(133a5b1da) Merge branch 'dev' into human-ai

This commit is contained in:
Joonas Rikkonen
2019-05-16 05:27:51 +03:00
parent ab49749f8b
commit 3bce90251a
17 changed files with 150 additions and 238 deletions
@@ -227,9 +227,8 @@ namespace Barotrauma.Items.Components
{
msg = msg ?? (HasIntegratedButtons ? accessDeniedTxt : cannotOpenText);
}
if (item.Condition <= RepairThreshold) { return true; }
//this is a bit pointless atm because if canBePicked is false it won't allow you to do Pick() anyway, however it's still good for future-proofing.
return requiredItems.Any() ? base.HasRequiredItems(character, addMessage, msg) : canBePicked;
if (isBroken) { return true; }
return base.HasRequiredItems(character, addMessage, msg);
}
public override bool Pick(Character picker)
@@ -1000,6 +1000,25 @@ namespace Barotrauma.Items.Components
}
}
if (targetItem.Prefab.DeconstructItems.Any())
{
inputContainer.Inventory.RemoveItem(targetItem);
Entity.Spawner.AddToRemoveQueue(targetItem);
MoveInputQueue();
PutItemsToLinkedContainer();
}
else
{
if (outputContainer.Inventory.Items.All(i => i != null))
{
targetItem.Drop(dropper: null);
}
else
{
outputContainer.Inventory.TryPutItem(targetItem, user: null, createNetworkEvent: true);
}
}
if (targetItem.Prefab.DeconstructItems.Any())
{
inputContainer.Inventory.RemoveItem(targetItem);
@@ -86,17 +86,7 @@ namespace Barotrauma.Items.Components
{
get { return zoom; }
}
//TODO: remove, only for testing
#if DEBUG
[Serialize(false, false), Editable]
public bool DynamicDockingIndicator
{
get;
set;
}
#endif
public override bool IsActive
{
get
@@ -212,6 +212,33 @@ namespace Barotrauma.Items.Components
}
}
public Vector2? PosToMaintain
{
get { return posToMaintain; }
set { posToMaintain = value; }
}
struct ObstacleDebugInfo
{
public Vector2 Point1;
public Vector2 Point2;
public Vector2? Intersection;
public float Dot;
public Vector2 AvoidStrength;
public ObstacleDebugInfo(GraphEdge edge, Vector2? intersection, float dot, Vector2 avoidStrength)
{
Point1 = edge.Point1;
Point2 = edge.Point2;
Intersection = intersection;
Dot = dot;
AvoidStrength = avoidStrength;
}
}
//edge point 1, edge point 2, avoid strength
private List<ObstacleDebugInfo> debugDrawObstacles = new List<ObstacleDebugInfo>();