- fixed fires, oxygen and water level not being taken into account in path cost calculations - particle collision fix
217 lines
7.2 KiB
C#
217 lines
7.2 KiB
C#
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 AIObjectiveFindSafety : AIObjective
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{
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const float SearchHullInterval = 3.0f;
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const float MinSafety = 50.0f;
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private AIObjectiveGoTo goToObjective;
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private List<Hull> unreachable;
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private float currenthullSafety;
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private float searchHullTimer;
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private AIObjective divingGearObjective;
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public float? OverrideCurrentHullSafety;
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public AIObjectiveFindSafety(Character character)
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: base(character, "")
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{
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unreachable = new List<Hull>();
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}
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protected override void Act(float deltaTime)
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{
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var currentHull = character.AnimController.CurrentHull;
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currenthullSafety = OverrideCurrentHullSafety == null ?
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GetHullSafety(currentHull, character) : (float)OverrideCurrentHullSafety;
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if (currentHull != null)
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{
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if (NeedsDivingGear())
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{
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if (!FindDivingGear(deltaTime)) return;
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}
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if (currenthullSafety > MinSafety)
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{
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if (Math.Abs(currentHull.WorldPosition.X - character.WorldPosition.X) > 100.0f)
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{
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character.AIController.SteeringManager.SteeringSeek(currentHull.SimPosition, 0.5f);
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}
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else
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{
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character.AIController.SteeringManager.Reset();
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}
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character.AIController.SelectTarget(null);
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goToObjective = null;
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return;
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}
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}
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if (searchHullTimer > 0.0f)
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{
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searchHullTimer -= deltaTime;
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}
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else
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{
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var bestHull = FindBestHull();
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if (bestHull != null)
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{
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goToObjective = new AIObjectiveGoTo(bestHull, character);
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}
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searchHullTimer = SearchHullInterval;
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}
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if (goToObjective != null)
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{
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var pathSteering = character.AIController.SteeringManager as IndoorsSteeringManager;
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if (pathSteering!=null && pathSteering.CurrentPath!= null &&
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pathSteering.CurrentPath.Unreachable && !unreachable.Contains(goToObjective.Target))
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{
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unreachable.Add(goToObjective.Target as Hull);
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}
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goToObjective.TryComplete(deltaTime);
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}
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}
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private bool FindDivingGear(float deltaTime)
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{
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if (divingGearObjective==null)
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{
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divingGearObjective = new AIObjectiveFindDivingGear(character, false);
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}
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if (divingGearObjective.IsCompleted()) return true;
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divingGearObjective.TryComplete(deltaTime);
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return divingGearObjective.IsCompleted();
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}
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private Hull FindBestHull()
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{
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Hull bestHull = null;
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float bestValue = currenthullSafety;
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foreach (Hull hull in Hull.hullList)
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{
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if (hull == character.AnimController.CurrentHull || unreachable.Contains(hull)) continue;
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float hullValue = GetHullSafety(hull, character);
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hullValue -= (float)Math.Sqrt(Math.Abs(character.Position.X - hull.Position.X));
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hullValue -= (float)Math.Sqrt(Math.Abs(character.Position.Y - hull.Position.Y) * 2.0f);
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if (bestHull == null || hullValue > bestValue)
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{
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bestHull = hull;
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bestValue = hullValue;
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}
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}
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return bestHull;
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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 AIObjectiveFindSafety);
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}
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private bool NeedsDivingGear()
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{
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var currentHull = character.AnimController.CurrentHull;
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if (currentHull == null) return true;
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//there's lots of water in the room -> get a suit
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if (currentHull.Volume / currentHull.FullVolume > 0.5f) return true;
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if (currentHull.OxygenPercentage < 30.0f) return true;
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return false;
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}
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public override float GetPriority(Character character)
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{
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if (character.Oxygen < 80.0f)
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{
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return 150.0f - character.Oxygen;
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}
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if (character.AnimController.CurrentHull == null) return 5.0f;
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currenthullSafety = GetHullSafety(character.AnimController.CurrentHull, character);
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priority = 100.0f - currenthullSafety;
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var nearbyHulls = character.AnimController.CurrentHull.GetConnectedHulls(3);
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foreach (Hull hull in nearbyHulls)
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{
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foreach (FireSource fireSource in hull.FireSources)
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{
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//increase priority if almost within damage range of a fire
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if (character.Position.X > fireSource.Position.X - fireSource.DamageRange * 2 &&
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character.Position.X < fireSource.Position.X + fireSource.Size.X + fireSource.DamageRange * 2 &&
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character.Position.Y > hull.Rect.Y - hull.Rect.Height &&
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character.Position.Y < hull.Rect.Y)
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{
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priority += Math.Max(fireSource.Size.X, 50.0f);
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}
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}
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}
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if (NeedsDivingGear())
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{
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if (divingGearObjective != null && !divingGearObjective.IsCompleted()) priority += 20.0f;
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}
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return priority;
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}
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private static float GetHullSafety(Hull hull, Character character)
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{
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if (hull == null) return 0.0f;
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float waterPercentage = (hull.Volume / hull.FullVolume) * 100.0f;
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float fireAmount = 0.0f;
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var nearbyHulls = character.AnimController.CurrentHull.GetConnectedHulls(3);
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foreach (Hull hull2 in nearbyHulls)
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{
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foreach (FireSource fireSource in hull2.FireSources)
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{
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//increase priority if almost within damage range of a fire
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if (character.Position.X > fireSource.Position.X - fireSource.DamageRange * 2 &&
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character.Position.X < fireSource.Position.X + fireSource.Size.X + fireSource.DamageRange * 2 &&
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character.Position.Y > hull2.Rect.Y - hull2.Rect.Height &&
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character.Position.Y < hull2.Rect.Y)
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{
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fireAmount += Math.Max(fireSource.Size.X, 50.0f);
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}
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}
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}
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float safety = 100.0f - fireAmount;
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if (waterPercentage > 30.0f && character.OxygenAvailable <= 0.0f) safety -= waterPercentage;
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if (hull.OxygenPercentage < 30.0f) safety -= (30.0f - hull.OxygenPercentage) * 5.0f;
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return safety;
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}
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}
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}
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