Item UI replacements, fabricator bugfix, randomly spawning artifacts, AI can fix leaks, LimbAttacks do damage once (not each frame for the duration of the attack)

This commit is contained in:
Regalis
2016-01-14 21:06:08 +02:00
parent eb20af622d
commit 0fc085c86d
33 changed files with 340 additions and 123 deletions
@@ -16,18 +16,18 @@ namespace Barotrauma
bool repeat;
//how long until the path to the target is declared unreachable
private float waitUntilPathUnreachable;
public override bool CanBeCompleted
{
get
{
if (repeat) return true;
if (repeat || waitUntilPathUnreachable > 0.0f) return true;
var pathSteering = character.AIController.SteeringManager as IndoorsSteeringManager;
//path doesn't exist (= hasn't been searched for yet), assume for now that the target is reachable
if (pathSteering.CurrentPath == null) return true;
//steeringmanager is still targeting some other position, assume for now that the target is reachable
if ((target != null && Vector2.Distance(target.Position, targetPos) > 5.0f) ||
Vector2.Distance(pathSteering.CurrentTarget, targetPos) > 5.0f) return true;
return (!pathSteering.CurrentPath.Unreachable);
}
@@ -43,6 +43,8 @@ namespace Barotrauma
{
this.target = target;
this.repeat = repeat;
waitUntilPathUnreachable = 5.0f;
}
@@ -51,17 +53,20 @@ namespace Barotrauma
{
this.targetPos = simPos;
this.repeat = repeat;
waitUntilPathUnreachable = 5.0f;
}
protected override void Act(float deltaTime)
{
{
waitUntilPathUnreachable -= deltaTime;
if (character.SelectedConstruction!=null && character.SelectedConstruction.GetComponent<Ladder>()==null)
{
character.SelectedConstruction = null;
}
if (target!=null) character.AIController.SelectTarget(target.AiTarget);
if (target != null) character.AIController.SelectTarget(target.AiTarget);
Vector2 currTargetPos = Vector2.Zero;