(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
@@ -38,7 +38,19 @@ namespace Barotrauma
}
this.targetCharacter = targetCharacter;
}
protected override void OnAbandon()
{
character.SelectedCharacter = null;
base.OnAbandon();
}
protected override void OnCompleted()
{
character.SelectedCharacter = null;
base.OnCompleted();
}
protected override void Act(float deltaTime)
{
if (character.LockHands || targetCharacter == null || targetCharacter.CurrentHull == null || targetCharacter.Removed || targetCharacter.IsDead)
@@ -46,16 +58,13 @@ namespace Barotrauma
Abandon = true;
return;
}
if (targetCharacter.SelectedBy != null && targetCharacter.SelectedBy != character)
var otherRescuer = targetCharacter.SelectedBy;
if (otherRescuer != null && otherRescuer != character)
{
var otherCharacter = character.SelectedBy;
if (otherCharacter != null)
{
// Someone else is rescuing/holding the target.
Abandon = otherCharacter.IsPlayer || character.GetSkillLevel("medical") < otherCharacter.GetSkillLevel("medical");
}
// Someone else is rescuing/holding the target.
Abandon = otherRescuer.IsPlayer || character.GetSkillLevel("medical") < otherRescuer.GetSkillLevel("medical");
return;
}
if (targetCharacter != character)
{
// Incapacitated target is not in a safe place -> Move to a safe place first
@@ -161,13 +170,23 @@ namespace Barotrauma
private readonly List<string> suitableItemIdentifiers = new List<string>();
private readonly List<string> itemNameList = new List<string>();
private Dictionary<string, float> currentTreatmentSuitabilities = new Dictionary<string, float>();
private readonly Dictionary<string, float> currentTreatmentSuitabilities = new Dictionary<string, float>();
private void GiveTreatment(float deltaTime)
{
if (targetCharacter == null)
{
string errorMsg = $"{character.Name}: Attempted to update a Rescue objective with no target!";
DebugConsole.ThrowError(errorMsg);
Abandon = true;
return;
}
SteeringManager?.Reset();
if (!targetCharacter.IsPlayer)
{
// If the target is a bot, don't let it move
targetCharacter.AIController?.SteeringManager.Reset();
targetCharacter.AIController?.SteeringManager?.Reset();
}
if (treatmentTimer > 0.0f)
{
@@ -182,6 +201,8 @@ namespace Barotrauma
//check if we already have a suitable treatment for any of the afflictions
foreach (Affliction affliction in GetSortedAfflictions(targetCharacter))
{
if (affliction == null) { throw new Exception("Affliction was null"); }
if (affliction.Prefab == null) { throw new Exception("Affliction prefab was null"); }
foreach (KeyValuePair<string, float> treatmentSuitability in affliction.Prefab.TreatmentSuitability)
{
if (currentTreatmentSuitabilities.ContainsKey(treatmentSuitability.Key) && currentTreatmentSuitabilities[treatmentSuitability.Key] > 0.0f)
@@ -258,7 +279,7 @@ namespace Barotrauma
ic.PlaySound(ActionType.OnUse, character);
#endif
ic.WasUsed = true;
ic.ApplyStatusEffects(ActionType.OnUse, 1.0f, targetCharacter, targetLimb);
ic.ApplyStatusEffects(ActionType.OnUse, 1.0f, targetCharacter, targetLimb, user: character);
if (ic.DeleteOnUse)
{
remove = true;