasn't been found yet or the target is different from the current target
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if (currentPath == null || Vector2.DistanceSquared(target, currentTarget)>10.0f)
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{
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if (findPathTimer > 0.0f) return Vector2.Zero;
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currentTarget = target;
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currentPath = pathFinder.FindPath(ConvertUnits.ToDisplayUnits(host.SimPosition), target);
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findPathTimer = 1.0f;
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return DiffToCurrentNode();
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}
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Vector2 diff = DiffToCurrentNode();
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return (diff == Vector2.Zero) ? Vector2.Zero : Vector2.Normalize(diff)*speed;
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}
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private Vector2 DiffToCurrentNode()
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{
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if (currentPath == null) return Vector2.Zero;
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currentPath.CheckProgress(host.SimPosition, 0.1f);
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if (currentPath.CurrentNode == null) return Vector2.Zero;
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return currentPath.CurrentNode.SimPosition - host.SimPosition;
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}
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}
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}
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@@ -6,12 +6,12 @@ namespace Barotrauma
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{
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class SteeringManager
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{
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private const float CircleDistance = 2.5f;
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private const float CircleRadius = 0.3f;
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protected const float CircleDistance = 2.5f;
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protected const float CircleRadius = 0.3f;
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private const float RayCastInterval = 0.5f;
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protected const float RayCastInterval = 0.5f;
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private ISteerable host;
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protected ISteerable host;
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private Vector2 steering;
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@@ -50,7 +50,7 @@ namespace Barotrauma
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steering += DoSteeringAvoid(deltaTime, speed);
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}
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public void Update(float speed = 1.0f)
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public virtual void Update(float speed = 1.0f)
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{
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float steeringSpeed = steering.Length();
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if (steeringSpeed>speed)
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@@ -61,7 +61,7 @@ namespace Barotrauma
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host.Steering = steering;
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}
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private Vector2 DoSteeringSeek(Vector2 target, float speed = 1.0f)
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protected virtual Vector2 DoSteeringSeek(Vector2 target, float speed = 1.0f)
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{
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Vector2 targetVel = target - host.SimPosition;
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@@ -81,7 +81,7 @@ namespace Barotrauma
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return newSteering;
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}
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private Vector2 DoSteeringWander(float speed = 1.0f)
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protected virtual Vector2 DoSteeringWander(float speed = 1.0f)
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{
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Vector2 circleCenter = (host.Velocity == Vector2.Zero) ? new Vector2(speed, 0.0f) : host.Velocity;
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circleCenter = Vector2.Normalize(circleCenter) * CircleDistance;
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@@ -105,7 +105,7 @@ namespace Barotrauma
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return newSteering;
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}
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private Vector2 DoSteeringAvoid(float deltaTime, float speed = 1.0f)
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protected virtual Vector2 DoSteeringAvoid(float deltaTime, float speed = 1.0f)
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{
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if (steering == Vector2.Zero || host.Steering == Vector2.Zero) return Vector2.Zero;
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@@ -48,10 +48,10 @@ namespace Barotrauma
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currentIndex++;
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}
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public WayPoint CheckProgress(Vector2 pos, float minSimDistance = 0.1f)
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public WayPoint CheckProgress(Vector2 simPosition, float minSimDistance = 0.1f)
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{
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if (nodes.Count == 0 || currentIndex>nodes.Count-1) return null;
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if (Vector2.Distance(pos, nodes[currentIndex].SimPosition) < minSimDistance) currentIndex++;
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if (Vector2.Distance(simPosition, nodes[currentIndex].SimPosition) < minSimDistance) currentIndex++;
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return CurrentNode;
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}
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@@ -21,7 +21,7 @@ namespace Barotrauma
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static Level loaded;
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private static Texture2D shaftTexture;
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private LevelRenderer renderer;
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//how close the sub has to be to start/endposition to exit
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const float ExitDistance = 6000.0f;
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@@ -40,13 +40,10 @@ namespace Barotrauma
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//List<Body> bodies;
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private List<VoronoiCell> cells;
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private static BasicEffect basicEffect;
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private VertexPositionTexture[] vertices;
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//private VertexBuffer vertexBuffer;
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private Vector2 startPosition;
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private Vector2 endPosition;
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private Vector2 startPosition, endPosition;
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private Rectangle borders;
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@@ -94,6 +91,11 @@ namespace Barotrauma
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get { return positionsOfInterest; }
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}
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public WrappingWall[,] WrappingWalls
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{
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get { return wrappingWalls; }
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}
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public string Seed
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{
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get { return seed; }
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@@ -107,18 +109,6 @@ namespace Barotrauma
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public Level(string seed, float difficulty, int width, int height, int siteInterval)
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{
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if (shaftTexture == null) shaftTexture = TextureLoader.FromFile("Content/Map/shaft.png");
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if (basicEffect==null)
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{
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basicEffect = new BasicEffect(GameMain.CurrGraphicsDevice);
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basicEffect.VertexColorEnabled = false;
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basicEffect.TextureEnabled = true;
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basicEffect.Texture = TextureLoader.FromFile("Content/Map/iceSurface.png");
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}
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this.seed = seed;
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this.siteInterval = siteInterval;
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@@ -150,13 +140,12 @@ namespace Barotrauma
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Stopwatch sw = new Stopwatch();
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sw.Start();
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if (loaded != null)
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{
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loaded.Unload();
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}
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if (loaded != null) loaded.Unload();
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loaded = this;
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renderer = new LevelRenderer(this);
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Voronoi voronoi = new Voronoi(1.0);
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List<Vector2> sites = new List<Vector2>();
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@@ -391,7 +380,10 @@ namespace Barotrauma
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endPosition = temp;
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}
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Debug.WriteLine("**********************************************************************************");
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Debug.WriteLine("Generated a map with " + sites.Count + " sites in " + sw.ElapsedMilliseconds + " ms");
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Debug.WriteLine("Seed: "+seed);
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Debug.WriteLine("**********************************************************************************");
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}
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private List<VoronoiCell> GeneratePath(List<Vector2> points, List<VoronoiCell> cells, Microsoft.Xna.Framework.Rectangle limits, float minWidth, float wanderAmount = 0.3f, bool mirror=false, bool placeWaypoints=false)
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@@ -821,6 +813,15 @@ namespace Barotrauma
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}
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}
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public void Draw(SpriteBatch spriteBatch)
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{
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renderer.Draw(spriteBatch);
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}
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public void Render(GraphicsDevice graphicsDevice, Camera cam)
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{
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renderer.Render(graphicsDevice, cam, vertices);
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}
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public void DebugCheckPos()
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@@ -841,26 +842,6 @@ namespace Barotrauma
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System.Diagnostics.Debug.WriteLine("pos: " + Position);
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}
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public void Draw(SpriteBatch spriteBatch)
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{
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Vector2 pos = endPosition;
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pos.Y = -pos.Y - Position.Y;
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if (GameMain.GameScreen.Cam.WorldView.Y < -pos.Y-512) return;
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pos.X = GameMain.GameScreen.Cam.WorldView.X-512.0f;
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//pos.X += Position.X % 512;
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int width = (int)(Math.Ceiling(GameMain.GameScreen.Cam.WorldView.Width/512.0f + 2.0f)*512.0f);
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spriteBatch.Draw(shaftTexture,
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new Rectangle((int)(MathUtils.Round(pos.X, 512.0f) + Position.X % 512) , (int)pos.Y, width, 512),
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new Rectangle(0, 0, width, 256),
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Color.White, 0.0f,
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Vector2.Zero,
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SpriteEffects.None, 0.0f);
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}
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public List<VoronoiCell> GetCells(Vector2 pos, int searchDepth = 2)
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{
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int gridPosX = (int)Math.Floor(pos.X / GridCellWidth);
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@@ -907,7 +888,6 @@ namespace Barotrauma
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public List<Vector2[]> GetCellEdges(Vector2 refPos, int searchDepth = 2, bool onlySolid = true)
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{
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int gridPosX = (int)Math.Floor(refPos.X / GridCellWidth);
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int gridPosY = (int)Math.Floor(refPos.Y / GridCellWidth);
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@@ -928,6 +908,7 @@ namespace Barotrauma
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for (int i = 0; i < cell.edges.Count; i++)
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{
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if (onlySolid && !cell.edges[i].isSolid) continue;
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Vector2 start = cell.edges[i].point1 + Position;
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start.Y = -start.Y;
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@@ -949,13 +930,14 @@ namespace Barotrauma
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foreach (VoronoiCell cell in wrappingWalls[side, n].Cells)
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{
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Vector2 offset = wrappingWalls[side, n].Offset + Position;
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for (int i = 0; i < cell.edges.Count; i++)
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{
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if (onlySolid && !cell.edges[i].isSolid) continue;
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Vector2 start = cell.edges[i].point1 + Position;
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Vector2 start = cell.edges[i].point1 + offset;
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start.Y = -start.Y;
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Vector2 end = cell.edges[i].point2 + Position;
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Vector2 end = cell.edges[i].point2 + offset;
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end.Y = -end.Y;
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edges.Add(new Vector2[] { start, end });
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@@ -967,51 +949,9 @@ namespace Barotrauma
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return edges;
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}
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public void Render(GraphicsDevice graphicsDevice, Camera cam)
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{
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if (vertices == null) return;
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if (vertices.Length <= 0) return;
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basicEffect.World = Matrix.CreateTranslation(new Vector3(Position, 0.0f)) * cam.ShaderTransform
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* Matrix.CreateOrthographic(GameMain.GraphicsWidth, GameMain.GraphicsHeight, -1, 1) * 0.5f;
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basicEffect.CurrentTechnique.Passes[0].Apply();
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graphicsDevice.SamplerStates[0] = SamplerState.LinearWrap;
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graphicsDevice.DrawUserPrimitives<VertexPositionTexture>(PrimitiveType.TriangleList, vertices, 0, (int)Math.Floor(vertices.Length / 3.0f));
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for (int side = 0; side < 2; side++)
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{
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for (int i = 0; i < 2; i++)
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{
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basicEffect.World = Matrix.CreateTranslation(new Vector3(Position + wrappingWalls[side, i].Offset, 0.0f)) * cam.ShaderTransform
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* Matrix.CreateOrthographic(GameMain.GraphicsWidth, GameMain.GraphicsHeight, -1, 1) * 0.5f;
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basicEffect.CurrentTechnique.Passes[0].Apply();
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graphicsDevice.DrawUserPrimitives<VertexPositionTexture>(PrimitiveType.TriangleList,
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wrappingWalls[side, i].Vertices, 0, (int)Math.Floor(wrappingWalls[side, i].Vertices.Length / 3.0f));
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}
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}
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}
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private void Unload()
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{
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//position = Vector2.Zero;
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//foreach (VoronoiCell cell in cells)
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//{
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// //foreach (Body b in cell.bodies)
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// //{
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// Game1.world.RemoveBody(cell.body);
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// //}
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//}
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//bodies = null;
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renderer = null;
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vertices = null;
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93
Subsurface/Source/Map/Levels/LevelRenderer.cs
Normal file
93
Subsurface/Source/Map/Levels/LevelRenderer.cs
Normal file
@@ -0,0 +1,93 @@
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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namespace Barotrauma
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{
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class LevelRenderer
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{
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private static BasicEffect basicEffect;
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private static Texture2D shaftTexture;
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private Level level;
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public LevelRenderer(Level level)
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{
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if (shaftTexture == null) shaftTexture = TextureLoader.FromFile("Content/Map/shaft.png");
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if (basicEffect == null)
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{
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basicEffect = new BasicEffect(GameMain.CurrGraphicsDevice);
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basicEffect.VertexColorEnabled = false;
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basicEffect.TextureEnabled = true;
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basicEffect.Texture = TextureLoader.FromFile("Content/Map/iceSurface.png");
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}
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this.level = level;
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}
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public void Draw(SpriteBatch spriteBatch)
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{
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Vector2 pos = level.EndPosition;
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pos.Y = -pos.Y - level.Position.Y;
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if (GameMain.GameScreen.Cam.WorldView.Y < -pos.Y - 512) return;
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pos.X = GameMain.GameScreen.Cam.WorldView.X - 512.0f;
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//pos.X += Position.X % 512;
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int width = (int)(Math.Ceiling(GameMain.GameScreen.Cam.WorldView.Width / 512.0f + 2.0f) * 512.0f);
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spriteBatch.Draw(shaftTexture,
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new Rectangle((int)(MathUtils.Round(pos.X, 512.0f) + level.Position.X % 512), (int)pos.Y, width, 512),
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new Rectangle(0, 0, width, 256),
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Color.White, 0.0f,
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Vector2.Zero,
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SpriteEffects.None, 0.0f);
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}
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public void Render(GraphicsDevice graphicsDevice, Camera cam, VertexPositionTexture[] vertices)
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{
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if (vertices == null) return;
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if (vertices.Length <= 0) return;
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basicEffect.World = Matrix.CreateTranslation(new Vector3(level.Position, 0.0f)) * cam.ShaderTransform
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* Matrix.CreateOrthographic(GameMain.GraphicsWidth, GameMain.GraphicsHeight, -1, 1) * 0.5f;
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basicEffect.CurrentTechnique.Passes[0].Apply();
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graphicsDevice.SamplerStates[0] = SamplerState.LinearWrap;
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graphicsDevice.DrawUserPrimitives<VertexPositionTexture>(PrimitiveType.TriangleList, vertices, 0, (int)Math.Floor(vertices.Length / 3.0f));
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for (int side = 0; side < 2; side++)
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{
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for (int i = 0; i < 2; i++)
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{
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basicEffect.World = Matrix.CreateTranslation(
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new Vector3(level.Position + level.WrappingWalls[side, i].Offset, 0.0f)) *
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cam.ShaderTransform *
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Matrix.CreateOrthographic(GameMain.GraphicsWidth, GameMain.GraphicsHeight, -1, 1) * 0.5f;
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basicEffect.CurrentTechnique.Passes[0].Apply();
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graphicsDevice.DrawUserPrimitives(
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PrimitiveType.TriangleList,
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level.WrappingWalls[side, i].Vertices, 0,
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(int)Math.Floor(level.WrappingWalls[side, i].Vertices.Length / 3.0f));
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||||
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||||
}
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||||
}
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||||
}
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||||
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||||
}
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||||
}
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||||
@@ -149,8 +149,8 @@ namespace Barotrauma
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slot += amount;
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||||
|
||||
Vector2 moveAmount = Vector2.UnitX * WallWidth * amount;
|
||||
|
||||
Vector2 simMoveAmount = ConvertUnits.ToSimUnits(moveAmount);
|
||||
|
||||
foreach (VoronoiCell cell in cells)
|
||||
{
|
||||
cell.body.SetTransform(cell.body.Position + simMoveAmount, 0.0f);
|
||||
@@ -158,7 +158,6 @@ namespace Barotrauma
|
||||
|
||||
midPos += moveAmount;
|
||||
offset += moveAmount;
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -3,7 +3,6 @@ using Microsoft.Xna.Framework.Graphics;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using Voronoi2;
|
||||
|
||||
namespace Barotrauma
|
||||
|
||||
Reference in New Issue
Block a user