(62a89ce6a) Refactor and fix priority calculations. WIP, but should already improve things.

This commit is contained in:
Joonas Rikkonen
2019-05-16 05:05:53 +03:00
parent d0795791e7
commit ff5a819ad3
25 changed files with 142 additions and 65 deletions
@@ -32,7 +32,7 @@ namespace Barotrauma
float dist = Math.Abs(character.WorldPosition.X - targetHull.WorldPosition.X) + Math.Abs(character.WorldPosition.Y - targetHull.WorldPosition.Y) * 2.0f;
float distanceFactor = MathHelper.Lerp(1, 0.1f, MathUtils.InverseLerp(0, 10000, dist));
float severityFactor = MathHelper.Lerp(0, 1, MathHelper.Clamp(targetHull.FireSources.Sum(fs => fs.Size.X) / targetHull.Size.X, 0, 1));
return MathHelper.Clamp(Priority * severityFactor * distanceFactor, 0, 100);
return MathHelper.Lerp(0, 100, severityFactor * distanceFactor);
}
public override bool IsCompleted()