(663910402) Unequip weapons when not in combat mode and all items when idling.

This commit is contained in:
Joonas Rikkonen
2019-05-16 05:20:11 +03:00
parent 3b313976c5
commit 7b6c2f1fa8
9 changed files with 324 additions and 46 deletions
@@ -4,6 +4,7 @@ using System;
using System.Collections.Generic;
using System.Linq;
using Barotrauma.Extensions;
using Barotrauma.Items.Components;
namespace Barotrauma
{
@@ -197,6 +198,30 @@ namespace Barotrauma
extinguisherItem.Drop(Character);
}
}
foreach (var item in Character.Inventory.Items)
{
if (item == null) { continue; }
bool unequip = false;
if (ObjectiveManager.CurrentObjective is AIObjectiveIdle)
{
unequip = item.AllowedSlots.Contains(InvSlotType.RightHand | InvSlotType.LeftHand);
}
else if (!(ObjectiveManager.CurrentObjective is AIObjectiveCombat))
{
unequip = item.GetComponent<RangedWeapon>() != null || item.GetComponent<MeleeWeapon>() != null;
}
if (unequip)
{
if (Character.HasEquippedItem(item))
{
// Try to put the weapon in an Any slot, and drop it if that fails
if (!item.AllowedSlots.Contains(InvSlotType.Any) || !Character.Inventory.TryPutItem(item, Character, new List<InvSlotType>() { InvSlotType.Any }))
{
item.Drop(Character);
}
}
}
}
if (Character.IsKeyDown(InputType.Aim))
{
@@ -487,6 +487,25 @@ 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);
@@ -835,6 +835,19 @@ namespace Barotrauma.Items.Components
return true;
}
public override void OnItemLoaded()
{
sonar = item.GetComponent<Sonar>();
}
public override bool Select(Character character)
{
if (!CanBeSelected) return false;
user = character;
return true;
}
public override void Update(float deltaTime, Camera cam)
{
networkUpdateTimer -= deltaTime;
@@ -1280,6 +1280,10 @@ namespace Barotrauma
{
ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime);
}
if (!broken)
{
ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime);
}
ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime);
if (body == null || !body.Enabled || !inWater || ParentInventory != null || Removed) { return; }
@@ -398,6 +398,25 @@ namespace Barotrauma
}
}
public string DisplayName
{
get;
private set;
}
private string roomName;
[Editable, Serialize("", true, translationTextTag: "RoomName.")]
public string RoomName
{
get { return roomName; }
set
{
if (roomName == value) { return; }
roomName = value;
DisplayName = TextManager.Get(roomName, returnNull: true) ?? roomName;
}
}
public override Rectangle Rect
{
get
@@ -162,21 +162,6 @@ namespace Barotrauma
get { return binding; }
}
public void SetState()
{
hit = binding.IsHit();
if (hit) hitQueue = true;
held = binding.IsDown();
if (held) heldQueue = true;
}
#endif
public KeyOrMouse State
{
get { return binding; }
}
public void SetState()
{
hit = binding.IsHit();