Bunch of crew AI bugfixes/improvements:

- replacing empty oxygen tanks
- fixed characters only fixing leaks in the outer hull
- prioritizing large leaks over small ones
- fixed characters doing nothing after fixing all the leaks (and sinking to the bottom if they happen to be outside)
- more accurate welder aiming
- AIObjectiveGetItem makes the characters go to the cabinet/container an item is inside, not to the actual item (which may not be actually positioned at the container)
This commit is contained in:
Regalis
2016-03-16 17:41:59 +02:00
parent 804510b144
commit d6a57f9533
15 changed files with 228 additions and 163 deletions
@@ -45,16 +45,22 @@ namespace Barotrauma
if (containedItems == null) return;
//check if there's an oxygen tank in the mask
var oxygenTank = Array.Find(containedItems, i => i.Name == "Oxygen Tank" && i.Condition > 0.0f);
var oxygenTank = Array.Find(containedItems, i => i.Name == "Oxygen Tank");
if (oxygenTank != null)
{
//isCompleted = true;
return;
if (oxygenTank.Condition > 0.0f)
{
return;
}
else
{
oxygenTank.Drop();
}
}
if (!(subObjective is AIObjectiveContainItem))
if (!(subObjective is AIObjectiveContainItem) || subObjective.IsCompleted())
{
subObjective = new AIObjectiveContainItem(character, "Oxygen Tank", item.GetComponent<ItemContainer>());
}
@@ -68,6 +74,13 @@ namespace Barotrauma
}
}
public override float GetPriority(Character character)
{
if (character.AnimController.CurrentHull == null) return 100.0f;
return 100.0f - character.Oxygen;
}
public override bool IsDuplicate(AIObjective otherObjective)
{
return otherObjective is AIObjectiveFindDivingGear;