(89fea1963) Refactoring and fixing: - Remove relatively expensive HasAccessToPath calls. - Fix finding diving gear subobjective of goto main objective not checking if we need the gear. - Move the abandon checks from CanBeCompleted property under Act method and use the inherited property. Fixes incorrect results when the goto objective is not the active objective. - Improve the support for concurrent sub objectives.

This commit is contained in:
Joonas Rikkonen
2019-05-16 05:38:02 +03:00
parent 96eb27140e
commit 4695e6f92b
16 changed files with 290 additions and 297 deletions
@@ -74,6 +74,21 @@ namespace Barotrauma
}
}
public override void Update(float deltaTime)
{
if (objectiveManager.CurrentObjective == this)
{
if (randomTimer > 0)
{
randomTimer -= deltaTime;
}
else
{
SetRandom();
}
}
}
public override bool IsCompleted() => false;
public override bool CanBeCompleted => true;
@@ -142,10 +157,9 @@ namespace Barotrauma
// Check that there is no unsafe or forbidden hulls on the way to the target
// Only do this when the current hull is ok, because otherwise would block all paths from the current hull to the target hull.
var path = PathSteering.PathFinder.FindPath(character.SimPosition, randomHull.SimPosition);
if (path.Unreachable ||
path.Nodes.Any(n => HumanAIController.UnsafeHulls.Contains(n.CurrentHull) ||
IsForbidden(n.CurrentHull)) ||
!PathSteering.HasAccessToPath(path))
if (path.Unreachable ||
path.Nodes.Any(n => HumanAIController.UnsafeHulls.Contains(n.CurrentHull) ||
IsForbidden(n.CurrentHull)))
{
//can't go to this room, remove it from the list and try another room next frame
int index = targetHulls.IndexOf(randomHull);