Endworm attacks working, itemlabel text saving bugfix, deconstructors & fabricators need power, engine sprite, disable wire node dragging in character mode, only hit with one meleeweapon at a time, fixrequirement text overflow fix, mapentities can hace multiple categories, Gap.FindHull fix, Waypoint ladder & gap saving, stuff
This commit is contained in:
@@ -35,7 +35,7 @@ namespace Barotrauma
|
||||
|
||||
public override bool IsCompleted()
|
||||
{
|
||||
return isCompleted;
|
||||
return isCompleted || container.Inventory.FindItem(itemName)!=null;
|
||||
}
|
||||
|
||||
protected override void Act(float deltaTime)
|
||||
|
||||
@@ -59,6 +59,8 @@ namespace Barotrauma
|
||||
|
||||
protected override void Act(float deltaTime)
|
||||
{
|
||||
if (target == character) return;
|
||||
|
||||
waitUntilPathUnreachable -= deltaTime;
|
||||
|
||||
if (character.SelectedConstruction!=null && character.SelectedConstruction.GetComponent<Ladder>()==null)
|
||||
|
||||
@@ -85,12 +85,12 @@ namespace Barotrauma
|
||||
currentObjective = new AIObjectiveGoTo(Character.Controlled, character, true);
|
||||
break;
|
||||
case "wait":
|
||||
currentObjective = new AIObjectiveGoTo(character.SimPosition, character, true);
|
||||
currentObjective = new AIObjectiveGoTo(character, character, true);
|
||||
break;
|
||||
default:
|
||||
if (order.TargetItem == null) return;
|
||||
|
||||
currentObjective = new AIObjectiveOperateItem(order.TargetItem, character, option);
|
||||
currentObjective = new AIObjectiveOperateItem(order.TargetItem, character, option, null, order.UseController);
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -30,15 +30,19 @@ namespace Barotrauma
|
||||
get { return operateTarget; }
|
||||
}
|
||||
|
||||
public AIObjectiveOperateItem(ItemComponent item, Character character, string option, Entity operateTarget = null)
|
||||
public AIObjectiveOperateItem(ItemComponent item, Character character, string option, Entity operateTarget = null, bool useController = false)
|
||||
:base (character, option)
|
||||
{
|
||||
component = item;
|
||||
|
||||
this.operateTarget = operateTarget;
|
||||
|
||||
var controllers = item.Item.GetConnectedComponents<Controller>();
|
||||
if (controllers.Any()) component = controllers[0];
|
||||
if (useController)
|
||||
{
|
||||
var controllers = item.Item.GetConnectedComponents<Controller>();
|
||||
if (controllers.Any()) component = controllers[0];
|
||||
}
|
||||
|
||||
|
||||
canBeCompleted = true;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user