Unstable 0.1300.0.7

This commit is contained in:
Markus Isberg
2021-04-07 15:24:22 +03:00
parent 96b2184811
commit 538c3dbfc3
47 changed files with 246 additions and 103 deletions
@@ -1848,49 +1848,68 @@ namespace Barotrauma
public static bool IsItemOperatedByAnother(Character character, ItemComponent target, out Character operatingCharacter)
{
operatingCharacter = null;
if (character == null) { return false; }
if (target?.Item == null) { return false; }
bool isOrder = IsOrderedToOperateThis(character.AIController);
foreach (var c in Character.CharacterList)
{
if (character == null) { continue; }
if (c == character) { continue; }
if (c.IsDead || c.IsIncapacitated) { continue; }
if (!IsFriendly(character, c, onlySameTeam: true)) { continue; }
operatingCharacter = c;
if (c.AIController is HumanAIController controllingHumanAi)
if (c.IsPlayer)
{
Item otherTarget = controllingHumanAi.objectiveManager.GetActiveObjective<AIObjectiveOperateItem>()?.Component.Item ?? c.SelectedConstruction;
if (otherTarget != target.Item) { continue; }
// If the other character is player, don't try to operate
if (c.IsPlayer) { return true; }
// If the other character is ordered to operate the item, let him do it
if (controllingHumanAi.ObjectiveManager.IsCurrentOrder<AIObjectiveOperateItem>())
if (c.SelectedConstruction == target.Item)
{
// If the other character is player, don't try to operate
return true;
}
}
else if (c.AIController is HumanAIController operatingAI)
{
if (operatingAI.ObjectiveManager.Objectives.None(o => o is AIObjectiveOperateItem operateObjective && operateObjective.Component.Item == target.Item))
{
// Not targeting the same item.
continue;
}
bool isTargetOrdered = IsOrderedToOperateThis(c.AIController);
if (!isOrder && isTargetOrdered)
{
// If the other bot is ordered to operate the item, let him do it, unless we are ordered too
return true;
}
else
{
if (character == null)
if (isOrder && !isTargetOrdered)
{
return true;
}
else if (target is Steering)
{
// Steering is hard-coded -> cannot use the required skills collection defined in the xml
return character.GetSkillLevel("helm") <= c.GetSkillLevel("helm");
// We are ordered and the target is not -> allow to operate
continue;
}
else
{
return target.DegreeOfSuccess(character) <= target.DegreeOfSuccess(c);
if (!isTargetOrdered && operatingAI.ObjectiveManager.CurrentOrder == operatingAI.ObjectiveManager.CurrentObjective)
{
// The other bot is ordered to do something else
continue;
}
if (target is Steering)
{
// Steering is hard-coded -> cannot use the required skills collection defined in the xml
if (character.GetSkillLevel("helm") <= c.GetSkillLevel("helm"))
{
return true;
}
}
else if (target.DegreeOfSuccess(character) <= target.DegreeOfSuccess(c))
{
return true;
}
}
}
}
else
{
return c.SelectedConstruction == target.Item;
}
}
return false;
bool IsOrderedToOperateThis(AIController ai) => ai is HumanAIController humanAI && humanAI.ObjectiveManager.CurrentOrder is AIObjectiveOperateItem operateObjective && operateObjective.Component.Item == target.Item;
}
#region Wrappers