(7765c6989) Only show a bunch of pathfinder errors and warnings in debug builds.
This commit is contained in:
@@ -13,7 +13,7 @@ namespace Barotrauma
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public override string DebugTag => "combat";
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public bool useCoolDown = true;
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const float CoolDown = 10.0f;
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const float coolDown = 10.0f;
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public Character Enemy { get; private set; }
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@@ -40,6 +40,7 @@ namespace Barotrauma
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{
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get
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{
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if (Weapon == null) { return null; }
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if (_weaponComponent == null)
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{
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_weaponComponent =
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@@ -64,6 +65,8 @@ namespace Barotrauma
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private Hull retreatTarget;
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private float coolDownTimer;
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private IEnumerable<FarseerPhysics.Dynamics.Body> myBodies;
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private float aimTimer;
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public enum CombatMode
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{
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@@ -78,7 +81,7 @@ namespace Barotrauma
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: base(character, objectiveManager, priorityModifier)
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{
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Enemy = enemy;
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coolDownTimer = CoolDown;
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coolDownTimer = coolDown;
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findSafety = objectiveManager.GetObjective<AIObjectiveFindSafety>();
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if (findSafety != null)
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{
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@@ -127,7 +130,7 @@ namespace Barotrauma
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}
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if (abandon) { return; }
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Arm(deltaTime);
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Move(deltaTime);
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Move();
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}
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private void Arm(float deltaTime)
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@@ -148,9 +151,9 @@ namespace Barotrauma
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{
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Mode = CombatMode.Retreat;
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}
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if (Equip())
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else if (Equip())
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{
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if (Reload(deltaTime))
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if (Reload())
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{
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Attack(deltaTime);
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}
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@@ -163,16 +166,16 @@ namespace Barotrauma
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}
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}
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private void Move(float deltaTime)
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private void Move()
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{
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switch (Mode)
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{
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case CombatMode.Offensive:
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Engage(deltaTime);
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Engage();
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break;
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case CombatMode.Defensive:
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case CombatMode.Retreat:
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Retreat(deltaTime);
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Retreat();
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break;
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default:
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throw new NotImplementedException();
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@@ -263,6 +266,7 @@ namespace Barotrauma
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if (character.Inventory.TryPutItem(Weapon, character, slots))
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{
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Weapon.Equip(character);
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aimTimer = Rand.Range(1f, 2f);
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}
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else
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{
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@@ -273,7 +277,7 @@ namespace Barotrauma
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return true;
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}
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private void Retreat(float deltaTime)
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private void Retreat()
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{
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if (followTargetObjective != null)
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{
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@@ -294,7 +298,7 @@ namespace Barotrauma
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TryAddSubObjective(ref retreatObjective, () => new AIObjectiveGoTo(retreatTarget, character, objectiveManager, false, true));
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}
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private void Engage(float deltaTime)
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private void Engage()
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{
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retreatTarget = null;
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if (retreatObjective != null)
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@@ -323,7 +327,7 @@ namespace Barotrauma
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});
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}
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private bool Reload(float deltaTime)
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private bool Reload()
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{
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if (WeaponComponent != null && WeaponComponent.requiredItems.ContainsKey(RelatedItem.RelationType.Contained))
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{
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@@ -346,7 +350,6 @@ namespace Barotrauma
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return reloadWeaponObjective == null || reloadWeaponObjective.IsCompleted();
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}
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private IEnumerable<FarseerPhysics.Dynamics.Body> myBodies;
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private void Attack(float deltaTime)
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{
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float squaredDistance = Vector2.DistanceSquared(character.Position, Enemy.Position);
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@@ -371,6 +374,16 @@ namespace Barotrauma
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character.SetInput(InputType.Aim, false, true);
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}
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}
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bool isFacing = character.AnimController.Dir > 0 && Enemy.WorldPosition.X > character.WorldPosition.X || character.AnimController.Dir < 0 && Enemy.WorldPosition.X < character.WorldPosition.X;
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if (!isFacing)
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{
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aimTimer = Rand.Range(1f, 2f);
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}
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if (aimTimer > 0)
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{
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aimTimer -= deltaTime;
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return;
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}
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if (WeaponComponent is MeleeWeapon meleeWeapon)
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{
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if (squaredDistance <= meleeWeapon.Range * meleeWeapon.Range)
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@@ -385,14 +398,14 @@ namespace Barotrauma
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{
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if (squaredDistance > repairTool.Range * repairTool.Range) { return; }
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}
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if (VectorExtensions.Angle(VectorExtensions.Forward(Weapon.body.TransformedRotation), Enemy.Position - character.Position) < MathHelper.PiOver4)
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if (VectorExtensions.Angle(VectorExtensions.Forward(Weapon.body.TransformedRotation), Enemy.Position - Weapon.Position) < MathHelper.PiOver4)
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{
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if (myBodies == null)
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{
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myBodies = character.AnimController.Limbs.Select(l => l.body.FarseerBody);
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}
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var collisionCategories = Physics.CollisionCharacter | Physics.CollisionWall;
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var pickedBody = Submarine.PickBody(character.SimPosition, Enemy.SimPosition, myBodies, collisionCategories);
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var pickedBody = Submarine.PickBody(Weapon.SimPosition, Enemy.SimPosition, myBodies, collisionCategories);
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if (pickedBody != null)
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{
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Character target = null;
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@@ -404,10 +417,11 @@ namespace Barotrauma
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{
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target = limb.character;
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}
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if (target != null && target == Enemy)
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if (target != null && (target == Enemy || !HumanAIController.IsFriendly(target)))
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{
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character.SetInput(InputType.Shoot, false, true);
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Weapon.Use(deltaTime, character);
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aimTimer = Rand.Range(0.5f, 1f);
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}
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}
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}
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@@ -650,6 +650,31 @@ namespace Barotrauma
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{
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#if DEBUG
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DebugConsole.ThrowError("AIObjectiveFixLeak failed - the item \"" + weldingTool + "\" has no RepairTool component but is tagged as a welding tool");
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#endif
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abandon = true;
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return;
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}
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Vector2 gapDiff = Leak.WorldPosition - character.WorldPosition;
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// TODO: use the collider size/reach?
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if (!character.AnimController.InWater && Math.Abs(gapDiff.X) < 100 && gapDiff.Y < 0.0f && gapDiff.Y > -150)
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{
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HumanAIController.AnimController.Crouching = true;
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}
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float reach = ConvertUnits.ToSimUnits(repairTool.Range);
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bool canOperate = ConvertUnits.ToSimUnits(gapDiff.Length()) < reach;
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if (canOperate)
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{
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TryAddSubObjective(ref operateObjective, () => new AIObjectiveOperateItem(repairTool, character, objectiveManager, option: "", requireEquip: true, operateTarget: Leak));
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}
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else
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{
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TryAddSubObjective(ref gotoObjective, () => new AIObjectiveGoTo(ConvertUnits.ToSimUnits(GetStandPosition()), character, objectiveManager) { CloseEnough = reach * 0.75f });
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}
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var repairTool = weldingTool.GetComponent<RepairTool>();
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if (repairTool == null)
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{
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#if DEBUG
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DebugConsole.ThrowError("AIObjectiveFixLeak failed - the item \"" + weldingTool + "\" has no RepairTool component but is tagged as a welding tool");
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#endif
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abandon = true;
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return;
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@@ -73,6 +73,21 @@ namespace Barotrauma
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}
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}
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public override void Update(float deltaTime)
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{
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if (objectiveManager.CurrentObjective == this)
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{
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if (randomTimer > 0)
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{
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randomTimer -= deltaTime;
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}
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else
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{
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SetRandom();
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}
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}
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}
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public override bool IsCompleted() => false;
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public override bool CanBeCompleted => true;
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@@ -162,6 +162,10 @@ namespace Barotrauma
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{
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isCompleted = true;
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}
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if (component.AIOperate(deltaTime, character, this))
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{
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isCompleted = true;
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}
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}
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else
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{
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@@ -49,7 +49,9 @@ namespace Barotrauma
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if (wayPoint == null) continue;
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if (nodes.ContainsKey(wayPoint.ID))
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{
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#if DEBUG
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DebugConsole.ThrowError("Error in PathFinder.GenerateNodes (duplicate ID \"" + wayPoint.ID + "\")");
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#endif
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continue;
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}
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nodes.Add(wayPoint.ID, new PathNode(wayPoint));
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@@ -201,7 +203,9 @@ namespace Barotrauma
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if (startNode == null)
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{
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#if DEBUG
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DebugConsole.NewMessage("Pathfinding error, couldn't find a start node. "+ errorMsgStr, Color.DarkRed);
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#endif
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return new SteeringPath(true);
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}
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@@ -251,7 +255,9 @@ namespace Barotrauma
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if (endNode == null)
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{
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#if DEBUG
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DebugConsole.NewMessage("Pathfinding error, couldn't find an end node. " + errorMsgStr, Color.DarkRed);
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#endif
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return new SteeringPath(true);
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}
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@@ -279,7 +285,9 @@ namespace Barotrauma
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if (startNode == null || endNode == null)
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{
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#if DEBUG
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DebugConsole.NewMessage("Pathfinding error, couldn't find matching pathnodes to waypoints.", Color.DarkRed);
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#endif
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return new SteeringPath(true);
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}
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@@ -395,7 +403,9 @@ namespace Barotrauma
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//should be fixed now, was most likely caused by the parent fields of the nodes not being cleared before starting the pathfinding
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if (finalPath.Count > nodes.Count)
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{
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#if DEBUG
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DebugConsole.ThrowError("Pathfinding error: constructing final path failed");
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#endif
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return new SteeringPath(true);
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}
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@@ -867,6 +867,25 @@ namespace Barotrauma.Items.Components
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}
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}
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if (targetItem.Prefab.DeconstructItems.Any())
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{
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inputContainer.Inventory.RemoveItem(targetItem);
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Entity.Spawner.AddToRemoveQueue(targetItem);
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MoveInputQueue();
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PutItemsToLinkedContainer();
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}
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else
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{
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if (outputContainer.Inventory.Items.All(i => i != null))
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{
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targetItem.Drop(dropper: null);
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}
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else
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{
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outputContainer.Inventory.TryPutItem(targetItem, user: null, createNetworkEvent: true);
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}
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}
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if (targetItem.Prefab.DeconstructItems.Any())
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{
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inputContainer.Inventory.RemoveItem(targetItem);
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@@ -212,33 +212,6 @@ namespace Barotrauma.Items.Components
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}
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}
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public Vector2? PosToMaintain
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{
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get { return posToMaintain; }
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set { posToMaintain = value; }
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}
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struct ObstacleDebugInfo
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{
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public Vector2 Point1;
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public Vector2 Point2;
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public Vector2? Intersection;
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public float Dot;
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public Vector2 AvoidStrength;
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public ObstacleDebugInfo(GraphEdge edge, Vector2? intersection, float dot, Vector2 avoidStrength)
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{
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Point1 = edge.Point1;
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Point2 = edge.Point2;
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Intersection = intersection;
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Dot = dot;
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AvoidStrength = avoidStrength;
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}
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}
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//edge point 1, edge point 2, avoid strength
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private List<ObstacleDebugInfo> debugDrawObstacles = new List<ObstacleDebugInfo>();
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@@ -152,8 +152,7 @@ namespace Barotrauma.Items.Components
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ParentSub = item.CurrentHull?.Submarine,
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Position = item.Position,
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CastShadows = castShadows,
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IsBackground = drawBehindSubs,
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SpriteScale = Vector2.One * item.Scale
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IsBackground = drawBehindSubs
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};
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#endif
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@@ -1808,6 +1808,10 @@ namespace Barotrauma
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{
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ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime);
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}
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if (!broken)
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{
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ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime);
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}
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ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime);
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if (body == null || !body.Enabled || !inWater || ParentInventory != null || Removed) { return; }
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@@ -398,6 +398,25 @@ namespace Barotrauma
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}
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}
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public string DisplayName
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{
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get;
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private set;
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}
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private string roomName;
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[Editable, Serialize("", true, translationTextTag: "RoomName.")]
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public string RoomName
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{
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get { return roomName; }
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set
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{
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if (roomName == value) { return; }
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roomName = value;
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DisplayName = TextManager.Get(roomName, returnNull: true) ?? roomName;
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}
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}
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public override Rectangle Rect
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{
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get
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