(6eeea9b7c) v0.9.10.0.0

This commit is contained in:
Joonas Rikkonen
2020-06-04 16:41:07 +03:00
parent ce4ccd99ac
commit eeac247a8e
366 changed files with 7772 additions and 3692 deletions
@@ -43,7 +43,7 @@ namespace Barotrauma
}
if (character.CurrentHull == null)
{
Priority = objectiveManager.CurrentOrder is AIObjectiveGoTo ? 0 : 100;
Priority = objectiveManager.CurrentOrder is AIObjectiveGoTo && HumanAIController.HasDivingSuit(character) ? 0 : 100;
}
else
{
@@ -83,8 +83,9 @@ namespace Barotrauma
else
{
float dangerFactor = (100 - currenthullSafety) / 100;
Priority = Math.Min(Priority + dangerFactor * priorityIncrease * deltaTime, 100);
Priority += dangerFactor * priorityIncrease * deltaTime;
}
Priority = MathHelper.Clamp(Priority, 0, 100);
}
}
@@ -93,34 +94,39 @@ namespace Barotrauma
protected override void Act(float deltaTime)
{
var currentHull = character.CurrentHull;
bool needsDivingGear = HumanAIController.NeedsDivingGear(character, currentHull, out bool needsDivingSuit);
bool needsEquipment = false;
if (needsDivingSuit)
bool dangerousPressure = currentHull == null || currentHull.LethalPressure > 0;
if (!dangerousPressure)
{
needsEquipment = !HumanAIController.HasDivingSuit(character, AIObjectiveFindDivingGear.lowOxygenThreshold);
}
else if (needsDivingGear)
{
needsEquipment = !HumanAIController.HasDivingGear(character, AIObjectiveFindDivingGear.lowOxygenThreshold);
}
if (needsEquipment && divingGearObjective == null && !character.LockHands)
{
RemoveSubObjective(ref goToObjective);
TryAddSubObjective(ref divingGearObjective,
constructor: () => new AIObjectiveFindDivingGear(character, needsDivingSuit, objectiveManager),
onAbandon: () =>
{
searchHullTimer = Math.Min(1, searchHullTimer);
// Don't try to seek diving gear if the pressure is dangerous. Just get out.
bool needsDivingGear = HumanAIController.NeedsDivingGear(character, currentHull, out bool needsDivingSuit);
bool needsEquipment = false;
if (needsDivingSuit)
{
needsEquipment = !HumanAIController.HasDivingSuit(character, AIObjectiveFindDivingGear.lowOxygenThreshold);
}
else if (needsDivingGear)
{
needsEquipment = !HumanAIController.HasDivingGear(character, AIObjectiveFindDivingGear.lowOxygenThreshold);
}
if (needsEquipment && divingGearObjective == null && !character.LockHands)
{
RemoveSubObjective(ref goToObjective);
TryAddSubObjective(ref divingGearObjective,
constructor: () => new AIObjectiveFindDivingGear(character, needsDivingSuit, objectiveManager),
onAbandon: () =>
{
searchHullTimer = Math.Min(1, searchHullTimer);
// Don't reset the diving gear objective, because it's possible that there is no diving gear -> seek a safe hull and then reset so that we can check again.
},
onCompleted: () =>
{
resetPriority = true;
searchHullTimer = Math.Min(1, searchHullTimer);
RemoveSubObjective(ref divingGearObjective);
});
onCompleted: () =>
{
resetPriority = true;
searchHullTimer = Math.Min(1, searchHullTimer);
RemoveSubObjective(ref divingGearObjective);
});
}
}
else if (divingGearObjective == null || !divingGearObjective.CanBeCompleted)
if (divingGearObjective == null || !divingGearObjective.CanBeCompleted)
{
if (currenthullSafety < HumanAIController.HULL_SAFETY_THRESHOLD)
{