(d82a5d3f3) Use the wait delay for all objectives that are not orders (instead of just idle).

This commit is contained in:
Joonas Rikkonen
2019-05-16 05:28:41 +03:00
parent 874bc07cfd
commit eadd063950
11 changed files with 297 additions and 580 deletions
@@ -115,17 +115,20 @@ namespace Barotrauma
public virtual void Update(float deltaTime)
{
var subObjective = objectiveManager.CurrentObjective?.CurrentSubObjective;
if (objectiveManager.CurrentOrder == this)
{
Priority = AIObjectiveManager.OrderPriority;
}
else if (objectiveManager.CurrentObjective == this || subObjective == this)
else if (objectiveManager.WaitTimer <= 0)
{
Priority += Devotion * PriorityModifier * deltaTime;
var subObjective = objectiveManager.CurrentObjective?.CurrentSubObjective;
if ((objectiveManager.CurrentObjective == this || subObjective == this))
{
Priority += Devotion * PriorityModifier * deltaTime;
}
Priority = MathHelper.Clamp(Priority, 0, 100);
subObjectives.ForEach(so => so.Update(deltaTime));
}
Priority = MathHelper.Clamp(Priority, 0, 100);
subObjectives.ForEach(so => so.Update(deltaTime));
}
/// <summary>
@@ -58,7 +58,7 @@ namespace Barotrauma
}
bool currentHullForbidden = IsForbidden(character.CurrentHull);
if (!currentHullForbidden && !character.AnimController.InWater && !character.IsClimbing && HumanAIController.ObjectiveManager.WaitTimer > 0)
if (!currentHullForbidden && !character.AnimController.InWater && !character.IsClimbing)
{
SteeringManager.Reset();
return;
@@ -19,7 +19,7 @@ namespace Barotrauma
private Character character;
/// <summary>
/// When set above zero, the character will stand still doing nothing until the timer runs out. Only affects idling.
/// When set above zero, the character will stand still doing nothing until the timer runs out. Does not affect orders.
/// </summary>
public float WaitTimer;
@@ -157,8 +157,22 @@ namespace Barotrauma
public void DoCurrentObjective(float deltaTime)
{
if (WaitTimer > 0.0f) { WaitTimer -= deltaTime; }
CurrentObjective?.TryComplete(deltaTime);
if (WaitTimer <= 0)
{
CurrentObjective?.TryComplete(deltaTime);
}
else
{
if (CurrentOrder != null)
{
CurrentOrder.TryComplete(deltaTime);
}
else
{
WaitTimer -= deltaTime;
character.AIController?.SteeringManager?.Reset();
}
}
}
public void SetOrder(AIObjective objective)