(1343e66e3) Merge branch 'dev' of https://github.com/Regalis11/Barotrauma-development into dev

This commit is contained in:
Joonas Rikkonen
2019-05-23 15:08:45 +03:00
parent 1fb558d7ef
commit 90b0c208fc
7 changed files with 47 additions and 22 deletions
@@ -321,11 +321,13 @@ namespace Barotrauma
if (c.CurrentHull != hull) { continue; }
if (AIObjectiveRescueAll.IsValidTarget(c, Character))
{
AddTargets<AIObjectiveRescueAll, Character>(c, Character);
if (newOrder == null)
if (AddTargets<AIObjectiveRescueAll, Character>(c, Character))
{
var orderPrefab = Order.PrefabList.Find(o => o.AITag == "requestfirstaid");
newOrder = new Order(orderPrefab, c.CurrentHull, null, orderGiver: Character);
if (newOrder == null)
{
var orderPrefab = Order.PrefabList.Find(o => o.AITag == "requestfirstaid");
newOrder = new Order(orderPrefab, c.CurrentHull, null, orderGiver: Character);
}
}
}
}
@@ -21,6 +21,7 @@ namespace Barotrauma
public bool AddTarget(T target)
{
if (character.IsDead) { return false; }
if (ReportedTargets.Contains(target))
{
return false;
@@ -10,7 +10,17 @@ namespace Barotrauma
private const float vitalityThreshold = 0.8f;
private const float vitalityThresholdForOrders = 0.95f;
public static float GetVitalityThreshold(AIObjectiveManager manager) => manager.CurrentOrder is AIObjectiveRescueAll ? vitalityThresholdForOrders : vitalityThreshold;
public static float GetVitalityThreshold(AIObjectiveManager manager)
{
if (manager == null)
{
return vitalityThreshold;
}
else
{
return manager.CurrentOrder is AIObjectiveRescueAll ? vitalityThresholdForOrders : vitalityThreshold;
}
}
public AIObjectiveRescueAll(Character character, AIObjectiveManager objectiveManager, float priorityModifier = 1)
: base(character, objectiveManager, priorityModifier) { }
@@ -35,8 +45,14 @@ namespace Barotrauma
{
if (target == null || target.IsDead || target.Removed) { return false; }
if (!HumanAIController.IsFriendly(character, target)) { return false; }
if (!(character.AIController is HumanAIController humanAI)) { return false; }
if (target.Bleeding < 1 && target.Vitality / target.MaxVitality > GetVitalityThreshold(humanAI.ObjectiveManager)) { return false; }
if (character.AIController is HumanAIController humanAI)
{
if (target.Bleeding < 1 && target.Vitality / target.MaxVitality > GetVitalityThreshold(humanAI.ObjectiveManager)) { return false; }
}
else
{
if (target.Bleeding < 1 && target.Vitality / target.MaxVitality > vitalityThreshold) { return false; }
}
if (target.Submarine == null) { return false; }
if (target.Submarine.TeamID != character.Submarine.TeamID) { return false; }
if (target.CurrentHull == null) { return false; }