Unstable 0.1300.0.4

This commit is contained in:
Markus Isberg
2021-03-30 15:51:49 +03:00
parent 58c50a235d
commit 862221635c
108 changed files with 907 additions and 378 deletions
@@ -265,16 +265,22 @@ namespace Barotrauma
}
}
public void UnequipEmptyItems(Item item, bool avoidDroppingInSea = true) => UnequipEmptyItems(Character, item, avoidDroppingInSea);
public void UnequipEmptyItems(Item parentItem, bool avoidDroppingInSea = true) => UnequipEmptyItems(Character, parentItem, avoidDroppingInSea);
public static void UnequipEmptyItems(Character character, Item item, bool avoidDroppingInSea = true)
public void UnequipContainedItems(Item parentItem, Func<Item, bool> predicate, bool avoidDroppingInSea = true) => UnequipContainedItems(Character, parentItem, predicate, avoidDroppingInSea);
public static void UnequipEmptyItems(Character character, Item parentItem, bool avoidDroppingInSea = true) => UnequipContainedItems(character, parentItem, it => it.Condition <= 0, avoidDroppingInSea);
public static void UnequipContainedItems(Character character, Item parentItem, Func<Item, bool> predicate, bool avoidDroppingInSea = true)
{
if (item.OwnInventory.AllItems.Any(it => it.Condition <= 0.0f))
var inventory = parentItem.OwnInventory;
if (inventory == null) { return; }
if (inventory.AllItems.Any(predicate))
{
foreach (Item containedItem in item.OwnInventory.AllItemsMod)
foreach (Item containedItem in inventory.AllItemsMod)
{
if (containedItem == null) { continue; }
if (containedItem.Condition <= 0.0f)
if (predicate(containedItem))
{
if (character.Submarine == null && avoidDroppingInSea)
{
@@ -181,6 +181,7 @@ namespace Barotrauma
private set;
} = new HashSet<Submarine>();
public bool IsTargetingPlayer => SelectedAiTarget?.Entity?.Submarine != null && SelectedAiTarget.Entity.Submarine.Info.IsPlayer || SelectedAiTarget?.Entity is Character targetCharacter && targetCharacter.IsPlayer;
public bool IsBeingChasedBy(Character c) => c.AIController is EnemyAIController enemyAI && enemyAI.SelectedAiTarget?.Entity is Character && (enemyAI.State == AIState.Aggressive || enemyAI.State == AIState.Attack);
private bool IsBeingChased => SelectedAiTarget?.Entity is Character targetCharacter && IsBeingChasedBy(targetCharacter);
@@ -771,17 +771,11 @@ namespace Barotrauma
targetHull = hull;
}
}
foreach (var ballastFlora in MapCreatures.Behavior.BallastFloraBehavior.EntityList)
if (IsBallastFloraNoticeable(Character, hull))
{
if (ballastFlora.Parent?.Submarine != Character.Submarine) { continue; }
if (!ballastFlora.HasBrokenThrough) { continue; }
// Don't react to the first two branches, because they are usually in the very edges of the room.
if (ballastFlora.Branches.Count(b => !b.Removed && b.Health > 0 && b.CurrentHull == hull) > 2)
{
var orderPrefab = Order.GetPrefab("reportballastflora");
newOrder = new Order(orderPrefab, hull, null, orderGiver: Character);
targetHull = hull;
}
var orderPrefab = Order.GetPrefab("reportballastflora");
newOrder = new Order(orderPrefab, hull, null, orderGiver: Character);
targetHull = hull;
}
if (!isFighting)
{
@@ -848,6 +842,21 @@ namespace Barotrauma
}
}
public static bool IsBallastFloraNoticeable(Character character, Hull hull)
{
foreach (var ballastFlora in MapCreatures.Behavior.BallastFloraBehavior.EntityList)
{
if (ballastFlora.Parent?.Submarine != character.Submarine) { continue; }
if (!ballastFlora.HasBrokenThrough) { continue; }
// Don't react to the first two branches, because they are usually in the very edges of the room.
if (ballastFlora.Branches.Count(b => !b.Removed && b.Health > 0 && b.CurrentHull == hull) > 2)
{
return true;
}
}
return false;
}
public static void ReportProblem(Character reporter, Order order)
{
if (reporter == null || order == null) { return; }
@@ -58,16 +58,10 @@ namespace Barotrauma
}
else
{
if (!EjectEmptyTanks(character, targetItem, out var containedItems))
{
#if DEBUG
DebugConsole.ThrowError($"{character.Name}: AIObjectiveFindDivingGear failed - the item \"" + targetItem + "\" has no proper inventory");
#endif
Abandon = true;
return;
}
HumanAIController.UnequipContainedItems(targetItem, it => !it.HasTag("oxygensource"));
HumanAIController.UnequipEmptyItems(targetItem);
float min = character.Submarine == null ? 0.01f : MIN_OXYGEN;
if (containedItems.None(it => it != null && it.HasTag(OXYGEN_SOURCE) && it.Condition > min))
if (targetItem.OwnInventory != null && targetItem.OwnInventory.AllItems.None(it => it != null && it.HasTag(OXYGEN_SOURCE) && it.Condition > min))
{
// No valid oxygen source loaded.
// Seek oxygen that has at least 10% condition left.
@@ -86,10 +86,9 @@ namespace Barotrauma
Abandon = true;
return;
}
// Drop empty tanks
HumanAIController.UnequipContainedItems(weldingTool, it => !it.HasTag("weldingfuel"));
HumanAIController.UnequipEmptyItems(weldingTool);
if (weldingTool.OwnInventory.AllItems.None(i => i.HasTag("weldingfuel") && i.Condition > 0.0f))
if (weldingTool.OwnInventory != null && weldingTool.OwnInventory.AllItems.None(i => i.HasTag("weldingfuel") && i.Condition > 0.0f))
{
TryAddSubObjective(ref refuelObjective, () => new AIObjectiveContainItem(character, "weldingfuel", weldingTool.GetComponent<ItemContainer>(), objectiveManager, spawnItemIfNotFound: character.TeamID == CharacterTeamType.FriendlyNPC),
onAbandon: () =>
@@ -122,7 +122,7 @@ namespace Barotrauma
Abandon = true;
return;
}
// Eject empty tanks
HumanAIController.UnequipContainedItems(repairTool.Item, it => !it.HasTag("weldingfuel"));
HumanAIController.UnequipEmptyItems(repairTool.Item);
RelatedItem item = null;
Item fuel = null;
@@ -153,6 +153,8 @@ namespace Barotrauma
if (item.IsFullCondition) { return false; }
if (item.CurrentHull == null) { return false; }
if (item.Submarine == null || character.Submarine == null) { return false; }
//player crew ignores items in outposts
if (character.IsOnPlayerTeam && item.Submarine.Info.IsOutpost) { return false; }
if (!character.Submarine.IsEntityFoundOnThisSub(item, includingConnectedSubs: true)) { return false; }
if (item.Repairables.None()) { return false; }
return true;
@@ -78,14 +78,14 @@ namespace Barotrauma
// Check if the character needs more oxygen
if (!ignoreOxygen && character.SelectedCharacter == targetCharacter || character.CanInteractWith(targetCharacter))
{
// Replace empty oxygen tank
// First remove empty tanks
// Replace empty oxygen and welding fuel.
if (HumanAIController.HasItem(targetCharacter, AIObjectiveFindDivingGear.HEAVY_DIVING_GEAR, out IEnumerable<Item> suits, requireEquipped: true))
{
Item suit = suits.FirstOrDefault();
if (suit != null)
{
AIObjectiveFindDivingGear.EjectEmptyTanks(character, suit, out _);
AIController.UnequipEmptyItems(character, suit);
AIController.UnequipContainedItems(character, suit, it => it.HasTag("weldingfuel"));
}
}
else if (HumanAIController.HasItem(targetCharacter, AIObjectiveFindDivingGear.LIGHT_DIVING_GEAR, out IEnumerable<Item> masks, requireEquipped: true))
@@ -93,7 +93,8 @@ namespace Barotrauma
Item mask = masks.FirstOrDefault();
if (mask != null)
{
AIObjectiveFindDivingGear.EjectEmptyTanks(character, mask, out _);
AIController.UnequipEmptyItems(character, mask);
AIController.UnequipContainedItems(character, mask, it => it.HasTag("weldingfuel"));
}
}
bool ShouldRemoveDivingSuit() => targetCharacter.OxygenAvailable < CharacterHealth.InsufficientOxygenThreshold && targetCharacter.CurrentHull?.LethalPressure <= 0;
@@ -35,7 +35,7 @@ namespace Barotrauma
WayPointID = Waypoint.ID;
}
public static List<PathNode> GenerateNodes(List<WayPoint> wayPoints)
public static List<PathNode> GenerateNodes(List<WayPoint> wayPoints, bool removeOrphans)
{
var nodes = new Dictionary<int, PathNode>();
foreach (WayPoint wayPoint in wayPoints)
@@ -63,7 +63,10 @@ namespace Barotrauma
}
var nodeList = nodes.Values.ToList();
nodeList.RemoveAll(n => n.connections.Count == 0);
if (removeOrphans)
{
nodeList.RemoveAll(n => n.connections.Count == 0);
}
foreach (PathNode node in nodeList)
{
node.distances = new List<float>();
@@ -90,7 +93,7 @@ namespace Barotrauma
public PathFinder(List<WayPoint> wayPoints, bool indoorsSteering = false)
{
nodes = PathNode.GenerateNodes(wayPoints.FindAll(w => w.Submarine != null == indoorsSteering));
nodes = PathNode.GenerateNodes(wayPoints.FindAll(w => w.Submarine != null == indoorsSteering), removeOrphans: true);
foreach (WayPoint wp in wayPoints)
{