Cargo spawning bugfix, removing cargo items before saving the game (so that they won't stay in the sub after completing the mission)

This commit is contained in:
Regalis
2016-04-20 20:33:38 +03:00
parent de2af7f973
commit e46ec1ade2
6 changed files with 107 additions and 18 deletions
@@ -0,0 +1,38 @@
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework;
namespace Barotrauma
{
class AIObjectiveRescue : AIObjective
{
private readonly Character targetCharacter;
public AIObjectiveRescue(Character character, Character targetCharacter)
: base (character, "")
{
Debug.Assert(character != targetCharacter);
this.targetCharacter = targetCharacter;
}
public override bool IsDuplicate(AIObjective otherObjective)
{
AIObjectiveRescue rescueObjective = otherObjective as AIObjectiveRescue;
return rescueObjective != null && rescueObjective.targetCharacter == targetCharacter;
}
public override float GetPriority(Character character)
{
if (targetCharacter.AnimController.CurrentHull == null) return 0.0f;
float distance = Vector2.DistanceSquared(character.WorldPosition, targetCharacter.WorldPosition);
return targetCharacter.IsDead ? 1000.0f / distance : 10000.0f / distance;
}
}
}
@@ -0,0 +1,50 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Barotrauma
{
class AIObjectiveRescueAll : AIObjective
{
private List<Character> rescueTargets;
public AIObjectiveRescueAll(Character character)
: base (character, "")
{
rescueTargets = new List<Character>();
}
public override bool IsDuplicate(AIObjective otherObjective)
{
return true;
}
public override float GetPriority(Character character)
{
GetRescueTargets();
//if there are targets to rescue, the priority is slightly less
//than the priority of explicit orders given to the character
return rescueTargets.Any() ? AIObjectiveManager.OrderPriority - 5.0f : 0.0f;
}
private void GetRescueTargets()
{
rescueTargets = Character.CharacterList.FindAll(c =>
c.AIController is HumanAIController &&
c != character &&
(c.IsDead || c.IsUnconscious) &&
c.AnimController.CurrentHull != null &&
AIObjectiveFindSafety.GetHullSafety(c.AnimController.CurrentHull, c) < 50.0f);
}
protected override void Act(float deltaTime)
{
foreach (Character target in rescueTargets)
{
AddSubObjective(new AIObjectiveRescue(character, target));
}
}
}
}