private void UpdateAutoPilot(float deltaTime) { if (controlledSub == null) { return; } if (posToMaintain != null) { Vector2 steeringVel = GetSteeringVelocity((Vector2)posToMaintain, 10.0f); TargetVelocity = Vector2.Lerp(TargetVelocity, steeringVel, AutoPilotSteeringLerp); showIceSpireWarning = false; return; } autopilotRayCastTimer -= deltaTime; autopilotRecalculatePathTimer -= deltaTime; if (autopilotRecalculatePathTimer <= 0.0f) { //periodically recalculate the path in case the sub ends up to a position //where it can't keep traversing the initially calculated path UpdatePath(); autopilotRecalculatePathTimer = RecalculatePathInterval; } if (steeringPath == null) { showIceSpireWarning = false; return; } steeringPath.CheckProgress(ConvertUnits.ToSimUnits(controlledSub.WorldPosition), 10.0f); connectedSubUpdateTimer -= deltaTime; if (connectedSubUpdateTimer <= 0.0f) { connectedSubs.Clear(); connectedSubs = controlledSub?.GetConnectedSubs(); connectedSubUpdateTimer = ConnectedSubUpdateInterval; } if (autopilotRayCastTimer <= 0.0f && steeringPath.NextNode != null) { Vector2 diff = ConvertUnits.ToSimUnits(steeringPath.NextNode.Position - controlledSub.WorldPosition); //if the node is close enough, check if it's visible float lengthSqr = diff.LengthSquared(); if (lengthSqr > 0.001f && lengthSqr < AutopilotMinDistToPathNode * AutopilotMinDistToPathNode) { diff = Vector2.Normalize(diff); //check if the next waypoint is visible from all corners of the sub //(i.e. if we can navigate directly towards it or if there's obstacles in the way) bool nextVisible = true; for (int x = -1; x < 2; x += 2) { for (int y = -1; y < 2; y += 2) { Vector2 cornerPos = new Vector2(controlledSub.Borders.Width * x, controlledSub.Borders.Height * y) / 2.0f; cornerPos = ConvertUnits.ToSimUnits(cornerPos * 1.1f + controlledSub.WorldPosition); float dist = Vector2.Distance(cornerPos, steeringPath.NextNode.SimPosition); if (Submarine.PickBody(cornerPos, cornerPos + diff * dist, null, Physics.CollisionLevel) == null) { continue; } nextVisible = false; x = 2; y = 2; } } if (nextVisible) { steeringPath.SkipToNextNode(); } } autopilotRayCastTimer = AutopilotRayCastInterval; } Vector2 newVelocity = Vector2.Zero; if (steeringPath.CurrentNode != null) { newVelocity = GetSteeringVelocity(steeringPath.CurrentNode.WorldPosition, 2.0f); } Vector2 avoidDist = new Vector2( Math.Max(1000.0f * Math.Abs(controlledSub.Velocity.X), controlledSub.Borders.Width * 0.75f), Math.Max(1000.0f * Math.Abs(controlledSub.Velocity.Y), controlledSub.Borders.Height * 0.75f)); float avoidRadius = avoidDist.Length(); float damagingWallAvoidRadius = MathHelper.Clamp(avoidRadius * 1.5f, 5000.0f, 10000.0f); Vector2 newAvoidStrength = Vector2.Zero; debugDrawObstacles.Clear(); //steer away from nearby walls showIceSpireWarning = false; var closeCells = Level.Loaded.GetCells(controlledSub.WorldPosition, 4); foreach (VoronoiCell cell in closeCells) { if (cell.DoesDamage) { foreach (GraphEdge edge in cell.Edges) { Vector2 closestPoint = MathUtils.GetClosestPointOnLineSegment(edge.Point1 + cell.Translation, edge.Point2 + cell.Translation, controlledSub.WorldPosition); Vector2 diff = closestPoint - controlledSub.WorldPosition; float dist = diff.Length() - Math.Max(controlledSub.Borders.Width, controlledSub.Borders.Height) / 2; if (dist > damagingWallAvoidRadius) { continue; } Vector2 normalizedDiff = Vector2.Normalize(diff); float dot = Vector2.Dot(normalizedDiff, controlledSub.Velocity); float avoidStrength = MathHelper.Clamp(MathHelper.Lerp(1.0f, 0.0f, dist / damagingWallAvoidRadius - dot), 0.0f, 1.0f); Vector2 avoid = -normalizedDiff * avoidStrength; newAvoidStrength += avoid; debugDrawObstacles.Add(new ObstacleDebugInfo(edge, edge.Center, 1.0f, avoid, cell.Translation)); if (dot > 0.0f) { showIceSpireWarning = true; } } continue; } foreach (GraphEdge edge in cell.Edges) { if (MathUtils.GetLineIntersection(edge.Point1 + cell.Translation, edge.Point2 + cell.Translation, controlledSub.WorldPosition, cell.Center, out Vector2 intersection)) { Vector2 diff = controlledSub.WorldPosition - intersection; //far enough -> ignore if (Math.Abs(diff.X) > avoidDist.X && Math.Abs(diff.Y) > avoidDist.Y) { debugDrawObstacles.Add(new ObstacleDebugInfo(edge, intersection, 0.0f, Vector2.Zero, Vector2.Zero)); continue; } if (diff.LengthSquared() < 1.0f) { diff = Vector2.UnitY; } Vector2 normalizedDiff = Vector2.Normalize(diff); float dot = controlledSub.Velocity == Vector2.Zero ? 0.0f : Vector2.Dot(controlledSub.Velocity, -normalizedDiff); //not heading towards the wall -> ignore if (dot < 1.0) { debugDrawObstacles.Add(new ObstacleDebugInfo(edge, intersection, dot, Vector2.Zero, cell.Translation)); continue; } Vector2 change = (normalizedDiff * Math.Max((avoidRadius - diff.Length()), 0.0f)) / avoidRadius; if (change.LengthSquared() < 0.001f) { continue; } newAvoidStrength += change * (dot - 1.0f); debugDrawObstacles.Add(new ObstacleDebugInfo(edge, intersection, dot - 1.0f, change * (dot - 1.0f), cell.Translation)); } } } avoidStrength = Vector2.Lerp(avoidStrength, newAvoidStrength, deltaTime * 10.0f); TargetVelocity = Vector2.Lerp(TargetVelocity, newVelocity + avoidStrength * 100.0f, AutoPilotSteeringLerp); //steer away from other subs foreach (Submarine sub in Submarine.Loaded) { if (sub == controlledSub || connectedSubs.Contains(sub)) { continue; } Point sizeSum = controlledSub.Borders.Size + sub.Borders.Size; Vector2 minDist = sizeSum.ToVector2() / 2; Vector2 diff = controlledSub.WorldPosition - sub.WorldPosition; float xDist = Math.Abs(diff.X); float yDist = Math.Abs(diff.Y); Vector2 maxAvoidDistance = minDist * 2; if (xDist > maxAvoidDistance.X || yDist > maxAvoidDistance.Y) { //far enough -> ignore continue; } float dot = controlledSub.Velocity == Vector2.Zero ? 0.0f : Vector2.Dot(Vector2.Normalize(controlledSub.Velocity), -diff); if (dot < 0.0f) { //heading away -> ignore continue; } float distanceFactor = MathHelper.Lerp(0, 1, MathUtils.InverseLerp(maxAvoidDistance.X + maxAvoidDistance.Y, minDist.X + minDist.Y, xDist + yDist)); float velocityFactor = MathHelper.Lerp(0, 1, MathUtils.InverseLerp(0, 3, controlledSub.Velocity.Length())); TargetVelocity += 100 * Vector2.Normalize(diff) * distanceFactor * velocityFactor; } //clamp velocity magnitude to 100.0f (Is this required? The X and Y components are clamped in the property setter) float velMagnitude = TargetVelocity.Length(); if (velMagnitude > 100.0f) { TargetVelocity *= 100.0f / velMagnitude; } #if CLIENT HintManager.OnAutoPilotPathUpdated(this); #endif }