(50c25dbf6) Added a "back" button that closes the credits, minor credits tweaks

This commit is contained in:
Joonas Rikkonen
2019-05-16 05:50:39 +03:00
parent ef374ada71
commit fd7dfebd3a
49 changed files with 1733 additions and 1873 deletions
@@ -1,5 +1,4 @@
using System.Collections.Generic;
using System.Linq;
using Barotrauma.Items.Components;
using Barotrauma.Extensions;
@@ -8,25 +7,18 @@ namespace Barotrauma
class AIObjectiveRepairItems : AIObjectiveLoop<Item>
{
public override string DebugTag => "repair items";
public override bool KeepDivingGearOn => true;
/// <summary>
/// Should the character only attempt to fix items they have the skills to fix, or any damaged item
/// </summary>
public bool RequireAdequateSkills;
public AIObjectiveRepairItems(Character character, AIObjectiveManager objectiveManager, float priorityModifier = 1) : base(character, objectiveManager, priorityModifier) { }
public AIObjectiveRepairItems(Character character) : base(character, "") { }
// TODO: This can allow two active repair items objectives, if RequireAdequateSkills is not at the same value. We don't want that.
public override bool IsDuplicate(AIObjective otherObjective) => otherObjective is AIObjectiveRepairItems repairItems && repairItems.RequireAdequateSkills == RequireAdequateSkills;
protected override void FindTargets()
{
base.FindTargets();
if (targets.None() && objectiveManager.CurrentOrder == this)
{
character.Speak(TextManager.Get("DialogNoRepairTargets"), null, 3.0f, "norepairtargets", 30.0f);
}
}
protected override void CreateObjectives()
{
foreach (var item in targets)
@@ -46,35 +38,37 @@ namespace Barotrauma
protected override bool Filter(Item item)
{
if (!IsValidTarget(item, character)) { return false; }
if (item.CurrentHull.FireSources.Count > 0) { return false; }
// Don't repair items in rooms that have enemies inside.
if (Character.CharacterList.Any(c => c.CurrentHull == item.CurrentHull && !HumanAIController.IsFriendly(c))) { return false; }
if (!objectives.ContainsKey(item))
bool ignore = ignoreList.Contains(item) || item.IsFullCondition;
if (!ignore)
{
if (item.Repairables.All(r => item.Condition > r.ShowRepairUIThreshold)) { return false; }
if (item.Submarine == null) { ignore = true; }
else if (item.Submarine.TeamID != character.TeamID) { ignore = true; }
else if (character.Submarine != null && !character.Submarine.IsEntityFoundOnThisSub(item, true)) { ignore = true; }
else
{
if (item.Repairables.None()) { ignore = true; }
else
{
foreach (Repairable repairable in item.Repairables)
{
if (!objectives.ContainsKey(item) && item.Condition > repairable.ShowRepairUIThreshold)
{
ignore = true;
}
else if (RequireAdequateSkills && !repairable.HasRequiredSkills(character))
{
ignore = true;
}
if (ignore) { break; }
}
}
}
}
if (RequireAdequateSkills)
{
if (item.Repairables.Any(r => !r.HasRequiredSkills(character))) { return false; }
}
return true;
return ignore;
}
protected override float TargetEvaluation() => targets.Max(t => 100 - t.ConditionPercentage);
protected override float Average(Item item) => 100 - item.ConditionPercentage;
protected override IEnumerable<Item> GetList() => Item.ItemList;
protected override AIObjective ObjectiveConstructor(Item item) => new AIObjectiveRepairItem(character, item, objectiveManager, PriorityModifier);
public static bool IsValidTarget(Item item, Character character)
{
if (item == null) { return false; }
if (item.IsFullCondition) { return false; }
if (item.CurrentHull == null) { return false; }
if (item.Submarine == null) { return false; }
if (item.Submarine.TeamID != character.TeamID) { return false; }
if (item.Repairables.None()) { return false; }
if (character.Submarine != null && !character.Submarine.IsEntityFoundOnThisSub(item, true)) { return false; }
return true;
}
protected override AIObjective ObjectiveConstructor(Item item) => new AIObjectiveRepairItem(character, item);
}
}