Fixed "attempted to access a removed AITarget" errors in AIObjectiveIdle

This commit is contained in:
Joonas Rikkonen
2018-08-07 16:49:17 +03:00
parent 4aeaf93af8
commit 865b35c6cd

View File

@@ -30,14 +30,9 @@ namespace Barotrauma
protected override void Act(float deltaTime)
{
var pathSteering = character.AIController.SteeringManager as IndoorsSteeringManager;
if (pathSteering == null) return;
if (pathSteering==null)
{
return;
}
if (character.AnimController.InWater)
{
//attempt to find a safer place if in water
@@ -67,16 +62,16 @@ namespace Barotrauma
newTargetTimer -= deltaTime;
//wander randomly
// - if reached the end of the path
// - if the target is unreachable
// - if the path requires going outside
if (pathSteering==null || (pathSteering.CurrentPath != null &&
if (pathSteering == null || (pathSteering.CurrentPath != null &&
(pathSteering.CurrentPath.NextNode == null || pathSteering.CurrentPath.Unreachable || pathSteering.CurrentPath.HasOutdoorsNodes)))
{
//steer away from edges of the hull
if (character.AnimController.CurrentHull!=null)
if (character.AnimController.CurrentHull != null)
{
float leftDist = character.Position.X - character.AnimController.CurrentHull.Rect.X;
float rightDist = character.AnimController.CurrentHull.Rect.Right - character.Position.X;
@@ -113,8 +108,13 @@ namespace Barotrauma
return;
}
if (currentTarget == null) return;
if (currentTarget?.Entity == null) return;
if (currentTarget.Entity.Removed)
{
currentTarget = null;
return;
}
character.AIController.SteeringManager.SteeringSeek(currentTarget.SimPosition, 2.0f);
}