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
@@ -10,22 +10,43 @@ namespace Barotrauma
class AIObjectiveOperateItem : AIObjective
{
private ItemComponent targetItem;
private ItemComponent itemController;
public AIObjectiveOperateItem(ItemComponent item, Character character)
:base (character)
private bool isCompleted;
public AIObjectiveOperateItem(ItemComponent item, Character character, string option)
:base (character, option)
{
targetItem = item;
var controllers = item.Item.GetConnectedComponents<Controller>();
if (controllers.Any()) itemController = controllers[0];
}
protected override void Act(float deltaTime)
{
if (Vector2.Distance(character.SimPosition, targetItem.Item.SimPosition) < targetItem.Item.PickDistance)
ItemComponent target = itemController == null ? targetItem: itemController;
if (Vector2.Distance(character.SimPosition, target.Item.SimPosition) < target.Item.PickDistance
|| target.Item.IsInsideTrigger(character.Position))
{
//targetItem.Pick(character, false, true);
if (character.SelectedConstruction != target.Item && target.CanBeSelected)
{
target.Item.Pick(character, false, true);
}
if (targetItem.AIOperate(deltaTime, character, this)) isCompleted = true;
return;
}
subObjectives.Add(new AIObjectiveGoTo(targetItem.Item.SimPosition, character));
subObjectives.Add(new AIObjectiveGoTo(target.Item, character));
}
public override bool IsCompleted()
{
return isCompleted;
}
public override bool IsDuplicate(AIObjective otherObjective)