(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:
@@ -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; }
|
||||
|
||||
|
||||
+1
-1
@@ -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 };
|
||||
}
|
||||
}
|
||||
|
||||
+2
@@ -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;
|
||||
|
||||
+11
-2
@@ -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();
|
||||
|
||||
Reference in New Issue
Block a user