(86c9256b3) Merge branch 'dev' of https://github.com/Regalis11/Barotrauma-development into dev
This commit is contained in:
@@ -85,12 +85,18 @@ namespace Barotrauma
|
||||
|
||||
if (Character.Submarine != null || SelectedAiTarget?.Entity?.Submarine != null)
|
||||
{
|
||||
if (steeringManager != insideSteering) insideSteering.Reset();
|
||||
if (steeringManager != insideSteering)
|
||||
{
|
||||
insideSteering.Reset();
|
||||
}
|
||||
steeringManager = insideSteering;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (steeringManager != outsideSteering) outsideSteering.Reset();
|
||||
if (steeringManager != outsideSteering)
|
||||
{
|
||||
outsideSteering.Reset();
|
||||
}
|
||||
steeringManager = outsideSteering;
|
||||
}
|
||||
|
||||
@@ -295,7 +301,7 @@ namespace Barotrauma
|
||||
if (newOrder == null)
|
||||
{
|
||||
var orderPrefab = Order.PrefabList.Find(o => o.AITag == "reportintruders");
|
||||
newOrder = new Order(orderPrefab, c.CurrentHull, null);
|
||||
newOrder = new Order(orderPrefab, c.CurrentHull, null, orderGiver: Character);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -305,7 +311,7 @@ namespace Barotrauma
|
||||
if (newOrder == null)
|
||||
{
|
||||
var orderPrefab = Order.PrefabList.Find(o => o.AITag == "reportfire");
|
||||
newOrder = new Order(orderPrefab, hull, null);
|
||||
newOrder = new Order(orderPrefab, hull, null, orderGiver: Character);
|
||||
}
|
||||
}
|
||||
foreach (Character c in Character.CharacterList)
|
||||
@@ -317,7 +323,7 @@ namespace Barotrauma
|
||||
if (newOrder == null)
|
||||
{
|
||||
var orderPrefab = Order.PrefabList.Find(o => o.AITag == "requestfirstaid");
|
||||
newOrder = new Order(orderPrefab, c.CurrentHull, null);
|
||||
newOrder = new Order(orderPrefab, c.CurrentHull, null, orderGiver: Character);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -329,7 +335,7 @@ namespace Barotrauma
|
||||
if (newOrder == null)
|
||||
{
|
||||
var orderPrefab = Order.PrefabList.Find(o => o.AITag == "reportbreach");
|
||||
newOrder = new Order(orderPrefab, hull, null);
|
||||
newOrder = new Order(orderPrefab, hull, null, orderGiver: Character);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -343,7 +349,7 @@ namespace Barotrauma
|
||||
if (newOrder == null)
|
||||
{
|
||||
var orderPrefab = Order.PrefabList.Find(o => o.AITag == "reportbrokendevices");
|
||||
newOrder = new Order(orderPrefab, item.CurrentHull, item.Repairables?.FirstOrDefault());
|
||||
newOrder = new Order(orderPrefab, item.CurrentHull, item.Repairables?.FirstOrDefault(), orderGiver: Character);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -354,6 +360,9 @@ namespace Barotrauma
|
||||
if (GameMain.GameSession?.CrewManager != null && GameMain.GameSession.CrewManager.AddOrder(newOrder, newOrder.FadeOutTime))
|
||||
{
|
||||
Character.Speak(newOrder.GetChatMessage("", Character.CurrentHull?.DisplayName, givingOrderToSelf: false), ChatMessageType.Order);
|
||||
#if SERVER
|
||||
GameMain.Server.SendOrderChatMessage(new OrderChatMessage(newOrder, "", Character.CurrentHull, null, Character));
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -657,7 +666,7 @@ namespace Barotrauma
|
||||
{
|
||||
CurrentHullSafety = 0;
|
||||
}
|
||||
return 0;
|
||||
return CurrentHullSafety;
|
||||
}
|
||||
if (character == Character)
|
||||
{
|
||||
|
||||
@@ -144,9 +144,9 @@ namespace Barotrauma
|
||||
|
||||
protected override Vector2 DoSteeringSeek(Vector2 target, float weight)
|
||||
{
|
||||
bool isDifferentTarget = Vector2.DistanceSquared(target, currentTarget) > 1;
|
||||
bool needsNewPath = currentPath != null && currentPath.Unreachable || Vector2.DistanceSquared(target, currentTarget) > 1;
|
||||
//find a new path if one hasn't been found yet or the target is different from the current target
|
||||
if (currentPath == null || isDifferentTarget || findPathTimer < -1.0f)
|
||||
if (currentPath == null || needsNewPath || findPathTimer < -1.0f)
|
||||
{
|
||||
IsPathDirty = true;
|
||||
|
||||
@@ -164,7 +164,7 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
var newPath = pathFinder.FindPath(pos, target, "(Character: " + character.Name + ")");
|
||||
if (currentPath == null || isDifferentTarget || newPath.Cost < currentPath.Cost)
|
||||
if (currentPath == null || needsNewPath || !newPath.Unreachable && newPath.Cost < currentPath.Cost)
|
||||
{
|
||||
currentPath = newPath;
|
||||
}
|
||||
@@ -424,7 +424,7 @@ namespace Barotrauma
|
||||
// It's possible that we could reach another buttons.
|
||||
// If this becomes an issue, we could go through them here and check if any of them are reachable
|
||||
// (would have to cache a collection of buttons instead of a single reference in the CanAccess filter method above)
|
||||
currentPath.Unreachable = true;
|
||||
//currentPath.Unreachable = true;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
+29
-12
@@ -46,7 +46,7 @@ namespace Barotrauma
|
||||
if (character.CurrentHull == null)
|
||||
{
|
||||
currenthullSafety = 0;
|
||||
Priority = 100;
|
||||
Priority = objectiveManager.CurrentOrder is AIObjectiveGoTo ? 0 : 100;
|
||||
return;
|
||||
}
|
||||
if (character.OxygenAvailable < CharacterHealth.LowOxygenThreshold) { Priority = 100; }
|
||||
@@ -68,6 +68,8 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
private Hull currentSafeHull;
|
||||
private Hull previousSafeHull;
|
||||
protected override void Act(float deltaTime)
|
||||
{
|
||||
var currentHull = character.AnimController.CurrentHull;
|
||||
@@ -107,15 +109,20 @@ namespace Barotrauma
|
||||
else
|
||||
{
|
||||
searchHullTimer = SearchHullInterval;
|
||||
var bestHull = FindBestHull();
|
||||
if (bestHull != null && bestHull != currentHull)
|
||||
previousSafeHull = currentSafeHull;
|
||||
currentSafeHull = FindBestHull();
|
||||
if (currentSafeHull == null)
|
||||
{
|
||||
if (goToObjective?.Target != bestHull)
|
||||
currentSafeHull = previousSafeHull;
|
||||
}
|
||||
if (currentSafeHull != null && currentSafeHull != currentHull)
|
||||
{
|
||||
if (goToObjective?.Target != currentSafeHull)
|
||||
{
|
||||
goToObjective = null;
|
||||
}
|
||||
TryAddSubObjective(ref goToObjective,
|
||||
constructor: () => new AIObjectiveGoTo(bestHull, character, objectiveManager, getDivingGearIfNeeded: false)
|
||||
constructor: () => new AIObjectiveGoTo(currentSafeHull, character, objectiveManager, getDivingGearIfNeeded: false)
|
||||
{
|
||||
// If we need diving gear, we should already have it, if possible.
|
||||
AllowGoingOutside = HumanAIController.HasDivingSuit(character)
|
||||
@@ -127,7 +134,15 @@ namespace Barotrauma
|
||||
goToObjective = null;
|
||||
}
|
||||
}
|
||||
if (goToObjective != null) { return; }
|
||||
if (goToObjective != null)
|
||||
{
|
||||
if (goToObjective.IsCompleted())
|
||||
{
|
||||
objectiveManager.GetObjective<AIObjectiveIdle>()?.Wander(deltaTime);
|
||||
}
|
||||
Priority = 0;
|
||||
return;
|
||||
}
|
||||
if (currentHull == null) { return; }
|
||||
//goto objective doesn't exist (a safe hull not found, or a path to a safe hull not found)
|
||||
// -> attempt to manually steer away from hazards
|
||||
@@ -166,7 +181,8 @@ namespace Barotrauma
|
||||
}
|
||||
else
|
||||
{
|
||||
character.AIController.SteeringManager.Reset();
|
||||
Priority = 0;
|
||||
objectiveManager.GetObjective<AIObjectiveIdle>()?.Wander(deltaTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -179,11 +195,11 @@ namespace Barotrauma
|
||||
{
|
||||
if (hull.Submarine == null) { continue; }
|
||||
if (ignoredHulls != null && ignoredHulls.Contains(hull)) { continue; }
|
||||
if (unreachable.Contains(hull)) { continue; }
|
||||
float hullSafety = 0;
|
||||
if (character.Submarine != null && SteeringManager == PathSteering)
|
||||
if (character.CurrentHull != null)
|
||||
{
|
||||
// Inside or outside near the sub
|
||||
if (unreachable.Contains(hull)) { continue; }
|
||||
// Inside
|
||||
if (!character.Submarine.IsConnectedTo(hull.Submarine)) { continue; }
|
||||
hullSafety = HumanAIController.GetHullSafety(hull, character);
|
||||
// Vertical distance matters more than horizontal (climbing up/down is harder than moving horizontally)
|
||||
@@ -212,7 +228,7 @@ namespace Barotrauma
|
||||
else
|
||||
{
|
||||
// Outside
|
||||
if (hull.RoomName?.ToLowerInvariant() == "airlock")
|
||||
if (hull.RoomName != null && hull.RoomName.ToLowerInvariant().Contains("airlock"))
|
||||
{
|
||||
hullSafety = 100;
|
||||
}
|
||||
@@ -221,13 +237,14 @@ namespace Barotrauma
|
||||
// TODO: could also target gaps that get us inside?
|
||||
foreach (Item item in Item.ItemList)
|
||||
{
|
||||
if (item.CurrentHull == hull && item.HasTag("airlock"))
|
||||
if (item.CurrentHull != hull && item.HasTag("airlock"))
|
||||
{
|
||||
hullSafety = 100;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
// TODO: could we get a closest door to the outside and target the flowing hull if no airlock is found?
|
||||
// Huge preference for closer targets
|
||||
float distance = Vector2.DistanceSquared(character.WorldPosition, hull.WorldPosition);
|
||||
float distanceFactor = MathHelper.Lerp(1, 0.2f, MathUtils.InverseLerp(0, MathUtils.Pow(100000, 2), distance));
|
||||
|
||||
@@ -117,7 +117,7 @@ namespace Barotrauma
|
||||
// Take the sub position into account in the sim pos
|
||||
if (character.Submarine == null && Target.Submarine != null)
|
||||
{
|
||||
currTargetSimPos += Target.Submarine.SimPosition;
|
||||
//currTargetSimPos += Target.Submarine.SimPosition;
|
||||
}
|
||||
else if (character.Submarine != null && Target.Submarine == null)
|
||||
{
|
||||
@@ -159,7 +159,6 @@ namespace Barotrauma
|
||||
// First check the distance
|
||||
// Then the custom condition
|
||||
// And finally check if can interact (heaviest)
|
||||
if (repeat) { return false; }
|
||||
if (isCompleted) { return true; }
|
||||
if (Target == null)
|
||||
{
|
||||
@@ -167,7 +166,16 @@ namespace Barotrauma
|
||||
return false;
|
||||
}
|
||||
bool closeEnough = Vector2.DistanceSquared(Target.WorldPosition, character.WorldPosition) < CloseEnough * CloseEnough;
|
||||
if (closeEnough)
|
||||
if (repeat)
|
||||
{
|
||||
if (closeEnough)
|
||||
{
|
||||
character.AIController.SteeringManager.Reset();
|
||||
character.AnimController.TargetDir = Target.WorldPosition.X > character.WorldPosition.X ? Direction.Right : Direction.Left;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
else if (closeEnough)
|
||||
{
|
||||
if (customCondition == null || customCondition())
|
||||
{
|
||||
@@ -175,7 +183,7 @@ namespace Barotrauma
|
||||
{
|
||||
if (character.CanInteractWith(item, out _, checkLinked: false)) { isCompleted = true; }
|
||||
}
|
||||
else if (Target is Character targetCharacter && !FollowControlledCharacter)
|
||||
else if (Target is Character targetCharacter)
|
||||
{
|
||||
if (character.CanInteractWith(targetCharacter, CloseEnough)) { isCompleted = true; }
|
||||
}
|
||||
|
||||
@@ -81,7 +81,11 @@ namespace Barotrauma
|
||||
Item.ItemList.FindAll(it => it.Components.Any(ic => ic.GetType() == orderPrefab.ItemComponentType));
|
||||
matchingItems.RemoveAll(it => it.Submarine != character.Submarine);
|
||||
var item = matchingItems.GetRandom();
|
||||
var order = new Order(orderPrefab, item ?? character.CurrentHull as Entity, item?.Components.FirstOrDefault(ic => ic.GetType() == orderPrefab.ItemComponentType));
|
||||
var order = new Order(
|
||||
orderPrefab,
|
||||
item ?? character.CurrentHull as Entity,
|
||||
item?.Components.FirstOrDefault(ic => ic.GetType() == orderPrefab.ItemComponentType),
|
||||
orderGiver: character);
|
||||
if (order == null) { continue; }
|
||||
var objective = CreateObjective(order, automaticOrder.option, character, automaticOrder.priorityModifier);
|
||||
if (objective != null)
|
||||
@@ -198,6 +202,10 @@ namespace Barotrauma
|
||||
{
|
||||
CurrentObjective?.TryComplete(deltaTime);
|
||||
}
|
||||
else
|
||||
{
|
||||
character.AIController.SteeringManager.Reset();
|
||||
}
|
||||
}
|
||||
|
||||
public void SetOrder(AIObjective objective)
|
||||
|
||||
@@ -39,7 +39,9 @@ namespace Barotrauma
|
||||
public Entity TargetEntity;
|
||||
public ItemComponent TargetItemComponent;
|
||||
public readonly bool UseController;
|
||||
public Controller ConnectedController;
|
||||
public Controller ConnectedController;
|
||||
|
||||
public Character OrderGiver;
|
||||
|
||||
public readonly string[] AppropriateJobs;
|
||||
public readonly string[] Options;
|
||||
@@ -120,7 +122,7 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public Order(Order prefab, Entity targetEntity, ItemComponent targetItem)
|
||||
public Order(Order prefab, Entity targetEntity, ItemComponent targetItem, Character orderGiver = null)
|
||||
{
|
||||
Prefab = prefab;
|
||||
|
||||
@@ -134,6 +136,7 @@ namespace Barotrauma
|
||||
TargetAllCharacters = prefab.TargetAllCharacters;
|
||||
AppropriateJobs = prefab.AppropriateJobs;
|
||||
FadeOutTime = prefab.FadeOutTime;
|
||||
OrderGiver = orderGiver;
|
||||
|
||||
TargetEntity = targetEntity;
|
||||
if (targetItem != null)
|
||||
|
||||
@@ -165,8 +165,8 @@ namespace Barotrauma
|
||||
{
|
||||
Vector2 nodePos = node.Position;
|
||||
|
||||
float xDiff = System.Math.Abs(start.X - nodePos.X);
|
||||
float yDiff = System.Math.Abs(start.Y - nodePos.Y);
|
||||
float xDiff = Math.Abs(start.X - nodePos.X);
|
||||
float yDiff = Math.Abs(start.Y - nodePos.Y);
|
||||
|
||||
if (yDiff > 1.0f && node.Waypoint.Ladders == null && node.Waypoint.Stairs == null)
|
||||
{
|
||||
@@ -190,7 +190,7 @@ namespace Barotrauma
|
||||
|
||||
if (body != null)
|
||||
{
|
||||
if (body.UserData is Submarine) continue;
|
||||
//if (body.UserData is Submarine) continue;
|
||||
if (body.UserData is Structure && !((Structure)body.UserData).IsPlatform) continue;
|
||||
if (body.UserData is Item && body.FixtureList[0].CollisionCategories.HasFlag(Physics.CollisionWall)) continue;
|
||||
}
|
||||
@@ -216,8 +216,7 @@ namespace Barotrauma
|
||||
{
|
||||
Vector2 nodePos = node.Position;
|
||||
|
||||
// TODO: use squared distance
|
||||
float dist = Vector2.Distance(end, nodePos);
|
||||
float dist = Vector2.DistanceSquared(end, nodePos);
|
||||
if (insideSubmarine)
|
||||
{
|
||||
//much higher cost to waypoints that are outside
|
||||
@@ -235,7 +234,7 @@ namespace Barotrauma
|
||||
|
||||
if (body != null)
|
||||
{
|
||||
if (body.UserData is Submarine) continue;
|
||||
//if (body.UserData is Submarine) continue;
|
||||
if (body.UserData is Structure && !((Structure)body.UserData).IsPlatform) continue;
|
||||
if (body.UserData is Item && body.FixtureList[0].CollisionCategories.HasFlag(Physics.CollisionWall)) continue;
|
||||
|
||||
|
||||
Reference in New Issue
Block a user