Unstable v0.15.17.0 (Hex is out of town edition)

This commit is contained in:
Juan Pablo Arce
2021-12-03 13:31:10 -03:00
parent cd5c8f3e13
commit 617d9ede88
245 changed files with 8088 additions and 5842 deletions
@@ -128,7 +128,7 @@ namespace Barotrauma
Item item = null;
if (orderPrefab.MustSetTarget)
{
item = orderPrefab.GetMatchingItems(character.Submarine, mustBelongToPlayerSub: false, requiredTeam: character.Info.TeamID, interactableFor: character)?.GetRandom();
item = orderPrefab.GetMatchingItems(character.Submarine, mustBelongToPlayerSub: false, requiredTeam: character.Info.TeamID, interactableFor: character, orderOption: autonomousObjective.option)?.GetRandom();
}
var order = new Order(orderPrefab, item ?? character.CurrentHull as Entity, orderPrefab.GetTargetItemComponent(item), orderGiver: character);
if (order == null) { continue; }
@@ -279,6 +279,7 @@ namespace Barotrauma
float highestPriority = 0;
for (int i = CurrentOrders.Count - 1; i >= 0; i--)
{
if (CurrentOrders.Count <= i) { break; }
var orderObjective = CurrentOrders[i].Objective;
if (orderObjective == null) { continue; }
orderObjective.CalculatePriority();
@@ -354,6 +355,7 @@ namespace Barotrauma
// Make sure the order priorities reflect those set by the player
for (int i = CurrentOrders.Count - 1; i >= 0; i--)
{
if (CurrentOrders.Count <= i) { break; }
var currentOrder = CurrentOrders[i];
if (currentOrder.Objective == null || currentOrder.MatchesOrder(order, option))
{
@@ -406,13 +408,14 @@ namespace Barotrauma
if (orderGiver == null) { return null; }
newObjective = new AIObjectiveGoTo(orderGiver, character, this, repeat: true, priorityModifier: priorityModifier)
{
CloseEnough = Rand.Range(90, 100) + Rand.Range(50, 70) * Math.Min(HumanAIController.CountCrew(c => c.ObjectiveManager.CurrentOrder is AIObjectiveGoTo gotoOrder && gotoOrder.Target == orderGiver, onlyBots: true), 4),
extraDistanceOutsideSub = 100,
extraDistanceWhileSwimming = 100,
CloseEnough = Rand.Range(80, 100),
CloseEnoughMultiplier = Math.Min(1 + HumanAIController.CountCrew(c => c.ObjectiveManager.HasOrder<AIObjectiveGoTo>(o => o.Target == orderGiver), onlyBots: true) * Rand.Range(0.8f, 1f), 4),
ExtraDistanceOutsideSub = 100,
ExtraDistanceWhileSwimming = 100,
AllowGoingOutside = true,
IgnoreIfTargetDead = true,
isFollowOrderObjective = true,
mimic = true,
IsFollowOrderObjective = true,
Mimic = character.IsOnPlayerTeam,
DialogueIdentifier = "dialogcannotreachplace"
};
break;
@@ -523,7 +526,7 @@ namespace Barotrauma
newObjective = new AIObjectiveEscapeHandcuffs(character, this, priorityModifier: priorityModifier);
break;
case "prepareforexpedition":
newObjective = new AIObjectivePrepare(character, this, order.TargetItems)
newObjective = new AIObjectivePrepare(character, this, order.GetTargetItems(option), order.RequireItems)
{
KeepActiveWhenReady = true,
CheckInventory = true,
@@ -532,16 +535,29 @@ namespace Barotrauma
};
break;
case "findweapon":
newObjective = new AIObjectivePrepare(character, this, order.TargetItems)
AIObjectivePrepare prepareObjective;
if (order.TargetEntity is Item tItem)
{
KeepActiveWhenReady = false,
CheckInventory = false,
Equip = true,
EvaluateCombatPriority = true,
FindAllItems = false
};
prepareObjective = new AIObjectivePrepare(character, this, targetItem: tItem);
}
else
{
prepareObjective = new AIObjectivePrepare(character, this, order.GetTargetItems(option), order.RequireItems)
{
KeepActiveWhenReady = false,
CheckInventory = false,
EvaluateCombatPriority = true,
FindAllItems = false
};
}
prepareObjective.KeepActiveWhenReady = false;
prepareObjective.Equip = true;
newObjective = prepareObjective;
newObjective.Completed += () => DismissSelf(order, option);
break;
case "loaditems":
newObjective = new AIObjectiveLoadItems(character, this, option, order.GetTargetItems(option), order.TargetEntity as Item, priorityModifier);
break;
default:
if (order.TargetItemComponent == null) { return null; }
if (!order.TargetItemComponent.Item.IsInteractable(character)) { return null; }
@@ -573,17 +589,20 @@ namespace Barotrauma
#endif
return;
}
Order dismissOrder = Order.GetPrefab("dismissed");
var orderOption = Order.GetDismissOrderOption(currentOrder);
int priority = currentOrder.ManualPriority;
#if CLIENT
if (GameMain.GameSession?.CrewManager != null && GameMain.GameSession.CrewManager.IsSinglePlayer)
{
GameMain.GameSession?.CrewManager?.SetCharacterOrder(character, Order.GetPrefab("dismissed"), Order.GetDismissOrderOption(currentOrder), currentOrder.ManualPriority, character);
GameMain.GameSession.CrewManager.SetCharacterOrder(character, dismissOrder, orderOption, priority, character);
}
#else
GameMain.Server?.SendOrderChatMessage(new OrderChatMessage(Order.GetPrefab("dismissed"), Order.GetDismissOrderOption(currentOrder), currentOrder.ManualPriority, currentOrder.Order?.TargetSpatialEntity, character, character));
GameMain.Server?.SendOrderChatMessage(new OrderChatMessage(dismissOrder, orderOption, priority, currentOrder.Order.TargetSpatialEntity, character, character));
SetOrder(dismissOrder, orderOption, priority, character, speak: false);
#endif
}
private bool IsAllowedToWait()
{
if (!character.IsOnPlayerTeam) { return false; }
@@ -632,10 +651,9 @@ namespace Barotrauma
return ForcedOrder != null || CurrentOrders.Any();
}
public bool HasOrder<T>() where T : AIObjective
{
return ForcedOrder is T || CurrentOrders.Any(o => o.Objective is T);
}
public bool HasOrder<T>(Func<T, bool> predicate = null) where T : AIObjective =>
ForcedOrder is T forcedOrder && (predicate == null || predicate(forcedOrder)) ||
CurrentOrders.Any(o => o.Objective is T order && (predicate == null || predicate(order)));
public float GetOrderPriority(AIObjective objective)
{