(c48cb7804) Change the operate item priority calculation so that it starts from 25 and increases with devotion and is multiplied by the priority modifier. Clamp the result.

This commit is contained in:
Joonas Rikkonen
2019-05-16 05:06:11 +03:00
parent ff5a819ad3
commit b5db30ec72
15 changed files with 105 additions and 123 deletions
@@ -1056,6 +1056,8 @@ 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
@@ -49,7 +49,8 @@ namespace Barotrauma
{
return AIObjectiveManager.OrderPriority;
}
return base.GetPriority(objectiveManager);
float value = (Priority + (AIObjectiveManager.OrderPriority / 2)) * PriorityModifier;
return MathHelper.Clamp(value, 0, AIObjectiveManager.OrderPriority);
}
public AIObjectiveOperateItem(ItemComponent item, Character character, string option, bool requireEquip, Entity operateTarget = null, bool useController = false, float priorityModifier = 1) : base (character, option, priorityModifier)
@@ -2614,6 +2614,10 @@ namespace Barotrauma
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
#endif
#if CLIENT
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
#endif
#if CLIENT
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
#endif
@@ -237,6 +237,19 @@ 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;
@@ -24,6 +24,8 @@ namespace Barotrauma
private bool removed;
private bool removed;
#if CLIENT
private List<Decal> burnDecals = new List<Decal>();
#endif
@@ -166,6 +166,25 @@ 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
@@ -1203,6 +1203,9 @@ namespace Barotrauma
if (FlippedX) element.Add(new XAttribute("flippedx", true));
if (FlippedY) element.Add(new XAttribute("flippedy", true));
if (FlippedX) element.Add(new XAttribute("flippedx", true));
if (FlippedY) element.Add(new XAttribute("flippedy", true));
for (int i = 0; i < Sections.Length; i++)
{
if (Sections[i].damage == 0.0f) continue;
@@ -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();