From 90e1786f923bbd2fc5751a41bab330b5930d9fd4 Mon Sep 17 00:00:00 2001 From: Joonas Rikkonen Date: Sat, 18 May 2019 17:47:48 +0300 Subject: [PATCH] (6f6fc33e7) The bots having the follow order now also equip mask/diving suit if the follow target has one. Unequipping not yet implemented. --- .../Source/Screens/ServerListScreen.cs | 16 ---------------- .../Source/Characters/AI/HumanAIController.cs | 2 ++ .../AI/Objectives/AIObjectiveGoTo.cs | 18 ++++++++++-------- .../AI/Objectives/AIObjectiveManager.cs | 3 ++- 4 files changed, 14 insertions(+), 25 deletions(-) diff --git a/Barotrauma/BarotraumaClient/Source/Screens/ServerListScreen.cs b/Barotrauma/BarotraumaClient/Source/Screens/ServerListScreen.cs index 1f146ab06..0344ba7c1 100644 --- a/Barotrauma/BarotraumaClient/Source/Screens/ServerListScreen.cs +++ b/Barotrauma/BarotraumaClient/Source/Screens/ServerListScreen.cs @@ -218,22 +218,6 @@ namespace Barotrauma return true; } - private bool RefreshJoinButtonState(GUIComponent component, object obj) - { - if (obj == null || waitingForRefresh) { return false; } - - if (!string.IsNullOrWhiteSpace(clientNameBox.Text) && !string.IsNullOrWhiteSpace(ipBox.Text)) - { - joinButton.Enabled = true; - } - else - { - joinButton.Enabled = false; - } - - return true; - } - private bool SelectServer(GUIComponent component, object obj) { if (obj == null || waitingForRefresh) { return false; } diff --git a/Barotrauma/BarotraumaShared/Source/Characters/AI/HumanAIController.cs b/Barotrauma/BarotraumaShared/Source/Characters/AI/HumanAIController.cs index b91b277b9..c68f451cb 100644 --- a/Barotrauma/BarotraumaShared/Source/Characters/AI/HumanAIController.cs +++ b/Barotrauma/BarotraumaShared/Source/Characters/AI/HumanAIController.cs @@ -553,6 +553,8 @@ namespace Barotrauma public static bool HasItem(Character character, string tag, string containedTag, float conditionPercentage = 0) { + if (character == null) { return false; } + if (character.Inventory == null) { return false; } var item = character.Inventory.FindItemByTag(tag); return item != null && item.ConditionPercentage > conditionPercentage && diff --git a/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveGoTo.cs b/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveGoTo.cs index 9d23de7d3..c8cb23e10 100644 --- a/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveGoTo.cs +++ b/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveGoTo.cs @@ -16,6 +16,9 @@ namespace Barotrauma public Func customCondition; + public bool followControlledCharacter; + public bool mimic; + /// /// Display units /// @@ -24,9 +27,11 @@ namespace Barotrauma public bool AllowGoingOutside { get; set; } public bool CheckVisibility { get; set; } + public ISpatialEntity Target { get; private set; } + public override float GetPriority() { - if (FollowControlledCharacter && Character.Controlled == null) { return 0.0f; } + if (followControlledCharacter && Character.Controlled == null) { return 0.0f; } if (Target is Entity e && e.Removed) { return 0.0f; } if (IgnoreIfTargetDead && Target is Character character && character.IsDead) { return 0.0f; } if (objectiveManager.CurrentOrder == this) @@ -36,10 +41,6 @@ namespace Barotrauma return 1.0f; } - public ISpatialEntity Target { get; private set; } - - public bool FollowControlledCharacter; - public AIObjectiveGoTo(ISpatialEntity target, Character character, AIObjectiveManager objectiveManager, bool repeat = false, bool getDivingGearIfNeeded = true, float priorityModifier = 1) : base (character, objectiveManager, priorityModifier) { @@ -52,7 +53,7 @@ namespace Barotrauma protected override void Act(float deltaTime) { - if (FollowControlledCharacter) + if (followControlledCharacter) { if (Character.Controlled == null) { @@ -137,8 +138,9 @@ namespace Barotrauma } if (getDivingGearIfNeeded) { - bool needsDivingGear = HumanAIController.NeedsDivingGear(targetHull); - bool needsDivingSuit = needsDivingGear && (targetHull == null || targetIsOutside || targetHull.WaterPercentage > 90); + Character followTarget = Target as Character; + bool needsDivingGear = HumanAIController.NeedsDivingGear(targetHull) || mimic && HumanAIController.HasDivingMask(followTarget); + bool needsDivingSuit = needsDivingGear && (targetHull == null || targetIsOutside || targetHull.WaterPercentage > 90) || mimic && HumanAIController.HasDivingSuit(followTarget); bool needsEquipment = false; if (needsDivingSuit) { diff --git a/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveManager.cs b/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveManager.cs index 8aae67958..8451af1fc 100644 --- a/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveManager.cs +++ b/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveManager.cs @@ -239,7 +239,8 @@ namespace Barotrauma CloseEnough = 150, AllowGoingOutside = true, IgnoreIfTargetDead = true, - FollowControlledCharacter = orderGiver == character + followControlledCharacter = orderGiver == character, + mimic = true }; break; case "wait":