- Replaced item name comparisons with Prefab.NameMatches (-> item names can be changed without breaking the AIs). - Having an AIObjective set as the current order of the character doesn't automatically cause it to have a high priority. For example, the order to fix leaks has a low priority if there are no leaks to fix. - AIObjectiveFixLeaks makes sure the character is wearing a diving suit before going to fix a leak. The characters used to run in and out of flooded rooms because the AIObjectiveFindSafety objective would become active as soon as the character entered the room, causing the character to run out, and then immediately run back because they are no longer in immediate danger of drowning, making the FixLeaks objective the most high-priority one. - Characters attempt to find a room with no water in AIObjectiveIdle even if the character is wearing a diving suit. - AIObjectiveFindSafety considers flooded rooms dangerous even if the character is wearing a diving suit (-> the character attempts to go into a more dry room instead of happily idling in the flooded one). - Distance to a hull doesn't decrease its desirability nearly as much in AIObjectiveFindSafety (-> fixes characters not bothering to move into a non-flooded room if it's far away). - AIObjectiveOperateItem makes sure the item is equipped before using it (-> characters can't weld leaks with the welder in their inventory).
109 lines
3.4 KiB
C#
109 lines
3.4 KiB
C#
using Barotrauma.Items.Components;
|
|
using FarseerPhysics;
|
|
using Microsoft.Xna.Framework;
|
|
using System;
|
|
|
|
namespace Barotrauma
|
|
{
|
|
class AIObjectiveFixLeak : AIObjective
|
|
{
|
|
private readonly Gap leak;
|
|
|
|
private AIObjectiveGoTo gotoObjective;
|
|
|
|
public Gap Leak
|
|
{
|
|
get { return leak; }
|
|
}
|
|
|
|
public AIObjectiveFixLeak(Gap leak, Character character)
|
|
: base (character, "")
|
|
{
|
|
this.leak = leak;
|
|
}
|
|
|
|
public override bool IsCompleted()
|
|
{
|
|
return leak.Open <= 0.0f || leak.Removed;
|
|
}
|
|
|
|
public override float GetPriority(AIObjectiveManager objectiveManager)
|
|
{
|
|
if (leak.Open == 0.0f) return 0.0f;
|
|
|
|
float leakSize = (leak.IsHorizontal ? leak.Rect.Height : leak.Rect.Width) * Math.Max(leak.Open, 0.1f);
|
|
|
|
float dist = Vector2.DistanceSquared(character.SimPosition, leak.SimPosition);
|
|
dist = Math.Max(dist / 100.0f, 1.0f);
|
|
return Math.Min(leakSize / dist, 40.0f);
|
|
}
|
|
|
|
public override bool IsDuplicate(AIObjective otherObjective)
|
|
{
|
|
AIObjectiveFixLeak fixLeak = otherObjective as AIObjectiveFixLeak;
|
|
if (fixLeak == null) return false;
|
|
return fixLeak.leak == leak;
|
|
}
|
|
|
|
protected override void Act(float deltaTime)
|
|
{
|
|
var weldingTool = character.Inventory.FindItem("Welding Tool");
|
|
|
|
if (weldingTool == null)
|
|
{
|
|
AddSubObjective(new AIObjectiveGetItem(character, "Welding Tool", true));
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
var containedItems = weldingTool.ContainedItems;
|
|
if (containedItems == null) return;
|
|
|
|
var fuelTank = Array.Find(containedItems, i => i.Prefab.NameMatches("Welding Fuel Tank") && i.Condition > 0.0f);
|
|
|
|
if (fuelTank == null)
|
|
{
|
|
AddSubObjective(new AIObjectiveContainItem(character, "Welding Fuel Tank", weldingTool.GetComponent<ItemContainer>()));
|
|
return;
|
|
}
|
|
}
|
|
|
|
var repairTool = weldingTool.GetComponent<RepairTool>();
|
|
if (repairTool == null) return;
|
|
|
|
Vector2 standPosition = GetStandPosition();
|
|
|
|
if (Vector2.DistanceSquared(character.WorldPosition, leak.WorldPosition) > 100.0f * 100.0f)
|
|
{
|
|
var gotoObjective = new AIObjectiveGoTo(ConvertUnits.ToSimUnits(standPosition), character);
|
|
if (!gotoObjective.IsCompleted())
|
|
{
|
|
AddSubObjective(gotoObjective);
|
|
return;
|
|
}
|
|
}
|
|
|
|
AddSubObjective(new AIObjectiveOperateItem(repairTool, character, "", true, leak));
|
|
}
|
|
|
|
private Vector2 GetStandPosition()
|
|
{
|
|
Vector2 standPos = leak.Position;
|
|
var hull = leak.FlowTargetHull;
|
|
|
|
if (hull == null) return standPos;
|
|
|
|
if (leak.IsHorizontal)
|
|
{
|
|
standPos += Vector2.UnitX * Math.Sign(hull.Position.X - leak.Position.X) * leak.Rect.Width;
|
|
}
|
|
else
|
|
{
|
|
standPos += Vector2.UnitY * Math.Sign(hull.Position.Y - leak.Position.Y) * leak.Rect.Height;
|
|
}
|
|
|
|
return standPos;
|
|
}
|
|
}
|
|
}
|