(f0f961ac3) Fix some priority related issues.

This commit is contained in:
Joonas Rikkonen
2019-05-16 05:33:46 +03:00
parent 3b72edfe94
commit 155cb83f91
10 changed files with 296 additions and 75 deletions
@@ -30,7 +30,9 @@ namespace Barotrauma
if (Item.Repairables.None()) { return 0; }
// Ignore items that are being repaired by someone else.
if (Item.Repairables.Any(r => r.CurrentFixer != null && r.CurrentFixer != character)) { return 0; }
if (Item.CurrentHull != null && (Item.CurrentHull.FireSources.Count > 0 || Character.CharacterList.Any(c => c.CurrentHull == Item.CurrentHull && !HumanAIController.IsFriendly(c)))) { return 0; }
if (Item.CurrentHull == null) { return 0; }
if (Item.CurrentHull.FireSources.Count > 0) { return 0; }
if (Character.CharacterList.Any(c => c.CurrentHull == Item.CurrentHull && !HumanAIController.IsFriendly(c))) { return 0; }
// Vertical distance matters more than horizontal (climbing up/down is harder than moving horizontally)
float dist = Math.Abs(character.WorldPosition.X - Item.WorldPosition.X) + Math.Abs(character.WorldPosition.Y - Item.WorldPosition.Y) * 2.0f;
float distanceFactor = MathHelper.Lerp(1, 0.5f, MathUtils.InverseLerp(0, 10000, dist));