From fd5d2b86af91f82502cc753078a42572b630311e Mon Sep 17 00:00:00 2001 From: Joonas Rikkonen Date: Mon, 25 Mar 2019 19:50:02 +0200 Subject: [PATCH] (a97ef2847) AI improvements: - Fix steering issues when attacking (yet again): We still have to offset the sim positions. - Fix the steering vector when escaping from the enemy that is inside the sub. - Enemies can now navigate out from the sub, when escaping. - Fix door tag not being used when targeting items. Change the priority boosts considering doors. Should now entirely ignore the outer doors when inside and inner doors when outside. - Change the way enemies react to characters that are not in the same sub. Halve the priority when the character is not in the same hull. Add some boost to the priority when escaping. --- .../Source/Characters/AI/EnemyAIController.cs | 1 - .../BarotraumaClient/Source/Map/Hull.cs | 52 +++- .../BarotraumaServer/Source/Map/Hull.cs | 14 +- .../ServerEntityEventManager.cs | 6 + .../Source/Characters/AI/EnemyAIController.cs | 254 +++++++++++++----- .../Source/Characters/Limb.cs | 5 +- .../Source/GameSession/GameSession.cs | 2 +- .../BarotraumaShared/Source/Map/FireSource.cs | 26 +- .../Source/Map/Levels/Level.cs | 28 +- .../Map/Levels/LevelObjects/LevelTrigger.cs | 14 +- .../BarotraumaShared/Source/Map/Submarine.cs | 8 +- .../Source/Networking/NetConfig.cs | 3 +- 12 files changed, 265 insertions(+), 148 deletions(-) diff --git a/Barotrauma/BarotraumaClient/Source/Characters/AI/EnemyAIController.cs b/Barotrauma/BarotraumaClient/Source/Characters/AI/EnemyAIController.cs index cb2c213d0..c18e14dee 100644 --- a/Barotrauma/BarotraumaClient/Source/Characters/AI/EnemyAIController.cs +++ b/Barotrauma/BarotraumaClient/Source/Characters/AI/EnemyAIController.cs @@ -21,7 +21,6 @@ namespace Barotrauma if (wallTarget != null) { Vector2 wallTargetPos = wallTarget.Position; - if (wallTarget.Structure.Submarine != null) wallTargetPos += wallTarget.Structure.Submarine.Position; wallTargetPos.Y = -wallTargetPos.Y; GUI.DrawRectangle(spriteBatch, wallTargetPos - new Vector2(10.0f, 10.0f), new Vector2(20.0f, 20.0f), Color.Red, false); GUI.DrawLine(spriteBatch, pos, wallTargetPos, Color.Orange * 0.5f, 0, 5); diff --git a/Barotrauma/BarotraumaClient/Source/Map/Hull.cs b/Barotrauma/BarotraumaClient/Source/Map/Hull.cs index 8dc7700f0..f295160c6 100644 --- a/Barotrauma/BarotraumaClient/Source/Map/Hull.cs +++ b/Barotrauma/BarotraumaClient/Source/Map/Hull.cs @@ -1,13 +1,14 @@ using Barotrauma.Networking; using Barotrauma.Particles; using Barotrauma.Sounds; -using Lidgren.Network; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using System; using System.Collections.Generic; +using Microsoft.Xna.Framework.Input; using System.Linq; +using Lidgren.Network; namespace Barotrauma { @@ -18,8 +19,6 @@ namespace Barotrauma private List decals = new List(); private float serverUpdateDelay; - private float remoteWaterVolume, remoteOxygenPercentage; - private List remoteFireSources; private bool networkUpdatePending; private float networkUpdateTimer; @@ -140,10 +139,6 @@ namespace Barotrauma partial void UpdateProjSpecific(float deltaTime, Camera cam) { serverUpdateDelay -= deltaTime; - if (serverUpdateDelay <= 0.0f) - { - ApplyRemoteState(); - } if (networkUpdatePending) { @@ -552,18 +547,18 @@ namespace Barotrauma public void ClientRead(ServerNetObject type, NetBuffer message, float sendingTime) { - remoteWaterVolume = message.ReadRangedSingle(0.0f, 1.5f, 8) * Volume; - remoteOxygenPercentage = message.ReadRangedSingle(0.0f, 100.0f, 8); + float newWaterVolume = message.ReadRangedSingle(0.0f, 1.5f, 8) * Volume; + float newOxygenPercentage = message.ReadRangedSingle(0.0f, 100.0f, 8); bool hasFireSources = message.ReadBoolean(); int fireSourceCount = 0; - remoteFireSources = new List(); + List newFireSources = new List(); if (hasFireSources) { fireSourceCount = message.ReadRangedInteger(0, 16); for (int i = 0; i < fireSourceCount; i++) { - remoteFireSources.Add(new Vector3( + newFireSources.Add(new Vector3( MathHelper.Clamp(message.ReadRangedSingle(0.0f, 1.0f, 8), 0.05f, 0.95f), MathHelper.Clamp(message.ReadRangedSingle(0.0f, 1.0f, 8), 0.05f, 0.95f), message.ReadRangedSingle(0.0f, 1.0f, 8))); @@ -572,6 +567,41 @@ namespace Barotrauma if (serverUpdateDelay > 0.0f) { return; } + WaterVolume = newWaterVolume; + OxygenPercentage = newOxygenPercentage; + + for (int i = 0; i < fireSourceCount; i++) + { + Vector2 pos = new Vector2( + rect.X + rect.Width * newFireSources[i].X, + rect.Y - rect.Height + (rect.Height * newFireSources[i].Y)); + float size = newFireSources[i].Z * rect.Width; + + var newFire = i < FireSources.Count ? + FireSources[i] : + new FireSource(Submarine == null ? pos : pos + Submarine.Position, null, true); + newFire.Position = pos; + newFire.Size = new Vector2(size, newFire.Size.Y); + + //ignore if the fire wasn't added to this room (invalid position)? + if (!FireSources.Contains(newFire)) + { + newFire.Remove(); + continue; + } + } + + for (int i = FireSources.Count - 1; i >= fireSourceCount; i--) + { + FireSources[i].Remove(); + if (i < FireSources.Count) + { + FireSources.RemoveAt(i); + } + } + + if (serverUpdateDelay > 0.0f) { return; } + ApplyRemoteState(); } diff --git a/Barotrauma/BarotraumaServer/Source/Map/Hull.cs b/Barotrauma/BarotraumaServer/Source/Map/Hull.cs index 3b10a7a24..907ba6f45 100644 --- a/Barotrauma/BarotraumaServer/Source/Map/Hull.cs +++ b/Barotrauma/BarotraumaServer/Source/Map/Hull.cs @@ -20,16 +20,6 @@ namespace Barotrauma partial void UpdateProjSpecific(float deltaTime, Camera cam) { if (IdFreed) { return; } - - //don't create updates if all clients are very far from the hull - float hullUpdateDistanceSqr = NetConfig.HullUpdateDistance * NetConfig.HullUpdateDistance; - if (!GameMain.Server.ConnectedClients.Any(c => - c.Character != null && - Vector2.DistanceSquared(c.Character.WorldPosition, WorldPosition) < hullUpdateDistanceSqr)) - { - return; - } - //update client hulls if the amount of water has changed by >10% //or if oxygen percentage has changed by 5% if (Math.Abs(lastSentVolume - waterVolume) > Volume * 0.1f || @@ -41,8 +31,8 @@ namespace Barotrauma GameMain.NetworkMember.CreateEntityEvent(this); lastSentVolume = waterVolume; lastSentOxygen = OxygenPercentage; - sendUpdateTimer = NetConfig.HullUpdateInterval; - } + sendUpdateTimer = NetworkUpdateInterval; + } } } diff --git a/Barotrauma/BarotraumaServer/Source/Networking/NetEntityEvent/ServerEntityEventManager.cs b/Barotrauma/BarotraumaServer/Source/Networking/NetEntityEvent/ServerEntityEventManager.cs index 519d8d800..e2aa51755 100644 --- a/Barotrauma/BarotraumaServer/Source/Networking/NetEntityEvent/ServerEntityEventManager.cs +++ b/Barotrauma/BarotraumaServer/Source/Networking/NetEntityEvent/ServerEntityEventManager.cs @@ -352,6 +352,12 @@ namespace Barotrauma.Networking client.EntityEventLastSent[entityEvent.ID] = NetTime.Now; } + foreach (NetEntityEvent entityEvent in sentEvents) + { + (entityEvent as ServerEntityEvent).Sent = true; + client.EntityEventLastSent[entityEvent.ID] = NetTime.Now; + } + foreach (NetEntityEvent entityEvent in sentEvents) { (entityEvent as ServerEntityEvent).Sent = true; diff --git a/Barotrauma/BarotraumaShared/Source/Characters/AI/EnemyAIController.cs b/Barotrauma/BarotraumaShared/Source/Characters/AI/EnemyAIController.cs index 76ab560eb..bc399918e 100644 --- a/Barotrauma/BarotraumaShared/Source/Characters/AI/EnemyAIController.cs +++ b/Barotrauma/BarotraumaShared/Source/Characters/AI/EnemyAIController.cs @@ -26,7 +26,6 @@ namespace Barotrauma } } - public class TargetingPriority { public string TargetTag; @@ -100,6 +99,9 @@ namespace Barotrauma private readonly float aggressiongreed; private readonly float aggressionhurt; + // TODO: expose? + private readonly float priorityFearIncreasement = 2; + private readonly float memoryFadeTime = 0.5f; public bool AttackHumans { @@ -385,7 +387,7 @@ namespace Barotrauma #endregion #region Escape - + private Vector2 escapePoint; private void UpdateEscape(float deltaTime) { if (SelectedAiTarget == null || SelectedAiTarget.Entity == null || SelectedAiTarget.Entity.Removed) @@ -393,13 +395,44 @@ namespace Barotrauma State = AIState.Idle; return; } - - Vector2 escapeDir = Vector2.Normalize(SimPosition - SelectedAiTarget.SimPosition); - if (!MathUtils.IsValid(escapeDir)) escapeDir = Vector2.UnitY; - SteeringManager.SteeringManual(deltaTime, escapeDir); - SteeringManager.SteeringWander(); - if (Character.CurrentHull == null) + else if (selectedTargetMemory != null) { + selectedTargetMemory.Priority += deltaTime * priorityFearIncreasement; + } + if (Character.CurrentHull != null) + { + // Seek exit, if inside + if (SteeringManager is IndoorsSteeringManager indoorSteering && escapePoint == Vector2.Zero) + { + foreach (Gap gap in Gap.GapList) + { + if (gap.Submarine != Character.Submarine) { continue; } + if (gap.Open < 1 || gap.IsRoomToRoom) { continue; } + var path = indoorSteering.PathFinder.FindPath(Character.SimPosition, gap.SimPosition); + if (!path.Unreachable) + { + if (escapePoint != Vector2.Zero) + { + // Ignore the gap if it's further away than the previously assigned escape point + if (Vector2.DistanceSquared(Character.SimPosition, gap.SimPosition) > Vector2.DistanceSquared(Character.SimPosition, escapePoint)) { continue; } + } + escapePoint = gap.SimPosition; + } + } + } + } + if (escapePoint != Vector2.Zero && Vector2.DistanceSquared(Character.SimPosition, escapePoint) > 1) + { + SteeringManager.SteeringSeek(escapePoint); + } + else + { + // If outside or near enough the escapePoint, steer away + escapePoint = Vector2.Zero; + Vector2 escapeDir = Vector2.Normalize(WorldPosition - SelectedAiTarget.WorldPosition); + if (!MathUtils.IsValid(escapeDir)) escapeDir = Vector2.UnitY; + SteeringManager.SteeringManual(deltaTime, escapeDir); + SteeringManager.SteeringWander(); SteeringManager.SteeringAvoid(deltaTime, colliderSize * 3.0f); } } @@ -443,16 +476,7 @@ namespace Barotrauma raycastTimer = RaycastInterval; } - if (wallTarget != null) - { - attackWorldPos = wallTarget.Position; - attackSimPos = ConvertUnits.ToSimUnits(attackWorldPos); - if (Character.Submarine == null && wallTarget.Structure.Submarine != null) - { - attackWorldPos += wallTarget.Structure.Submarine.Position; - } - } - else if (SelectedAiTarget.Entity is Character c) + if (SelectedAiTarget.Entity is Character c) { //target the closest limb if the target is a character float closestDist = Vector2.DistanceSquared(SelectedAiTarget.WorldPosition, WorldPosition) * 10.0f; @@ -469,14 +493,22 @@ namespace Barotrauma } } - // Take the sub position into account in the sim pos - if (Character.Submarine == null && SelectedAiTarget.Entity.Submarine != null) + if (wallTarget != null) { - attackSimPos += SelectedAiTarget.Entity.Submarine.SimPosition; + attackWorldPos = wallTarget.Position; + attackSimPos = ConvertUnits.ToSimUnits(attackWorldPos); } - else if (Character.Submarine != null && SelectedAiTarget.Entity.Submarine == null) + else { - attackSimPos -= Character.Submarine.SimPosition; + // Take the sub position into account in the sim pos + if (Character.Submarine == null && SelectedAiTarget.Entity.Submarine != null) + { + attackSimPos += SelectedAiTarget.Entity.Submarine.SimPosition; + } + else if (Character.Submarine != null && SelectedAiTarget.Entity.Submarine == null) + { + attackSimPos -= Character.Submarine.SimPosition; + } } if (Math.Abs(Character.AnimController.movement.X) > 0.1f && !Character.AnimController.InWater) @@ -490,32 +522,26 @@ namespace Barotrauma if (wallTarget != null && wallTarget.SectionIndex > -1 && CanPassThroughHole(wallTarget.Structure, wallTarget.SectionIndex)) { WallSection section = wallTarget.Structure.GetSection(wallTarget.SectionIndex); - Hull targetHull = section.gap?.FlowTargetHull; - if (targetHull != null && !section.gap.IsRoomToRoom) + Vector2 targetPos = wallTarget.Structure.SectionPosition(wallTarget.SectionIndex, true); + if (section?.gap != null && section.gap.IsRoomToRoom && SteerThroughGap(wallTarget.Structure, section, targetPos, deltaTime)) { - Vector2 targetPos = wallTarget.Structure.SectionPosition(wallTarget.SectionIndex, true); - if (wallTarget.Structure.IsHorizontal) - { - targetPos.Y = targetHull.WorldRect.Y - targetHull.Rect.Height / 2; - } - else - { - targetPos.X = targetHull.WorldRect.Center.X; - } - - latchOntoAI?.DeattachFromBody(); - Character.AnimController.ReleaseStuckLimbs(); - if (steeringManager is IndoorsSteeringManager) - { - steeringManager.SteeringManual(deltaTime, Vector2.Normalize(targetPos - Character.WorldPosition)); - } - else - { - steeringManager.SteeringSeek(ConvertUnits.ToSimUnits(targetPos)); - } return; } } + else if (SelectedAiTarget.Entity is Structure wall) + { + for (int i = 0; i < wall.Sections.Length; i++) + { + WallSection section = wall.Sections[i]; + if (CanPassThroughHole(wall, i) && section?.gap != null) + { + if (SteerThroughGap(wall, section, section.gap.WorldPosition, deltaTime)) + { + return; + } + } + } + } else if (SelectedAiTarget.Entity is Item i) { var door = i.GetComponent(); @@ -528,6 +554,8 @@ namespace Barotrauma if (Character.WorldPosition.Y < door.Item.WorldRect.Y && Character.WorldPosition.Y > door.Item.WorldRect.Y - door.Item.Rect.Height) { velocity.Y = 0; + latchOntoAI?.DeattachFromBody(); + Character.AnimController.ReleaseStuckLimbs(); steeringManager.SteeringManual(deltaTime, velocity); return; } @@ -537,6 +565,8 @@ namespace Barotrauma if (Character.WorldPosition.X < door.Item.WorldRect.X && Character.WorldPosition.X > door.Item.WorldRect.Right) { velocity.X = 0; + latchOntoAI?.DeattachFromBody(); + Character.AnimController.ReleaseStuckLimbs(); steeringManager.SteeringManual(deltaTime, velocity); return; } @@ -670,8 +700,11 @@ namespace Barotrauma { if (indoorsSteering.CurrentPath.Unreachable) { - //wander around randomly and decrease the priority faster if no path is found - if (selectedTargetMemory != null) selectedTargetMemory.Priority -= deltaTime * 10.0f; + if (selectedTargetMemory != null) + { + //wander around randomly and decrease the priority faster if no path is found + selectedTargetMemory.Priority -= deltaTime * memoryFadeTime * 10; + } SteeringManager.SteeringWander(); } else if (indoorsSteering.CurrentPath.Finished) @@ -702,6 +735,34 @@ namespace Barotrauma } } + private bool SteerThroughGap(Structure wall, WallSection section, Vector2 targetWorldPos, float deltaTime) + { + Hull targetHull = section.gap?.FlowTargetHull; + if (targetHull != null) + { + if (wall.IsHorizontal) + { + targetWorldPos.Y = targetHull.WorldRect.Y - targetHull.Rect.Height / 2; + } + else + { + targetWorldPos.X = targetHull.WorldRect.Center.X; + } + latchOntoAI?.DeattachFromBody(); + Character.AnimController.ReleaseStuckLimbs(); + if (steeringManager is IndoorsSteeringManager) + { + steeringManager.SteeringManual(deltaTime, Vector2.Normalize(targetWorldPos - Character.WorldPosition)); + } + else + { + steeringManager.SteeringSeek(ConvertUnits.ToSimUnits(targetWorldPos)); + } + return true; + } + return false; + } + private Limb GetAttackLimb(Vector2 attackWorldPos, Limb ignoredLimb = null) { AttackContext currentContext = Character.GetAttackContext(); @@ -725,11 +786,6 @@ namespace Barotrauma { wallTarget = null; - if (Character.AnimController.CurrentHull != null) - { - return; - } - //check if there's a wall between the target and the Character Vector2 rayStart = SimPosition; Vector2 rayEnd = SelectedAiTarget.SimPosition; @@ -737,7 +793,7 @@ namespace Barotrauma if (offset) { - rayStart -= ConvertUnits.ToSimUnits(SelectedAiTarget.Entity.Submarine.Position); + rayStart -= SelectedAiTarget.Entity.Submarine.SimPosition; } Body closestBody = Submarine.CheckVisibility(rayStart, rayEnd, ignoreSubs: true); @@ -785,8 +841,12 @@ namespace Barotrauma sectionPos.X += (wall.BodyWidth <= 0.0f ? wall.Rect.Width : wall.BodyWidth) / 2 * attachTargetNormal.X; } + latchOntoAI?.SetAttachTarget(wall.Submarine.PhysicsBody.FarseerBody, wall.Submarine, sectionPos, attachTargetNormal); + if (wall.Submarine != null) + { + sectionPos += wall.Submarine.Position; + } wallTarget = new WallTarget(sectionPos, wall, sectionIndex); - latchOntoAI?.SetAttachTarget(wall.Submarine.PhysicsBody.FarseerBody, wall.Submarine, ConvertUnits.ToSimUnits(sectionPos), attachTargetNormal); } } @@ -945,8 +1005,13 @@ namespace Barotrauma targetingTag = "dead"; if (targetCharacter.Submarine != Character.Submarine) { - // In a different sub or the target is outside when we are inside or vice versa -> Significantly reduce the value - valueModifier = 0.1f; + // In a different sub or the target is outside when we are inside or vice versa -> Ignore the target + continue; + } + else if (targetCharacter.CurrentHull != Character.CurrentHull) + { + // In the same sub, halve the priority, if not in the same hull. + valueModifier = 0.5f; } } else if (targetCharacter.AIController is EnemyAIController enemy) @@ -959,10 +1024,23 @@ namespace Barotrauma { targetingTag = "weaker"; } - if (targetCharacter.Submarine != Character.Submarine) + if (State == AIState.Escape && targetingTag == "stronger") { - // In a different sub or the target is outside when we are inside or vice versa -> Significantly reduce the value - valueModifier = 0.1f; + // Frightened + valueModifier = 2; + } + else + { + if (targetCharacter.Submarine != Character.Submarine) + { + // In a different sub or the target is outside when we are inside or vice versa -> Ignore the target + continue; + } + else if (targetCharacter.CurrentHull != Character.CurrentHull) + { + // In the same sub, halve the priority, if not in the same hull. + valueModifier = 0.5f; + } } } else if (targetCharacter.Submarine != null && Character.Submarine == null) @@ -1002,14 +1080,27 @@ namespace Barotrauma else if (target.Entity is Structure s) { targetingTag = "wall"; - if (character.CurrentHull == null && aggressiveBoarding) + if (aggressiveBoarding) { - valueModifier = s.HasBody ? 2 : 0; - foreach (var section in s.Sections) + // Ignore walls when inside. + valueModifier = character.CurrentHull == null ? 2 : 0; + if (valueModifier > 0) { - if (section.gap != null) + // Ignore structures that doesn't have a body (not walls) + valueModifier *= s.HasBody ? 1 : 0; + } + for (int i = 0; i < s.Sections.Length; i++) + { + var section = s.Sections[i]; + if (CanPassThroughHole(s, i)) { - // up to 100% more priority for every gap in the wall + // Ignore walls that can be passed through + valueModifier = 0; + break; + } + else if (section.gap != null) + { + // up to 100% priority increase for every gap in the wall valueModifier *= 1 + section.gap.Open; } } @@ -1021,12 +1112,36 @@ namespace Barotrauma } if (door != null) { - //increase priority if the character is outside and an aggressive boarder, and the door is from outside to inside - if (character.CurrentHull == null && aggressiveBoarding && !door.LinkedGap.IsRoomToRoom) + // If there's not a more specific tag for the door + if (string.IsNullOrEmpty(targetingTag) || targetingTag == "room") { - valueModifier = door.IsOpen ? 5 : 3; + targetingTag = "door"; } - else if (door.IsOpen || door.Item.Condition <= 0.0f) //ignore broken and open doors + bool isOutdoor = door.LinkedGap?.FlowTargetHull != null && !door.LinkedGap.IsRoomToRoom; + bool isOpen = door.IsOpen || door.Item.Condition <= 0.0f; + //increase priority if the character is outside and an aggressive boarder, and the door is from outside to inside + if (aggressiveBoarding) + { + if (character.CurrentHull == null) + { + valueModifier = isOutdoor ? 1 : 0; + valueModifier *= isOpen ? 5 : 1; + } + } + } + else if (target.Entity is Structure s) + { + targetingTag = "wall"; + if (character.CurrentHull == null && aggressiveBoarding) + { + valueModifier = s.HasBody ? 2 : 0; + foreach (var section in s.Sections) + { + valueModifier = isOutdoor ? 0 : 1; + valueModifier *= isOpen ? 0 : 1; + } + } + else if (isOpen) //ignore broken and open doors { continue; } @@ -1094,7 +1209,6 @@ namespace Barotrauma return memory; } - private float memoryFadeTime = 0.5f; private List removals = new List(); private void UpdateTargetMemories(float deltaTime) { @@ -1118,6 +1232,8 @@ namespace Barotrauma { latchOntoAI?.DeattachFromBody(); Character.AnimController.ReleaseStuckLimbs(); + escapePoint = Vector2.Zero; + wallTarget = null; } private int GetMinimumPassableHoleCount() diff --git a/Barotrauma/BarotraumaShared/Source/Characters/Limb.cs b/Barotrauma/BarotraumaShared/Source/Characters/Limb.cs index 0c1d42432..2d07409d1 100644 --- a/Barotrauma/BarotraumaShared/Source/Characters/Limb.cs +++ b/Barotrauma/BarotraumaShared/Source/Characters/Limb.cs @@ -520,9 +520,10 @@ namespace Barotrauma // Ignore blocking on items, because it causes cases where a Mudraptor cannot hit the hatch, for example. wasHit = true; } - else if (damageTarget is Structure && structureBody?.UserData is Structure) + else if (damageTarget is Structure wall && structureBody != null && + (structureBody.UserData is Structure || (structureBody.UserData is Submarine sub && sub == wall.Submarine))) { - // If the attack is aimed to a structure and hits a structure, it's successful + // If the attack is aimed to a structure (wall) and hits a structure or the sub, it's successful wasHit = true; } else diff --git a/Barotrauma/BarotraumaShared/Source/GameSession/GameSession.cs b/Barotrauma/BarotraumaShared/Source/GameSession/GameSession.cs index ffe7cf9d3..d5778c9cc 100644 --- a/Barotrauma/BarotraumaShared/Source/GameSession/GameSession.cs +++ b/Barotrauma/BarotraumaShared/Source/GameSession/GameSession.cs @@ -208,7 +208,7 @@ namespace Barotrauma DockingPort myPort = null, outPostPort = null; foreach (DockingPort port in DockingPort.List) { - if (port.IsHorizontal || port.Docked) { continue; } + if (port.IsHorizontal) { continue; } if (port.Item.Submarine == level.StartOutpost) { outPostPort = port; diff --git a/Barotrauma/BarotraumaShared/Source/Map/FireSource.cs b/Barotrauma/BarotraumaShared/Source/Map/FireSource.cs index c252c399a..83ea002c0 100644 --- a/Barotrauma/BarotraumaShared/Source/Map/FireSource.cs +++ b/Barotrauma/BarotraumaShared/Source/Map/FireSource.cs @@ -175,11 +175,12 @@ namespace Barotrauma LimitSize(); UpdateProjSpecific(growModifier); - - if (size.X < 1.0f && (GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer)) - { - Remove(); - } + +#if CLIENT + if (GameMain.Client != null) return; +#endif + + if (size.X < 1.0f) Remove(); } partial void UpdateProjSpecific(float growModifier); @@ -292,6 +293,10 @@ namespace Barotrauma //evaporate some of the water hull.WaterVolume -= extinguishAmount; +#if CLIENT + if (GameMain.Client != null) return; +#endif + if (size.X < 1.0f && (GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer)) { Remove(); @@ -320,11 +325,12 @@ namespace Barotrauma size.X -= extinguishAmount; hull.WaterVolume -= extinguishAmount; - - if (size.X < 1.0f && (GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer)) - { - Remove(); - } + +#if CLIENT + if (GameMain.Client != null) return; +#endif + + if (size.X < 1.0f) Remove(); } public void Extinguish(float deltaTime, float amount, Vector2 worldPosition) diff --git a/Barotrauma/BarotraumaShared/Source/Map/Levels/Level.cs b/Barotrauma/BarotraumaShared/Source/Map/Levels/Level.cs index 0bb9df3e9..6f537c2c7 100644 --- a/Barotrauma/BarotraumaShared/Source/Map/Levels/Level.cs +++ b/Barotrauma/BarotraumaShared/Source/Map/Levels/Level.cs @@ -1522,40 +1522,14 @@ namespace Barotrauma outpost.MakeOutpost(); Point? minSize = null; - DockingPort subPort = null; if (Submarine.MainSub != null) { Point subSize = Submarine.MainSub.GetDockedBorders().Size; Point outpostSize = outpost.GetDockedBorders().Size; minSize = new Point(Math.Max(subSize.X, outpostSize.X), subSize.Y + outpostSize.Y); - - float closestDistance = float.MaxValue; - foreach (DockingPort port in DockingPort.List) - { - if (port.IsHorizontal || port.Docked) { continue; } - if (port.Item.Submarine != Submarine.MainSub) { continue; } - //the submarine port has to be at the top of the sub - if (port.Item.WorldPosition.Y < Submarine.MainSub.WorldPosition.Y) { continue; } - float dist = Math.Abs(port.Item.WorldPosition.X - Submarine.MainSub.WorldPosition.X); - if (dist < closestDistance) - { - subPort = port; - closestDistance = dist; - } - } } - float subDockingPortOffset = subPort == null ? 0.0f : subPort.Item.WorldPosition.X - Submarine.MainSub.WorldPosition.X; - //don't try to compensate if the port is very far from the sub's center of mass - if (Math.Abs(subDockingPortOffset) > 2000.0f) - { - subDockingPortOffset = MathHelper.Clamp(subDockingPortOffset, -2000.0f, 2000.0f); - string warningMsg = "Docking port very far from the sub's center of mass (submarine: " + Submarine.MainSub.Name + ", dist: " + subDockingPortOffset + "). The level generator may not be able to place the outpost so that docking is possible."; - DebugConsole.NewMessage(warningMsg, Color.Orange); - GameAnalyticsManager.AddErrorEventOnce("Lever.CreateOutposts:DockingPortVeryFar" + Submarine.MainSub.Name, GameAnalyticsSDK.Net.EGAErrorSeverity.Warning, warningMsg); - } - - outpost.SetPosition(outpost.FindSpawnPos(i == 0 ? StartPosition : EndPosition, minSize, subDockingPortOffset)); + outpost.SetPosition(outpost.FindSpawnPos(i == 0 ? StartPosition : EndPosition, minSize)); if ((i == 0) == !Mirrored) { StartOutpost = outpost; diff --git a/Barotrauma/BarotraumaShared/Source/Map/Levels/LevelObjects/LevelTrigger.cs b/Barotrauma/BarotraumaShared/Source/Map/Levels/LevelObjects/LevelTrigger.cs index 1c3ec2339..83033e604 100644 --- a/Barotrauma/BarotraumaShared/Source/Map/Levels/LevelObjects/LevelTrigger.cs +++ b/Barotrauma/BarotraumaShared/Source/Map/Levels/LevelObjects/LevelTrigger.cs @@ -432,16 +432,12 @@ namespace Barotrauma { if (ForceFluctuationStrength > 0.0f) { - //no need for force fluctuation (or network updates) if the trigger limits velocity and there are no triggerers - if (forceMode != TriggerForceMode.LimitVelocity || triggerers.Any()) + forceFluctuationTimer += deltaTime; + if (forceFluctuationTimer > ForceFluctuationInterval) { - forceFluctuationTimer += deltaTime; - if (forceFluctuationTimer > ForceFluctuationInterval) - { - NeedsNetworkSyncing = true; - currentForceFluctuation = Rand.Range(1.0f - ForceFluctuationStrength, 1.0f); - forceFluctuationTimer = 0.0f; - } + NeedsNetworkSyncing = true; + currentForceFluctuation = Rand.Range(1.0f - ForceFluctuationStrength, 1.0f); + forceFluctuationTimer = 0.0f; } } diff --git a/Barotrauma/BarotraumaShared/Source/Map/Submarine.cs b/Barotrauma/BarotraumaShared/Source/Map/Submarine.cs index 66456de83..4e71afd3b 100644 --- a/Barotrauma/BarotraumaShared/Source/Map/Submarine.cs +++ b/Barotrauma/BarotraumaShared/Source/Map/Submarine.cs @@ -494,7 +494,7 @@ namespace Barotrauma } } - public Vector2 FindSpawnPos(Vector2 spawnPos, Point? submarineSize = null, float subDockingPortOffset = 0.0f) + public Vector2 FindSpawnPos(Vector2 spawnPos, Point? submarineSize = null) { Rectangle dockedBorders = GetDockedBorders(); Vector2 diffFromDockedBorders = @@ -542,17 +542,17 @@ namespace Barotrauma else if (minX < 0) { //no wall found at the left side, spawn to the left from the right-side wall - spawnPos.X = maxX - minWidth - 100.0f + subDockingPortOffset; + spawnPos.X = maxX - minWidth - 100.0f; } else if (maxX > Level.Loaded.Size.X) { //no wall found at right side, spawn to the right from the left-side wall - spawnPos.X = minX + minWidth + 100.0f + subDockingPortOffset; + spawnPos.X = minX + minWidth + 100.0f; } else { //walls found at both sides, use their midpoint - spawnPos.X = (minX + maxX) / 2 + subDockingPortOffset; + spawnPos.X = (minX + maxX) / 2; } spawnPos.Y = Math.Min(spawnPos.Y, Level.Loaded.Size.Y - dockedBorders.Height / 2 - 10); diff --git a/Barotrauma/BarotraumaShared/Source/Networking/NetConfig.cs b/Barotrauma/BarotraumaShared/Source/Networking/NetConfig.cs index 74b6afcb2..2e2d01dc0 100644 --- a/Barotrauma/BarotraumaShared/Source/Networking/NetConfig.cs +++ b/Barotrauma/BarotraumaShared/Source/Networking/NetConfig.cs @@ -35,9 +35,8 @@ namespace Barotrauma.Networking public const float DeleteDisconnectedTime = 20.0f; public const float ItemConditionUpdateInterval = 0.15f; + public const float LevelObjectUpdateInterval = 0.5f; - public const float HullUpdateInterval = 0.5f; - public const float HullUpdateDistance = 20000.0f; public const int MaxEventPacketsPerUpdate = 4;