Unstable v0.1300.0.0 (February 19th 2021)

This commit is contained in:
Joonas Rikkonen
2021-02-25 13:44:23 +02:00
parent b772654326
commit 24cbef485a
441 changed files with 21343 additions and 8562 deletions
@@ -12,21 +12,30 @@ namespace Barotrauma
public override bool AllowAutomaticItemUnequipping => false;
public override bool ForceOrderPriority => false;
public readonly Item prioritizedItem;
public readonly List<Item> prioritizedItems = new List<Item>();
public AIObjectiveCleanupItems(Character character, AIObjectiveManager objectiveManager, float priorityModifier = 1, Item prioritizedItem = null)
public AIObjectiveCleanupItems(Character character, AIObjectiveManager objectiveManager, Item prioritizedItem = null, float priorityModifier = 1)
: base(character, objectiveManager, priorityModifier)
{
this.prioritizedItem = prioritizedItem;
if (prioritizedItem != null)
{
prioritizedItems.Add(prioritizedItem);
}
}
protected override float TargetEvaluation() => Targets.Any() ? AIObjectiveManager.RunPriority - 1 : 0;
public AIObjectiveCleanupItems(Character character, AIObjectiveManager objectiveManager, IEnumerable<Item> prioritizedItems, float priorityModifier = 1)
: base(character, objectiveManager, priorityModifier)
{
this.prioritizedItems.AddRange(prioritizedItems.Where(i => i != null));
}
protected override float TargetEvaluation() => Targets.Any() ? (objectiveManager.IsOrder(this) ? objectiveManager.GetOrderPriority(this) : AIObjectiveManager.RunPriority - 1) : 0;
protected override bool Filter(Item target)
{
// If the target was selected as a valid target, we'll have to accept it so that the objective can be completed.
// The validity changes when a character picks the item up.
if (!IsValidTarget(target, character)) { return Objectives.ContainsKey(target) && IsItemInsideValidSubmarine(target, character); }
if (!IsValidTarget(target, character, checkInventory: true)) { return Objectives.ContainsKey(target) && IsItemInsideValidSubmarine(target, character); }
if (target.CurrentHull.FireSources.Count > 0) { return false; }
// Don't repair items in rooms that have enemies inside.
if (Character.CharacterList.Any(c => c.CurrentHull == target.CurrentHull && !HumanAIController.IsFriendly(c) && HumanAIController.IsActive(c))) { return false; }
@@ -38,7 +47,7 @@ namespace Barotrauma
protected override AIObjective ObjectiveConstructor(Item item)
=> new AIObjectiveCleanupItem(item, character, objectiveManager, priorityModifier: PriorityModifier)
{
IsPriority = prioritizedItem == item
IsPriority = prioritizedItems.Contains(item)
};
protected override void OnObjectiveCompleted(AIObjective objective, Item target)
@@ -56,12 +65,19 @@ namespace Barotrauma
return true;
}
public static bool IsValidTarget(Item item, Character character)
public static bool IsValidContainer(Item item, Character character) =>
!item.IgnoreByAI && item.IsInteractable(character) && item.HasTag("allowcleanup") && item.ParentInventory == null && item.OwnInventory != null && item.OwnInventory.AllItems.Any() && IsItemInsideValidSubmarine(item, character);
public static bool IsValidTarget(Item item, Character character, bool checkInventory)
{
if (item == null) { return false; }
if (item.IgnoreByAI) { return false; }
if (item.NonInteractable) { return false; }
if (item.ParentInventory != null) { return false; }
if (!item.IsInteractable(character)) { return false; }
if (item.SpawnedInOutpost) { return false; }
if (item.ParentInventory != null)
{
if (item.Container == null || !IsValidContainer(item.Container, character)) { return false; }
}
if (character != null && !IsItemInsideValidSubmarine(item, character)) { return false; }
var pickable = item.GetComponent<Pickable>();
if (pickable == null) { return false; }
@@ -83,20 +99,29 @@ namespace Barotrauma
{
return false;
}
if (!checkInventory)
{
return true;
}
bool canEquip = true;
if (!item.AllowedSlots.Contains(InvSlotType.Any))
{
canEquip = false;
var inv = character.Inventory;
foreach (var allowedSlot in item.AllowedSlots)
{
int slot = character.Inventory.FindLimbSlot(allowedSlot);
if (slot > -1)
foreach (var slotType in inv.SlotTypes)
{
if (character.Inventory.Items[slot] == null)
if (!allowedSlot.HasFlag(slotType)) { continue; }
for (int i = 0; i < inv.Capacity; i++)
{
canEquip = true;
break;
}
if (allowedSlot.HasFlag(inv.SlotTypes[i]) && inv.GetItemAt(i) != null)
{
canEquip = false;
break;
}
}
}
}
}