(1c6954251) Add IsLoop property. Fixes operate item orders being removed when they are done. Instead of calling loopable objectives done, let's just use the priority system.

This commit is contained in:
Joonas Rikkonen
2019-05-16 05:11:01 +03:00
parent 781fd44a8c
commit 9a1e7f8212
20 changed files with 174 additions and 65 deletions
@@ -1090,6 +1090,8 @@ namespace Barotrauma
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
//goes through all the AItargets, evaluates how preferable it is to attack the target,
//whether the Character can see/hear the target and chooses the most preferable target within
//sight/hearing range
@@ -21,7 +21,15 @@ namespace Barotrauma
protected string option;
protected bool abandon;
/// <summary>
/// Can the objective be completed. That is, does the objective have failing subobjectives or other conditions that prevent it from completing.
/// </summary>
public virtual bool CanBeCompleted => !abandon && subObjectives.All(so => so.CanBeCompleted);
/// <summary>
/// When true, the objective is never completed, unless CanBeCompleted returns false.
/// </summary>
public virtual bool IsLoop { get; set; }
public IEnumerable<AIObjective> SubObjectives => subObjectives;
public AIObjective CurrentSubObjective { get; private set; }
@@ -53,6 +53,6 @@ namespace Barotrauma
protected override bool Filter(PowerContainer battery) => true;
protected override float Average(PowerContainer battery) => 100 - battery.ChargePercentage;
protected override IEnumerable<PowerContainer> GetList() => batteryList;
protected override AIObjective ObjectiveConstructor(PowerContainer battery) => new AIObjectiveOperateItem(battery, character, Option, false);
protected override AIObjective ObjectiveConstructor(PowerContainer battery) => new AIObjectiveOperateItem(battery, character, Option, false) { IsLoop = true };
}
}
@@ -33,6 +33,8 @@ namespace Barotrauma
public override bool IsCompleted() => false;
public override bool CanBeCompleted => true;
public override bool IsLoop { get => true; set => throw new System.Exception("Trying to set the value for IsLoop from: " + System.Environment.StackTrace); }
public override bool IsDuplicate(AIObjective otherObjective)
{
return otherObjective is AIObjectiveExtinguishFires;
@@ -38,6 +38,8 @@ namespace Barotrauma
public override bool IsCompleted() => false;
public override bool CanBeCompleted => true;
public override bool IsLoop { get => true; set => throw new System.Exception("Trying to set the value for IsLoop from: " + System.Environment.StackTrace); }
public override float GetPriority(AIObjectiveManager objectiveManager)
{
return 1.0f;
@@ -26,6 +26,8 @@ namespace Barotrauma
public override bool IsCompleted() => false;
public override bool CanBeCompleted => true;
public override bool IsLoop { get => true; set => throw new System.Exception("Trying to set the value for IsLoop from: " + System.Environment.StackTrace); }
public override void Update(AIObjectiveManager objectiveManager, float deltaTime)
{
base.Update(objectiveManager, deltaTime);
@@ -191,11 +191,11 @@ namespace Barotrauma
var steering = (order?.TargetEntity as Item)?.GetComponent<Steering>();
if (steering != null) steering.PosToMaintain = steering.Item.Submarine?.WorldPosition;
if (order.TargetItemComponent == null) { return null; }
newObjective = new AIObjectiveOperateItem(order.TargetItemComponent, character, option, false, null, order.UseController, priorityModifier: priorityModifier);
newObjective = new AIObjectiveOperateItem(order.TargetItemComponent, character, option, false, null, order.UseController, priorityModifier: priorityModifier) { IsLoop = true };
break;
default:
if (order.TargetItemComponent == null) { return null; }
newObjective = new AIObjectiveOperateItem(order.TargetItemComponent, character, option, false, null, order.UseController, priorityModifier: priorityModifier);
newObjective = new AIObjectiveOperateItem(order.TargetItemComponent, character, option, false, null, order.UseController, priorityModifier: priorityModifier) { IsLoop = true };
break;
}
return newObjective;
@@ -100,6 +100,12 @@ namespace Barotrauma
}
return;
}
if (component.AIOperate(deltaTime, character, this))
{
isCompleted = true;
}
return;
}
AddSubObjective(gotoObjective = new AIObjectiveGoTo(target.Item, character));
@@ -155,14 +161,17 @@ namespace Barotrauma
return;
}
if (component.AIOperate(deltaTime, character, this)) isCompleted = true;
if (component.AIOperate(deltaTime, character, this))
{
isCompleted = true;
}
}
}
}
public override bool IsCompleted()
{
return isCompleted;
return isCompleted && !IsLoop;
}
public override bool IsDuplicate(AIObjective otherObjective)
@@ -53,7 +53,7 @@ namespace Barotrauma
protected override bool Filter(Pump pump) => true;
protected override IEnumerable<Pump> GetList() => pumpList;
protected override AIObjective ObjectiveConstructor(Pump pump) => new AIObjectiveOperateItem(pump, character, Option, false);
protected override float Average(Pump target) => MathHelper.Lerp(0, 100, target.CurrFlow / target.MaxFlow);
protected override AIObjective ObjectiveConstructor(Pump pump) => new AIObjectiveOperateItem(pump, character, Option, false) { IsLoop = true };
}
}
@@ -62,5 +62,7 @@ namespace Barotrauma
public override bool IsCompleted() => false;
public override bool CanBeCompleted => true;
public override bool IsLoop { get => true; set => throw new System.Exception("Trying to set the value for IsLoop from: " + System.Environment.StackTrace); }
}
}
@@ -2678,6 +2678,10 @@ namespace Barotrauma
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
#endif
#if CLIENT
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
#endif
#if CLIENT
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
#endif
@@ -445,6 +445,19 @@ namespace Barotrauma.Items.Components
return true;
}
public override void OnItemLoaded()
{
sonar = item.GetComponent<Sonar>();
}
public override bool Select(Character character)
{
if (!CanBeSelected) return false;
user = character;
return true;
}
public override void Update(float deltaTime, Camera cam)
{
networkUpdateTimer -= deltaTime;
@@ -1160,6 +1160,10 @@ namespace Barotrauma
{
ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime);
}
if (!broken)
{
ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime);
}
ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime);
if (body == null || !body.Enabled || !inWater || ParentInventory != null || Removed) { return; }
@@ -24,6 +24,8 @@ namespace Barotrauma
private bool removed;
private bool removed;
#if CLIENT
private List<Decal> burnDecals = new List<Decal>();
#endif
@@ -470,6 +470,25 @@ namespace Barotrauma
}
}
public string DisplayName
{
get;
private set;
}
private string roomName;
[Editable, Serialize("", true, translationTextTag: "RoomName.")]
public string RoomName
{
get { return roomName; }
set
{
if (roomName == value) { return; }
roomName = value;
DisplayName = TextManager.Get(roomName, returnNull: true) ?? roomName;
}
}
public override Rectangle Rect
{
get
@@ -162,21 +162,6 @@ namespace Barotrauma
get { return binding; }
}
public void SetState()
{
hit = binding.IsHit();
if (hit) hitQueue = true;
held = binding.IsDown();
if (held) heldQueue = true;
}
#endif
public KeyOrMouse State
{
get { return binding; }
}
public void SetState()
{
hit = binding.IsHit();