(0fde6c604) Ignore dangerous targets.
This commit is contained in:
+2
@@ -33,9 +33,11 @@ namespace Barotrauma
|
||||
{
|
||||
var item = battery.Item;
|
||||
if (item.Submarine == null) { return false; }
|
||||
if (item.CurrentHull == null) { return false; }
|
||||
if (item.Submarine.TeamID != character.TeamID) { return false; }
|
||||
if (item.ConditionPercentage <= 0) { return false; }
|
||||
if (character.Submarine != null && !character.Submarine.IsEntityFoundOnThisSub(item, true)) { return false; }
|
||||
if (Character.CharacterList.Any(c => c.CurrentHull == item.CurrentHull && !HumanAIController.IsFriendly(c))) { return false; }
|
||||
if (Option == "charge")
|
||||
{
|
||||
if (battery.RechargeRatio >= PowerContainer.aiRechargeTargetRatio - 0.01f) { return false; }
|
||||
|
||||
+1
@@ -29,6 +29,7 @@ namespace Barotrauma
|
||||
public override float GetPriority()
|
||||
{
|
||||
if (gotoObjective != null && !gotoObjective.CanBeCompleted) { return 0; }
|
||||
if (Character.CharacterList.Any(c => c.CurrentHull == targetHull && !HumanAIController.IsFriendly(c))) { return 0; }
|
||||
// Vertical distance matters more than horizontal (climbing up/down is harder than moving horizontally)
|
||||
float dist = Math.Abs(character.WorldPosition.X - targetHull.WorldPosition.X) + Math.Abs(character.WorldPosition.Y - targetHull.WorldPosition.Y) * 2.0f;
|
||||
float distanceFactor = MathHelper.Lerp(1, 0.1f, MathUtils.InverseLerp(0, 10000, dist));
|
||||
|
||||
+1
@@ -27,6 +27,7 @@ namespace Barotrauma
|
||||
if (target.Submarine == null) { return false; }
|
||||
if (target.Submarine.TeamID != character.TeamID) { return false; }
|
||||
if (character.Submarine != null && !character.Submarine.IsEntityFoundOnThisSub(target, true)) { return false; }
|
||||
if (Character.CharacterList.Any(c => c.CurrentHull == target && !HumanAIController.IsFriendly(c))) { return false; }
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
@@ -208,6 +208,10 @@ namespace Barotrauma
|
||||
if (ignoredContainerIdentifiers.Contains(item.ContainerIdentifier)) { continue; }
|
||||
}
|
||||
|
||||
// Don't allow to get items in rooms that have a fire (except fire extinguishers) or an enemy inside (except weapons)
|
||||
if (!itemIdentifiers.Contains("extinguisher") && item.CurrentHull.FireSources.Count > 0 ||
|
||||
item.GetComponent<MeleeWeapon>() == null && item.GetComponent<RangedWeapon>() == null && Character.CharacterList.Any(c => c.CurrentHull == item.CurrentHull && !HumanAIController.IsFriendly(c))) { continue; }
|
||||
|
||||
//if the item is inside a character's inventory, don't steal it unless the character is dead
|
||||
if (item.ParentInventory is CharacterInventory)
|
||||
{
|
||||
|
||||
@@ -50,6 +50,7 @@ namespace Barotrauma
|
||||
{
|
||||
return AIObjectiveManager.OrderPriority;
|
||||
}
|
||||
if (component.Item.CurrentHull != null && (component.Item.CurrentHull.FireSources.Count > 0 || Character.CharacterList.Any(c => c.CurrentHull == component.Item.CurrentHull && !HumanAIController.IsFriendly(c)))) { return 0; }
|
||||
float devotion = MathHelper.Min(10, Priority);
|
||||
float value = devotion + AIObjectiveManager.OrderPriority * PriorityModifier;
|
||||
float max = MathHelper.Min((AIObjectiveManager.OrderPriority - 1), 90);
|
||||
|
||||
@@ -29,7 +29,9 @@ namespace Barotrauma
|
||||
{
|
||||
if (pump.Item.HasTag("ballast")) { return false; }
|
||||
if (pump.Item.Submarine == null) { return false; }
|
||||
if (pump.Item.CurrentHull == null) { return false; }
|
||||
if (pump.Item.Submarine.TeamID != character.TeamID) { return false; }
|
||||
if (pump.Item.CurrentHull.FireSources.Count > 0 || Character.CharacterList.Any(c => c.CurrentHull == pump.Item.CurrentHull && !HumanAIController.IsFriendly(c))) { return false; }
|
||||
if (pump.Item.ConditionPercentage <= 0) { return false; }
|
||||
if (character.Submarine != null && !character.Submarine.IsEntityFoundOnThisSub(pump.Item, true)) { return false; }
|
||||
if (Option == "stoppumping")
|
||||
|
||||
@@ -30,6 +30,7 @@ namespace Barotrauma
|
||||
if (Item.Repairables.None()) { return 0; }
|
||||
// Ignore items that are being repaired by someone else.
|
||||
if (Item.Repairables.Any(r => r.CurrentFixer != null && r.CurrentFixer != character)) { return 0; }
|
||||
if (Item.CurrentHull != null && (Item.CurrentHull.FireSources.Count > 0 || Character.CharacterList.Any(c => c.CurrentHull == Item.CurrentHull && !HumanAIController.IsFriendly(c)))) { return 0; }
|
||||
// Vertical distance matters more than horizontal (climbing up/down is harder than moving horizontally)
|
||||
float dist = Math.Abs(character.WorldPosition.X - Item.WorldPosition.X) + Math.Abs(character.WorldPosition.Y - Item.WorldPosition.Y) * 2.0f;
|
||||
float distanceFactor = MathHelper.Lerp(1, 0.5f, MathUtils.InverseLerp(0, 10000, dist));
|
||||
@@ -70,6 +71,11 @@ namespace Barotrauma
|
||||
}
|
||||
goToObjective = null;
|
||||
}
|
||||
if (!abandon)
|
||||
{
|
||||
// Don't allow to repair items in rooms that have a fire or an enemy inside
|
||||
abandon = Item.CurrentHull != null && (Item.CurrentHull.FireSources.Count > 0 || Character.CharacterList.Any(c => c.CurrentHull == Item.CurrentHull && !HumanAIController.IsFriendly(c)));
|
||||
}
|
||||
foreach (Repairable repairable in Item.Repairables)
|
||||
{
|
||||
if (!repairable.HasRequiredItems(character, false))
|
||||
|
||||
@@ -53,6 +53,7 @@ namespace Barotrauma
|
||||
else
|
||||
{
|
||||
if (item.Repairables.None()) { ignore = true; }
|
||||
else if (item.CurrentHull != null || item.CurrentHull.FireSources.Count > 0 || Character.CharacterList.Any(c => c.CurrentHull == item.CurrentHull && !HumanAIController.IsFriendly(c))) { ignore = true; }
|
||||
else
|
||||
{
|
||||
foreach (Repairable repairable in item.Repairables)
|
||||
|
||||
Reference in New Issue
Block a user