(86c9256b3) Merge branch 'dev' of https://github.com/Regalis11/Barotrauma-development into dev
This commit is contained in:
+29
-12
@@ -46,7 +46,7 @@ namespace Barotrauma
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if (character.CurrentHull == null)
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{
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currenthullSafety = 0;
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Priority = 100;
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Priority = objectiveManager.CurrentOrder is AIObjectiveGoTo ? 0 : 100;
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return;
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}
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if (character.OxygenAvailable < CharacterHealth.LowOxygenThreshold) { Priority = 100; }
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@@ -68,6 +68,8 @@ namespace Barotrauma
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}
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}
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private Hull currentSafeHull;
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private Hull previousSafeHull;
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protected override void Act(float deltaTime)
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{
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var currentHull = character.AnimController.CurrentHull;
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@@ -107,15 +109,20 @@ namespace Barotrauma
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else
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{
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searchHullTimer = SearchHullInterval;
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var bestHull = FindBestHull();
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if (bestHull != null && bestHull != currentHull)
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previousSafeHull = currentSafeHull;
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currentSafeHull = FindBestHull();
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if (currentSafeHull == null)
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{
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if (goToObjective?.Target != bestHull)
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currentSafeHull = previousSafeHull;
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}
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if (currentSafeHull != null && currentSafeHull != currentHull)
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{
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if (goToObjective?.Target != currentSafeHull)
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{
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goToObjective = null;
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}
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TryAddSubObjective(ref goToObjective,
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constructor: () => new AIObjectiveGoTo(bestHull, character, objectiveManager, getDivingGearIfNeeded: false)
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constructor: () => new AIObjectiveGoTo(currentSafeHull, character, objectiveManager, getDivingGearIfNeeded: false)
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{
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// If we need diving gear, we should already have it, if possible.
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AllowGoingOutside = HumanAIController.HasDivingSuit(character)
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@@ -127,7 +134,15 @@ namespace Barotrauma
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goToObjective = null;
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}
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}
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if (goToObjective != null) { return; }
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if (goToObjective != null)
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{
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if (goToObjective.IsCompleted())
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{
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objectiveManager.GetObjective<AIObjectiveIdle>()?.Wander(deltaTime);
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}
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Priority = 0;
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return;
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}
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if (currentHull == null) { return; }
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//goto objective doesn't exist (a safe hull not found, or a path to a safe hull not found)
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// -> attempt to manually steer away from hazards
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@@ -166,7 +181,8 @@ namespace Barotrauma
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}
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else
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{
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character.AIController.SteeringManager.Reset();
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Priority = 0;
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objectiveManager.GetObjective<AIObjectiveIdle>()?.Wander(deltaTime);
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}
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}
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}
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@@ -179,11 +195,11 @@ namespace Barotrauma
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{
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if (hull.Submarine == null) { continue; }
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if (ignoredHulls != null && ignoredHulls.Contains(hull)) { continue; }
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if (unreachable.Contains(hull)) { continue; }
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float hullSafety = 0;
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if (character.Submarine != null && SteeringManager == PathSteering)
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if (character.CurrentHull != null)
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{
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// Inside or outside near the sub
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if (unreachable.Contains(hull)) { continue; }
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// Inside
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if (!character.Submarine.IsConnectedTo(hull.Submarine)) { continue; }
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hullSafety = HumanAIController.GetHullSafety(hull, character);
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// Vertical distance matters more than horizontal (climbing up/down is harder than moving horizontally)
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@@ -212,7 +228,7 @@ namespace Barotrauma
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else
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{
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// Outside
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if (hull.RoomName?.ToLowerInvariant() == "airlock")
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if (hull.RoomName != null && hull.RoomName.ToLowerInvariant().Contains("airlock"))
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{
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hullSafety = 100;
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}
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@@ -221,13 +237,14 @@ namespace Barotrauma
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// TODO: could also target gaps that get us inside?
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foreach (Item item in Item.ItemList)
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{
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if (item.CurrentHull == hull && item.HasTag("airlock"))
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if (item.CurrentHull != hull && item.HasTag("airlock"))
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{
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hullSafety = 100;
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break;
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}
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}
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}
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// TODO: could we get a closest door to the outside and target the flowing hull if no airlock is found?
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// Huge preference for closer targets
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float distance = Vector2.DistanceSquared(character.WorldPosition, hull.WorldPosition);
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float distanceFactor = MathHelper.Lerp(1, 0.2f, MathUtils.InverseLerp(0, MathUtils.Pow(100000, 2), distance));
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