Unstable 0.15.15.0 (and the one before it I forgor)

This commit is contained in:
Markus Isberg
2021-11-18 21:34:30 +09:00
parent 10e5fd5f3e
commit 80f39cd2a3
257 changed files with 4916 additions and 2582 deletions
@@ -323,7 +323,6 @@ namespace Barotrauma
SortObjectives();
}
private CoroutineHandle speakRoutine;
public void SetOrder(Order order, string option, int priority, Character orderGiver, bool speak)
{
if (character.IsDead)
@@ -379,6 +378,7 @@ namespace Barotrauma
var newCurrentOrder = CreateObjective(order, option, orderGiver);
if (newCurrentOrder != null)
{
newCurrentOrder.Abandoned += () => DismissSelf(order, option);
CurrentOrders.Add(new OrderInfo(order, option, priority, newCurrentOrder));
}
if (!HasOrders())
@@ -386,53 +386,12 @@ namespace Barotrauma
// Recreate objectives, because some of them may be removed, if impossible to complete (e.g. due to path finding)
CreateAutonomousObjectives();
}
else
else if (newCurrentOrder != null)
{
// This should be redundant, because all the objectives are reset when they are selected as active.
newCurrentOrder?.Reset();
if (speak && character.IsOnPlayerTeam)
{
character.Speak(TextManager.Get("DialogAffirmative"), null, 1.0f);
//if (speakRoutine != null)
//{
// CoroutineManager.StopCoroutines(speakRoutine);
//}
//speakRoutine = CoroutineManager.InvokeAfter(() =>
//{
// if (GameMain.GameSession == null || Level.Loaded == null) { return; }
// if (newCurrentOrder != null && character.SpeechImpediment < 100.0f)
// {
// if (newCurrentOrder is AIObjectiveRepairItems repairItems && repairItems.Targets.None())
// {
// character.Speak(TextManager.Get("DialogNoRepairTargets"), null, 3.0f, "norepairtargets");
// }
// else if (newCurrentOrder is AIObjectiveChargeBatteries chargeBatteries && chargeBatteries.Targets.None())
// {
// character.Speak(TextManager.Get("DialogNoBatteries"), null, 3.0f, "nobatteries");
// }
// else if (newCurrentOrder is AIObjectiveExtinguishFires extinguishFires && extinguishFires.Targets.None())
// {
// character.Speak(TextManager.Get("DialogNoFire"), null, 3.0f, "nofire");
// }
// else if (newCurrentOrder is AIObjectiveFixLeaks fixLeaks && fixLeaks.Targets.None())
// {
// character.Speak(TextManager.Get("DialogNoLeaks"), null, 3.0f, "noleaks");
// }
// else if (newCurrentOrder is AIObjectiveFightIntruders fightIntruders && fightIntruders.Targets.None())
// {
// character.Speak(TextManager.Get("DialogNoEnemies"), null, 3.0f, "noenemies");
// }
// else if (newCurrentOrder is AIObjectiveRescueAll rescueAll && rescueAll.Targets.None())
// {
// character.Speak(TextManager.Get("DialogNoRescueTargets"), null, 3.0f, "norescuetargets");
// }
// else if (newCurrentOrder is AIObjectivePumpWater pumpWater && pumpWater.Targets.None())
// {
// character.Speak(TextManager.Get("DialogNoPumps"), null, 3.0f, "nopumps");
// }
// }
//}, 3);
string msg = newCurrentOrder.IsAllowed ? TextManager.Get("DialogAffirmative") : TextManager.Get("DialogNegative");
character.Speak(msg, delay: 1.0f);
}
}
}
@@ -465,7 +424,6 @@ namespace Barotrauma
break;
case "return":
newObjective = new AIObjectiveReturn(character, orderGiver, this, priorityModifier: priorityModifier);
newObjective.Abandoned += () => DismissSelf(order, option);
newObjective.Completed += () => DismissSelf(order, option);
break;
case "fixleaks":
@@ -491,12 +449,10 @@ namespace Barotrauma
if (!order.TargetItemComponent.Item.IsInteractable(character)) { return null; }
newObjective = new AIObjectiveOperateItem(targetPump, character, this, option, false, priorityModifier: priorityModifier)
{
IsLoop = true,
IsLoop = false,
Override = orderGiver != null && orderGiver.IsCommanding
};
// ItemComponent.AIOperate() returns false by default -> We'd have to set IsLoop = false and implement a custom override of AIOperate for the Pump.cs,
// if we want that the bot just switches the pump on/off and continues doing something else.
// If we want that the bot does the objective and then forgets about it, I think we could do the same plus dismiss when the bot is done.
newObjective.Completed += () => DismissSelf(order, option);
}
else
{
@@ -566,6 +522,26 @@ namespace Barotrauma
case "escapehandcuffs":
newObjective = new AIObjectiveEscapeHandcuffs(character, this, priorityModifier: priorityModifier);
break;
case "prepareforexpedition":
newObjective = new AIObjectivePrepare(character, this, order.TargetItems)
{
KeepActiveWhenReady = true,
CheckInventory = true,
Equip = false,
FindAllItems = true
};
break;
case "findweapon":
newObjective = new AIObjectivePrepare(character, this, order.TargetItems)
{
KeepActiveWhenReady = false,
CheckInventory = false,
Equip = true,
EvaluateCombatPriority = true,
FindAllItems = false
};
newObjective.Completed += () => DismissSelf(order, option);
break;
default:
if (order.TargetItemComponent == null) { return null; }
if (!order.TargetItemComponent.Item.IsInteractable(character)) { return null; }