AI operating reactors & railguns, misc AI improvements

This commit is contained in:
Regalis
2015-11-30 19:06:27 +02:00
parent 6f2db08be0
commit 11857f894b
40 changed files with 804 additions and 272 deletions
@@ -47,7 +47,7 @@ namespace Barotrauma
public void UpdateObjectives()
{
if (currentOrder != null || !objectives.Any()) return;
if (!objectives.Any()) return;
//remove completed objectives
objectives = objectives.FindAll(o => !o.IsCompleted());
@@ -69,7 +69,7 @@ namespace Barotrauma
public void DoCurrentObjective(float deltaTime)
{
if (currentOrder != null)
if (currentOrder != null && (!objectives.Any() || objectives[0].GetPriority(character)<OrderPriority))
{
currentOrder.TryComplete(deltaTime);
return;
@@ -81,19 +81,18 @@ namespace Barotrauma
public void SetOrder(Order order, string option)
{
currentOrder = null;
switch (order.Name.ToLower())
{
case "follow":
currentOrder = new AIObjectiveGoTo(Character.Controlled.AiTarget, character, true);
break;
case "operate reactor":
var reactorItem = Item.ItemList.Find(i => i.GetComponent<Reactor>() != null);
if (reactorItem == null) return;
currentOrder = new AIObjectiveOperateItem(reactorItem.GetComponent<Reactor>(), character);
currentOrder = new AIObjectiveGoTo(Character.Controlled, character, true);
break;
default:
currentOrder = null;
if (order.TargetItem == null) return;
currentOrder = new AIObjectiveOperateItem(order.TargetItem, character, option);
break;
}
}