- replacing empty oxygen tanks - fixed characters only fixing leaks in the outer hull - prioritizing large leaks over small ones - fixed characters doing nothing after fixing all the leaks (and sinking to the bottom if they happen to be outside) - more accurate welder aiming - AIObjectiveGetItem makes the characters go to the cabinet/container an item is inside, not to the actual item (which may not be actually positioned at the container)
102 lines
2.8 KiB
C#
102 lines
2.8 KiB
C#
using System;
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using Microsoft.Xna.Framework;
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using System.Collections.Generic;
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using System.Linq;
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namespace Barotrauma
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{
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class AIObjectiveFixLeaks : AIObjective
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{
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const float UpdateGapListInterval = 10.0f;
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private float updateGapListTimer;
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private AIObjectiveIdle idleObjective;
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private List<AIObjectiveFixLeak> objectiveList;
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public AIObjectiveFixLeaks(Character character)
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: base (character, "")
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{
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objectiveList = new List<AIObjectiveFixLeak>();
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}
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public override bool IsCompleted()
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{
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return false;
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}
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protected override void Act(float deltaTime)
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{
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updateGapListTimer -= deltaTime;
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if (updateGapListTimer<=0.0f)
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{
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UpdateGapList();
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updateGapListTimer = UpdateGapListInterval;
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}
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if (objectiveList.Any())
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{
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objectiveList[objectiveList.Count - 1].TryComplete(deltaTime);
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if (!objectiveList[objectiveList.Count - 1].CanBeCompleted ||
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objectiveList[objectiveList.Count - 1].IsCompleted())
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{
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objectiveList.RemoveAt(objectiveList.Count - 1);
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}
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}
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else
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{
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if (idleObjective == null) idleObjective = new AIObjectiveIdle(character);
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idleObjective.TryComplete(deltaTime);
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}
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}
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private void UpdateGapList()
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{
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objectiveList.Clear();
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foreach (Gap gap in Gap.GapList)
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{
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if (gap.ConnectedWall == null) continue;
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if (gap.ConnectedDoor != null || gap.Open <= 0.0f) continue;
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float gapPriority = GetGapFixPriority(gap);
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int index = 0;
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while (index < objectiveList.Count &&
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GetGapFixPriority(objectiveList[index].Leak) < gapPriority)
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{
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index++;
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}
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objectiveList.Insert(index, new AIObjectiveFixLeak(gap, character));
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}
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}
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private float GetGapFixPriority(Gap gap)
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{
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if (gap == null) return 0.0f;
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//larger gap -> higher priority
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float gapPriority = (gap.isHorizontal ? gap.Rect.Width : gap.Rect.Height) * gap.Open;
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//prioritize gaps that are close
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gapPriority /= Math.Max(Vector2.Distance(character.WorldPosition, gap.WorldPosition), 1.0f);
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//gaps to outside are much higher priority
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if (!gap.IsRoomToRoom) gapPriority *= 10.0f;
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return gapPriority;
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}
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public override bool IsDuplicate(AIObjective otherObjective)
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{
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return otherObjective is AIObjectiveFixLeaks;
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}
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}
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}
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