v1.4.4.1 (Blood in the Water Update)

This commit is contained in:
Regalis11
2024-04-24 18:09:05 +03:00
parent 89b91d1c3e
commit ff1b8951a7
397 changed files with 15250 additions and 6479 deletions
@@ -454,14 +454,16 @@ namespace Barotrauma
{
targetHulls.Add(hull);
float weight = hull.RectWidth;
// Prefer rooms that are closer. Avoid rooms that are not in the same level.
// If the behavior is active, prefer rooms that are not close.
float yDist = Math.Abs(character.WorldPosition.Y - hull.WorldPosition.Y);
yDist = yDist > 100 ? yDist * 5 : 0;
float dist = Math.Abs(character.WorldPosition.X - hull.WorldPosition.X) + yDist;
float distanceFactor = behavior == BehaviorType.Patrol ? MathHelper.Lerp(1, 0, MathUtils.InverseLerp(2500, 0, dist)) : MathHelper.Lerp(1, 0, MathUtils.InverseLerp(0, 2500, dist));
float distanceFactor = GetDistanceFactor(hull.WorldPosition, verticalDistanceMultiplier: 5, maxDistance: 2500,
factorAtMinDistance: 1, factorAtMaxDistance: 0);
if (behavior == BehaviorType.Patrol)
{
//invert when patrolling (= prefer travelling to far-away hulls)
distanceFactor = 1.0f - distanceFactor;
}
float waterFactor = MathHelper.Lerp(1, 0, MathUtils.InverseLerp(0, 100, hull.WaterPercentage * 2));
weight *= distanceFactor * waterFactor;
System.Diagnostics.Debug.Assert(weight >= 0);
hullWeights.Add(weight);
}
}