(f0d812055) v0.9.9.0

This commit is contained in:
Joonas Rikkonen
2020-04-23 19:19:37 +03:00
parent b647059b93
commit ac37a3b0e4
391 changed files with 15054 additions and 5420 deletions
@@ -32,6 +32,11 @@ namespace Barotrauma
public override float GetPriority()
{
if (!IsAllowed)
{
Priority = 0;
return Priority;
}
if (component.Item.ConditionPercentage <= 0)
{
Priority = 0;
@@ -42,11 +47,21 @@ namespace Barotrauma
{
Priority = AIObjectiveManager.OrderPriority;
}
if (component.Item.CurrentHull == null || component.Item.CurrentHull.FireSources.Any() || IsOperatedByAnother(character, GetTarget(), out _))
Item targetItem = GetTarget()?.Item;
if (targetItem == null)
{
#if DEBUG
DebugConsole.ThrowError("Item or component of AI Objective Operate item wass null. This shouldn't happen.");
#endif
Abandon = true;
Priority = 0;
return 0.0f;
}
if (targetItem.CurrentHull == null || targetItem.CurrentHull.FireSources.Any() || HumanAIController.IsItemOperatedByAnother(GetTarget(), out _))
{
Priority = 0;
}
else if (Character.CharacterList.Any(c => c.CurrentHull == component.Item.CurrentHull && !HumanAIController.IsFriendly(c) && HumanAIController.IsActive(c)))
else if (Character.CharacterList.Any(c => c.CurrentHull == targetItem.CurrentHull && !HumanAIController.IsFriendly(c) && HumanAIController.IsActive(c)))
{
Priority = 0;
}
@@ -60,8 +75,8 @@ namespace Barotrauma
return Priority;
}
public AIObjectiveOperateItem(ItemComponent item, Character character, AIObjectiveManager objectiveManager, string option, bool requireEquip, Entity operateTarget = null, bool useController = false, float priorityModifier = 1)
: base (character, objectiveManager, priorityModifier, option)
public AIObjectiveOperateItem(ItemComponent item, Character character, AIObjectiveManager objectiveManager, string option, bool requireEquip, Entity operateTarget = null, bool useController = false, float priorityModifier = 1)
: base(character, objectiveManager, priorityModifier, option)
{
this.component = item ?? throw new System.ArgumentNullException("item", "Attempted to create an AIObjectiveOperateItem with a null target.");
this.requireEquip = requireEquip;
@@ -76,51 +91,6 @@ namespace Barotrauma
}
}
public static bool IsOperatedByAnother(Character character, ItemComponent target, out Character operatingCharacter)
{
operatingCharacter = null;
foreach (var c in Character.CharacterList)
{
if (character != null && c == character) { continue; }
if (character?.AIController is HumanAIController humanAi && !humanAi.IsFriendly(c)) { continue; }
if (c.SelectedConstruction != target.Item) { continue; }
operatingCharacter = c;
// If the other character is player, don't try to operate
if (c.IsRemotePlayer || Character.Controlled == c) { return true; }
if (c.AIController is HumanAIController controllingHumanAi)
{
// If the other character is ordered to operate the item, let him do it
if (controllingHumanAi.ObjectiveManager.IsCurrentOrder<AIObjectiveOperateItem>())
{
return true;
}
else
{
if (character == null)
{
return true;
}
else if (target is Steering)
{
// Steering is hard-coded -> cannot use the required skills collection defined in the xml
return character.GetSkillLevel("helm") <= c.GetSkillLevel("helm");
}
else
{
return target.DegreeOfSuccess(character) <= target.DegreeOfSuccess(c);
}
}
}
else
{
// Shouldn't go here, unless we allow non-humans to operate items
return false;
}
}
return false;
}
protected override void Act(float deltaTime)
{
if (character.LockHands)
@@ -136,7 +106,7 @@ namespace Barotrauma
return;
}
// Don't allow to operate an item that someone with a better skills already operates, unless this is an order
if (objectiveManager.CurrentOrder != this && IsOperatedByAnother(character, target, out _))
if (objectiveManager.CurrentOrder != this && HumanAIController.IsItemOperatedByAnother(target, out _))
{
// Don't abandon
return;
@@ -161,7 +131,7 @@ namespace Barotrauma
{
DialogueIdentifier = "dialogcannotreachtarget",
TargetName = target.Item.Name
},
},
onAbandon: () => Abandon = true,
onCompleted: () => RemoveSubObjective(ref goToObjective));
}
@@ -176,7 +146,7 @@ namespace Barotrauma
}
else if (!character.Inventory.Items.Contains(component.Item))
{
TryAddSubObjective(ref getItemObjective, () => new AIObjectiveGetItem(character, component.Item, objectiveManager, equip: true),
TryAddSubObjective(ref getItemObjective, () => new AIObjectiveGetItem(character, component.Item, objectiveManager, equip: true),
onAbandon: () => Abandon = true,
onCompleted: () => RemoveSubObjective(ref getItemObjective));
}