7dbfbfd4eb
commit cd504791ebda32f7e9d79ec2ac726058e83b5bf1 Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Sun Feb 3 20:03:46 2019 +0200 Additional server logging for steam auth & desync kicks commit 6efece5e42502c1cdba89d4f4cc91398402f2b25 Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Sun Feb 3 19:46:51 2019 +0200 Fixed server failing to sync clients who join the server after a character has been removed during the round (e.g. eaten, turned into a husk). commit 482c9f87ec715119ad9ad420f25003ac92e666b9 Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Sun Feb 3 19:37:00 2019 +0200 Fixed server-side error messages when clients attempt to use a fabricator. Happened because the server tried to set the required time -text on the fabricator interface based on the controlled character instead of the character using the fabricator. commit 0a21304ee43935364de131d8aba09da8f51e6a47 Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Sun Feb 3 17:30:39 2019 +0200 Fixed AI crew occasionally going outside to fix leaks commit 78fa9382490f3b8d63c2ced9b31551fddf937703 Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Sun Feb 3 16:47:09 2019 +0200 Changed coilgun ammo box category from Machine to Equipment (no machine tab in the store menu, caused errors when trying to find a tab button style) commit 73f4374938a69bbeb9e5c0177bcd2b632fc33c8f Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Sun Feb 3 16:14:56 2019 +0200 Fixed humanhusk not spawning when a husk-infected human dies. commit 080b04d6d046a3c7659942a0a72a3f1a0aa33f4d Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Sun Feb 3 15:57:18 2019 +0200 Made coilgun ammo boxes fabricable and purchaseable, coilgun bolts can't be crafted, alien flares can't be purchased. Closes #1027 commit edd46655a853880e03c2f9a32abd92b6429a6c8e Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Sun Feb 3 15:48:39 2019 +0200 Removed auxiliorizine from the chemical shipment mission (auxiliorizine doesn't exist anymore). commit c19620e1f507b2bda398ab4b8ab8cd7d3ea5af23 Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Sun Feb 3 15:46:26 2019 +0200 Removed duplicate line from loading screen tips. Closes #1032 commit e7df25130bfc76c16a08e86d3d42b16eab7cb21d Author: ezjamsen <ezjames.fi@gmail.com> Date: Sun Feb 3 13:01:19 2019 +0200 Halved moloch speeds temporarily until a full balance of enemies is done.
161 lines
5.2 KiB
C#
161 lines
5.2 KiB
C#
using Microsoft.Xna.Framework;
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using System;
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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 = 5.0f;
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private double lastGapUpdate;
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private AIObjectiveIdle idleObjective;
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private AIObjectiveFindDivingGear findDivingGear;
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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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}
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public override bool IsCompleted()
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{
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if (Timing.TotalTime > lastGapUpdate + UpdateGapListInterval || objectiveList == null)
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{
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UpdateGapList();
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lastGapUpdate = Timing.TotalTime;
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}
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return objectiveList.Count == 0;
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}
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public override float GetPriority(AIObjectiveManager objectiveManager)
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{
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if (Timing.TotalTime > lastGapUpdate + UpdateGapListInterval || objectiveList == null)
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{
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UpdateGapList();
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lastGapUpdate = Timing.TotalTime;
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}
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float priority = 0.0f;
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foreach (AIObjectiveFixLeak fixObjective in objectiveList)
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{
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//gaps from outside to inside significantly increase the priority
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if (!fixObjective.Leak.IsRoomToRoom)
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{
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priority = Math.Max(priority + fixObjective.Leak.Open * 100.0f, 50.0f);
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}
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else
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{
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priority += fixObjective.Leak.Open * 10.0f;
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}
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if (priority >= 100.0f) break;
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}
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return Math.Min(priority, 100.0f);
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}
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protected override void Act(float deltaTime)
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{
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if (Timing.TotalTime > lastGapUpdate + UpdateGapListInterval || objectiveList == null)
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{
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UpdateGapList();
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lastGapUpdate = Timing.TotalTime;
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}
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if (objectiveList.Any())
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{
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if (!objectiveList[objectiveList.Count - 1].Leak.IsRoomToRoom)
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{
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if (findDivingGear == null) findDivingGear = new AIObjectiveFindDivingGear(character, true);
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if (!findDivingGear.IsCompleted() && findDivingGear.CanBeCompleted)
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{
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findDivingGear.TryComplete(deltaTime);
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return;
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}
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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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if (objectiveList == null) { objectiveList = new List<AIObjectiveFixLeak>(); }
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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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//not linked to a hull -> ignore
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if (gap.linkedTo.All(l => l == null)) { continue; }
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if (character.TeamID == 0)
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{
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if (gap.Submarine == null) continue;
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}
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else
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{
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//prevent characters from attempting to fix leaks in the enemy sub
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//team 1 plays in sub 0, team 2 in sub 1
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Submarine mySub = character.TeamID < 1 || character.TeamID > Submarine.MainSubs.Length ?
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Submarine.MainSub : Submarine.MainSubs[character.TeamID - 1];
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if (gap.Submarine != mySub) continue;
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}
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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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