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
@@ -36,7 +36,7 @@ namespace Barotrauma
public override float GetPriority()
{
bool isOrder = objectiveManager.CurrentOrder == this;
bool isOrder = objectiveManager.IsOrder(this);
if (!IsAllowed || character.LockHands)
{
Priority = 0;
@@ -51,7 +51,7 @@ namespace Barotrauma
{
if (isOrder)
{
Priority = AIObjectiveManager.OrderPriority;
Priority = objectiveManager.GetOrderPriority(this);
}
ItemComponent target = GetTarget();
Item targetItem = target?.Item;
@@ -69,7 +69,7 @@ namespace Barotrauma
{
if (!isOrder)
{
if (reactor.LastUserWasPlayer && character.TeamID != Character.TeamType.FriendlyNPC ||
if (reactor.LastUserWasPlayer && character.TeamID != CharacterTeamType.FriendlyNPC ||
HumanAIController.IsTrueForAnyCrewMember(c =>
c.ObjectiveManager.CurrentOrder is AIObjectiveOperateItem operateOrder && operateOrder.GetTarget() == target))
{
@@ -89,11 +89,16 @@ namespace Barotrauma
case "powerup":
// Check that we don't already have another order that is targeting the same item.
// Without this the autonomous objective will tell the bot to turn the reactor on again.
if (objectiveManager.CurrentOrder is AIObjectiveOperateItem operateOrder && operateOrder != this && operateOrder.GetTarget() == target && operateOrder.Option != Option)
if (IsAnotherOrderTargetingSameItem(objectiveManager.ForcedOrder) || objectiveManager.CurrentOrders.Any(o => IsAnotherOrderTargetingSameItem(o.Objective)))
{
Priority = 0;
return Priority;
}
bool IsAnotherOrderTargetingSameItem(AIObjective objective)
{
return objective is AIObjectiveOperateItem operateObjective && operateObjective != this && operateObjective.GetTarget() == target && operateObjective.Option != Option;
}
break;
}
}
@@ -101,20 +106,30 @@ namespace Barotrauma
targetItem.Submarine != character.Submarine && !isOrder ||
targetItem.CurrentHull.FireSources.Any() ||
HumanAIController.IsItemOperatedByAnother(target, out _) ||
Character.CharacterList.Any(c => c.CurrentHull == targetItem.CurrentHull && !HumanAIController.IsFriendly(c) && HumanAIController.IsActive(c)))
Character.CharacterList.Any(c => c.CurrentHull == targetItem.CurrentHull && !HumanAIController.IsFriendly(c) && HumanAIController.IsActive(c))
|| component.Item.IgnoreByAI || (useController && controller.Item.IgnoreByAI))
{
Priority = 0;
}
else
{
float value = CumulatedDevotion + (AIObjectiveManager.OrderPriority * PriorityModifier);
float max = isOrder ? MathHelper.Min(AIObjectiveManager.OrderPriority, 90) : AIObjectiveManager.RunPriority - 1;
if (!isOrder && reactor != null && reactor.PowerOn && Option == "powerup")
if (isOrder)
{
// Decrease the priority when targeting a reactor that is already on.
value /= 2;
float max = objectiveManager.GetOrderPriority(this);
float value = CumulatedDevotion + (max * PriorityModifier);
Priority = MathHelper.Clamp(value, 0, max);
}
else
{
float value = CumulatedDevotion + (AIObjectiveManager.LowestOrderPriority * PriorityModifier);
float max = AIObjectiveManager.LowestOrderPriority - 1;
if (reactor != null && reactor.PowerOn && Option == "powerup")
{
// Decrease the priority when targeting a reactor that is already on.
value /= 2;
}
Priority = MathHelper.Clamp(value, 0, max);
}
Priority = MathHelper.Clamp(value, 0, max);
}
}
return Priority;
@@ -137,7 +152,7 @@ namespace Barotrauma
throw new Exception("target null");
#endif
}
else if (target.Item.NonInteractable)
else if (!target.Item.IsInteractable(character))
{
Abandon = true;
}
@@ -153,25 +168,13 @@ namespace Barotrauma
ItemComponent target = GetTarget();
if (useController && controller == null)
{
character.Speak(TextManager.GetWithVariable("DialogCantFindController", "[item]", component.Item.Name, true), null, 2.0f, "cantfindcontroller", 30.0f);
if (character.IsOnPlayerTeam)
{
character.Speak(TextManager.GetWithVariable("DialogCantFindController", "[item]", component.Item.Name, true), null, 2.0f, "cantfindcontroller", 30.0f);
}
Abandon = true;
return;
}
// If this is not an order...
if (objectiveManager.CurrentOrder != this)
{
// Don't allow to operate an item that someone with a better skills already operates
if (HumanAIController.IsItemOperatedByAnother(target, out _))
{
// Don't abandon
return;
}
if (component.Item.IgnoreByAI || (useController && controller.Item.IgnoreByAI))
{
Abandon = true;
return;
}
}
if (operateTarget != null)
{
if (HumanAIController.IsTrueForAnyCrewMember(other => other != HumanAIController && other.ObjectiveManager.GetActiveObjective() is AIObjectiveOperateItem operateObjective && operateObjective.operateTarget == operateTarget))
@@ -215,7 +218,7 @@ namespace Barotrauma
Abandon = true;
return;
}
else if (!character.Inventory.Items.Contains(component.Item))
else if (!character.Inventory.Contains(component.Item))
{
TryAddSubObjective(ref getItemObjective, () => new AIObjectiveGetItem(character, component.Item, objectiveManager, equip: true),
onAbandon: () => Abandon = true,
@@ -241,13 +244,14 @@ namespace Barotrauma
continue;
}
//equip slot already taken
if (character.Inventory.Items[i] != null)
var existingItem = character.Inventory.GetItemAt(i);
if (existingItem != null)
{
//try to put the item in an Any slot, and drop it if that fails
if (!character.Inventory.Items[i].AllowedSlots.Contains(InvSlotType.Any) ||
!character.Inventory.TryPutItem(character.Inventory.Items[i], character, new List<InvSlotType>() { InvSlotType.Any }))
if (!existingItem.AllowedSlots.Contains(InvSlotType.Any) ||
!character.Inventory.TryPutItem(existingItem, character, new List<InvSlotType>() { InvSlotType.Any }))
{
character.Inventory.Items[i].Drop(character);
existingItem.Drop(character);
}
}
if (character.Inventory.TryPutItem(component.Item, i, true, false, character))