v0.10.5.1
This commit is contained in:
@@ -13,12 +13,6 @@ namespace Barotrauma
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private AIState state;
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protected void ResetAITarget()
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{
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_lastAiTarget = null;
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_selectedAiTarget = null;
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}
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// Update only when the value changes, not when it keeps the same.
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protected AITarget _lastAiTarget;
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// Updated each time the value is updated (also when the value is the same).
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@@ -142,6 +136,17 @@ namespace Barotrauma
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}
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}
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public virtual void Reset()
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{
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ResetAITarget();
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}
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protected void ResetAITarget()
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{
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_lastAiTarget = null;
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_selectedAiTarget = null;
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}
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protected virtual void OnStateChanged(AIState from, AIState to) { }
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protected virtual void OnTargetChanged(AITarget previousTarget, AITarget newTarget) { }
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@@ -153,6 +153,11 @@ namespace Barotrauma
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{
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throw new Exception($"Tried to create an enemy ai controller for human!");
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}
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if (Character.Params.Group.Equals("human", StringComparison.OrdinalIgnoreCase))
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{
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// Pet
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Character.TeamID = Character.TeamType.FriendlyNPC;
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}
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CharacterPrefab prefab = CharacterPrefab.FindBySpeciesName(c.SpeciesName);
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var mainElement = prefab.XDocument.Root.IsOverride() ? prefab.XDocument.Root.FirstElement() : prefab.XDocument.Root;
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targetMemories = new Dictionary<AITarget, AITargetMemory>();
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@@ -733,7 +738,7 @@ namespace Barotrauma
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{
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if (door.LinkedGap.Size > ConvertUnits.ToDisplayUnits(colliderWidth))
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{
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LatchOntoAI?.DeattachFromBody();
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LatchOntoAI?.DeattachFromBody(cooldown: 2);
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Character.AnimController.ReleaseStuckLimbs();
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var velocity = Vector2.Normalize(door.LinkedGap.FlowTargetHull.WorldPosition - Character.WorldPosition);
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steeringManager.SteeringManual(deltaTime, velocity);
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@@ -1121,7 +1126,7 @@ namespace Barotrauma
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{
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IsSteeringThroughGap = true;
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wallTarget = null;
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LatchOntoAI?.DeattachFromBody();
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LatchOntoAI?.DeattachFromBody(cooldown: 2);
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Character.AnimController.ReleaseStuckLimbs();
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Hull targetHull = section.gap?.FlowTargetHull;
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float maxDistance = Math.Min(wall.Rect.Width, wall.Rect.Height);
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@@ -1303,7 +1308,7 @@ namespace Barotrauma
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bool wasLatched = IsLatchedOnSub;
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Character.AnimController.ReleaseStuckLimbs();
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LatchOntoAI?.DeattachFromBody();
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LatchOntoAI?.DeattachFromBody(cooldown: 1);
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if (attacker == null || attacker.AiTarget == null) { return; }
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bool isFriendly = IsFriendly(Character, attacker);
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if (wasLatched)
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@@ -1544,39 +1549,6 @@ namespace Barotrauma
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//sight/hearing range
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public AITarget UpdateTargets(Character character, out CharacterParams.TargetParams targetingParams)
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{
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if ((SelectedAiTarget != null || wallTarget != null) && IsLatchedOnSub)
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{
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var wall = SelectedAiTarget.Entity as Structure;
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if (wall == null)
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{
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wall = wallTarget?.Structure;
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}
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// The target is not a wall or it's not the same as we are attached to -> release
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bool releaseTarget = wall == null || !wall.Bodies.Contains(LatchOntoAI.AttachJoints[0].BodyB);
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if (!releaseTarget)
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{
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for (int i = 0; i < wall.Sections.Length; i++)
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{
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if (CanPassThroughHole(wall, i))
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{
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releaseTarget = true;
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}
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}
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}
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if (releaseTarget)
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{
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SelectedAiTarget = null;
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wallTarget = null;
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LatchOntoAI.DeattachFromBody(cooldown: 1);
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}
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else if (SelectedAiTarget?.Entity == wallTarget?.Structure)
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{
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// If attached to a valid target, just keep the target.
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// Priority not used in this case.
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targetingParams = null;
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return SelectedAiTarget;
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}
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}
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AITarget newTarget = null;
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targetValue = 0;
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selectedTargetMemory = null;
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@@ -1611,42 +1583,44 @@ namespace Barotrauma
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{
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targetingTag = tP.Tag;
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}
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else if (targetCharacter.AIController is EnemyAIController enemy)
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else
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{
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if (targetCharacter.Params.CompareGroup(Character.Params.Group))
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if (IsFriendly(Character, targetCharacter))
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{
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// Ignore targets that are in the same group (treat them like they were of the same species)
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continue;
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}
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if (targetCharacter.IsHusk && AIParams.HasTag("husk"))
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if (targetCharacter.AIController is EnemyAIController enemy)
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{
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targetingTag = "husk";
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}
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else
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{
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if (enemy.CombatStrength > CombatStrength)
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if (targetCharacter.IsHusk && AIParams.HasTag("husk"))
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{
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targetingTag = "stronger";
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targetingTag = "husk";
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}
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else if (enemy.CombatStrength < CombatStrength)
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else
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{
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targetingTag = "weaker";
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}
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if (targetingTag == "stronger" && (State == AIState.Avoid || State == AIState.Escape || State == AIState.Flee))
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{
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if (SelectedAiTarget == aiTarget)
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if (enemy.CombatStrength > CombatStrength)
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{
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// Freightened -> hold on to the target
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valueModifier *= 2;
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targetingTag = "stronger";
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}
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if (IsBeingChasedBy(targetCharacter))
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else if (enemy.CombatStrength < CombatStrength)
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{
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valueModifier *= 2;
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targetingTag = "weaker";
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}
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if (Character.CurrentHull != null && !VisibleHulls.Contains(targetCharacter.CurrentHull))
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if (targetingTag == "stronger" && (State == AIState.Avoid || State == AIState.Escape || State == AIState.Flee))
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{
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// Inside but in a different room
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valueModifier /= 2;
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if (SelectedAiTarget == aiTarget)
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{
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// Freightened -> hold on to the target
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valueModifier *= 2;
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}
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if (IsBeingChasedBy(targetCharacter))
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{
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valueModifier *= 2;
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}
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if (Character.CurrentHull != null && !VisibleHulls.Contains(targetCharacter.CurrentHull))
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{
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// Inside but in a different room
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valueModifier /= 2;
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}
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}
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}
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}
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@@ -1855,25 +1829,28 @@ namespace Barotrauma
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if (valueModifier == 0.0f) { continue; }
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if (SwarmBehavior != null && SwarmBehavior.Members.Any())
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if (targetingTag != "decoy")
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{
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// Halve the priority for each swarm mate targeting the same target -> reduces stacking
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foreach (Character otherCharacter in SwarmBehavior.Members)
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if (SwarmBehavior != null && SwarmBehavior.Members.Any())
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{
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if (otherCharacter == character) { continue; }
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if (otherCharacter.AIController?.SelectedAiTarget != aiTarget) { continue; }
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valueModifier /= 2;
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// Halve the priority for each swarm mate targeting the same target -> reduces stacking
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foreach (Character otherCharacter in SwarmBehavior.Members)
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{
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if (otherCharacter == character) { continue; }
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if (otherCharacter.AIController?.SelectedAiTarget != aiTarget) { continue; }
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valueModifier /= 2;
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}
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}
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}
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else
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{
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// The same as above, but using all the friendly characters in the level.
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foreach (Character otherCharacter in Character.CharacterList)
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else
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{
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if (otherCharacter == character) { continue; }
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if (otherCharacter.AIController?.SelectedAiTarget != aiTarget) { continue; }
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if (!IsFriendly(character, otherCharacter)) { continue; }
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valueModifier /= 2;
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// The same as above, but using all the friendly characters in the level.
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foreach (Character otherCharacter in Character.CharacterList)
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{
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if (otherCharacter == character) { continue; }
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if (otherCharacter.AIController?.SelectedAiTarget != aiTarget) { continue; }
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if (!IsFriendly(character, otherCharacter)) { continue; }
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valueModifier /= 2;
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}
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}
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}
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@@ -1969,7 +1946,34 @@ namespace Barotrauma
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SelectedAiTarget = newTarget;
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if (SelectedAiTarget != _previousAiTarget)
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{
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wallTarget = null;
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if ((SelectedAiTarget != null || wallTarget != null) && IsLatchedOnSub)
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{
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if (!(SelectedAiTarget.Entity is Structure wall))
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{
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wall = wallTarget?.Structure;
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}
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// The target is not a wall or it's not the same as we are attached to -> release
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bool releaseTarget = wall == null || !wall.Bodies.Contains(LatchOntoAI.AttachJoints[0].BodyB);
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if (!releaseTarget)
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{
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for (int i = 0; i < wall.Sections.Length; i++)
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{
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if (CanPassThroughHole(wall, i))
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{
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releaseTarget = true;
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}
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}
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}
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if (releaseTarget)
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{
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wallTarget = null;
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LatchOntoAI.DeattachFromBody(cooldown: 1);
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}
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}
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else
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{
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wallTarget = null;
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}
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}
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return SelectedAiTarget;
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}
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@@ -12,7 +12,7 @@ namespace Barotrauma
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{
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public static bool DisableCrewAI;
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private AIObjectiveManager objectiveManager;
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private readonly AIObjectiveManager objectiveManager;
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private float sortTimer;
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private float crouchRaycastTimer;
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@@ -29,6 +29,7 @@ namespace Barotrauma
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private const float FlipInterval = 0.5f;
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public static float HULL_SAFETY_THRESHOLD = 50;
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private static readonly float characterWaitOnSwitch = 5;
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public readonly HashSet<Hull> UnreachableHulls = new HashSet<Hull>();
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public readonly HashSet<Hull> UnsafeHulls = new HashSet<Hull>();
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@@ -90,8 +91,7 @@ namespace Barotrauma
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public float CurrentHullSafety { get; private set; } = 100;
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private readonly Dictionary<Character, float> damageDoneByAttacker = new Dictionary<Character, float>();
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private readonly List<Character> attackers = new List<Character>();
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private readonly HashSet<Character> attackers = new HashSet<Character>();
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public HumanAIController(Character c) : base(c)
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{
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@@ -106,11 +106,38 @@ namespace Barotrauma
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sortTimer = Rand.Range(0f, sortObjectiveInterval);
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InitProjSpecific();
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}
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partial void InitProjSpecific();
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private bool freezeAI;
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public override void Update(float deltaTime)
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{
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if (DisableCrewAI || Character.IsIncapacitated || Character.Removed) { return; }
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if (DisableCrewAI || Character.Removed) { return; }
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//slowly forget about damage done by attackers
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foreach (Character enemy in attackers)
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{
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float cumulativeDamage = damageDoneByAttacker[enemy];
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if (cumulativeDamage > 0)
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{
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float reduction = deltaTime;
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if (cumulativeDamage < 2)
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{
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// If the damage is very low, let's not forget so quickly, or we can't cumulate the damage from repair tools (high frequency, low damage)
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reduction *= 0.5f;
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}
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damageDoneByAttacker[enemy] -= reduction;
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}
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}
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bool isIncapacitated = Character.IsIncapacitated;
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if (freezeAI && !isIncapacitated)
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{
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freezeAI = false;
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}
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if (isIncapacitated) { return; }
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base.Update(deltaTime);
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foreach (var values in knownHulls)
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@@ -164,15 +191,6 @@ namespace Barotrauma
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}
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objectiveManager.UpdateObjectives(deltaTime);
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//slowly forget about damage done by attackers
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foreach (Character enemy in attackers)
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{
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if (damageDoneByAttacker[enemy] > 0)
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{
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damageDoneByAttacker[enemy] -= deltaTime * 0.01f;
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}
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}
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if (reactTimer > 0.0f)
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{
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reactTimer -= deltaTime;
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@@ -277,7 +295,10 @@ namespace Barotrauma
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{
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newDir = Direction.Left;
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}
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if (Character.SelectedConstruction != null) Character.SelectedConstruction.SecondaryUse(deltaTime, Character);
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if (Character.SelectedConstruction != null)
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{
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Character.SelectedConstruction.SecondaryUse(deltaTime, Character);
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}
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}
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else if (Math.Abs(Character.AnimController.TargetMovement.X) > 0.1f && !Character.AnimController.InWater)
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{
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@@ -295,53 +316,49 @@ namespace Barotrauma
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{
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if (Character.LockHands) { return; }
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if (ObjectiveManager.CurrentObjective == null) { return; }
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if (ObjectiveManager.HasActiveObjective<AIObjectiveDecontainItem>()) { return; }
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if (findItemState == FindItemState.None || findItemState == FindItemState.Extinguisher)
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bool oxygenLow = !Character.AnimController.HeadInWater && Character.OxygenAvailable < CharacterHealth.LowOxygenThreshold;
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bool isCarrying = ObjectiveManager.HasActiveObjective<AIObjectiveContainItem>() || ObjectiveManager.HasActiveObjective<AIObjectiveDecontainItem>();
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bool NeedsDivingGearOnPath(AIObjectiveGoTo gotoObjective)
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{
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if (!ObjectiveManager.IsCurrentObjective<AIObjectiveExtinguishFires>() && !objectiveManager.HasActiveObjective<AIObjectiveExtinguishFire>())
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bool insideSteering = SteeringManager == PathSteering && PathSteering.CurrentPath != null && !PathSteering.IsPathDirty;
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Hull targetHull = gotoObjective.GetTargetHull();
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return gotoObjective.Target != null && targetHull == null ||
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NeedsDivingGear(targetHull, out _) ||
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insideSteering && (PathSteering.CurrentPath.HasOutdoorsNodes || PathSteering.CurrentPath.Nodes.Any(n => NeedsDivingGear(n.CurrentHull, out _)));
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}
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if (isCarrying)
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{
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if (findItemState != FindItemState.OtherItem)
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{
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var extinguisher = Character.Inventory.FindItemByTag("extinguisher");
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if (extinguisher != null && Character.HasEquippedItem(extinguisher))
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if (ObjectiveManager.GetActiveObjective() is AIObjectiveGoTo gotoObjective && NeedsDivingGearOnPath(gotoObjective))
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{
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if (ObjectiveManager.GetCurrentPriority() >= AIObjectiveManager.RunPriority)
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{
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extinguisher.Drop(Character);
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}
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else
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{
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findItemState = FindItemState.Extinguisher;
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if (FindSuitableContainer(extinguisher, out Item targetContainer))
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{
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findItemState = FindItemState.None;
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itemIndex = 0;
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if (targetContainer != null)
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{
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var decontainObjective = new AIObjectiveDecontainItem(Character, extinguisher, ObjectiveManager, targetContainer: targetContainer.GetComponent<ItemContainer>());
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decontainObjective.Abandoned += () => IgnoredItems.Add(targetContainer);
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ObjectiveManager.CurrentObjective.AddSubObjective(decontainObjective, addFirst: true);
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return;
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}
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else
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{
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extinguisher.Drop(Character);
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}
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}
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}
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gotoObjective.Abandon = true;
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}
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}
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if (!oxygenLow)
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{
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return;
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}
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}
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if (findItemState == FindItemState.None || findItemState == FindItemState.DivingSuit || findItemState == FindItemState.DivingMask)
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// Diving gear
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if (oxygenLow || findItemState != FindItemState.OtherItem)
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{
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if (!NeedsDivingGear(Character, Character.CurrentHull, out _))
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if (!NeedsDivingGear(Character.CurrentHull, out bool needsSuit) || !needsSuit || oxygenLow)
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{
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bool shouldKeepTheGearOn = Character.AnimController.HeadInWater
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|| ObjectiveManager.IsCurrentObjective<AIObjectiveFindSafety>()
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|| ObjectiveManager.CurrentObjective.GetSubObjectivesRecursive(true).Any(o => o.KeepDivingGearOn);
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bool oxygenLow = !Character.AnimController.HeadInWater && Character.OxygenAvailable < CharacterHealth.LowOxygenThreshold;
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if (oxygenLow)
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if (oxygenLow && Character.CurrentHull.Oxygen > 0)
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{
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shouldKeepTheGearOn = false;
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}
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else if (Character.CurrentHull.Oxygen < CharacterHealth.LowOxygenThreshold)
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{
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shouldKeepTheGearOn = true;
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}
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bool removeDivingSuit = !shouldKeepTheGearOn;
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bool takeMaskOff = !shouldKeepTheGearOn;
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if (!shouldKeepTheGearOn && !oxygenLow)
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@@ -359,10 +376,7 @@ namespace Barotrauma
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{
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if (objective is AIObjectiveGoTo gotoObjective)
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{
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bool insideSteering = SteeringManager == PathSteering && PathSteering.CurrentPath != null && !PathSteering.IsPathDirty;
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Hull targetHull = gotoObjective.GetTargetHull();
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bool targetIsOutside = (gotoObjective.Target != null && targetHull == null) || (insideSteering && PathSteering.CurrentPath.HasOutdoorsNodes);
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if (targetIsOutside || NeedsDivingGear(Character, targetHull, out _))
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if (NeedsDivingGearOnPath(gotoObjective))
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{
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removeDivingSuit = false;
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takeMaskOff = false;
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@@ -390,81 +404,75 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
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}
|
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if (findItemState == FindItemState.None || findItemState == FindItemState.DivingSuit)
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}
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if (removeDivingSuit)
|
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{
|
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var divingSuit = Character.Inventory.FindItemByTag(AIObjectiveFindDivingGear.HEAVY_DIVING_GEAR);
|
||||
if (divingSuit != null)
|
||||
{
|
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if (removeDivingSuit)
|
||||
if (oxygenLow || ObjectiveManager.GetCurrentPriority() >= AIObjectiveManager.RunPriority)
|
||||
{
|
||||
var divingSuit = Character.Inventory.FindItemByTag("divingsuit");
|
||||
if (divingSuit != null)
|
||||
divingSuit.Drop(Character);
|
||||
}
|
||||
else if (findItemState == FindItemState.None || findItemState == FindItemState.DivingSuit)
|
||||
{
|
||||
findItemState = FindItemState.DivingSuit;
|
||||
if (FindSuitableContainer(divingSuit, out Item targetContainer))
|
||||
{
|
||||
if (oxygenLow || ObjectiveManager.GetCurrentPriority() >= AIObjectiveManager.RunPriority)
|
||||
findItemState = FindItemState.None;
|
||||
itemIndex = 0;
|
||||
if (targetContainer != null)
|
||||
{
|
||||
divingSuit.Drop(Character);
|
||||
var decontainObjective = new AIObjectiveDecontainItem(Character, divingSuit, ObjectiveManager, targetContainer: targetContainer.GetComponent<ItemContainer>())
|
||||
{
|
||||
DropIfFailsToContain = false
|
||||
};
|
||||
decontainObjective.Abandoned += () =>
|
||||
{
|
||||
IgnoredItems.Add(targetContainer);
|
||||
};
|
||||
ObjectiveManager.CurrentObjective.AddSubObjective(decontainObjective, addFirst: true);
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
findItemState = FindItemState.DivingSuit;
|
||||
if (FindSuitableContainer(divingSuit, out Item targetContainer))
|
||||
divingSuit.Drop(Character);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if (takeMaskOff)
|
||||
{
|
||||
if (Character.HasEquippedItem(AIObjectiveFindDivingGear.LIGHT_DIVING_GEAR))
|
||||
{
|
||||
var mask = Character.Inventory.FindItemByTag(AIObjectiveFindDivingGear.LIGHT_DIVING_GEAR);
|
||||
if (mask != null)
|
||||
{
|
||||
if (!mask.AllowedSlots.Contains(InvSlotType.Any) || !Character.Inventory.TryPutItem(mask, Character, new List<InvSlotType>() { InvSlotType.Any }))
|
||||
{
|
||||
if (oxygenLow || ObjectiveManager.GetCurrentPriority() >= AIObjectiveManager.RunPriority)
|
||||
{
|
||||
mask.Drop(Character);
|
||||
}
|
||||
else if (findItemState == FindItemState.None || findItemState == FindItemState.DivingMask)
|
||||
{
|
||||
findItemState = FindItemState.DivingMask;
|
||||
if (FindSuitableContainer(mask, out Item targetContainer))
|
||||
{
|
||||
findItemState = FindItemState.None;
|
||||
itemIndex = 0;
|
||||
if (targetContainer != null)
|
||||
{
|
||||
var decontainObjective = new AIObjectiveDecontainItem(Character, divingSuit, ObjectiveManager, targetContainer: targetContainer.GetComponent<ItemContainer>())
|
||||
{
|
||||
DropIfFailsToContain = false
|
||||
};
|
||||
decontainObjective.Abandoned += () =>
|
||||
{
|
||||
IgnoredItems.Add(targetContainer);
|
||||
};
|
||||
var decontainObjective = new AIObjectiveDecontainItem(Character, mask, ObjectiveManager, targetContainer: targetContainer.GetComponent<ItemContainer>());
|
||||
decontainObjective.Abandoned += () => IgnoredItems.Add(targetContainer);
|
||||
ObjectiveManager.CurrentObjective.AddSubObjective(decontainObjective, addFirst: true);
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
divingSuit.Drop(Character);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if (findItemState == FindItemState.None || findItemState == FindItemState.DivingMask)
|
||||
{
|
||||
if (takeMaskOff)
|
||||
{
|
||||
if (Character.HasEquippedItem("divingmask"))
|
||||
{
|
||||
var mask = Character.Inventory.FindItemByTag("divingmask");
|
||||
if (mask != null)
|
||||
{
|
||||
if (!mask.AllowedSlots.Contains(InvSlotType.Any) || !Character.Inventory.TryPutItem(mask, Character, new List<InvSlotType>() { InvSlotType.Any }))
|
||||
{
|
||||
if (oxygenLow || ObjectiveManager.GetCurrentPriority() >= AIObjectiveManager.RunPriority)
|
||||
{
|
||||
mask.Drop(Character);
|
||||
}
|
||||
else
|
||||
{
|
||||
findItemState = FindItemState.DivingMask;
|
||||
if (FindSuitableContainer(mask, out Item targetContainer))
|
||||
{
|
||||
findItemState = FindItemState.None;
|
||||
itemIndex = 0;
|
||||
if (targetContainer != null)
|
||||
{
|
||||
var decontainObjective = new AIObjectiveDecontainItem(Character, mask, ObjectiveManager, targetContainer: targetContainer.GetComponent<ItemContainer>());
|
||||
decontainObjective.Abandoned += () => IgnoredItems.Add(targetContainer);
|
||||
ObjectiveManager.CurrentObjective.AddSubObjective(decontainObjective, addFirst: true);
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
mask.Drop(Character);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -472,39 +480,37 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
}
|
||||
if (findItemState == FindItemState.None || findItemState == FindItemState.OtherItem)
|
||||
}
|
||||
// Other items
|
||||
if (isCarrying) { return; }
|
||||
if (!ObjectiveManager.CurrentObjective.AllowAutomaticItemUnequipping || !ObjectiveManager.GetActiveObjective().AllowAutomaticItemUnequipping) { return; }
|
||||
foreach (var item in Character.Inventory.Items)
|
||||
{
|
||||
if (item == null) { continue; }
|
||||
if (Character.HasEquippedItem(item) &&
|
||||
(Character.Inventory.IsInLimbSlot(item, InvSlotType.RightHand) ||
|
||||
Character.Inventory.IsInLimbSlot(item, InvSlotType.LeftHand) ||
|
||||
Character.Inventory.IsInLimbSlot(item, InvSlotType.RightHand | InvSlotType.LeftHand)))
|
||||
{
|
||||
if (!ObjectiveManager.CurrentObjective.UnequipItems || !ObjectiveManager.GetActiveObjective().UnequipItems) { return; }
|
||||
if (ObjectiveManager.HasActiveObjective<AIObjectiveContainItem>() || ObjectiveManager.HasActiveObjective<AIObjectiveDecontainItem>()) { return; }
|
||||
foreach (var item in Character.Inventory.Items)
|
||||
if (!item.AllowedSlots.Contains(InvSlotType.Any) || !Character.Inventory.TryPutItem(item, Character, new List<InvSlotType>() { InvSlotType.Any }))
|
||||
{
|
||||
if (item == null) { continue; }
|
||||
if (Character.HasEquippedItem(item) &&
|
||||
(Character.Inventory.IsInLimbSlot(item, InvSlotType.RightHand) ||
|
||||
Character.Inventory.IsInLimbSlot(item, InvSlotType.LeftHand) ||
|
||||
Character.Inventory.IsInLimbSlot(item, InvSlotType.RightHand | InvSlotType.LeftHand)))
|
||||
if (findItemState == FindItemState.None || findItemState == FindItemState.OtherItem)
|
||||
{
|
||||
if (!item.AllowedSlots.Contains(InvSlotType.Any) || !Character.Inventory.TryPutItem(item, Character, new List<InvSlotType>() { InvSlotType.Any }))
|
||||
findItemState = FindItemState.OtherItem;
|
||||
if (FindSuitableContainer(item, out Item targetContainer))
|
||||
{
|
||||
if (FindSuitableContainer(item, out Item targetContainer))
|
||||
findItemState = FindItemState.None;
|
||||
itemIndex = 0;
|
||||
if (targetContainer != null)
|
||||
{
|
||||
findItemState = FindItemState.None;
|
||||
itemIndex = 0;
|
||||
if (targetContainer != null)
|
||||
{
|
||||
var decontainObjective = new AIObjectiveDecontainItem(Character, item, ObjectiveManager, targetContainer: targetContainer.GetComponent<ItemContainer>());
|
||||
decontainObjective.Abandoned += () => IgnoredItems.Add(targetContainer);
|
||||
ObjectiveManager.CurrentObjective.AddSubObjective(decontainObjective, addFirst: true);
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
item.Drop(Character);
|
||||
}
|
||||
var decontainObjective = new AIObjectiveDecontainItem(Character, item, ObjectiveManager, targetContainer: targetContainer.GetComponent<ItemContainer>());
|
||||
decontainObjective.Abandoned += () => IgnoredItems.Add(targetContainer);
|
||||
ObjectiveManager.CurrentObjective.AddSubObjective(decontainObjective, addFirst: true);
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
findItemState = FindItemState.OtherItem;
|
||||
item.Drop(Character);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -518,7 +524,6 @@ namespace Barotrauma
|
||||
None,
|
||||
DivingSuit,
|
||||
DivingMask,
|
||||
Extinguisher,
|
||||
OtherItem
|
||||
}
|
||||
private FindItemState findItemState;
|
||||
@@ -687,16 +692,25 @@ namespace Barotrauma
|
||||
totalDamage -= affliction.Prefab.KarmaChangeOnApplied * affliction.Strength;
|
||||
}
|
||||
if (totalDamage <= 0) { return; }
|
||||
if (attacker != null)
|
||||
if (Character.IsBot)
|
||||
{
|
||||
if (!damageDoneByAttacker.ContainsKey(attacker))
|
||||
if (attacker != null)
|
||||
{
|
||||
damageDoneByAttacker[attacker] = 0.0f;
|
||||
if (!damageDoneByAttacker.ContainsKey(attacker))
|
||||
{
|
||||
damageDoneByAttacker[attacker] = 0.0f;
|
||||
}
|
||||
damageDoneByAttacker[attacker] += totalDamage;
|
||||
attackers.Add(attacker);
|
||||
}
|
||||
if (!freezeAI && !Character.IsDead && Character.IsIncapacitated)
|
||||
{
|
||||
// Removes the combat objective and resets all objectives.
|
||||
objectiveManager.CreateAutonomousObjectives();
|
||||
objectiveManager.SortObjectives();
|
||||
freezeAI = true;
|
||||
}
|
||||
damageDoneByAttacker[attacker] += totalDamage;
|
||||
attackers.Add(attacker);
|
||||
}
|
||||
if (ObjectiveManager.CurrentObjective is AIObjectiveFightIntruders) { return; }
|
||||
if (attacker == null || attacker.IsDead || attacker.Removed)
|
||||
{
|
||||
// Don't react on the damage if there's no attacker.
|
||||
@@ -720,76 +734,99 @@ namespace Barotrauma
|
||||
// Should not cancel any existing ai objectives (so that if the character attacked you and then helped, we still would want to retaliate).
|
||||
return;
|
||||
}
|
||||
if (attacker.IsBot)
|
||||
float cumulativeDamage = GetDamageDoneByAttacker(attacker);
|
||||
if (!Character.IsSecurity && attacker.IsBot && !attacker.IsInstigator)
|
||||
{
|
||||
// Don't retaliate on damage done by human ai, because we know it's accidental
|
||||
AddCombatObjective(AIObjectiveCombat.CombatMode.Retreat, attacker, GetReactionTime() * 2);
|
||||
if (cumulativeDamage > 1)
|
||||
{
|
||||
// Don't retaliate on damage done by human ai, because we know it's accidental
|
||||
AddCombatObjective(AIObjectiveCombat.CombatMode.Retreat, attacker);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (Character.IsSecurity)
|
||||
(GameMain.GameSession?.GameMode as CampaignMode)?.OutpostNPCAttacked(Character, attacker, attackResult);
|
||||
// Inform other NPCs
|
||||
if (cumulativeDamage > 1)
|
||||
{
|
||||
// TODO
|
||||
}
|
||||
else
|
||||
{
|
||||
Character.Speak(TextManager.Get("DialogAttackedByFriendly"), null, 0.50f, "attackedbyfriendly", minDurationBetweenSimilar: 30.0f);
|
||||
}
|
||||
if (Character.TeamID == Character.TeamType.FriendlyNPC && !Character.TurnedHostileByEvent)
|
||||
{
|
||||
// Inform other characters in the same team
|
||||
foreach (Character otherCharacter in Character.CharacterList)
|
||||
{
|
||||
if (otherCharacter == Character || otherCharacter.TeamID != Character.TeamID || otherCharacter.IsDead ||
|
||||
otherCharacter.Info?.Job == null ||
|
||||
if (otherCharacter == Character || otherCharacter.IsDead || otherCharacter.IsUnconscious || otherCharacter.Removed ||
|
||||
otherCharacter.Info?.Job == null || otherCharacter.TeamID != Character.TeamType.FriendlyNPC ||
|
||||
!(otherCharacter.AIController is HumanAIController otherHumanAI) ||
|
||||
otherCharacter.TurnedHostileByEvent)
|
||||
otherCharacter.IsInstigator)
|
||||
{
|
||||
continue;
|
||||
continue;
|
||||
}
|
||||
if (!otherHumanAI.IsFriendly(Character)) { continue; }
|
||||
bool isWitnessing = otherHumanAI.VisibleHulls.Contains(Character.CurrentHull) || otherHumanAI.VisibleHulls.Contains(attacker.CurrentHull);
|
||||
if (otherCharacter.IsSecurity)
|
||||
{
|
||||
// Alert all the security officers magically
|
||||
float delay = isWitnessing ? GetReactionTime() * 2 : Rand.Range(2.0f, 5.0f, Rand.RandSync.Unsynced);
|
||||
otherHumanAI.AddCombatObjective(DetermineCombatMode(otherCharacter), attacker, delay);
|
||||
otherHumanAI.AddCombatObjective(DetermineCombatMode(otherCharacter, cumulativeDamage), attacker, delay);
|
||||
}
|
||||
else if (isWitnessing)
|
||||
{
|
||||
var mode = Character.CombatAction != null ? Character.CombatAction.WitnessReaction : AIObjectiveCombat.CombatMode.Retreat;
|
||||
// Other witnesses retreat to safety
|
||||
otherHumanAI.AddCombatObjective(AIObjectiveCombat.CombatMode.Retreat, attacker, GetReactionTime());
|
||||
otherHumanAI.AddCombatObjective(mode, attacker, GetReactionTime());
|
||||
}
|
||||
}
|
||||
(GameMain.GameSession?.GameMode as CampaignMode)?.OutpostNPCAttacked(Character, attacker, attackResult);
|
||||
}
|
||||
|
||||
if (attacker.TeamID != Character.TeamID)
|
||||
if (Character.IsBot)
|
||||
{
|
||||
AddCombatObjective(DetermineCombatMode(Character), attacker, GetReactionTime());
|
||||
}
|
||||
else
|
||||
{
|
||||
// Don't react on minor (accidental) dmg done by characters that are in the same team
|
||||
if (GetDamageDoneByAttacker(attacker) < 10)
|
||||
if (ObjectiveManager.CurrentObjective is AIObjectiveFightIntruders) { return; }
|
||||
if (Character.IsSecurity)
|
||||
{
|
||||
if (!Character.IsSecurity)
|
||||
if (attacker.TeamID != Character.TeamID && cumulativeDamage > 1 || cumulativeDamage > 10)
|
||||
{
|
||||
AddCombatObjective(AIObjectiveCombat.CombatMode.Retreat, attacker, GetReactionTime() * 2);
|
||||
Character.Speak(TextManager.Get("dialogattackedbyfriendlysecurityarrest"), null, 0.50f, "attackedbyfriendlysecurityarrest", minDurationBetweenSimilar: 30.0f);
|
||||
}
|
||||
else
|
||||
{
|
||||
Character.Speak(TextManager.Get("dialogattackedbyfriendlysecurityresponse"), null, 0.50f, "attackedbyfriendlysecurityresponse", minDurationBetweenSimilar: 30.0f);
|
||||
}
|
||||
}
|
||||
else if (!Character.IsInstigator && cumulativeDamage > 1)
|
||||
{
|
||||
Character.Speak(TextManager.Get("DialogAttackedByFriendly"), null, 0.50f, "attackedbyfriendly", minDurationBetweenSimilar: 30.0f);
|
||||
}
|
||||
if (cumulativeDamage > 1 && attacker.TeamID != Character.TeamID)
|
||||
{
|
||||
// If the attacker is using a low damage and high frequency weapon like a repair tool, we shouldn't use any delay.
|
||||
AddCombatObjective(DetermineCombatMode(Character, cumulativeDamage), attacker, delay: realDamage > 1 ? GetReactionTime() : 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
AddCombatObjective(DetermineCombatMode(Character, dmgThreshold: 20, allowOffensive: false), attacker, GetReactionTime() * 2);
|
||||
bool allowOffensive = HasItem(attacker, "handlocker", out _, requireEquipped: true);
|
||||
if (attackResult.Afflictions.Any(a => a is AfflictionHusk))
|
||||
{
|
||||
cumulativeDamage = 100;
|
||||
}
|
||||
// Don't react on minor (accidental) dmg done by characters that are in the same team
|
||||
if (cumulativeDamage < 10)
|
||||
{
|
||||
if (!Character.IsSecurity && cumulativeDamage > 1)
|
||||
{
|
||||
AddCombatObjective(AIObjectiveCombat.CombatMode.Retreat, attacker);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
AddCombatObjective(DetermineCombatMode(Character, cumulativeDamage, dmgThreshold: 20, allowOffensive: allowOffensive), attacker, GetReactionTime() * 2);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
else if (Character.IsBot)
|
||||
{
|
||||
AddCombatObjective(DetermineCombatMode(Character), attacker);
|
||||
// Non-friendly
|
||||
AddCombatObjective(DetermineCombatMode(Character, cumulativeDamage: realDamage), attacker);
|
||||
}
|
||||
|
||||
AIObjectiveCombat.CombatMode DetermineCombatMode(Character c, float dmgThreshold = 10, bool allowOffensive = true)
|
||||
AIObjectiveCombat.CombatMode DetermineCombatMode(Character c, float cumulativeDamage, float dmgThreshold = 10, bool allowOffensive = true)
|
||||
{
|
||||
if (!IsFriendly(attacker))
|
||||
{
|
||||
@@ -797,13 +834,38 @@ namespace Barotrauma
|
||||
}
|
||||
else
|
||||
{
|
||||
if (GetDamageDoneByAttacker(attacker) > dmgThreshold)
|
||||
if (attacker.TeamID == Character.TeamType.FriendlyNPC)
|
||||
{
|
||||
return c.IsSecurity && allowOffensive ? AIObjectiveCombat.CombatMode.Offensive : AIObjectiveCombat.CombatMode.Defensive;
|
||||
if (c.IsSecurity)
|
||||
{
|
||||
return Character.CombatAction != null ? Character.CombatAction.GuardReaction : AIObjectiveCombat.CombatMode.None;
|
||||
}
|
||||
else
|
||||
{
|
||||
return Character.CombatAction != null ? Character.CombatAction.WitnessReaction : AIObjectiveCombat.CombatMode.None;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
return c.IsSecurity ? AIObjectiveCombat.CombatMode.Arrest : AIObjectiveCombat.CombatMode.Retreat;
|
||||
if (Character.IsInstigator)
|
||||
{
|
||||
return c.IsSecurity ? AIObjectiveCombat.CombatMode.Arrest : AIObjectiveCombat.CombatMode.Retreat;
|
||||
}
|
||||
else if (cumulativeDamage > dmgThreshold)
|
||||
{
|
||||
if (c.IsSecurity)
|
||||
{
|
||||
return c.IsSecurity && allowOffensive ? AIObjectiveCombat.CombatMode.Offensive : AIObjectiveCombat.CombatMode.Arrest;
|
||||
}
|
||||
else
|
||||
{
|
||||
return c == Character ? AIObjectiveCombat.CombatMode.Defensive : AIObjectiveCombat.CombatMode.Retreat;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
return c.IsSecurity ? AIObjectiveCombat.CombatMode.Arrest : AIObjectiveCombat.CombatMode.Retreat;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -811,6 +873,8 @@ namespace Barotrauma
|
||||
|
||||
private void AddCombatObjective(AIObjectiveCombat.CombatMode mode, Character attacker, float delay = 0, Func<bool> abortCondition = null, Action onAbort = null, bool allowHoldFire = false)
|
||||
{
|
||||
if (mode == AIObjectiveCombat.CombatMode.None) { return; }
|
||||
if (Character.IsDead || Character.IsIncapacitated) { return; }
|
||||
if (ObjectiveManager.CurrentObjective is AIObjectiveCombat combatObjective)
|
||||
{
|
||||
// Don't replace offensive mode with something else
|
||||
@@ -896,6 +960,19 @@ namespace Barotrauma
|
||||
SelectedAiTarget = target;
|
||||
}
|
||||
|
||||
public override void Reset()
|
||||
{
|
||||
base.Reset();
|
||||
objectiveManager.SortObjectives();
|
||||
sortTimer = sortObjectiveInterval;
|
||||
float waitDuration = characterWaitOnSwitch;
|
||||
if (ObjectiveManager.IsCurrentObjective<AIObjectiveIdle>())
|
||||
{
|
||||
waitDuration *= 2;
|
||||
}
|
||||
ObjectiveManager.WaitTimer = waitDuration;
|
||||
}
|
||||
|
||||
private void CheckCrouching(float deltaTime)
|
||||
{
|
||||
crouchRaycastTimer -= deltaTime;
|
||||
@@ -964,13 +1041,13 @@ namespace Barotrauma
|
||||
return targetInventory.TryPutItem(item, targetSlot, false, false, Character);
|
||||
}
|
||||
|
||||
public static bool NeedsDivingGear(Character character, Hull hull, out bool needsSuit)
|
||||
public static bool NeedsDivingGear(Hull hull, out bool needsSuit)
|
||||
{
|
||||
needsSuit = false;
|
||||
if (hull == null ||
|
||||
hull.WaterPercentage > 80 ||
|
||||
(hull.LethalPressure > 0 && character.PressureProtection <= 0) ||
|
||||
(hull.ConnectedGaps.Any() && hull.ConnectedGaps.Max(g => AIObjectiveFixLeaks.GetLeakSeverity(g)) > 60))
|
||||
hull.WaterPercentage > 90 ||
|
||||
hull.LethalPressure > 0 ||
|
||||
hull.ConnectedGaps.Any(gap => !gap.IsRoomToRoom && gap.Open > 0.5f))
|
||||
{
|
||||
needsSuit = true;
|
||||
return true;
|
||||
@@ -987,25 +1064,28 @@ namespace Barotrauma
|
||||
/// <summary>
|
||||
/// Check whether the character has a diving suit in usable condition plus some oxygen.
|
||||
/// </summary>
|
||||
public static bool HasDivingSuit(Character character, float conditionPercentage = 0) => HasItem(character, "divingsuit", out _, "oxygensource", conditionPercentage, requireEquipped: true);
|
||||
public static bool HasDivingSuit(Character character, float conditionPercentage = 0) => HasItem(character, AIObjectiveFindDivingGear.HEAVY_DIVING_GEAR, out _, AIObjectiveFindDivingGear.OXYGEN_SOURCE, conditionPercentage, requireEquipped: true);
|
||||
|
||||
/// <summary>
|
||||
/// Check whether the character has a diving mask in usable condition plus some oxygen.
|
||||
/// </summary>
|
||||
public static bool HasDivingMask(Character character, float conditionPercentage = 0) => HasItem(character, "divingmask", out _, "oxygensource", conditionPercentage, requireEquipped: true);
|
||||
public static bool HasDivingMask(Character character, float conditionPercentage = 0) => HasItem(character, AIObjectiveFindDivingGear.LIGHT_DIVING_GEAR, out _, AIObjectiveFindDivingGear.OXYGEN_SOURCE, conditionPercentage, requireEquipped: true);
|
||||
|
||||
public static bool HasItem(Character character, string tagOrIdentifier, out Item item, string containedTag = null, float conditionPercentage = 0, bool requireEquipped = false)
|
||||
private static List<Item> matchingItems = new List<Item>();
|
||||
public static bool HasItem(Character character, string tagOrIdentifier, out IEnumerable<Item> items, string containedTag = null, float conditionPercentage = 0, bool requireEquipped = false)
|
||||
{
|
||||
item = null;
|
||||
matchingItems.Clear();
|
||||
items = matchingItems;
|
||||
if (character == null) { return false; }
|
||||
if (character.Inventory == null) { return false; }
|
||||
item = character.Inventory.FindItemByIdentifier(tagOrIdentifier) ?? character.Inventory.FindItemByTag(tagOrIdentifier);
|
||||
return item != null &&
|
||||
item.ConditionPercentage >= conditionPercentage &&
|
||||
(!requireEquipped || character.HasEquippedItem(item)) &&
|
||||
matchingItems = character.Inventory.FindAllItems(i => i.Prefab.Identifier == tagOrIdentifier || i.HasTag(tagOrIdentifier), recursive: true, matchingItems);
|
||||
items = matchingItems;
|
||||
return matchingItems.Any(i => i != null &&
|
||||
i.ConditionPercentage >= conditionPercentage &&
|
||||
(!requireEquipped || character.HasEquippedItem(i)) &&
|
||||
(containedTag == null ||
|
||||
(item.ContainedItems != null &&
|
||||
item.ContainedItems.Any(i => i.HasTag(containedTag) && i.ConditionPercentage > conditionPercentage)));
|
||||
(i.OwnInventory?.Items != null &&
|
||||
i.OwnInventory.Items.Any(it => it != null && it.HasTag(containedTag) && it.ConditionPercentage > conditionPercentage))));
|
||||
}
|
||||
|
||||
public static void ItemTaken(Item item, Character character)
|
||||
@@ -1040,6 +1120,8 @@ namespace Barotrauma
|
||||
otherCharacter.Speak(TextManager.Get("dialogstealwarning"), null, Rand.Range(0.5f, 1.0f), "thief", 10.0f);
|
||||
someoneSpoke = true;
|
||||
}
|
||||
// Don't react if the player is taking an extinguisher and there's any fires on the sub -> allow them to use the emergency items
|
||||
if (item.HasTag("fireextinguisher") && character.Submarine.GetHulls(alsoFromConnectedSubs: true).Any(h => h.FireSources.Any())) { continue; }
|
||||
// React if we are security
|
||||
if (!TriggerSecurity(otherHumanAI))
|
||||
{
|
||||
@@ -1240,6 +1322,7 @@ namespace Barotrauma
|
||||
{
|
||||
if (hull == null) { return 0; }
|
||||
if (hull.LethalPressure > 0 && character.PressureProtection <= 0) { return 0; }
|
||||
// TODO: take the visiblehulls into account?
|
||||
float oxygenFactor = ignoreOxygen ? 1 : MathHelper.Lerp(0.25f, 1, hull.OxygenPercentage / 100);
|
||||
float waterFactor = ignoreWater ? 1 : MathHelper.Lerp(1, 0.25f, hull.WaterPercentage / 100);
|
||||
if (!character.NeedsAir)
|
||||
@@ -1409,14 +1492,18 @@ namespace Barotrauma
|
||||
if (target?.Item == null) { return false; }
|
||||
foreach (var c in Character.CharacterList)
|
||||
{
|
||||
if (character != null && c == character) { continue; }
|
||||
if (character?.AIController is HumanAIController humanAi && !humanAi.IsFriendly(c)) { continue; }
|
||||
if (character == null) { continue; }
|
||||
if (c == character) { continue; }
|
||||
if (c.IsDead || c.IsIncapacitated) { continue; }
|
||||
if (c.SelectedConstruction != target.Item) { continue; }
|
||||
if (!IsFriendly(character, c, onlySameTeam: true)) { continue; }
|
||||
operatingCharacter = c;
|
||||
// If the other character is player, don't try to operate
|
||||
if (c.IsRemotePlayer || Character.Controlled == c) { return true; }
|
||||
if (c.IsPlayer) { return true; }
|
||||
if (c.AIController is HumanAIController controllingHumanAi)
|
||||
{
|
||||
Item otherTarget = controllingHumanAi.objectiveManager.GetActiveObjective<AIObjectiveOperateItem>()?.Component.Item ?? c.SelectedConstruction;
|
||||
if (otherTarget != target.Item) { continue; }
|
||||
// If the other character is ordered to operate the item, let him do it
|
||||
if (controllingHumanAi.ObjectiveManager.IsCurrentOrder<AIObjectiveOperateItem>())
|
||||
{
|
||||
|
||||
@@ -111,9 +111,9 @@ namespace Barotrauma
|
||||
IsPathDirty = true;
|
||||
}
|
||||
|
||||
public void SteeringSeek(Vector2 target, float weight, Func<PathNode, bool> startNodeFilter = null, Func<PathNode, bool> endNodeFilter = null, Func<PathNode, bool> nodeFilter = null)
|
||||
public void SteeringSeek(Vector2 target, float weight, Func<PathNode, bool> startNodeFilter = null, Func<PathNode, bool> endNodeFilter = null, Func<PathNode, bool> nodeFilter = null, bool checkVisiblity = true)
|
||||
{
|
||||
steering += CalculateSteeringSeek(target, weight, startNodeFilter, endNodeFilter, nodeFilter);
|
||||
steering += CalculateSteeringSeek(target, weight, startNodeFilter, endNodeFilter, nodeFilter, checkVisiblity);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -158,7 +158,7 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
private Vector2 CalculateSteeringSeek(Vector2 target, float weight, Func<PathNode, bool> startNodeFilter = null, Func<PathNode, bool> endNodeFilter = null, Func<PathNode, bool> nodeFilter = null)
|
||||
private Vector2 CalculateSteeringSeek(Vector2 target, float weight, Func<PathNode, bool> startNodeFilter = null, Func<PathNode, bool> endNodeFilter = null, Func<PathNode, bool> nodeFilter = null, bool checkVisibility = true)
|
||||
{
|
||||
Vector2 targetDiff = target - currentTarget;
|
||||
if (currentPath != null && currentPath.Nodes.Any())
|
||||
@@ -172,40 +172,42 @@ namespace Barotrauma
|
||||
targetDiff += subDiff;
|
||||
}
|
||||
}
|
||||
bool needsNewPath = character.Params.PathFinderPriority > 0.5f && (currentPath == null || currentPath.Unreachable || currentPath.Finished || targetDiff.LengthSquared() > 1);
|
||||
bool needsNewPath = character.Params.PathFinderPriority > 0.5f && (currentPath == null || currentPath.Unreachable || targetDiff.LengthSquared() > 1);
|
||||
//find a new path if one hasn't been found yet or the target is different from the current target
|
||||
if (needsNewPath || findPathTimer < -1.0f)
|
||||
{
|
||||
IsPathDirty = true;
|
||||
if (findPathTimer > 0.0f) { return Vector2.Zero; }
|
||||
currentTarget = target;
|
||||
Vector2 currentPos = host.SimPosition;
|
||||
if (character != null && character.Submarine == null)
|
||||
if (findPathTimer < 0)
|
||||
{
|
||||
var targetHull = Hull.FindHull(ConvertUnits.ToDisplayUnits(target), null, false);
|
||||
if (targetHull != null && targetHull.Submarine != null)
|
||||
currentTarget = target;
|
||||
Vector2 currentPos = host.SimPosition;
|
||||
if (character != null && character.Submarine == null)
|
||||
{
|
||||
currentPos -= targetHull.Submarine.SimPosition;
|
||||
var targetHull = Hull.FindHull(ConvertUnits.ToDisplayUnits(target), null, false);
|
||||
if (targetHull != null && targetHull.Submarine != null)
|
||||
{
|
||||
currentPos -= targetHull.Submarine.SimPosition;
|
||||
}
|
||||
}
|
||||
pathFinder.InsideSubmarine = character.Submarine != null;
|
||||
var newPath = pathFinder.FindPath(currentPos, target, character.Submarine, "(Character: " + character.Name + ")", startNodeFilter, endNodeFilter, nodeFilter, checkVisibility: checkVisibility);
|
||||
bool useNewPath = needsNewPath || currentPath == null || currentPath.CurrentNode == null;
|
||||
if (!useNewPath && currentPath != null && currentPath.CurrentNode != null && newPath.Nodes.Any() && !newPath.Unreachable)
|
||||
{
|
||||
// It's possible that the current path was calculated from a start point that is no longer valid.
|
||||
// Therefore, let's accept also paths with a greater cost than the current, if the current node is much farther than the new start node.
|
||||
useNewPath = newPath.Cost < currentPath.Cost ||
|
||||
Vector2.DistanceSquared(character.WorldPosition, currentPath.CurrentNode.WorldPosition) > Math.Pow(Vector2.Distance(character.WorldPosition, newPath.Nodes.First().WorldPosition) * 3, 2);
|
||||
}
|
||||
if (useNewPath)
|
||||
{
|
||||
currentPath = newPath;
|
||||
}
|
||||
float priority = MathHelper.Lerp(3, 1, character.Params.PathFinderPriority);
|
||||
findPathTimer = priority * Rand.Range(1.0f, 1.2f);
|
||||
IsPathDirty = false;
|
||||
return DiffToCurrentNode();
|
||||
}
|
||||
pathFinder.InsideSubmarine = character.Submarine != null;
|
||||
var newPath = pathFinder.FindPath(currentPos, target, character.Submarine, "(Character: " + character.Name + ")", startNodeFilter, endNodeFilter, nodeFilter);
|
||||
bool useNewPath = currentPath == null || needsNewPath || currentPath.Finished;
|
||||
if (!useNewPath && currentPath != null && currentPath.CurrentNode != null && newPath.Nodes.Any() && !newPath.Unreachable)
|
||||
{
|
||||
// It's possible that the current path was calculated from a start point that is no longer valid.
|
||||
// Therefore, let's accept also paths with a greater cost than the current, if the current node is much farther than the new start node.
|
||||
useNewPath = newPath.Cost < currentPath.Cost ||
|
||||
Vector2.DistanceSquared(character.WorldPosition, currentPath.CurrentNode.WorldPosition) > Math.Pow(Vector2.Distance(character.WorldPosition, newPath.Nodes.First().WorldPosition) * 3, 2);
|
||||
}
|
||||
if (useNewPath)
|
||||
{
|
||||
currentPath = newPath;
|
||||
}
|
||||
float priority = MathHelper.Lerp(3, 1, character.Params.PathFinderPriority);
|
||||
findPathTimer = priority * Rand.Range(1.0f, 1.2f);
|
||||
IsPathDirty = false;
|
||||
return DiffToCurrentNode();
|
||||
}
|
||||
|
||||
Vector2 diff = DiffToCurrentNode();
|
||||
@@ -221,7 +223,7 @@ namespace Barotrauma
|
||||
return Vector2.Normalize(diff) * weight;
|
||||
}
|
||||
|
||||
protected override Vector2 DoSteeringSeek(Vector2 target, float weight) => CalculateSteeringSeek(target, weight, null, null, null);
|
||||
protected override Vector2 DoSteeringSeek(Vector2 target, float weight) => CalculateSteeringSeek(target, weight);
|
||||
|
||||
private Vector2 DiffToCurrentNode()
|
||||
{
|
||||
@@ -260,7 +262,7 @@ namespace Barotrauma
|
||||
}
|
||||
bool isDiving = character.AnimController.InWater && character.AnimController.HeadInWater;
|
||||
// Only humanoids can climb ladders
|
||||
bool canClimb = character.AnimController is HumanoidAnimController;
|
||||
bool canClimb = character.AnimController is HumanoidAnimController && !character.LockHands;
|
||||
var ladders = GetNextLadder();
|
||||
if (canClimb && !isDiving && ladders != null && character.SelectedConstruction != ladders.Item)
|
||||
{
|
||||
@@ -588,7 +590,7 @@ namespace Barotrauma
|
||||
//non-humanoids can't climb up ladders
|
||||
if (!(character.AnimController is HumanoidAnimController))
|
||||
{
|
||||
if (node.Waypoint.Ladders != null && nextNode.Waypoint.Ladders != null && nextNode.Waypoint.Ladders.Item.NonInteractable ||
|
||||
if (node.Waypoint.Ladders != null && nextNode.Waypoint.Ladders != null && (nextNode.Waypoint.Ladders.Item.NonInteractable || character.LockHands)||
|
||||
(nextNode.Position.Y - node.Position.Y > 1.0f && //more than one sim unit to climb up
|
||||
nextNode.Waypoint.CurrentHull != null && nextNode.Waypoint.CurrentHull.Surface < nextNode.Waypoint.Position.Y)) //upper node not underwater
|
||||
{
|
||||
@@ -628,6 +630,7 @@ namespace Barotrauma
|
||||
return penalty;
|
||||
}
|
||||
|
||||
public static float smallRoomSize = 500;
|
||||
public void Wander(float deltaTime, float wallAvoidDistance = 150, bool stayStillInTightSpace = true)
|
||||
{
|
||||
//steer away from edges of the hull
|
||||
@@ -637,7 +640,7 @@ namespace Barotrauma
|
||||
if (currentHull != null && !inWater)
|
||||
{
|
||||
float roomWidth = currentHull.Rect.Width;
|
||||
if (stayStillInTightSpace && roomWidth < wallAvoidDistance * 4)
|
||||
if (stayStillInTightSpace && roomWidth < Math.Max(wallAvoidDistance * 3, smallRoomSize))
|
||||
{
|
||||
Reset();
|
||||
}
|
||||
|
||||
@@ -125,8 +125,14 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
attachCooldown -= deltaTime;
|
||||
deattachTimer -= deltaTime;
|
||||
if (attachCooldown > 0)
|
||||
{
|
||||
attachCooldown -= deltaTime;
|
||||
}
|
||||
if (deattachTimer > 0)
|
||||
{
|
||||
deattachTimer -= deltaTime;
|
||||
}
|
||||
|
||||
Vector2 transformedAttachPos = wallAttachPos;
|
||||
if (character.Submarine == null && attachTargetSubmarine != null)
|
||||
@@ -255,6 +261,7 @@ namespace Barotrauma
|
||||
|
||||
private void AttachToBody(PhysicsBody collider, Limb attachLimb, Body targetBody, Vector2 attachPos)
|
||||
{
|
||||
if (attachCooldown > 0) { return; }
|
||||
//already attached to something
|
||||
if (attachJoints.Count > 0)
|
||||
{
|
||||
|
||||
@@ -17,8 +17,7 @@ namespace Barotrauma
|
||||
public virtual bool AllowSubObjectiveSorting => false;
|
||||
|
||||
/// <summary>
|
||||
/// Can there be multiple objective instaces of the same type? Currently multiple instances allowed only for main objectives and the subobjectives of objetive loops.
|
||||
/// In theory, there could be multiple subobjectives of same type for concurrent objectives, but that would make things more complex -> potential issues
|
||||
/// Can there be multiple objective instaces of the same type?
|
||||
/// </summary>
|
||||
public virtual bool AllowMultipleInstances => false;
|
||||
|
||||
@@ -29,7 +28,10 @@ namespace Barotrauma
|
||||
public virtual bool ConcurrentObjectives => false;
|
||||
|
||||
public virtual bool KeepDivingGearOn => false;
|
||||
public virtual bool UnequipItems => false;
|
||||
/// <summary>
|
||||
/// There's a separate property for diving suit and mask: KeepDivingGearOn.
|
||||
/// </summary>
|
||||
public virtual bool AllowAutomaticItemUnequipping => false;
|
||||
public virtual bool AllowOutsideSubmarine => false;
|
||||
public virtual bool AllowInFriendlySubs => false;
|
||||
|
||||
@@ -173,6 +175,7 @@ namespace Barotrauma
|
||||
{
|
||||
if (!AllowSubObjectiveSorting) { return; }
|
||||
if (subObjectives.None()) { return; }
|
||||
var previousSubObjective = subObjectives.First();
|
||||
subObjectives.ForEach(so => so.GetPriority());
|
||||
subObjectives.Sort((x, y) => y.Priority.CompareTo(x.Priority));
|
||||
if (ConcurrentObjectives)
|
||||
@@ -181,7 +184,13 @@ namespace Barotrauma
|
||||
}
|
||||
else
|
||||
{
|
||||
subObjectives.First().SortSubObjectives();
|
||||
var currentSubObjective = subObjectives.First();
|
||||
if (previousSubObjective != currentSubObjective)
|
||||
{
|
||||
previousSubObjective.OnDeselected();
|
||||
currentSubObjective.OnSelected();
|
||||
}
|
||||
currentSubObjective.SortSubObjectives();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -222,7 +231,7 @@ namespace Barotrauma
|
||||
private void UpdateDevotion(float deltaTime)
|
||||
{
|
||||
var currentObjective = objectiveManager.CurrentObjective;
|
||||
if (currentObjective != null && (currentObjective == this || currentObjective.subObjectives.Any(so => so == this)))
|
||||
if (currentObjective != null && (currentObjective == this || currentObjective.subObjectives.FirstOrDefault() == this))
|
||||
{
|
||||
CumulatedDevotion += Devotion * deltaTime;
|
||||
}
|
||||
@@ -327,6 +336,7 @@ namespace Barotrauma
|
||||
|
||||
public virtual void Reset()
|
||||
{
|
||||
subObjectives.Clear();
|
||||
isCompleted = false;
|
||||
hasBeenChecked = false;
|
||||
_abandon = false;
|
||||
@@ -369,8 +379,7 @@ namespace Barotrauma
|
||||
{
|
||||
if (Check())
|
||||
{
|
||||
isCompleted = true;
|
||||
OnCompleted();
|
||||
IsCompleted = true;
|
||||
}
|
||||
}
|
||||
return isCompleted;
|
||||
|
||||
+4
-4
@@ -1,16 +1,16 @@
|
||||
using Barotrauma.Items.Components;
|
||||
using Barotrauma.Extensions;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Barotrauma.Extensions;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
class AIObjectiveChargeBatteries : AIObjectiveLoop<PowerContainer>
|
||||
{
|
||||
public override string DebugTag => "charge batteries";
|
||||
public override bool UnequipItems => true;
|
||||
public override bool AllowAutomaticItemUnequipping => true;
|
||||
private IEnumerable<PowerContainer> batteryList;
|
||||
|
||||
public AIObjectiveChargeBatteries(Character character, AIObjectiveManager objectiveManager, string option, float priorityModifier)
|
||||
@@ -26,8 +26,7 @@ namespace Barotrauma
|
||||
if (item.Submarine.TeamID != character.TeamID) { return false; }
|
||||
if (character.Submarine != null)
|
||||
{
|
||||
if (item.Submarine.Info.Type != character.Submarine.Info.Type) { return false; }
|
||||
if (!character.Submarine.IsEntityFoundOnThisSub(item, true)) { return false; }
|
||||
if (!character.Submarine.IsConnectedTo(item.Submarine)) { return false; }
|
||||
}
|
||||
if (item.ConditionPercentage <= 0) { return false; }
|
||||
if (Character.CharacterList.Any(c => c.CurrentHull == item.CurrentHull && !HumanAIController.IsFriendly(c) && HumanAIController.IsActive(c))) { return false; }
|
||||
@@ -37,6 +36,7 @@ namespace Barotrauma
|
||||
|
||||
protected override float TargetEvaluation()
|
||||
{
|
||||
if (Targets.None()) { return 0; }
|
||||
if (Option == "charge")
|
||||
{
|
||||
return Targets.Max(t => MathHelper.Lerp(100, 0, Math.Abs(PowerContainer.aiRechargeTargetRatio - t.RechargeRatio)));
|
||||
|
||||
+177
-73
@@ -4,6 +4,7 @@ using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using FarseerPhysics.Dynamics;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
@@ -17,12 +18,11 @@ namespace Barotrauma
|
||||
|
||||
private readonly CombatMode initialMode;
|
||||
|
||||
private float seekWeaponsTimer;
|
||||
private readonly float seekWeaponsInterval = 1;
|
||||
private float checkWeaponsTimer;
|
||||
private readonly float checkWeaponsInterval = 1;
|
||||
private float ignoreWeaponTimer;
|
||||
private readonly float ignoredWeaponsClearTime = 10;
|
||||
|
||||
// Won't (by default) start the offensive with weapons that have lower priority than this
|
||||
private readonly float goodWeaponPriority = 30;
|
||||
|
||||
private readonly float arrestHoldFireTime = 8;
|
||||
@@ -42,7 +42,7 @@ namespace Barotrauma
|
||||
_weapon = value;
|
||||
_weaponComponent = null;
|
||||
hasAimed = false;
|
||||
RemoveSubObjective(ref seekAmmunition);
|
||||
RemoveSubObjective(ref seekAmmunitionObjective);
|
||||
}
|
||||
}
|
||||
private ItemComponent _weaponComponent;
|
||||
@@ -69,13 +69,14 @@ namespace Barotrauma
|
||||
private readonly HashSet<ItemComponent> weapons = new HashSet<ItemComponent>();
|
||||
private readonly HashSet<Item> ignoredWeapons = new HashSet<Item>();
|
||||
|
||||
private AIObjectiveContainItem seekAmmunition;
|
||||
private AIObjectiveContainItem seekAmmunitionObjective;
|
||||
private AIObjectiveGoTo retreatObjective;
|
||||
private AIObjectiveGoTo followTargetObjective;
|
||||
private AIObjectiveGetItem seekWeaponObjective;
|
||||
|
||||
private Hull retreatTarget;
|
||||
private float coolDownTimer;
|
||||
private IEnumerable<FarseerPhysics.Dynamics.Body> myBodies;
|
||||
private IEnumerable<Body> myBodies;
|
||||
private float aimTimer;
|
||||
|
||||
private bool canSeeTarget;
|
||||
@@ -99,17 +100,27 @@ namespace Barotrauma
|
||||
Defensive,
|
||||
Offensive,
|
||||
Arrest,
|
||||
Retreat
|
||||
Retreat,
|
||||
None
|
||||
}
|
||||
|
||||
public CombatMode Mode { get; private set; }
|
||||
|
||||
private bool IsOffensiveOrArrest => initialMode == CombatMode.Offensive || initialMode == CombatMode.Arrest;
|
||||
private bool TargetEliminated => Enemy == null || Enemy.Removed || Enemy.IsUnconscious;
|
||||
private bool IsEnemyDisabled => Enemy == null || Enemy.Removed || Enemy.IsDead;
|
||||
private bool EnemyIsClose() => Enemy != null && character.CurrentHull == Enemy.CurrentHull || Vector2.DistanceSquared(character.Position, Enemy.Position) < 500;
|
||||
|
||||
public AIObjectiveCombat(Character character, Character enemy, CombatMode mode, AIObjectiveManager objectiveManager, float priorityModifier = 1, float coolDown = 10.0f)
|
||||
: base(character, objectiveManager, priorityModifier)
|
||||
{
|
||||
if (mode == CombatMode.None)
|
||||
{
|
||||
#if DEBUG
|
||||
DebugConsole.ThrowError("Combat mode == None");
|
||||
#endif
|
||||
return;
|
||||
}
|
||||
Enemy = enemy;
|
||||
coolDownTimer = coolDown;
|
||||
findSafety = objectiveManager.GetObjective<AIObjectiveFindSafety>();
|
||||
@@ -145,12 +156,16 @@ namespace Barotrauma
|
||||
{
|
||||
base.Update(deltaTime);
|
||||
ignoreWeaponTimer -= deltaTime;
|
||||
seekWeaponsTimer -= deltaTime;
|
||||
checkWeaponsTimer -= deltaTime;
|
||||
if (ignoreWeaponTimer < 0)
|
||||
{
|
||||
ignoredWeapons.Clear();
|
||||
ignoreWeaponTimer = ignoredWeaponsClearTime;
|
||||
}
|
||||
if (findSafety != null)
|
||||
{
|
||||
findSafety.Priority = 0;
|
||||
}
|
||||
}
|
||||
|
||||
protected override bool Check()
|
||||
@@ -164,8 +179,6 @@ namespace Barotrauma
|
||||
return IsEnemyDisabled || (!IsOffensiveOrArrest && coolDownTimer <= 0);
|
||||
}
|
||||
|
||||
private bool IsEnemyDisabled => Enemy == null || Enemy.Removed || Enemy.IsDead;
|
||||
|
||||
protected override void Act(float deltaTime)
|
||||
{
|
||||
if (abortCondition != null && abortCondition())
|
||||
@@ -178,13 +191,13 @@ namespace Barotrauma
|
||||
{
|
||||
coolDownTimer -= deltaTime;
|
||||
}
|
||||
if (seekAmmunition == null)
|
||||
if (seekAmmunitionObjective == null && seekWeaponObjective == null)
|
||||
{
|
||||
if (Mode != CombatMode.Retreat && TryArm() && !IsEnemyDisabled)
|
||||
{
|
||||
OperateWeapon(deltaTime);
|
||||
}
|
||||
if (!HoldPosition)
|
||||
if (!HoldPosition && seekAmmunitionObjective == null && seekWeaponObjective == null)
|
||||
{
|
||||
Move(deltaTime);
|
||||
}
|
||||
@@ -193,8 +206,7 @@ namespace Barotrauma
|
||||
case CombatMode.Offensive:
|
||||
if (TargetEliminated && objectiveManager.IsCurrentOrder<AIObjectiveFightIntruders>())
|
||||
{
|
||||
// TODO: enable
|
||||
//character.Speak(TextManager.Get("DialogTargetDown"), null, 3.0f, "targetdown", 30.0f);
|
||||
character.Speak(TextManager.Get("DialogTargetDown"), null, 3.0f, "targetdown", 30.0f);
|
||||
}
|
||||
break;
|
||||
case CombatMode.Arrest:
|
||||
@@ -233,11 +245,11 @@ namespace Barotrauma
|
||||
Weapon = null;
|
||||
return false;
|
||||
}
|
||||
if (seekWeaponsTimer < 0)
|
||||
if (checkWeaponsTimer < 0)
|
||||
{
|
||||
seekWeaponsTimer = seekWeaponsInterval;
|
||||
checkWeaponsTimer = checkWeaponsInterval;
|
||||
// First go through all weapons and try to reload without seeking ammunition
|
||||
var allWeapons = GetAllWeapons();
|
||||
var allWeapons = FindWeaponsFromInventory();
|
||||
while (allWeapons.Any())
|
||||
{
|
||||
Weapon = GetWeapon(allWeapons, out _weaponComponent);
|
||||
@@ -273,12 +285,12 @@ namespace Barotrauma
|
||||
if (Weapon == null)
|
||||
{
|
||||
// No weapon found with the conditions above. Try again, now let's try to seek ammunition too
|
||||
Weapon = GetWeapon(out _weaponComponent);
|
||||
Weapon = FindWeapon(out _weaponComponent);
|
||||
if (Weapon != null)
|
||||
{
|
||||
if (!CheckWeapon(seekAmmo: true))
|
||||
{
|
||||
if (seekAmmunition != null)
|
||||
if (seekAmmunitionObjective != null)
|
||||
{
|
||||
// No loaded weapon, but we are trying to seek ammunition.
|
||||
return false;
|
||||
@@ -290,9 +302,58 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
}
|
||||
if (Weapon == null)
|
||||
bool isAllowedToSeekWeapons = !EnemyIsClose() && character.TeamID != Character.TeamType.FriendlyNPC && IsOffensiveOrArrest;
|
||||
if (!isAllowedToSeekWeapons)
|
||||
{
|
||||
Mode = CombatMode.Retreat;
|
||||
if (WeaponComponent == null)
|
||||
{
|
||||
Mode = CombatMode.Retreat;
|
||||
}
|
||||
}
|
||||
else if (seekAmmunitionObjective == null && (WeaponComponent == null || WeaponComponent.CombatPriority < goodWeaponPriority))
|
||||
{
|
||||
// Poor weapon equipped -> try to find better.
|
||||
RemoveSubObjective(ref seekAmmunitionObjective);
|
||||
RemoveSubObjective(ref retreatObjective);
|
||||
RemoveSubObjective(ref followTargetObjective);
|
||||
TryAddSubObjective(ref seekWeaponObjective,
|
||||
constructor: () => new AIObjectiveGetItem(character, "weapon", objectiveManager, equip: true, checkInventory: false)
|
||||
{
|
||||
GetItemPriority = i =>
|
||||
{
|
||||
if (Weapon != null && (i == Weapon || i.Prefab.Identifier == Weapon.Prefab.Identifier)) { return 0; }
|
||||
if (i.IsOwnedBy(character)) { return 0; }
|
||||
var mw = i.GetComponent<MeleeWeapon>();
|
||||
var rw = i.GetComponent<RangedWeapon>();
|
||||
float priority = 0;
|
||||
if (mw != null)
|
||||
{
|
||||
priority = mw.CombatPriority / 100;
|
||||
}
|
||||
else if (rw != null)
|
||||
{
|
||||
priority = rw.CombatPriority / 100;
|
||||
}
|
||||
if (i.HasTag("stunner"))
|
||||
{
|
||||
if (Mode == CombatMode.Arrest)
|
||||
{
|
||||
priority *= 2;
|
||||
}
|
||||
else
|
||||
{
|
||||
priority /= 2;
|
||||
}
|
||||
}
|
||||
return priority;
|
||||
}
|
||||
},
|
||||
onCompleted: () => RemoveSubObjective(ref seekWeaponObjective),
|
||||
onAbandon: () =>
|
||||
{
|
||||
RemoveSubObjective(ref seekWeaponObjective);
|
||||
Mode = CombatMode.Retreat;
|
||||
});
|
||||
}
|
||||
}
|
||||
else
|
||||
@@ -342,32 +403,20 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
private Item GetWeapon(out ItemComponent weaponComponent) => GetWeapon(GetAllWeapons(), out weaponComponent);
|
||||
private Item FindWeapon(out ItemComponent weaponComponent) => GetWeapon(FindWeaponsFromInventory(), out weaponComponent);
|
||||
|
||||
private Item GetWeapon(IEnumerable<ItemComponent> weaponList, out ItemComponent weaponComponent)
|
||||
{
|
||||
weaponComponent = null;
|
||||
float bestPriority = 0;
|
||||
float lethalDmg = -1;
|
||||
bool enemyIsClose = EnemyIsClose();
|
||||
foreach (var weapon in weaponList)
|
||||
{
|
||||
// By default, the bots won't go offensive with bad weapons, unless they are close to the enemy or ordered to fight enemies.
|
||||
// NPC characters ignore this check.
|
||||
if ((initialMode == CombatMode.Offensive || initialMode == CombatMode.Arrest) && character.TeamID != Character.TeamType.FriendlyNPC)
|
||||
{
|
||||
if (!objectiveManager.IsCurrentOrder<AIObjectiveFightIntruders>() && !EnemyIsClose())
|
||||
{
|
||||
if (weapon.CombatPriority < goodWeaponPriority)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
float priority = weapon.CombatPriority;
|
||||
if (!IsLoaded(weapon))
|
||||
{
|
||||
if (weapon is RangedWeapon && EnemyIsClose())
|
||||
if (weapon is RangedWeapon && enemyIsClose)
|
||||
{
|
||||
// Close to the enemy. Ignore weapons that don't have any ammunition (-> Don't seek ammo).
|
||||
continue;
|
||||
@@ -420,6 +469,11 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (weapon is MeleeWeapon && weapon.Item.HasTag("stunner") && !CanMeleeStunnerStun(weapon))
|
||||
{
|
||||
Attack attack = GetAttackDefinition(weapon);
|
||||
priority = attack?.GetTotalDamage() ?? priority / 2;
|
||||
}
|
||||
if (priority > bestPriority)
|
||||
{
|
||||
weaponComponent = weapon;
|
||||
@@ -449,9 +503,7 @@ namespace Barotrauma
|
||||
}
|
||||
return weaponComponent.Item;
|
||||
|
||||
bool EnemyIsClose() => character.CurrentHull == Enemy.CurrentHull || Vector2.DistanceSquared(character.Position, Enemy.Position) < 500;
|
||||
|
||||
Attack GetAttackDefinition(ItemComponent weapon)
|
||||
static Attack GetAttackDefinition(ItemComponent weapon)
|
||||
{
|
||||
Attack attack = null;
|
||||
if (weapon is MeleeWeapon meleeWeapon)
|
||||
@@ -465,7 +517,7 @@ namespace Barotrauma
|
||||
return attack;
|
||||
}
|
||||
|
||||
float GetLethalDamage(ItemComponent weapon)
|
||||
static float GetLethalDamage(ItemComponent weapon)
|
||||
{
|
||||
float lethalDmg = 0;
|
||||
Attack attack = GetAttackDefinition(weapon);
|
||||
@@ -499,25 +551,38 @@ namespace Barotrauma
|
||||
});
|
||||
return attack.Stun + afflictionsStun + effectsStun;
|
||||
}
|
||||
|
||||
bool CanMeleeStunnerStun(ItemComponent weapon)
|
||||
{
|
||||
// If there's an item container that takes a battery,
|
||||
// assume that it's required for the stun effect
|
||||
// as we can't check the status effect conditions here.
|
||||
var mobileBatteryTag = "mobilebattery";
|
||||
var containers = weapon.Item.Components.Where(ic => ic is ItemContainer container &&
|
||||
container.ContainableItems.Any(containable => containable.Identifiers.Any(id => id.Equals(mobileBatteryTag))));
|
||||
// If there's no such container, assume that the melee weapon can stun without a battery.
|
||||
return containers.None() || containers.Any(container =>
|
||||
(container as ItemContainer)?.Inventory.Items.Any(i => i != null && i.HasTag(mobileBatteryTag) && i.Condition > 0.0f) ?? false);
|
||||
}
|
||||
}
|
||||
|
||||
private HashSet<ItemComponent> GetAllWeapons()
|
||||
private HashSet<ItemComponent> FindWeaponsFromInventory()
|
||||
{
|
||||
weapons.Clear();
|
||||
foreach (var item in character.Inventory.Items)
|
||||
{
|
||||
if (item == null) { continue; }
|
||||
if (ignoredWeapons.Contains(item)) { continue; }
|
||||
SeekWeapons(item, weapons);
|
||||
GetWeapons(item, weapons);
|
||||
if (item.OwnInventory != null)
|
||||
{
|
||||
item.OwnInventory.Items.ForEach(i => SeekWeapons(i, weapons));
|
||||
item.OwnInventory.Items.ForEach(i => GetWeapons(i, weapons));
|
||||
}
|
||||
}
|
||||
return weapons;
|
||||
}
|
||||
|
||||
private void SeekWeapons(Item item, ICollection<ItemComponent> weaponList)
|
||||
private void GetWeapons(Item item, ICollection<ItemComponent> weaponList)
|
||||
{
|
||||
if (item == null) { return; }
|
||||
foreach (var component in item.Components)
|
||||
@@ -571,7 +636,7 @@ namespace Barotrauma
|
||||
private void Retreat(float deltaTime)
|
||||
{
|
||||
RemoveFollowTarget();
|
||||
RemoveSubObjective(ref seekAmmunition);
|
||||
RemoveSubObjective(ref seekAmmunitionObjective);
|
||||
if (retreatObjective != null && retreatObjective.Target != retreatTarget)
|
||||
{
|
||||
RemoveSubObjective(ref retreatObjective);
|
||||
@@ -611,6 +676,12 @@ namespace Barotrauma
|
||||
|
||||
private void Engage()
|
||||
{
|
||||
if (WeaponComponent == null)
|
||||
{
|
||||
RemoveFollowTarget();
|
||||
SteeringManager.Reset();
|
||||
return;
|
||||
}
|
||||
if (character.LockHands || Enemy == null)
|
||||
{
|
||||
Mode = CombatMode.Retreat;
|
||||
@@ -619,7 +690,8 @@ namespace Barotrauma
|
||||
}
|
||||
retreatTarget = null;
|
||||
RemoveSubObjective(ref retreatObjective);
|
||||
RemoveSubObjective(ref seekAmmunition);
|
||||
RemoveSubObjective(ref seekAmmunitionObjective);
|
||||
RemoveSubObjective(ref seekWeaponObjective);
|
||||
if (followTargetObjective != null && followTargetObjective.Target != Enemy)
|
||||
{
|
||||
RemoveFollowTarget();
|
||||
@@ -639,7 +711,7 @@ namespace Barotrauma
|
||||
if (followTargetObjective == null) { return; }
|
||||
if (Mode == CombatMode.Arrest && Enemy.Stun > 2)
|
||||
{
|
||||
if (HumanAIController.HasItem(character, "handlocker", out Item handCuffs))
|
||||
if (HumanAIController.HasItem(character, "handlocker", out _))
|
||||
{
|
||||
if (!arrestingRegistered)
|
||||
{
|
||||
@@ -650,16 +722,19 @@ namespace Barotrauma
|
||||
}
|
||||
else
|
||||
{
|
||||
if (character.TeamID == Character.TeamType.FriendlyNPC)
|
||||
{
|
||||
ItemPrefab prefab = ItemPrefab.Find(null, "handcuffs");
|
||||
if (prefab != null)
|
||||
{
|
||||
Entity.Spawner.AddToSpawnQueue(prefab, character.Inventory, onSpawned: (Item i) => i.SpawnedInOutpost = true);
|
||||
}
|
||||
}
|
||||
RemoveFollowTarget();
|
||||
SteeringManager.Reset();
|
||||
}
|
||||
}
|
||||
else if (WeaponComponent == null)
|
||||
{
|
||||
RemoveFollowTarget();
|
||||
SteeringManager.Reset();
|
||||
}
|
||||
else
|
||||
if (followTargetObjective != null)
|
||||
{
|
||||
followTargetObjective.CloseEnough =
|
||||
WeaponComponent is RangedWeapon ? 1000 :
|
||||
@@ -682,8 +757,9 @@ namespace Barotrauma
|
||||
|
||||
private void OnArrestTargetReached()
|
||||
{
|
||||
if (HumanAIController.HasItem(character, "handlocker", out Item handCuffs) && Enemy.Stun > 0 && character.CanInteractWith(Enemy))
|
||||
if (HumanAIController.HasItem(character, "handlocker", out IEnumerable<Item> matchingItems) && Enemy.Stun > 0 && character.CanInteractWith(Enemy))
|
||||
{
|
||||
var handCuffs = matchingItems.First();
|
||||
if (HumanAIController.TryToMoveItem(handCuffs, Enemy.Inventory))
|
||||
{
|
||||
handCuffs.Equip(Enemy);
|
||||
@@ -704,8 +780,7 @@ namespace Barotrauma
|
||||
character.Inventory.TryPutItem(item, character, new List<InvSlotType>() { InvSlotType.Any });
|
||||
}
|
||||
}
|
||||
// TODO: enable
|
||||
//character.Speak(TextManager.Get("DialogTargetArrested"), null, 3.0f, "targetarrested", 30.0f);
|
||||
character.Speak(TextManager.Get("DialogTargetArrested"), null, 3.0f, "targetarrested", 30.0f);
|
||||
IsCompleted = true;
|
||||
}
|
||||
}
|
||||
@@ -717,18 +792,19 @@ namespace Barotrauma
|
||||
{
|
||||
retreatTarget = null;
|
||||
RemoveSubObjective(ref retreatObjective);
|
||||
RemoveSubObjective(ref seekWeaponObjective);
|
||||
RemoveFollowTarget();
|
||||
TryAddSubObjective(ref seekAmmunition,
|
||||
TryAddSubObjective(ref seekAmmunitionObjective,
|
||||
constructor: () => new AIObjectiveContainItem(character, ammunitionIdentifiers, Weapon.GetComponent<ItemContainer>(), objectiveManager)
|
||||
{
|
||||
targetItemCount = Weapon.GetComponent<ItemContainer>().Capacity,
|
||||
checkInventory = false
|
||||
},
|
||||
onCompleted: () => RemoveSubObjective(ref seekAmmunition),
|
||||
onCompleted: () => RemoveSubObjective(ref seekAmmunitionObjective),
|
||||
onAbandon: () =>
|
||||
{
|
||||
SteeringManager.Reset();
|
||||
RemoveSubObjective(ref seekAmmunition);
|
||||
RemoveSubObjective(ref seekAmmunitionObjective);
|
||||
ignoredWeapons.Add(Weapon);
|
||||
Weapon = null;
|
||||
});
|
||||
@@ -742,7 +818,8 @@ namespace Barotrauma
|
||||
{
|
||||
if (WeaponComponent == null) { return false; }
|
||||
if (!WeaponComponent.requiredItems.ContainsKey(RelatedItem.RelationType.Contained)) { return false; }
|
||||
var containedItems = Weapon.ContainedItems;
|
||||
var containedItems = Weapon.OwnInventory?.Items;
|
||||
if (containedItems == null) { return true; }
|
||||
// Drop empty ammo
|
||||
foreach (Item containedItem in containedItems)
|
||||
{
|
||||
@@ -757,7 +834,7 @@ namespace Barotrauma
|
||||
string[] ammunitionIdentifiers = null;
|
||||
foreach (RelatedItem requiredItem in WeaponComponent.requiredItems[RelatedItem.RelationType.Contained])
|
||||
{
|
||||
ammunition = containedItems.FirstOrDefault(it => it.Condition > 0 && requiredItem.MatchesItem(it));
|
||||
ammunition = containedItems.FirstOrDefault(it => it != null && it.Condition > 0 && requiredItem.MatchesItem(it));
|
||||
if (ammunition != null)
|
||||
{
|
||||
// Ammunition still remaining
|
||||
@@ -831,36 +908,50 @@ namespace Barotrauma
|
||||
aimTimer -= deltaTime;
|
||||
return;
|
||||
}
|
||||
if (Mode == CombatMode.Arrest && isLethalWeapon && Enemy.Stun > 0) { return; }
|
||||
if (Mode == CombatMode.Arrest && isLethalWeapon && Enemy.Stun > 1) { return; }
|
||||
if (holdFireCondition != null && holdFireCondition()) { return; }
|
||||
float sqrDist = Vector2.DistanceSquared(character.Position, Enemy.Position);
|
||||
if (!character.IsFacing(Enemy.WorldPosition))
|
||||
{
|
||||
aimTimer = Rand.Range(1f, 1.5f);
|
||||
return;
|
||||
}
|
||||
if (WeaponComponent is MeleeWeapon meleeWeapon)
|
||||
{
|
||||
bool closeEnough = true;
|
||||
float sqrRange = meleeWeapon.Range * meleeWeapon.Range;
|
||||
if (character.AnimController.InWater)
|
||||
{
|
||||
if (sqrDist > sqrRange) { return; }
|
||||
if (sqrDist > sqrRange)
|
||||
{
|
||||
closeEnough = false;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// It's possible that the center point of the creature is out of reach, but we could still hit the character.
|
||||
float xDiff = Math.Abs(Enemy.WorldPosition.X - character.WorldPosition.X);
|
||||
if (xDiff > meleeWeapon.Range) { return; }
|
||||
if (xDiff > meleeWeapon.Range)
|
||||
{
|
||||
closeEnough = false;
|
||||
}
|
||||
float yDiff = Math.Abs(Enemy.WorldPosition.Y - character.WorldPosition.Y);
|
||||
if (yDiff > Math.Max(meleeWeapon.Range, 100)) { return; }
|
||||
if (Enemy.WorldPosition.Y < character.WorldPosition.Y && yDiff > 25)
|
||||
if (yDiff > Math.Max(meleeWeapon.Range, 100))
|
||||
{
|
||||
closeEnough = false;
|
||||
}
|
||||
if (closeEnough && Enemy.WorldPosition.Y < character.WorldPosition.Y && yDiff > 25)
|
||||
{
|
||||
// The target is probably knocked down? -> try to reach it by crouching.
|
||||
HumanAIController.AnimController.Crouching = true;
|
||||
}
|
||||
}
|
||||
character.SetInput(InputType.Shoot, false, true);
|
||||
Weapon.Use(deltaTime, character);
|
||||
if (closeEnough)
|
||||
{
|
||||
SteeringManager.Reset();
|
||||
character.SetInput(InputType.Shoot, false, true);
|
||||
Weapon.Use(deltaTime, character);
|
||||
}
|
||||
else if (!character.IsFacing(Enemy.WorldPosition))
|
||||
{
|
||||
// Don't do the facing check if we are close to the target, because it easily causes the character to get stuck here when it flips around.
|
||||
aimTimer = Rand.Range(1f, 1.5f);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -916,6 +1007,19 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public override void Reset()
|
||||
{
|
||||
base.Reset();
|
||||
hasAimed = false;
|
||||
isLethalWeapon = false;
|
||||
canSeeTarget = false;
|
||||
seekWeaponObjective = null;
|
||||
seekAmmunitionObjective = null;
|
||||
retreatObjective = null;
|
||||
followTargetObjective = null;
|
||||
retreatTarget = null;
|
||||
}
|
||||
|
||||
//private float CalculateEnemyStrength()
|
||||
//{
|
||||
// float enemyStrength = 0;
|
||||
|
||||
+20
-17
@@ -1,5 +1,4 @@
|
||||
using Barotrauma.Items.Components;
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
@@ -30,6 +29,7 @@ namespace Barotrauma
|
||||
private readonly HashSet<Item> containedItems = new HashSet<Item>();
|
||||
|
||||
public bool AllowToFindDivingGear { get; set; } = true;
|
||||
public bool AllowDangerousPressure { get; set; }
|
||||
public float ConditionLevel { get; set; }
|
||||
public bool Equip { get; set; }
|
||||
public bool RemoveEmpty { get; set; } = true;
|
||||
@@ -53,13 +53,17 @@ namespace Barotrauma
|
||||
{
|
||||
itemIdentifiers[i] = itemIdentifiers[i].ToLowerInvariant();
|
||||
}
|
||||
|
||||
this.container = container;
|
||||
}
|
||||
|
||||
protected override bool Check()
|
||||
{
|
||||
if (IsCompleted) { return true; }
|
||||
if (container == null)
|
||||
{
|
||||
Abandon = true;
|
||||
return false;
|
||||
}
|
||||
if (item != null)
|
||||
{
|
||||
return container.Inventory.Items.Contains(item);
|
||||
@@ -143,8 +147,8 @@ namespace Barotrauma
|
||||
DialogueIdentifier = "dialogcannotreachtarget",
|
||||
TargetName = container.Item.Name
|
||||
},
|
||||
onAbandon: () => Abandon = true,
|
||||
onCompleted: () => RemoveSubObjective(ref goToObjective));
|
||||
onAbandon: () => Abandon = true,
|
||||
onCompleted: () => RemoveSubObjective(ref goToObjective));
|
||||
}
|
||||
}
|
||||
else
|
||||
@@ -156,7 +160,9 @@ namespace Barotrauma
|
||||
GetItemPriority = GetItemPriority,
|
||||
ignoredContainerIdentifiers = ignoredContainerIdentifiers,
|
||||
ignoredItems = containedItems,
|
||||
AllowToFindDivingGear = this.AllowToFindDivingGear
|
||||
AllowToFindDivingGear = AllowToFindDivingGear,
|
||||
AllowDangerousPressure = AllowDangerousPressure,
|
||||
TargetCondition = ConditionLevel
|
||||
}, onAbandon: () =>
|
||||
{
|
||||
Abandon = true;
|
||||
@@ -166,20 +172,17 @@ namespace Barotrauma
|
||||
{
|
||||
containedItems.Add(getItemObjective.TargetItem);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (container.Inventory.FindItem(i => CheckItem(i), recursive: false) != null)
|
||||
{
|
||||
IsCompleted = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
Abandon = true;
|
||||
}
|
||||
}
|
||||
RemoveSubObjective(ref getItemObjective);
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public override void Reset()
|
||||
{
|
||||
base.Reset();
|
||||
getItemObjective = null;
|
||||
goToObjective = null;
|
||||
containedItems.Clear();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
+7
-1
@@ -1,5 +1,4 @@
|
||||
using Barotrauma.Items.Components;
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Linq;
|
||||
|
||||
@@ -130,5 +129,12 @@ namespace Barotrauma
|
||||
IsCompleted = true;
|
||||
}
|
||||
}
|
||||
|
||||
public override void Reset()
|
||||
{
|
||||
base.Reset();
|
||||
goToObjective = null;
|
||||
containObjective = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
+10
-1
@@ -60,7 +60,7 @@ namespace Barotrauma
|
||||
private float sinTime;
|
||||
protected override void Act(float deltaTime)
|
||||
{
|
||||
var extinguisherItem = character.Inventory.FindItemByIdentifier("fireextinguisher") ?? character.Inventory.FindItemByTag("fireextinguisher");
|
||||
var extinguisherItem = character.Inventory.FindItemByTag("fireextinguisher");
|
||||
if (extinguisherItem == null || extinguisherItem.Condition <= 0.0f || !character.HasEquippedItem(extinguisherItem))
|
||||
{
|
||||
TryAddSubObjective(ref getExtinguisherObjective, () =>
|
||||
@@ -147,5 +147,14 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public override void Reset()
|
||||
{
|
||||
base.Reset();
|
||||
getExtinguisherObjective = null;
|
||||
gotoObjective = null;
|
||||
useExtinquisherTimer = 0;
|
||||
sinTime = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
+16
-6
@@ -1,7 +1,6 @@
|
||||
using System.Linq;
|
||||
using System.Collections.Generic;
|
||||
using Barotrauma.Extensions;
|
||||
using System;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
@@ -14,7 +13,7 @@ namespace Barotrauma
|
||||
|
||||
protected override bool Filter(Hull hull) => IsValidTarget(hull, character);
|
||||
|
||||
protected override float TargetEvaluation() => objectiveManager.CurrentObjective == this ? 100 : Targets.Sum(t => GetFireSeverity(t));
|
||||
protected override float TargetEvaluation() => Targets.Sum(t => GetFireSeverity(t));
|
||||
|
||||
public static float GetFireSeverity(Hull hull) => hull.FireSources.Sum(fs => fs.Size.X);
|
||||
|
||||
@@ -31,11 +30,22 @@ namespace Barotrauma
|
||||
if (hull == null) { return false; }
|
||||
if (hull.FireSources.None()) { return false; }
|
||||
if (hull.Submarine == null) { return false; }
|
||||
if (hull.Submarine.TeamID != character.TeamID) { return false; }
|
||||
if (character.Submarine != null)
|
||||
if (character.Submarine == null) { return false; }
|
||||
if (!character.Submarine.IsConnectedTo(hull.Submarine)) { return false; }
|
||||
if (character.AIController is HumanAIController humanAI)
|
||||
{
|
||||
if (hull.Submarine.Info.Type != character.Submarine.Info.Type) { return false; }
|
||||
if (!character.Submarine.IsEntityFoundOnThisSub(hull, true)) { return false; }
|
||||
if (hull.Submarine.TeamID != character.TeamID)
|
||||
{
|
||||
if (humanAI.ObjectiveManager.IsCurrentOrder<AIObjectiveExtinguishFires>())
|
||||
{
|
||||
// For orders, allow targets in the current sub (for example if the bot is inside an outpost or a wreck)
|
||||
if (hull.Submarine != character.Submarine) { return false; }
|
||||
}
|
||||
else
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
+3
-4
@@ -1,5 +1,6 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Barotrauma.Extensions;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
@@ -9,7 +10,6 @@ namespace Barotrauma
|
||||
protected override float IgnoreListClearInterval => 30;
|
||||
public override bool IgnoreUnsafeHulls => true;
|
||||
|
||||
|
||||
public AIObjectiveFightIntruders(Character character, AIObjectiveManager objectiveManager, float priorityModifier = 1)
|
||||
: base(character, objectiveManager, priorityModifier) { }
|
||||
|
||||
@@ -20,7 +20,7 @@ namespace Barotrauma
|
||||
protected override float TargetEvaluation()
|
||||
{
|
||||
// TODO: sorting criteria
|
||||
return 100;
|
||||
return Targets.None() ? 0 : 100;
|
||||
}
|
||||
|
||||
protected override AIObjective ObjectiveConstructor(Character target)
|
||||
@@ -56,8 +56,7 @@ namespace Barotrauma
|
||||
if (target.CurrentHull == null) { return false; }
|
||||
if (character.Submarine != null)
|
||||
{
|
||||
if (target.Submarine.Info.Type != character.Submarine.Info.Type) { return false; }
|
||||
if (!character.Submarine.IsEntityFoundOnThisSub(target.CurrentHull, true)) { return false; }
|
||||
if (!character.Submarine.IsConnectedTo(target.Submarine)) { return false; }
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
+67
-68
@@ -1,5 +1,4 @@
|
||||
using Barotrauma.Items.Components;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Barotrauma.Extensions;
|
||||
|
||||
namespace Barotrauma
|
||||
@@ -9,21 +8,24 @@ namespace Barotrauma
|
||||
public override string DebugTag => $"find diving gear ({gearTag})";
|
||||
public override bool ForceRun => true;
|
||||
public override bool KeepDivingGearOn => true;
|
||||
public override bool AbandonWhenCannotCompleteSubjectives => false;
|
||||
|
||||
private readonly string gearTag;
|
||||
private readonly string fallbackTag;
|
||||
|
||||
private AIObjectiveGetItem getDivingGear;
|
||||
private AIObjectiveContainItem getOxygen;
|
||||
private Item targetItem;
|
||||
|
||||
public static float lowOxygenThreshold = 10;
|
||||
public static float MIN_OXYGEN = 10;
|
||||
public static string HEAVY_DIVING_GEAR = "heavydiving";
|
||||
public static string LIGHT_DIVING_GEAR = "lightdiving";
|
||||
public static string OXYGEN_SOURCE = "oxygensource";
|
||||
|
||||
protected override bool Check() => HumanAIController.HasItem(character, gearTag, out _, "oxygensource", requireEquipped: true) || HumanAIController.HasItem(character, fallbackTag, out _, "oxygensource", requireEquipped: true);
|
||||
protected override bool Check() => targetItem != null && character.HasEquippedItem(targetItem);
|
||||
|
||||
public AIObjectiveFindDivingGear(Character character, bool needDivingSuit, AIObjectiveManager objectiveManager, float priorityModifier = 1) : base(character, objectiveManager, priorityModifier)
|
||||
public AIObjectiveFindDivingGear(Character character, bool needsDivingSuit, AIObjectiveManager objectiveManager, float priorityModifier = 1) : base(character, objectiveManager, priorityModifier)
|
||||
{
|
||||
gearTag = needDivingSuit ? "divingsuit" : "divingmask";
|
||||
fallbackTag = needDivingSuit ? "divingsuit" : "diving";
|
||||
gearTag = needsDivingSuit ? HEAVY_DIVING_GEAR : LIGHT_DIVING_GEAR;
|
||||
}
|
||||
|
||||
protected override void Act(float deltaTime)
|
||||
@@ -33,98 +35,95 @@ namespace Barotrauma
|
||||
Abandon = true;
|
||||
return;
|
||||
}
|
||||
var item = character.Inventory.FindItemByIdentifier(gearTag, true) ?? character.Inventory.FindItemByTag(gearTag, true);
|
||||
if (item == null && fallbackTag != gearTag)
|
||||
{
|
||||
item = character.Inventory.FindItemByTag(fallbackTag, true);
|
||||
}
|
||||
if (item == null || !character.HasEquippedItem(item))
|
||||
targetItem = character.Inventory.FindItemByTag(gearTag, true);
|
||||
if (targetItem == null || !character.HasEquippedItem(targetItem))
|
||||
{
|
||||
TryAddSubObjective(ref getDivingGear, () =>
|
||||
{
|
||||
if (item == null)
|
||||
if (targetItem == null)
|
||||
{
|
||||
character.Speak(TextManager.Get("DialogGetDivingGear"), null, 0.0f, "getdivinggear", 30.0f);
|
||||
}
|
||||
return new AIObjectiveGetItem(character, gearTag, objectiveManager, equip: true) { AllowToFindDivingGear = false };
|
||||
return new AIObjectiveGetItem(character, gearTag, objectiveManager, equip: true)
|
||||
{
|
||||
AllowToFindDivingGear = false,
|
||||
AllowDangerousPressure = true
|
||||
};
|
||||
},
|
||||
onAbandon: () => Abandon = true,
|
||||
onCompleted: () => RemoveSubObjective(ref getDivingGear));
|
||||
}
|
||||
else
|
||||
{
|
||||
var containedItems = item.ContainedItems;
|
||||
if (containedItems == null)
|
||||
if (!DropEmptyTanks(character, targetItem, out Item[] containedItems))
|
||||
{
|
||||
#if DEBUG
|
||||
DebugConsole.ThrowError($"{character.Name}: AIObjectiveFindDivingGear failed - the item \"" + item + "\" has no proper inventory");
|
||||
DebugConsole.ThrowError($"{character.Name}: AIObjectiveFindDivingGear failed - the item \"" + targetItem + "\" has no proper inventory");
|
||||
#endif
|
||||
Abandon = true;
|
||||
return;
|
||||
}
|
||||
// Drop empty tanks
|
||||
foreach (Item containedItem in containedItems)
|
||||
if (containedItems.None(it => it != null && it.HasTag(OXYGEN_SOURCE) && it.Condition > MIN_OXYGEN))
|
||||
{
|
||||
if (containedItem == null) { continue; }
|
||||
if (containedItem.Condition <= 0.0f)
|
||||
// No valid oxygen source loaded.
|
||||
// Seek oxygen that has min 10% condition left.
|
||||
TryAddSubObjective(ref getOxygen, () =>
|
||||
{
|
||||
containedItem.Drop(character);
|
||||
}
|
||||
}
|
||||
if (containedItems.None(it => it.HasTag("oxygensource") && it.Condition > lowOxygenThreshold))
|
||||
{
|
||||
var oxygenTank = character.Inventory.FindItemByTag("oxygensource", true);
|
||||
if (oxygenTank != null)
|
||||
{
|
||||
var container = item.GetComponent<ItemContainer>();
|
||||
if (container.Item.ParentInventory == character.Inventory)
|
||||
character.Speak(TextManager.Get("DialogGetOxygenTank"), null, 0, "getoxygentank", 30.0f);
|
||||
return new AIObjectiveContainItem(character, OXYGEN_SOURCE, targetItem.GetComponent<ItemContainer>(), objectiveManager, spawnItemIfNotFound: character.TeamID == Character.TeamType.FriendlyNPC)
|
||||
{
|
||||
if (!container.Inventory.CanBePut(oxygenTank))
|
||||
{
|
||||
Abandon = true;
|
||||
}
|
||||
character.Inventory.RemoveItem(oxygenTank);
|
||||
if (!container.Inventory.TryPutItem(oxygenTank, null))
|
||||
{
|
||||
oxygenTank.Drop(character);
|
||||
Abandon = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
container.Combine(oxygenTank, character);
|
||||
}
|
||||
}
|
||||
else
|
||||
AllowToFindDivingGear = false,
|
||||
AllowDangerousPressure = true,
|
||||
ConditionLevel = MIN_OXYGEN
|
||||
};
|
||||
},
|
||||
onAbandon: () =>
|
||||
{
|
||||
// Seek oxygen that has min 10% condition left
|
||||
// Try to seek any oxygen sources.
|
||||
TryAddSubObjective(ref getOxygen, () =>
|
||||
{
|
||||
character.Speak(TextManager.Get("DialogGetOxygenTank"), null, 0, "getoxygentank", 30.0f);
|
||||
return new AIObjectiveContainItem(character, new string[] { "oxygensource" }, item.GetComponent<ItemContainer>(), objectiveManager)
|
||||
return new AIObjectiveContainItem(character, OXYGEN_SOURCE, targetItem.GetComponent<ItemContainer>(), objectiveManager, spawnItemIfNotFound: character.TeamID == Character.TeamType.FriendlyNPC)
|
||||
{
|
||||
AllowToFindDivingGear = false,
|
||||
ConditionLevel = lowOxygenThreshold
|
||||
AllowDangerousPressure = true,
|
||||
ConditionLevel = 0
|
||||
};
|
||||
},
|
||||
onAbandon: () =>
|
||||
{
|
||||
// Try to seek any oxygen sources
|
||||
TryAddSubObjective(ref getOxygen, () =>
|
||||
{
|
||||
return new AIObjectiveContainItem(character, new string[] { "oxygensource" }, item.GetComponent<ItemContainer>(), objectiveManager)
|
||||
{
|
||||
AllowToFindDivingGear = false,
|
||||
ConditionLevel = 0
|
||||
};
|
||||
},
|
||||
onAbandon: () => Abandon = true,
|
||||
onCompleted: () => RemoveSubObjective(ref getOxygen));
|
||||
},
|
||||
onAbandon: () => Abandon = true,
|
||||
onCompleted: () => RemoveSubObjective(ref getOxygen));
|
||||
}
|
||||
},
|
||||
onCompleted: () => RemoveSubObjective(ref getOxygen));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns false only when no inventory can be found from the item.
|
||||
/// </summary>
|
||||
public static bool DropEmptyTanks(Character actor, Item target, out Item[] containedItems)
|
||||
{
|
||||
containedItems = target.OwnInventory?.Items;
|
||||
if (containedItems == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
foreach (Item containedItem in containedItems)
|
||||
{
|
||||
if (containedItem == null) { continue; }
|
||||
if (containedItem.Condition <= 0.0f)
|
||||
{
|
||||
containedItem.Drop(actor);
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
public override void Reset()
|
||||
{
|
||||
base.Reset();
|
||||
getDivingGear = null;
|
||||
getOxygen = null;
|
||||
targetItem = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
+84
-40
@@ -14,7 +14,8 @@ namespace Barotrauma
|
||||
public override bool IgnoreUnsafeHulls => true;
|
||||
public override bool ConcurrentObjectives => true;
|
||||
public override bool AllowOutsideSubmarine => true;
|
||||
public override bool IsLoop { get => true; set => throw new System.Exception("Trying to set the value for IsLoop from: " + System.Environment.StackTrace); }
|
||||
public override bool AbandonWhenCannotCompleteSubjectives => false;
|
||||
public override bool IsLoop { get => true; set => throw new Exception("Trying to set the value for IsLoop from: " + Environment.StackTrace); }
|
||||
|
||||
// TODO: expose?
|
||||
const float priorityIncrease = 100;
|
||||
@@ -48,7 +49,7 @@ namespace Barotrauma
|
||||
}
|
||||
else
|
||||
{
|
||||
if (HumanAIController.NeedsDivingGear(character, character.CurrentHull, out _) && !HumanAIController.HasDivingGear(character))
|
||||
if (HumanAIController.NeedsDivingGear(character.CurrentHull, out _) && !HumanAIController.HasDivingGear(character))
|
||||
{
|
||||
Priority = 100;
|
||||
}
|
||||
@@ -64,6 +65,14 @@ namespace Barotrauma
|
||||
|
||||
public override void Update(float deltaTime)
|
||||
{
|
||||
if (retryTimer > 0)
|
||||
{
|
||||
retryTimer -= deltaTime;
|
||||
if (retryTimer <= 0)
|
||||
{
|
||||
retryCounter = 0;
|
||||
}
|
||||
}
|
||||
if (resetPriority)
|
||||
{
|
||||
Priority = 0;
|
||||
@@ -92,39 +101,56 @@ namespace Barotrauma
|
||||
|
||||
private Hull currentSafeHull;
|
||||
private Hull previousSafeHull;
|
||||
private bool cannotFindSafeHull;
|
||||
private bool cannotFindDivingGear;
|
||||
private readonly int findDivingGearAttempts = 2;
|
||||
private int retryCounter;
|
||||
private readonly float retryResetTime = 5;
|
||||
private float retryTimer;
|
||||
protected override void Act(float deltaTime)
|
||||
{
|
||||
var currentHull = character.CurrentHull;
|
||||
bool dangerousPressure = currentHull == null || currentHull.LethalPressure > 0;
|
||||
if (!dangerousPressure)
|
||||
bool dangerousPressure = currentHull == null || currentHull.LethalPressure > 0 && character.PressureProtection <= 0;
|
||||
if (!character.LockHands && (!dangerousPressure || cannotFindSafeHull))
|
||||
{
|
||||
// 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 needsDivingGear = HumanAIController.NeedsDivingGear(currentHull, out bool needsDivingSuit);
|
||||
bool needsEquipment = false;
|
||||
if (needsDivingSuit)
|
||||
{
|
||||
needsEquipment = !HumanAIController.HasDivingSuit(character, AIObjectiveFindDivingGear.lowOxygenThreshold);
|
||||
needsEquipment = !HumanAIController.HasDivingSuit(character, AIObjectiveFindDivingGear.MIN_OXYGEN);
|
||||
}
|
||||
else if (needsDivingGear)
|
||||
{
|
||||
needsEquipment = !HumanAIController.HasDivingGear(character, AIObjectiveFindDivingGear.lowOxygenThreshold);
|
||||
needsEquipment = !HumanAIController.HasDivingGear(character, AIObjectiveFindDivingGear.MIN_OXYGEN);
|
||||
}
|
||||
if (needsEquipment && divingGearObjective == null && !character.LockHands)
|
||||
if (needsEquipment)
|
||||
{
|
||||
RemoveSubObjective(ref goToObjective);
|
||||
TryAddSubObjective(ref divingGearObjective,
|
||||
if (cannotFindDivingGear && retryCounter < findDivingGearAttempts)
|
||||
{
|
||||
retryTimer = retryResetTime;
|
||||
retryCounter++;
|
||||
needsDivingSuit = !needsDivingSuit;
|
||||
RemoveSubObjective(ref divingGearObjective);
|
||||
}
|
||||
if (divingGearObjective == null)
|
||||
{
|
||||
cannotFindDivingGear = false;
|
||||
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.
|
||||
},
|
||||
cannotFindDivingGear = true;
|
||||
// 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);
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
if (divingGearObjective == null || !divingGearObjective.CanBeCompleted)
|
||||
@@ -142,6 +168,7 @@ namespace Barotrauma
|
||||
searchHullTimer = SearchHullInterval * Rand.Range(0.9f, 1.1f);
|
||||
previousSafeHull = currentSafeHull;
|
||||
currentSafeHull = FindBestHull(allowChangingTheSubmarine: character.TeamID != Character.TeamType.FriendlyNPC);
|
||||
cannotFindSafeHull = currentSafeHull == null || HumanAIController.NeedsDivingGear(currentSafeHull, out _);
|
||||
if (currentSafeHull == null)
|
||||
{
|
||||
currentSafeHull = previousSafeHull;
|
||||
@@ -153,35 +180,38 @@ namespace Barotrauma
|
||||
RemoveSubObjective(ref goToObjective);
|
||||
}
|
||||
TryAddSubObjective(ref goToObjective,
|
||||
constructor: () => new AIObjectiveGoTo(currentSafeHull, character, objectiveManager, getDivingGearIfNeeded: true)
|
||||
constructor: () => new AIObjectiveGoTo(currentSafeHull, character, objectiveManager, getDivingGearIfNeeded: true)
|
||||
{
|
||||
AllowGoingOutside = HumanAIController.HasDivingSuit(character, conditionPercentage: 50)
|
||||
},
|
||||
onCompleted: () =>
|
||||
{
|
||||
if (currenthullSafety > HumanAIController.HULL_SAFETY_THRESHOLD ||
|
||||
HumanAIController.NeedsDivingGear(currentHull, out bool needsSuit) && (needsSuit ? HumanAIController.HasDivingSuit(character) : HumanAIController.HasDivingMask(character)))
|
||||
{
|
||||
AllowGoingOutside = HumanAIController.HasDivingSuit(character, conditionPercentage: 50)
|
||||
},
|
||||
onCompleted: () =>
|
||||
resetPriority = true;
|
||||
searchHullTimer = Math.Min(1, searchHullTimer);
|
||||
}
|
||||
RemoveSubObjective(ref goToObjective);
|
||||
if (cannotFindDivingGear)
|
||||
{
|
||||
if (currenthullSafety > HumanAIController.HULL_SAFETY_THRESHOLD ||
|
||||
HumanAIController.NeedsDivingGear(character, currentHull, out bool needsSuit) && (needsSuit ? HumanAIController.HasDivingSuit(character) : HumanAIController.HasDivingMask(character)))
|
||||
{
|
||||
resetPriority = true;
|
||||
searchHullTimer = Math.Min(1, searchHullTimer);
|
||||
}
|
||||
RemoveSubObjective(ref goToObjective);
|
||||
// If diving gear objective failed, let's reset it here.
|
||||
RemoveSubObjective(ref divingGearObjective);
|
||||
},
|
||||
onAbandon: () =>
|
||||
}
|
||||
},
|
||||
onAbandon: () =>
|
||||
{
|
||||
// Don't ignore any hulls if outside, because apparently it happens that we can't find a path, in which case we just want to try again.
|
||||
// If we ignore the hull, it might be the only airlock in the target sub, which ignores the whole sub.
|
||||
if (currentHull != null && goToObjective != null)
|
||||
{
|
||||
// Don't ignore any hulls if outside, because apparently it happens that we can't find a path, in which case we just want to try again.
|
||||
// If we ignore the hull, it might be the only airlock in the target sub, which ignores the whole sub.
|
||||
if (currentHull != null && goToObjective != null)
|
||||
if (goToObjective.Target is Hull hull)
|
||||
{
|
||||
if (goToObjective.Target is Hull hull)
|
||||
{
|
||||
HumanAIController.UnreachableHulls.Add(hull);
|
||||
}
|
||||
HumanAIController.UnreachableHulls.Add(hull);
|
||||
}
|
||||
RemoveSubObjective(ref goToObjective);
|
||||
});
|
||||
}
|
||||
RemoveSubObjective(ref goToObjective);
|
||||
});
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -194,12 +224,14 @@ namespace Barotrauma
|
||||
//goto objective doesn't exist (a safe hull not found, or a path to a safe hull not found)
|
||||
// -> attempt to manually steer away from hazards
|
||||
Vector2 escapeVel = Vector2.Zero;
|
||||
// TODO: optimize
|
||||
foreach (FireSource fireSource in HumanAIController.VisibleHulls.SelectMany(h => h.FireSources))
|
||||
foreach (Hull hull in HumanAIController.VisibleHulls)
|
||||
{
|
||||
Vector2 dir = character.Position - fireSource.Position;
|
||||
float distMultiplier = MathHelper.Clamp(100.0f / Vector2.Distance(fireSource.Position, character.Position), 0.1f, 10.0f);
|
||||
escapeVel += new Vector2(Math.Sign(dir.X) * distMultiplier, !character.IsClimbing ? 0 : Math.Sign(dir.Y) * distMultiplier);
|
||||
foreach (FireSource fireSource in hull.FireSources)
|
||||
{
|
||||
Vector2 dir = character.Position - fireSource.Position;
|
||||
float distMultiplier = MathHelper.Clamp(100.0f / Vector2.Distance(fireSource.Position, character.Position), 0.1f, 10.0f);
|
||||
escapeVel += new Vector2(Math.Sign(dir.X) * distMultiplier, !character.IsClimbing ? 0 : Math.Sign(dir.Y) * distMultiplier);
|
||||
}
|
||||
}
|
||||
foreach (Character enemy in Character.CharacterList)
|
||||
{
|
||||
@@ -335,5 +367,17 @@ namespace Barotrauma
|
||||
}
|
||||
return bestHull;
|
||||
}
|
||||
|
||||
public override void Reset()
|
||||
{
|
||||
base.Reset();
|
||||
goToObjective = null;
|
||||
divingGearObjective = null;
|
||||
currentSafeHull = null;
|
||||
previousSafeHull = null;
|
||||
retryCounter = 0;
|
||||
cannotFindDivingGear = false;
|
||||
cannotFindSafeHull = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
+25
-11
@@ -20,12 +20,12 @@ namespace Barotrauma
|
||||
private AIObjectiveGoTo gotoObjective;
|
||||
private AIObjectiveOperateItem operateObjective;
|
||||
|
||||
public bool IgnoreSeverityAndDistance { get; private set; }
|
||||
public readonly bool isPriority;
|
||||
|
||||
public AIObjectiveFixLeak(Gap leak, Character character, AIObjectiveManager objectiveManager, float priorityModifier = 1, bool ignoreSeverityAndDistance = false) : base (character, objectiveManager, priorityModifier)
|
||||
public AIObjectiveFixLeak(Gap leak, Character character, AIObjectiveManager objectiveManager, float priorityModifier = 1, bool isPriority = false) : base (character, objectiveManager, priorityModifier)
|
||||
{
|
||||
Leak = leak;
|
||||
IgnoreSeverityAndDistance = ignoreSeverityAndDistance;
|
||||
this.isPriority = isPriority;
|
||||
}
|
||||
|
||||
protected override bool Check() => Leak.Open <= 0 || Leak.Removed;
|
||||
@@ -41,15 +41,21 @@ namespace Barotrauma
|
||||
{
|
||||
Priority = 0;
|
||||
}
|
||||
else if (HumanAIController.IsTrueForAnyCrewMember(other => other != HumanAIController && other.ObjectiveManager.GetActiveObjective<AIObjectiveFixLeak>()?.Leak == Leak))
|
||||
{
|
||||
Priority = 0;
|
||||
Abandon = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
float xDist = Math.Abs(character.WorldPosition.X - Leak.WorldPosition.X);
|
||||
float yDist = Math.Abs(character.WorldPosition.Y - Leak.WorldPosition.Y);
|
||||
// Vertical distance matters more than horizontal (climbing up/down is harder than moving horizontally).
|
||||
// If the target is close, ignore the distance factor alltogether so that we keep fixing the leaks that are nearby.
|
||||
float distanceFactor = IgnoreSeverityAndDistance || xDist < 200 && yDist < 100 ? 1 : MathHelper.Lerp(1, 0.1f, MathUtils.InverseLerp(0, 5000, xDist + yDist * 3.0f));
|
||||
float severity = IgnoreSeverityAndDistance ? 1 : AIObjectiveFixLeaks.GetLeakSeverity(Leak) / 100;
|
||||
float max = Math.Min((AIObjectiveManager.OrderPriority - 1), 90);
|
||||
float distanceFactor = isPriority || xDist < 200 && yDist < 100 ? 1 : MathHelper.Lerp(1, 0.1f, MathUtils.InverseLerp(0, 3000, xDist + yDist * 3.0f));
|
||||
float severity = isPriority ? 1 : AIObjectiveFixLeaks.GetLeakSeverity(Leak) / 100;
|
||||
float reduction = isPriority ? 1 : 2;
|
||||
float max = MathHelper.Min(AIObjectiveManager.OrderPriority - reduction, 90);
|
||||
float devotion = CumulatedDevotion / 100;
|
||||
Priority = MathHelper.Lerp(0, max, MathHelper.Clamp(devotion + (severity * distanceFactor * PriorityModifier), 0, 1));
|
||||
}
|
||||
@@ -68,7 +74,7 @@ namespace Barotrauma
|
||||
}
|
||||
else
|
||||
{
|
||||
var containedItems = weldingTool.ContainedItems;
|
||||
var containedItems = weldingTool.OwnInventory?.Items;
|
||||
if (containedItems == null)
|
||||
{
|
||||
#if DEBUG
|
||||
@@ -86,7 +92,7 @@ namespace Barotrauma
|
||||
containedItem.Drop(character);
|
||||
}
|
||||
}
|
||||
if (containedItems.None(i => i.HasTag("weldingfuel") && i.Condition > 0.0f))
|
||||
if (containedItems.None(i => i != null && i.HasTag("weldingfuel") && i.Condition > 0.0f))
|
||||
{
|
||||
TryAddSubObjective(ref refuelObjective, () => new AIObjectiveContainItem(character, "weldingfuel", weldingTool.GetComponent<ItemContainer>(), objectiveManager, spawnItemIfNotFound: character.TeamID == Character.TeamType.FriendlyNPC),
|
||||
onAbandon: () => Abandon = true,
|
||||
@@ -130,11 +136,10 @@ namespace Barotrauma
|
||||
{
|
||||
TryAddSubObjective(ref gotoObjective, () => new AIObjectiveGoTo(Leak, character, objectiveManager)
|
||||
{
|
||||
// Disabled for now
|
||||
//AllowGoingOutside = !Leak.IsRoomToRoom && objectiveManager.IsCurrentOrder<AIObjectiveFixLeaks>() && HumanAIController.HasDivingSuit(character, conditionPercentage: 50),
|
||||
CloseEnough = reach,
|
||||
DialogueIdentifier = Leak.FlowTargetHull != null ? "dialogcannotreachleak" : null,
|
||||
TargetName = Leak.FlowTargetHull?.DisplayName
|
||||
TargetName = Leak.FlowTargetHull?.DisplayName,
|
||||
CheckVisibility = false
|
||||
},
|
||||
onAbandon: () =>
|
||||
{
|
||||
@@ -153,5 +158,14 @@ namespace Barotrauma
|
||||
onCompleted: () => RemoveSubObjective(ref gotoObjective));
|
||||
}
|
||||
}
|
||||
|
||||
public override void Reset()
|
||||
{
|
||||
base.Reset();
|
||||
getWeldingTool = null;
|
||||
refuelObjective = null;
|
||||
gotoObjective = null;
|
||||
operateObjective = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
+5
-6
@@ -37,11 +37,9 @@ namespace Barotrauma
|
||||
|
||||
protected override float TargetEvaluation()
|
||||
{
|
||||
int otherFixers = HumanAIController.CountCrew(c => c != HumanAIController && c.ObjectiveManager.IsCurrentObjective<AIObjectiveFixLeaks>() && !c.Character.IsIncapacitated, onlyBots: true);
|
||||
int totalLeaks = Targets.Count();
|
||||
if (totalLeaks == 0) { return 0; }
|
||||
int secondaryLeaks = Targets.Count(l => l.IsRoomToRoom);
|
||||
int leaks = totalLeaks - secondaryLeaks;
|
||||
int otherFixers = HumanAIController.CountCrew(c => c != HumanAIController && c.ObjectiveManager.IsCurrentObjective<AIObjectiveFixLeaks>() && !c.Character.IsIncapacitated, onlyBots: true);
|
||||
bool anyFixers = otherFixers > 0;
|
||||
if (objectiveManager.CurrentOrder == this)
|
||||
{
|
||||
@@ -50,6 +48,8 @@ namespace Barotrauma
|
||||
}
|
||||
else
|
||||
{
|
||||
int secondaryLeaks = Targets.Count(l => l.IsRoomToRoom);
|
||||
int leaks = totalLeaks - secondaryLeaks;
|
||||
float ratio = leaks == 0 ? 1 : anyFixers ? leaks / otherFixers : 1;
|
||||
if (anyFixers && (ratio <= 1 || otherFixers > 5 || otherFixers / (float)HumanAIController.CountCrew(onlyBots: true) > 0.75f))
|
||||
{
|
||||
@@ -62,7 +62,7 @@ namespace Barotrauma
|
||||
|
||||
protected override IEnumerable<Gap> GetList() => Gap.GapList;
|
||||
protected override AIObjective ObjectiveConstructor(Gap gap)
|
||||
=> new AIObjectiveFixLeak(gap, character, objectiveManager, priorityModifier: PriorityModifier, ignoreSeverityAndDistance: gap.FlowTargetHull == PrioritizedHull);
|
||||
=> new AIObjectiveFixLeak(gap, character, objectiveManager, priorityModifier: PriorityModifier, isPriority: gap.FlowTargetHull == PrioritizedHull);
|
||||
|
||||
protected override void OnObjectiveCompleted(AIObjective objective, Gap target)
|
||||
=> HumanAIController.RemoveTargets<AIObjectiveFixLeaks, Gap>(character, target);
|
||||
@@ -75,8 +75,7 @@ namespace Barotrauma
|
||||
if (gap.Submarine.TeamID != character.TeamID) { return false; }
|
||||
if (character.Submarine != null)
|
||||
{
|
||||
if (gap.Submarine.Info.Type != character.Submarine.Info.Type) { return false; }
|
||||
if (!character.Submarine.IsEntityFoundOnThisSub(gap, true)) { return false; }
|
||||
if (!character.Submarine.IsConnectedTo(gap.Submarine)) { return false; }
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
+35
-49
@@ -3,7 +3,6 @@ using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Barotrauma.Extensions;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
@@ -17,10 +16,9 @@ namespace Barotrauma
|
||||
public Func<Item, float> GetItemPriority;
|
||||
public Func<Item, bool> ItemFilter;
|
||||
public float TargetCondition { get; set; } = 1;
|
||||
public bool AllowDangerousPressure { get; set; }
|
||||
|
||||
//can be either tags or identifiers
|
||||
private string[] itemIdentifiers;
|
||||
public IEnumerable<string> Identifiers => itemIdentifiers;
|
||||
private string[] identifiersOrTags;
|
||||
|
||||
//if the item can't be found, spawn it in the character's inventory (used by outpost NPCs)
|
||||
private bool spawnItemIfNotFound = false;
|
||||
@@ -50,26 +48,26 @@ namespace Barotrauma
|
||||
moveToTarget = targetItem?.GetRootInventoryOwner();
|
||||
}
|
||||
|
||||
public AIObjectiveGetItem(Character character, string itemIdentifier, AIObjectiveManager objectiveManager, bool equip = true, bool checkInventory = true, float priorityModifier = 1, bool spawnItemIfNotFound = false)
|
||||
: this(character, new string[] { itemIdentifier }, objectiveManager, equip, checkInventory, priorityModifier, spawnItemIfNotFound) { }
|
||||
public AIObjectiveGetItem(Character character, string identifierOrTag, AIObjectiveManager objectiveManager, bool equip = true, bool checkInventory = true, float priorityModifier = 1, bool spawnItemIfNotFound = false)
|
||||
: this(character, new string[] { identifierOrTag }, objectiveManager, equip, checkInventory, priorityModifier, spawnItemIfNotFound) { }
|
||||
|
||||
public AIObjectiveGetItem(Character character, string[] itemIdentifiers, AIObjectiveManager objectiveManager, bool equip = true, bool checkInventory = true, float priorityModifier = 1, bool spawnItemIfNotFound = false)
|
||||
public AIObjectiveGetItem(Character character, string[] identifiersOrTags, AIObjectiveManager objectiveManager, bool equip = true, bool checkInventory = true, float priorityModifier = 1, bool spawnItemIfNotFound = false)
|
||||
: base(character, objectiveManager, priorityModifier)
|
||||
{
|
||||
currSearchIndex = -1;
|
||||
this.equip = equip;
|
||||
this.itemIdentifiers = itemIdentifiers;
|
||||
this.identifiersOrTags = identifiersOrTags;
|
||||
this.spawnItemIfNotFound = spawnItemIfNotFound;
|
||||
for (int i = 0; i < itemIdentifiers.Length; i++)
|
||||
for (int i = 0; i < identifiersOrTags.Length; i++)
|
||||
{
|
||||
itemIdentifiers[i] = itemIdentifiers[i].ToLowerInvariant();
|
||||
identifiersOrTags[i] = identifiersOrTags[i].ToLowerInvariant();
|
||||
}
|
||||
this.checkInventory = checkInventory;
|
||||
}
|
||||
|
||||
private bool CheckInventory()
|
||||
{
|
||||
if (itemIdentifiers == null) { return false; }
|
||||
if (identifiersOrTags == null) { return false; }
|
||||
var item = character.Inventory.FindItem(i => CheckItem(i), recursive: true);
|
||||
if (item != null)
|
||||
{
|
||||
@@ -86,7 +84,7 @@ namespace Barotrauma
|
||||
Abandon = true;
|
||||
return;
|
||||
}
|
||||
if (itemIdentifiers != null && !isDoneSeeking)
|
||||
if (identifiersOrTags != null && !isDoneSeeking)
|
||||
{
|
||||
if (checkInventory)
|
||||
{
|
||||
@@ -97,14 +95,18 @@ namespace Barotrauma
|
||||
}
|
||||
if (!isDoneSeeking)
|
||||
{
|
||||
bool dangerousPressure = character.CurrentHull == null || character.CurrentHull.LethalPressure > 0;
|
||||
if (dangerousPressure)
|
||||
if (!AllowDangerousPressure)
|
||||
{
|
||||
bool dangerousPressure = character.CurrentHull == null || character.CurrentHull.LethalPressure > 0 && character.PressureProtection <= 0;
|
||||
if (dangerousPressure)
|
||||
{
|
||||
#if DEBUG
|
||||
DebugConsole.NewMessage($"{character.Name}: Seeking item aborted, because the pressure is dangerous.", Color.Yellow);
|
||||
string itemName = targetItem != null ? targetItem.Name : identifiersOrTags.FirstOrDefault();
|
||||
DebugConsole.NewMessage($"{character.Name}: Seeking item ({itemName}) aborted, because the pressure is dangerous.", Color.Yellow);
|
||||
#endif
|
||||
Abandon = true;
|
||||
return;
|
||||
Abandon = true;
|
||||
return;
|
||||
}
|
||||
}
|
||||
FindTargetItem();
|
||||
objectiveManager.GetObjective<AIObjectiveIdle>().Wander(deltaTime);
|
||||
@@ -174,34 +176,20 @@ namespace Barotrauma
|
||||
return;
|
||||
}
|
||||
|
||||
if (equip)
|
||||
if (HumanAIController.TryToMoveItem(targetItem, character.Inventory))
|
||||
{
|
||||
if (HumanAIController.TryToMoveItem(targetItem, character.Inventory))
|
||||
if (equip)
|
||||
{
|
||||
targetItem.Equip(character);
|
||||
IsCompleted = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
#if DEBUG
|
||||
DebugConsole.NewMessage($"{character.Name}: Failed to equip/move the item '{targetItem.Name}' into the character inventory. Aborting.", Color.Red);
|
||||
#endif
|
||||
Abandon = true;
|
||||
}
|
||||
IsCompleted = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (character.Inventory.TryPutItem(targetItem, character, new List<InvSlotType>() { InvSlotType.Any }))
|
||||
{
|
||||
IsCompleted = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
Abandon = true;
|
||||
#if DEBUG
|
||||
DebugConsole.NewMessage($"{character.Name}: Failed to equip/move the item '{targetItem.Name}' into the character inventory. Aborting.", Color.Red);
|
||||
DebugConsole.NewMessage($"{character.Name}: Failed to equip/move the item '{targetItem.Name}' into the character inventory. Aborting.", Color.Red);
|
||||
#endif
|
||||
}
|
||||
Abandon = true;
|
||||
}
|
||||
}
|
||||
else if (moveToTarget != null)
|
||||
@@ -228,7 +216,7 @@ namespace Barotrauma
|
||||
|
||||
private void FindTargetItem()
|
||||
{
|
||||
if (itemIdentifiers == null)
|
||||
if (identifiersOrTags == null)
|
||||
{
|
||||
if (targetItem == null)
|
||||
{
|
||||
@@ -244,18 +232,16 @@ namespace Barotrauma
|
||||
currSearchIndex++;
|
||||
var item = Item.ItemList[currSearchIndex];
|
||||
Submarine itemSub = item.Submarine ?? item.ParentInventory?.Owner?.Submarine;
|
||||
Submarine mySub = character.Submarine;
|
||||
if (itemSub == null) { continue; }
|
||||
if (itemSub.TeamID != character.TeamID) { continue; }
|
||||
if (mySub == null) { continue; }
|
||||
if (itemSub.TeamID != mySub.TeamID && itemSub.TeamID != character.TeamID) { continue; }
|
||||
if (!CheckItem(item)) { continue; }
|
||||
if (ignoredContainerIdentifiers != null && item.Container != null)
|
||||
{
|
||||
if (ignoredContainerIdentifiers.Contains(item.ContainerIdentifier)) { continue; }
|
||||
}
|
||||
if (character.Submarine != null)
|
||||
{
|
||||
if (itemSub.Info.Type != character.Submarine.Info.Type) { continue; }
|
||||
if (character.Submarine.GetConnectedSubs().None(s => s == itemSub && itemSub.TeamID == character.TeamID && itemSub.Info.Type == character.Submarine.Info.Type)) { continue; }
|
||||
}
|
||||
if (!mySub.IsConnectedTo(itemSub)) { continue; }
|
||||
if (character.IsItemTakenBySomeoneElse(item)) { continue; }
|
||||
float itemPriority = 1;
|
||||
if (GetItemPriority != null)
|
||||
@@ -283,10 +269,10 @@ namespace Barotrauma
|
||||
{
|
||||
if (spawnItemIfNotFound)
|
||||
{
|
||||
if (!(MapEntityPrefab.List.FirstOrDefault(me => me is ItemPrefab ip && itemIdentifiers.Any(id => id == ip.Identifier || ip.Tags.Contains(id))) is ItemPrefab prefab))
|
||||
if (!(MapEntityPrefab.List.FirstOrDefault(me => me is ItemPrefab ip && identifiersOrTags.Any(id => id == ip.Identifier || ip.Tags.Contains(id))) is ItemPrefab prefab))
|
||||
{
|
||||
#if DEBUG
|
||||
DebugConsole.NewMessage($"{character.Name}: Cannot find the item with the following identifier(s): {string.Join(", ", itemIdentifiers)}, tried to spawn the item but no matching item prefabs were found.", Color.Yellow);
|
||||
DebugConsole.NewMessage($"{character.Name}: Cannot find the item with the following identifier(s): {string.Join(", ", identifiersOrTags)}, tried to spawn the item but no matching item prefabs were found.", Color.Yellow);
|
||||
#endif
|
||||
Abandon = true;
|
||||
}
|
||||
@@ -305,7 +291,7 @@ namespace Barotrauma
|
||||
else
|
||||
{
|
||||
#if DEBUG
|
||||
DebugConsole.NewMessage($"{character.Name}: Cannot find the item with the following identifier(s): {string.Join(", ", itemIdentifiers)}", Color.Yellow);
|
||||
DebugConsole.NewMessage($"{character.Name}: Cannot find the item with the following identifier(s): {string.Join(", ", identifiersOrTags)}", Color.Yellow);
|
||||
#endif
|
||||
Abandon = true;
|
||||
}
|
||||
@@ -320,7 +306,7 @@ namespace Barotrauma
|
||||
{
|
||||
return character.HasItem(targetItem, equip);
|
||||
}
|
||||
else if (itemIdentifiers != null)
|
||||
else if (identifiersOrTags != null)
|
||||
{
|
||||
var matchingItem = character.Inventory.FindItem(i => CheckItem(i), recursive: true);
|
||||
if (matchingItem != null)
|
||||
@@ -338,13 +324,13 @@ namespace Barotrauma
|
||||
if (ignoredItems.Contains(item)) { return false; };
|
||||
if (item.Condition < TargetCondition) { return false; }
|
||||
if (ItemFilter != null && !ItemFilter(item)) { return false; }
|
||||
return itemIdentifiers.Any(id => id == item.Prefab.Identifier || item.HasTag(id));
|
||||
return identifiersOrTags.Any(id => id == item.Prefab.Identifier || item.HasTag(id));
|
||||
}
|
||||
|
||||
public override void Reset()
|
||||
{
|
||||
base.Reset();
|
||||
RemoveSubObjective(ref goToObjective);
|
||||
goToObjective = null;
|
||||
targetItem = originalTarget;
|
||||
moveToTarget = targetItem?.GetRootInventoryOwner();
|
||||
isDoneSeeking = false;
|
||||
|
||||
+30
-12
@@ -1,7 +1,6 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Linq;
|
||||
using Barotrauma.Extensions;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
@@ -31,7 +30,7 @@ namespace Barotrauma
|
||||
public bool mimic;
|
||||
|
||||
private float _closeEnough = 50;
|
||||
private readonly float minDistance = 25;
|
||||
private readonly float minDistance = 50;
|
||||
/// <summary>
|
||||
/// Display units
|
||||
/// </summary>
|
||||
@@ -43,6 +42,8 @@ namespace Barotrauma
|
||||
_closeEnough = Math.Max(minDistance, value);
|
||||
}
|
||||
}
|
||||
|
||||
public bool CheckVisibility { get; set; }
|
||||
public bool IgnoreIfTargetDead { get; set; }
|
||||
public bool AllowGoingOutside { get; set; }
|
||||
|
||||
@@ -103,7 +104,7 @@ namespace Barotrauma
|
||||
else if (Target is Character)
|
||||
{
|
||||
//if closeEnough value is given, allow setting CloseEnough as low as 50, otherwise above AIObjectiveGetItem.DefaultReach
|
||||
CloseEnough = Math.Max(closeEnough, MathUtils.NearlyEqual(closeEnough, 0.0f) ? AIObjectiveGetItem.DefaultReach : 50);
|
||||
CloseEnough = Math.Max(closeEnough, MathUtils.NearlyEqual(closeEnough, 0.0f) ? AIObjectiveGetItem.DefaultReach : minDistance);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -138,7 +139,7 @@ namespace Barotrauma
|
||||
}
|
||||
Target = Character.Controlled;
|
||||
}
|
||||
if (Target == character)
|
||||
if (Target == character || character.SelectedBy != null && HumanAIController.IsFriendly(character.SelectedBy))
|
||||
{
|
||||
// Wait
|
||||
character.AIController.SteeringManager.Reset();
|
||||
@@ -207,7 +208,7 @@ namespace Barotrauma
|
||||
{
|
||||
Character followTarget = Target as Character;
|
||||
bool needsDivingSuit = targetIsOutside;
|
||||
bool needsDivingGear = needsDivingSuit || HumanAIController.NeedsDivingGear(character, targetHull, out needsDivingSuit);
|
||||
bool needsDivingGear = needsDivingSuit || HumanAIController.NeedsDivingGear(targetHull, out needsDivingSuit);
|
||||
if (!needsDivingGear && mimic)
|
||||
{
|
||||
if (HumanAIController.HasDivingSuit(followTarget))
|
||||
@@ -223,17 +224,25 @@ namespace Barotrauma
|
||||
bool needsEquipment = false;
|
||||
if (needsDivingSuit)
|
||||
{
|
||||
needsEquipment = !HumanAIController.HasDivingSuit(character, AIObjectiveFindDivingGear.lowOxygenThreshold);
|
||||
needsEquipment = !HumanAIController.HasDivingSuit(character, AIObjectiveFindDivingGear.MIN_OXYGEN);
|
||||
}
|
||||
else if (needsDivingGear)
|
||||
{
|
||||
needsEquipment = !HumanAIController.HasDivingGear(character, AIObjectiveFindDivingGear.lowOxygenThreshold);
|
||||
needsEquipment = !HumanAIController.HasDivingGear(character, AIObjectiveFindDivingGear.MIN_OXYGEN);
|
||||
}
|
||||
if (needsEquipment)
|
||||
{
|
||||
TryAddSubObjective(ref findDivingGear, () => new AIObjectiveFindDivingGear(character, needsDivingSuit, objectiveManager),
|
||||
onAbandon: () => Abandon = true,
|
||||
onCompleted: () => RemoveSubObjective(ref findDivingGear));
|
||||
if (findDivingGear != null && !findDivingGear.CanBeCompleted)
|
||||
{
|
||||
TryAddSubObjective(ref findDivingGear, () => new AIObjectiveFindDivingGear(character, needsDivingSuit: false, objectiveManager),
|
||||
onAbandon: () => Abandon = true,
|
||||
onCompleted: () => RemoveSubObjective(ref findDivingGear));
|
||||
}
|
||||
else
|
||||
{
|
||||
TryAddSubObjective(ref findDivingGear, () => new AIObjectiveFindDivingGear(character, needsDivingSuit, objectiveManager),
|
||||
onCompleted: () => RemoveSubObjective(ref findDivingGear));
|
||||
}
|
||||
return;
|
||||
}
|
||||
}
|
||||
@@ -262,11 +271,14 @@ namespace Barotrauma
|
||||
{
|
||||
if (n.Waypoint.isObstructed) { return false; }
|
||||
return (n.Waypoint.CurrentHull == null) == (character.CurrentHull == null);
|
||||
}, endNodeFilter, nodeFilter);
|
||||
}, endNodeFilter, nodeFilter, CheckVisibility);
|
||||
if (!isInside && PathSteering.CurrentPath == null || PathSteering.IsPathDirty || PathSteering.CurrentPath.Unreachable)
|
||||
{
|
||||
SteeringManager.SteeringManual(deltaTime, Vector2.Normalize(Target.WorldPosition - character.WorldPosition));
|
||||
SteeringManager.SteeringAvoid(deltaTime, lookAheadDistance: 5, weight: 15);
|
||||
if (character.AnimController.InWater)
|
||||
{
|
||||
SteeringManager.SteeringAvoid(deltaTime, lookAheadDistance: 5, weight: 15);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
@@ -392,5 +404,11 @@ namespace Barotrauma
|
||||
HumanAIController.FaceTarget(Target);
|
||||
base.OnCompleted();
|
||||
}
|
||||
|
||||
public override void Reset()
|
||||
{
|
||||
base.Reset();
|
||||
findDivingGear = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
+83
-24
@@ -10,7 +10,7 @@ namespace Barotrauma
|
||||
class AIObjectiveIdle : AIObjective
|
||||
{
|
||||
public override string DebugTag => "idle";
|
||||
public override bool UnequipItems => true;
|
||||
public override bool AllowAutomaticItemUnequipping => true;
|
||||
public override bool AllowOutsideSubmarine => true;
|
||||
|
||||
private BehaviorType behavior;
|
||||
@@ -69,6 +69,8 @@ namespace Barotrauma
|
||||
const float chairCheckInterval = 5.0f;
|
||||
private float chairCheckTimer;
|
||||
|
||||
private float autonomousObjectiveRetryTimer = 10;
|
||||
|
||||
private readonly List<Hull> targetHulls = new List<Hull>(20);
|
||||
private readonly List<float> hullWeights = new List<float>(20);
|
||||
|
||||
@@ -88,11 +90,6 @@ namespace Barotrauma
|
||||
|
||||
public readonly HashSet<string> PreferredOutpostModuleTypes = new HashSet<string>();
|
||||
|
||||
private bool IsInWrongSub() =>
|
||||
character.Submarine == null ||
|
||||
currentTarget != null && currentTarget.Submarine != character.Submarine ||
|
||||
character.TeamID == Character.TeamType.FriendlyNPC && character.Submarine.TeamID != character.TeamID;
|
||||
|
||||
public void CalculatePriority(float max = 0)
|
||||
{
|
||||
//Random = Rand.Range(0.5f, 1.5f);
|
||||
@@ -149,6 +146,18 @@ namespace Barotrauma
|
||||
{
|
||||
if (PathSteering == null) { return; }
|
||||
|
||||
if (objectiveManager.FailedAutonomousObjectives)
|
||||
{
|
||||
if (autonomousObjectiveRetryTimer > 0)
|
||||
{
|
||||
autonomousObjectiveRetryTimer -= deltaTime;
|
||||
}
|
||||
else
|
||||
{
|
||||
objectiveManager.CreateAutonomousObjectives();
|
||||
}
|
||||
}
|
||||
|
||||
//don't keep dragging others when idling
|
||||
if (character.SelectedCharacter != null)
|
||||
{
|
||||
@@ -160,13 +169,34 @@ namespace Barotrauma
|
||||
bool currentTargetIsInvalid = currentTarget == null || IsForbidden(currentTarget) ||
|
||||
(PathSteering.CurrentPath != null && PathSteering.CurrentPath.Nodes.Any(n => HumanAIController.UnsafeHulls.Contains(n.CurrentHull)));
|
||||
|
||||
bool IsSteeringFinished() => PathSteering.CurrentPath != null && PathSteering.CurrentPath.Finished;
|
||||
bool IsSteeringFinished() => PathSteering.CurrentPath != null && (PathSteering.CurrentPath.Finished || PathSteering.CurrentPath.Unreachable);
|
||||
|
||||
if (currentTargetIsInvalid || currentTarget == null || IsSteeringFinished() && (IsForbidden(character.CurrentHull) || IsInWrongSub()))
|
||||
if (currentTarget != null && !currentTargetIsInvalid)
|
||||
{
|
||||
//don't reset to zero, otherwise the character will keep calling FindTargetHulls
|
||||
//almost constantly when there's a small number of potential hulls to move to
|
||||
SetTargetTimerLow();
|
||||
if (character.TeamID == Character.TeamType.FriendlyNPC)
|
||||
{
|
||||
if (currentTarget.Submarine.TeamID != character.TeamID)
|
||||
{
|
||||
currentTargetIsInvalid = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (currentTarget.Submarine != character.Submarine)
|
||||
{
|
||||
currentTargetIsInvalid = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (currentTargetIsInvalid || currentTarget == null || IsForbidden(character.CurrentHull) && IsSteeringFinished())
|
||||
{
|
||||
if (newTargetTimer > timerMargin)
|
||||
{
|
||||
//don't reset to zero, otherwise the character will keep calling FindTargetHulls
|
||||
//almost constantly when there's a small number of potential hulls to move to
|
||||
SetTargetTimerLow();
|
||||
}
|
||||
}
|
||||
else if (character.IsClimbing)
|
||||
{
|
||||
@@ -200,7 +230,8 @@ namespace Barotrauma
|
||||
{
|
||||
//choose a random available hull
|
||||
currentTarget = ToolBox.SelectWeightedRandom(targetHulls, hullWeights, Rand.RandSync.Unsynced);
|
||||
bool isCurrentHullAllowed = !IsInWrongSub() && !IsForbidden(character.CurrentHull);
|
||||
bool isInWrongSub = character.TeamID == Character.TeamType.FriendlyNPC && character.Submarine.TeamID != character.TeamID;
|
||||
bool isCurrentHullAllowed = !isInWrongSub && !IsForbidden(character.CurrentHull);
|
||||
var path = PathSteering.PathFinder.FindPath(character.SimPosition, currentTarget.SimPosition, errorMsgStr: $"AIObjectiveIdle {character.DisplayName}", nodeFilter: node =>
|
||||
{
|
||||
if (node.Waypoint.CurrentHull == null) { return false; }
|
||||
@@ -285,12 +316,12 @@ namespace Barotrauma
|
||||
if (standStillTimer > 0.0f)
|
||||
{
|
||||
walkDuration = Rand.Range(walkDurationMin, walkDurationMax);
|
||||
|
||||
if (character.CurrentHull != null && character.CurrentHull.Rect.Width > 150 && tooCloseCharacter == null)
|
||||
var currentHull = character.CurrentHull;
|
||||
if (currentHull != null && currentHull.Rect.Width > IndoorsSteeringManager.smallRoomSize / 2 && tooCloseCharacter == null)
|
||||
{
|
||||
foreach (Character c in Character.CharacterList)
|
||||
{
|
||||
if (c == character || !c.IsBot || c.CurrentHull != character.CurrentHull || !(c.AIController is HumanAIController humanAI)) { continue; }
|
||||
if (c == character || !c.IsBot || c.CurrentHull != currentHull || !(c.AIController is HumanAIController humanAI)) { continue; }
|
||||
if (Vector2.DistanceSquared(c.WorldPosition, character.WorldPosition) > 60.0f * 60.0f) { continue; }
|
||||
if ((humanAI.ObjectiveManager.CurrentObjective is AIObjectiveIdle idleObjective && idleObjective.standStillTimer > 0.0f) ||
|
||||
(humanAI.ObjectiveManager.CurrentObjective is AIObjectiveGoTo gotoObjective && gotoObjective.IsCloseEnough))
|
||||
@@ -303,7 +334,7 @@ namespace Barotrauma
|
||||
tooCloseCharacter = null;
|
||||
break;
|
||||
}
|
||||
tooCloseCharacter = c;
|
||||
tooCloseCharacter = c;
|
||||
}
|
||||
HumanAIController.FaceTarget(c);
|
||||
}
|
||||
@@ -313,9 +344,24 @@ namespace Barotrauma
|
||||
{
|
||||
Vector2 diff = character.WorldPosition - tooCloseCharacter.WorldPosition;
|
||||
if (diff.LengthSquared() < 0.0001f) { diff = Rand.Vector(1.0f); }
|
||||
if (diff.X > 0 && character.WorldPosition.X > character.CurrentHull.WorldRect.Right - 50) { diff.X = -diff.X; }
|
||||
if (diff.X < 0 && character.WorldPosition.X < character.CurrentHull.WorldRect.X + 50) { diff.X = -diff.X; }
|
||||
PathSteering.SteeringManual(deltaTime, Vector2.Normalize(diff));
|
||||
if (Math.Abs(diff.X) > 0 &&
|
||||
(character.WorldPosition.X > currentHull.WorldRect.Right - 50 || character.WorldPosition.X < currentHull.WorldRect.Left + 50))
|
||||
{
|
||||
// Between a wall and a character -> move away
|
||||
tooCloseCharacter = null;
|
||||
PathSteering.Reset();
|
||||
standStillTimer = 0;
|
||||
walkDuration = Math.Min(walkDuration, walkDurationMin);
|
||||
if (Behavior != BehaviorType.StayInHull && (currentHull.Size.X < IndoorsSteeringManager.smallRoomSize || currentHull.Size.X < (IndoorsSteeringManager.smallRoomSize / 2 * Character.CharacterList.Count(c => c.CurrentHull == currentHull))))
|
||||
{
|
||||
// Small room -> find another
|
||||
newTargetTimer = Math.Min(newTargetTimer, 1);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
PathSteering.SteeringManual(deltaTime, Vector2.Normalize(diff));
|
||||
}
|
||||
return;
|
||||
}
|
||||
else
|
||||
@@ -329,14 +375,13 @@ namespace Barotrauma
|
||||
{
|
||||
foreach (Item item in Item.ItemList)
|
||||
{
|
||||
if (item.CurrentHull != character.CurrentHull || !item.HasTag("chair")) { continue; }
|
||||
if (item.CurrentHull != currentHull || !item.HasTag("chair")) { continue; }
|
||||
var controller = item.GetComponent<Controller>();
|
||||
if (controller == null || controller.User != null) { continue; }
|
||||
item.TryInteract(character, forceSelectKey: true);
|
||||
}
|
||||
chairCheckTimer = chairCheckInterval;
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
if (standStillTimer < -walkDuration)
|
||||
@@ -376,7 +421,9 @@ namespace Barotrauma
|
||||
}
|
||||
if (IsForbidden(hull)) { continue; }
|
||||
// Check that the hull is linked
|
||||
if (!character.Submarine.GetConnectedSubs().Contains(hull.Submarine)) { continue; }
|
||||
if (!character.Submarine.IsConnectedTo(hull.Submarine)) { continue; }
|
||||
// Ignore very narrow hulls.
|
||||
if (hull.RectWidth < 200) { continue; }
|
||||
// Ignore hulls that are too low to stand inside.
|
||||
if (character.AnimController is HumanoidAnimController animController)
|
||||
{
|
||||
@@ -388,13 +435,14 @@ namespace Barotrauma
|
||||
if (!targetHulls.Contains(hull))
|
||||
{
|
||||
targetHulls.Add(hull);
|
||||
float weight = hull.Volume;
|
||||
float weight = hull.RectWidth;
|
||||
// Prefer rooms that are closer. Avoid rooms that are not in the same level.
|
||||
float yDist = Math.Abs(character.WorldPosition.Y - hull.WorldPosition.Y);
|
||||
yDist = yDist > 100 ? yDist * 5 : 0;
|
||||
float dist = Math.Abs(character.WorldPosition.X - hull.WorldPosition.X) + yDist;
|
||||
float distanceFactor = MathHelper.Lerp(1, 0, MathUtils.InverseLerp(0, 2500, dist));
|
||||
weight *= distanceFactor;
|
||||
float waterFactor = MathHelper.Lerp(1, 0, MathUtils.InverseLerp(0, 100, hull.WaterPercentage * 2));
|
||||
weight *= distanceFactor * waterFactor;
|
||||
hullWeights.Add(weight);
|
||||
}
|
||||
}
|
||||
@@ -418,5 +466,16 @@ namespace Barotrauma
|
||||
if (hullName == null) { return false; }
|
||||
return hullName.Contains("ballast", StringComparison.OrdinalIgnoreCase) || hullName.Contains("airlock", StringComparison.OrdinalIgnoreCase);
|
||||
}
|
||||
|
||||
public override void Reset()
|
||||
{
|
||||
base.Reset();
|
||||
currentTarget = null;
|
||||
searchingNewHull = false;
|
||||
tooCloseCharacter = null;
|
||||
targetHulls.Clear();
|
||||
hullWeights.Clear();
|
||||
autonomousObjectiveRetryTimer = 10;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
+1
-6
@@ -1,6 +1,5 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Barotrauma.Extensions;
|
||||
using Microsoft.Xna.Framework;
|
||||
|
||||
@@ -89,10 +88,6 @@ namespace Barotrauma
|
||||
{
|
||||
syncTimer -= deltaTime;
|
||||
}
|
||||
if (Objectives.None() && Targets.Any(t => !ignoreList.Contains(t)))
|
||||
{
|
||||
CreateObjectives();
|
||||
}
|
||||
}
|
||||
|
||||
// the timer is set between 1 and 10 seconds, depending on the priority modifier and a random +-25%
|
||||
@@ -113,7 +108,7 @@ namespace Barotrauma
|
||||
Priority = 0;
|
||||
return Priority;
|
||||
}
|
||||
if (character.LockHands || character.Submarine == null || Targets.None())
|
||||
if (character.LockHands || character.Submarine == null)
|
||||
{
|
||||
Priority = 0;
|
||||
}
|
||||
|
||||
+7
-2
@@ -92,6 +92,7 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
public Dictionary<AIObjective, CoroutineHandle> DelayedObjectives { get; private set; } = new Dictionary<AIObjective, CoroutineHandle>();
|
||||
public bool FailedAutonomousObjectives { get; private set; }
|
||||
|
||||
private void ClearIgnored()
|
||||
{
|
||||
@@ -118,10 +119,11 @@ namespace Barotrauma
|
||||
}
|
||||
DelayedObjectives.Clear();
|
||||
Objectives.Clear();
|
||||
FailedAutonomousObjectives = false;
|
||||
AddObjective(new AIObjectiveFindSafety(character, this));
|
||||
AddObjective(new AIObjectiveIdle(character, this));
|
||||
int objectiveCount = Objectives.Count;
|
||||
foreach (var autonomousObjective in character.Info.Job.Prefab.AutonomousObjective)
|
||||
foreach (var autonomousObjective in character.Info.Job.Prefab.AutonomousObjectives)
|
||||
{
|
||||
var orderPrefab = Order.GetPrefab(autonomousObjective.identifier);
|
||||
if (orderPrefab == null) { throw new Exception($"Could not find a matching prefab by the identifier: '{autonomousObjective.identifier}'"); }
|
||||
@@ -129,6 +131,7 @@ namespace Barotrauma
|
||||
var order = new Order(orderPrefab, item ?? character.CurrentHull as Entity,
|
||||
item?.Components.FirstOrDefault(ic => ic.GetType() == orderPrefab.ItemComponentType), orderGiver: character);
|
||||
if (order == null) { continue; }
|
||||
if (autonomousObjective.ignoreAtOutpost && Level.IsLoadedOutpost && character.TeamID != Character.TeamType.FriendlyNPC) { continue; }
|
||||
var objective = CreateObjective(order, autonomousObjective.option, character, isAutonomous: true, autonomousObjective.priorityModifier);
|
||||
if (objective != null && objective.CanBeCompleted)
|
||||
{
|
||||
@@ -220,7 +223,7 @@ namespace Barotrauma
|
||||
if (objective.IsCompleted)
|
||||
{
|
||||
#if DEBUG
|
||||
DebugConsole.NewMessage($"{character.Name}: Removing objective {objective.DebugTag}, because it is completed.", Color.LightGreen);
|
||||
DebugConsole.NewMessage($"{character.Name}: Removing objective {objective.DebugTag}, because it is completed.", Color.LightBlue);
|
||||
#endif
|
||||
Objectives.Remove(objective);
|
||||
}
|
||||
@@ -230,6 +233,7 @@ namespace Barotrauma
|
||||
DebugConsole.NewMessage($"{character.Name}: Removing objective {objective.DebugTag}, because it cannot be completed.", Color.Red);
|
||||
#endif
|
||||
Objectives.Remove(objective);
|
||||
FailedAutonomousObjectives = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -286,6 +290,7 @@ namespace Barotrauma
|
||||
}
|
||||
else
|
||||
{
|
||||
// This should be redundant, because all the objectives are reset when they are selected as active.
|
||||
CurrentOrder.Reset();
|
||||
}
|
||||
}
|
||||
|
||||
+42
-7
@@ -8,8 +8,9 @@ namespace Barotrauma
|
||||
{
|
||||
class AIObjectiveOperateItem : AIObjective
|
||||
{
|
||||
public override string DebugTag => "operate item";
|
||||
public override bool UnequipItems => true;
|
||||
public override string DebugTag => $"operate item {component.Name}";
|
||||
public override bool AllowAutomaticItemUnequipping => true;
|
||||
public override bool AllowMultipleInstances => true;
|
||||
|
||||
private ItemComponent component, controller;
|
||||
private Entity operateTarget;
|
||||
@@ -22,6 +23,8 @@ namespace Barotrauma
|
||||
|
||||
public override bool CanBeCompleted => base.CanBeCompleted && (!useController || controller != null);
|
||||
|
||||
public override bool IsDuplicate<T>(T otherObjective) => base.IsDuplicate(otherObjective) && otherObjective is AIObjectiveOperateItem operateObjective && operateObjective.component == component;
|
||||
|
||||
public Entity OperateTarget => operateTarget;
|
||||
public ItemComponent Component => component;
|
||||
|
||||
@@ -32,7 +35,7 @@ namespace Barotrauma
|
||||
|
||||
public override float GetPriority()
|
||||
{
|
||||
if (!IsAllowed)
|
||||
if (!IsAllowed || character.LockHands)
|
||||
{
|
||||
Priority = 0;
|
||||
return Priority;
|
||||
@@ -43,7 +46,8 @@ namespace Barotrauma
|
||||
}
|
||||
else
|
||||
{
|
||||
if (objectiveManager.CurrentOrder == this)
|
||||
bool isOrder = objectiveManager.CurrentOrder == this;
|
||||
if (isOrder)
|
||||
{
|
||||
Priority = AIObjectiveManager.OrderPriority;
|
||||
}
|
||||
@@ -61,6 +65,16 @@ namespace Barotrauma
|
||||
var reactor = component?.Item.GetComponent<Reactor>();
|
||||
if (reactor != null)
|
||||
{
|
||||
if (!isOrder)
|
||||
{
|
||||
if (reactor.LastUserWasPlayer && character.TeamID != Character.TeamType.FriendlyNPC ||
|
||||
HumanAIController.IsTrueForAnyCrewMember(c =>
|
||||
c.ObjectiveManager.CurrentOrder is AIObjectiveOperateItem operateOrder && operateOrder.GetTarget() == target))
|
||||
{
|
||||
Priority = 0;
|
||||
return Priority;
|
||||
}
|
||||
}
|
||||
switch (Option)
|
||||
{
|
||||
case "shutdown":
|
||||
@@ -73,7 +87,7 @@ namespace Barotrauma
|
||||
case "powerup":
|
||||
// Check that we don't already have another order that is targeting the same item.
|
||||
// Without this the autonomous objective will tell the bot to turn the reactor on again.
|
||||
if (objectiveManager.CurrentOrder is AIObjectiveOperateItem operateOrder && operateOrder != this && operateOrder.GetTarget() == target)
|
||||
if (objectiveManager.CurrentOrder is AIObjectiveOperateItem operateOrder && operateOrder != this && operateOrder.GetTarget() == target && operateOrder.Option != Option)
|
||||
{
|
||||
Priority = 0;
|
||||
return Priority;
|
||||
@@ -82,7 +96,7 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
if (targetItem.CurrentHull == null ||
|
||||
targetItem.Submarine != character.Submarine && objectiveManager.CurrentOrder != this ||
|
||||
targetItem.Submarine != character.Submarine && !isOrder ||
|
||||
targetItem.CurrentHull.FireSources.Any() ||
|
||||
HumanAIController.IsItemOperatedByAnother(target, out _) ||
|
||||
Character.CharacterList.Any(c => c.CurrentHull == targetItem.CurrentHull && !HumanAIController.IsFriendly(c) && HumanAIController.IsActive(c)))
|
||||
@@ -92,7 +106,12 @@ namespace Barotrauma
|
||||
else
|
||||
{
|
||||
float value = CumulatedDevotion + (AIObjectiveManager.OrderPriority * PriorityModifier);
|
||||
float max = objectiveManager.CurrentOrder == this ? MathHelper.Min(AIObjectiveManager.OrderPriority, 90) : AIObjectiveManager.RunPriority - 1;
|
||||
float max = isOrder ? MathHelper.Min(AIObjectiveManager.OrderPriority, 90) : AIObjectiveManager.RunPriority - 1;
|
||||
if (!isOrder && reactor != null && reactor.PowerOn && Option == "powerup")
|
||||
{
|
||||
// Decrease the priority when targeting a reactor that is already on.
|
||||
value /= 2;
|
||||
}
|
||||
Priority = MathHelper.Clamp(value, 0, max);
|
||||
}
|
||||
}
|
||||
@@ -142,6 +161,15 @@ namespace Barotrauma
|
||||
// Don't abandon
|
||||
return;
|
||||
}
|
||||
if (operateTarget != null)
|
||||
{
|
||||
if (HumanAIController.IsTrueForAnyCrewMember(other => other != HumanAIController && other.ObjectiveManager.GetActiveObjective() is AIObjectiveOperateItem operateObjective && operateObjective.operateTarget == operateTarget))
|
||||
{
|
||||
// Another crew member is already targeting this entity.
|
||||
Abandon = true;
|
||||
return;
|
||||
}
|
||||
}
|
||||
if (target.CanBeSelected)
|
||||
{
|
||||
if (character.CanInteractWith(target.Item, out _, checkLinked: false))
|
||||
@@ -227,5 +255,12 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
protected override bool Check() => isDoneOperating && !IsLoop;
|
||||
|
||||
public override void Reset()
|
||||
{
|
||||
base.Reset();
|
||||
goToObjective = null;
|
||||
getItemObjective = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
+4
-3
@@ -3,6 +3,7 @@ using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Barotrauma.Extensions;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
@@ -10,7 +11,7 @@ namespace Barotrauma
|
||||
{
|
||||
public override string DebugTag => "pump water";
|
||||
public override bool KeepDivingGearOn => true;
|
||||
public override bool UnequipItems => true;
|
||||
public override bool AllowAutomaticItemUnequipping => true;
|
||||
|
||||
private IEnumerable<Pump> pumpList;
|
||||
|
||||
@@ -35,8 +36,7 @@ namespace Barotrauma
|
||||
if (pump.Item.CurrentHull.FireSources.Count > 0) { return false; }
|
||||
if (character.Submarine != null)
|
||||
{
|
||||
if (pump.Item.Submarine.Info.Type != character.Submarine.Info.Type) { return false; }
|
||||
if (!character.Submarine.IsEntityFoundOnThisSub(pump.Item, true)) { return false; }
|
||||
if (!character.Submarine.IsConnectedTo(pump.Item.Submarine)) { return false; }
|
||||
}
|
||||
if (Character.CharacterList.Any(c => c.CurrentHull == pump.Item.CurrentHull && !HumanAIController.IsFriendly(c) && HumanAIController.IsActive(c))) { return false; }
|
||||
if (IsReady(pump)) { return false; }
|
||||
@@ -54,6 +54,7 @@ namespace Barotrauma
|
||||
|
||||
protected override float TargetEvaluation()
|
||||
{
|
||||
if (Targets.None()) { return 0; }
|
||||
if (Option == "stoppumping")
|
||||
{
|
||||
return Targets.Max(t => MathHelper.Lerp(0, 100, Math.Abs(t.FlowPercentage / 100)));
|
||||
|
||||
+27
-14
@@ -9,7 +9,6 @@ namespace Barotrauma
|
||||
class AIObjectiveRepairItem : AIObjective
|
||||
{
|
||||
public override string DebugTag => "repair item";
|
||||
public override bool KeepDivingGearOn => true;
|
||||
|
||||
public Item Item { get; private set; }
|
||||
|
||||
@@ -18,9 +17,11 @@ namespace Barotrauma
|
||||
private float previousCondition = -1;
|
||||
private RepairTool repairTool;
|
||||
|
||||
private bool IsRepairing => character.SelectedConstruction == Item && Item.GetComponent<Repairable>()?.CurrentFixer == character;
|
||||
private bool IsRepairing() => IsRepairing(character, Item);
|
||||
private readonly bool isPriority;
|
||||
|
||||
public static bool IsRepairing(Character character, Item item) => character.SelectedConstruction == item && item.Repairables.Any(r => r.CurrentFixer == character);
|
||||
|
||||
public AIObjectiveRepairItem(Character character, Item item, AIObjectiveManager objectiveManager, float priorityModifier = 1, bool isPriority = false)
|
||||
: base(character, objectiveManager, priorityModifier)
|
||||
{
|
||||
@@ -49,12 +50,15 @@ namespace Barotrauma
|
||||
float yDist = Math.Abs(character.WorldPosition.Y - Item.WorldPosition.Y);
|
||||
yDist = yDist > 100 ? yDist * 5 : 0;
|
||||
float dist = Math.Abs(character.WorldPosition.X - Item.WorldPosition.X) + yDist;
|
||||
distanceFactor = MathHelper.Lerp(1, 0.25f, MathUtils.InverseLerp(0, 5000, dist));
|
||||
distanceFactor = MathHelper.Lerp(1, 0.25f, MathUtils.InverseLerp(0, 4000, dist));
|
||||
}
|
||||
float severity = isPriority ? 1 : AIObjectiveRepairItems.GetTargetPriority(Item, character, requiredSuccessFactor: objectiveManager.CurrentOrder != this ? AIObjectiveRepairItems.RequiredSuccessFactor : 0);
|
||||
float isSelected = IsRepairing ? 50 : 0;
|
||||
float devotion = (CumulatedDevotion + isSelected) / 100;
|
||||
float max = MathHelper.Min(AIObjectiveManager.OrderPriority - 1, 90);
|
||||
float requiredSuccessFactor = objectiveManager.IsCurrentOrder<AIObjectiveRepairItems>() ? 0 : AIObjectiveRepairItems.RequiredSuccessFactor;
|
||||
float severity = isPriority ? 1 : AIObjectiveRepairItems.GetTargetPriority(Item, character, requiredSuccessFactor) / 100;
|
||||
bool isSelected = IsRepairing();
|
||||
float selectedBonus = isSelected ? 100 - MaxDevotion : 0;
|
||||
float devotion = (CumulatedDevotion + selectedBonus) / 100;
|
||||
float reduction = isPriority ? 1 : isSelected ? 2 : 3;
|
||||
float max = MathHelper.Min(AIObjectiveManager.OrderPriority - reduction, 90);
|
||||
Priority = MathHelper.Lerp(0, max, MathHelper.Clamp(devotion + (severity * distanceFactor * PriorityModifier), 0, 1));
|
||||
}
|
||||
return Priority;
|
||||
@@ -63,7 +67,7 @@ namespace Barotrauma
|
||||
protected override bool Check()
|
||||
{
|
||||
IsCompleted = Item.IsFullCondition;
|
||||
if (IsCompleted && IsRepairing)
|
||||
if (IsCompleted && IsRepairing())
|
||||
{
|
||||
character?.Speak(TextManager.GetWithVariable("DialogItemRepaired", "[itemname]", Item.Name, true), null, 0.0f, "itemrepaired", 10.0f);
|
||||
}
|
||||
@@ -95,7 +99,7 @@ namespace Barotrauma
|
||||
}
|
||||
if (repairTool != null)
|
||||
{
|
||||
var containedItems = repairTool.Item.ContainedItems;
|
||||
var containedItems = repairTool.Item.OwnInventory?.Items;
|
||||
if (containedItems == null)
|
||||
{
|
||||
#if DEBUG
|
||||
@@ -118,13 +122,13 @@ namespace Barotrauma
|
||||
foreach (RelatedItem requiredItem in repairTool.requiredItems[RelatedItem.RelationType.Contained])
|
||||
{
|
||||
item = requiredItem;
|
||||
fuel = containedItems.FirstOrDefault(it => it.Condition > 0.0f && requiredItem.MatchesItem(it));
|
||||
fuel = containedItems.FirstOrDefault(it => it != null && it.Condition > 0.0f && requiredItem.MatchesItem(it));
|
||||
if (fuel != null) { break; }
|
||||
}
|
||||
if (fuel == null)
|
||||
{
|
||||
RemoveSubObjective(ref goToObjective);
|
||||
TryAddSubObjective(ref refuelObjective, () => new AIObjectiveContainItem(character, item.Identifiers, repairTool.Item.GetComponent<ItemContainer>(), objectiveManager),
|
||||
TryAddSubObjective(ref refuelObjective, () => new AIObjectiveContainItem(character, item.Identifiers, repairTool.Item.GetComponent<ItemContainer>(), objectiveManager, spawnItemIfNotFound: character.TeamID == Character.TeamType.FriendlyNPC),
|
||||
onCompleted: () => RemoveSubObjective(ref refuelObjective),
|
||||
onAbandon: () => Abandon = true);
|
||||
return;
|
||||
@@ -142,7 +146,7 @@ namespace Barotrauma
|
||||
if (repairable.CurrentFixer != null && repairable.CurrentFixer != character)
|
||||
{
|
||||
// Someone else is repairing the target. Abandon the objective if the other is better at this than us.
|
||||
Abandon = repairable.DegreeOfSuccess(character) < repairable.DegreeOfSuccess(repairable.CurrentFixer);
|
||||
Abandon = repairable.CurrentFixer.IsPlayer || repairable.DegreeOfSuccess(character) < repairable.DegreeOfSuccess(repairable.CurrentFixer);
|
||||
}
|
||||
if (!Abandon)
|
||||
{
|
||||
@@ -166,7 +170,7 @@ namespace Barotrauma
|
||||
}
|
||||
if (Abandon)
|
||||
{
|
||||
if (IsRepairing)
|
||||
if (IsRepairing())
|
||||
{
|
||||
character.Speak(TextManager.GetWithVariable("DialogCannotRepair", "[itemname]", Item.Name, true), null, 0.0f, "cannotrepair", 10.0f);
|
||||
}
|
||||
@@ -201,7 +205,7 @@ namespace Barotrauma
|
||||
onAbandon: () =>
|
||||
{
|
||||
Abandon = true;
|
||||
if (IsRepairing)
|
||||
if (IsRepairing())
|
||||
{
|
||||
character.Speak(TextManager.GetWithVariable("DialogCannotRepair", "[itemname]", Item.Name, true), null, 0.0f, "cannotrepair", 10.0f);
|
||||
}
|
||||
@@ -251,5 +255,14 @@ namespace Barotrauma
|
||||
repairTool.Use(deltaTime, character);
|
||||
}
|
||||
}
|
||||
|
||||
public override void Reset()
|
||||
{
|
||||
base.Reset();
|
||||
goToObjective = null;
|
||||
refuelObjective = null;
|
||||
previousCondition = -1;
|
||||
repairTool = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
+9
-5
@@ -90,18 +90,23 @@ namespace Barotrauma
|
||||
|
||||
protected override float TargetEvaluation()
|
||||
{
|
||||
if (character.SelectedConstruction != null && Targets.Any(t => character.SelectedConstruction == t && t.ConditionPercentage < 100))
|
||||
var selectedItem = character.SelectedConstruction;
|
||||
if (selectedItem != null && AIObjectiveRepairItem.IsRepairing(character, selectedItem) && selectedItem.ConditionPercentage < 100)
|
||||
{
|
||||
// Don't stop fixing until done
|
||||
// Don't stop fixing until completely done
|
||||
return 100;
|
||||
}
|
||||
int otherFixers = HumanAIController.CountCrew(c => c != HumanAIController && c.ObjectiveManager.IsCurrentObjective<AIObjectiveRepairItems>() && !c.Character.IsIncapacitated, onlyBots: true);
|
||||
int items = Targets.Count;
|
||||
if (items == 0)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
bool anyFixers = otherFixers > 0;
|
||||
float ratio = anyFixers ? items / (float)otherFixers : 1;
|
||||
if (objectiveManager.CurrentOrder == this)
|
||||
{
|
||||
return Targets.Sum(t => 100 - t.ConditionPercentage) * ratio;
|
||||
return Targets.Sum(t => 100 - t.ConditionPercentage);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -151,8 +156,7 @@ namespace Barotrauma
|
||||
if (item.Repairables.None()) { return false; }
|
||||
if (character.Submarine != null)
|
||||
{
|
||||
if (item.Submarine.Info.Type != character.Submarine.Info.Type) { return false; }
|
||||
if (!character.Submarine.IsEntityFoundOnThisSub(item, true)) { return false; }
|
||||
if (!character.Submarine.IsConnectedTo(item.Submarine)) { return false; }
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
+123
-44
@@ -1,4 +1,5 @@
|
||||
using Barotrauma.Items.Components;
|
||||
using Barotrauma.Extensions;
|
||||
using Barotrauma.Items.Components;
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
@@ -21,10 +22,12 @@ namespace Barotrauma
|
||||
private readonly Character targetCharacter;
|
||||
|
||||
private AIObjectiveGoTo goToObjective;
|
||||
private AIObjectiveContainItem replaceOxygenObjective;
|
||||
private AIObjectiveGetItem getItemObjective;
|
||||
private float treatmentTimer;
|
||||
private Hull safeHull;
|
||||
private float findHullTimer;
|
||||
private bool ignoreOxygen;
|
||||
private readonly float findHullInterval = 1.0f;
|
||||
|
||||
public AIObjectiveRescue(Character character, Character targetCharacter, AIObjectiveManager objectiveManager, float priorityModifier = 1)
|
||||
@@ -69,65 +72,130 @@ namespace Barotrauma
|
||||
}
|
||||
if (targetCharacter != character)
|
||||
{
|
||||
// Incapacitated target is not in a safe place -> Move to a safe place first
|
||||
if (targetCharacter.IsIncapacitated && HumanAIController.GetHullSafety(targetCharacter.CurrentHull, targetCharacter) < HumanAIController.HULL_SAFETY_THRESHOLD)
|
||||
if (targetCharacter.IsIncapacitated)
|
||||
{
|
||||
if (character.SelectedCharacter != targetCharacter)
|
||||
// Check if the character needs more oxygen
|
||||
if (!ignoreOxygen && character.SelectedCharacter == targetCharacter || character.CanInteractWith(targetCharacter))
|
||||
{
|
||||
if (targetCharacter.CurrentHull.DisplayName != null)
|
||||
// Replace empty oxygen tank
|
||||
// First remove empty tanks
|
||||
if (HumanAIController.HasItem(targetCharacter, AIObjectiveFindDivingGear.HEAVY_DIVING_GEAR, out IEnumerable<Item> suits, requireEquipped: true))
|
||||
{
|
||||
character.Speak(TextManager.GetWithVariables("DialogFoundUnconsciousTarget", new string[2] { "[targetname]", "[roomname]" },
|
||||
new string[2] { targetCharacter.Name, targetCharacter.CurrentHull.DisplayName }, new bool[2] { false, true }),
|
||||
null, 1.0f, "foundunconscioustarget" + targetCharacter.Name, 60.0f);
|
||||
}
|
||||
|
||||
// Go to the target and select it
|
||||
if (!character.CanInteractWith(targetCharacter))
|
||||
{
|
||||
RemoveSubObjective(ref goToObjective);
|
||||
TryAddSubObjective(ref goToObjective, () => new AIObjectiveGoTo(targetCharacter, character, objectiveManager)
|
||||
Item suit = suits.FirstOrDefault();
|
||||
if (suit != null)
|
||||
{
|
||||
CloseEnough = CloseEnoughToTreat,
|
||||
DialogueIdentifier = "dialogcannotreachpatient",
|
||||
TargetName = targetCharacter.DisplayName
|
||||
},
|
||||
AIObjectiveFindDivingGear.DropEmptyTanks(character, suit, out _);
|
||||
}
|
||||
}
|
||||
else if (HumanAIController.HasItem(targetCharacter, AIObjectiveFindDivingGear.LIGHT_DIVING_GEAR, out IEnumerable<Item> masks, requireEquipped: true))
|
||||
{
|
||||
Item mask = masks.FirstOrDefault();
|
||||
if (mask != null)
|
||||
{
|
||||
AIObjectiveFindDivingGear.DropEmptyTanks(character, mask, out _);
|
||||
}
|
||||
}
|
||||
bool ShouldRemoveDivingSuit() => targetCharacter.OxygenAvailable < CharacterHealth.InsufficientOxygenThreshold && targetCharacter.CurrentHull?.LethalPressure <= 0;
|
||||
if (ShouldRemoveDivingSuit())
|
||||
{
|
||||
suits.ForEach(suit => suit.Drop(character));
|
||||
}
|
||||
else if (suits.Any() && suits.None(s => s.OwnInventory?.Items != null && s.OwnInventory.Items.Any(it => it != null && it.HasTag(AIObjectiveFindDivingGear.OXYGEN_SOURCE) && it.ConditionPercentage > 0)))
|
||||
{
|
||||
// The target has a suit equipped with an empty oxygen tank.
|
||||
// Can't remove the suit, because the target needs it.
|
||||
// If we happen to have an extra oxygen tank in the inventory, let's swap it.
|
||||
Item spareOxygenTank = FindOxygenTank(targetCharacter) ?? FindOxygenTank(character);
|
||||
if (spareOxygenTank != null)
|
||||
{
|
||||
Item suit = suits.FirstOrDefault();
|
||||
if (suit != null)
|
||||
{
|
||||
// Insert the new oxygen tank
|
||||
TryAddSubObjective(ref replaceOxygenObjective, () => new AIObjectiveContainItem(character, spareOxygenTank, suit.GetComponent<ItemContainer>(), objectiveManager),
|
||||
onCompleted: () => RemoveSubObjective(ref replaceOxygenObjective),
|
||||
onAbandon: () =>
|
||||
{
|
||||
RemoveSubObjective(ref replaceOxygenObjective);
|
||||
ignoreOxygen = true;
|
||||
if (ShouldRemoveDivingSuit())
|
||||
{
|
||||
suits.ForEach(suit => suit.Drop(character));
|
||||
}
|
||||
});
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
Item FindOxygenTank(Character c) =>
|
||||
c.Inventory.FindItem(i =>
|
||||
i.HasTag(AIObjectiveFindDivingGear.OXYGEN_SOURCE) &&
|
||||
i.ConditionPercentage > 1 &&
|
||||
i.FindParentInventory(inv => inv.Owner is Item otherItem && otherItem.HasTag("diving")) == null,
|
||||
recursive: true);
|
||||
}
|
||||
}
|
||||
if (HumanAIController.GetHullSafety(targetCharacter.CurrentHull, targetCharacter) < HumanAIController.HULL_SAFETY_THRESHOLD)
|
||||
{
|
||||
// Incapacitated target is not in a safe place -> Move to a safe place first
|
||||
if (character.SelectedCharacter != targetCharacter)
|
||||
{
|
||||
if (targetCharacter.CurrentHull != null && HumanAIController.VisibleHulls.Contains(targetCharacter.CurrentHull) && targetCharacter.CurrentHull.DisplayName != null)
|
||||
{
|
||||
character.Speak(TextManager.GetWithVariables("DialogFoundUnconsciousTarget", new string[2] { "[targetname]", "[roomname]" },
|
||||
new string[2] { targetCharacter.Name, targetCharacter.CurrentHull.DisplayName }, new bool[2] { false, true }),
|
||||
null, 1.0f, "foundunconscioustarget" + targetCharacter.Name, 60.0f);
|
||||
}
|
||||
// Go to the target and select it
|
||||
if (!character.CanInteractWith(targetCharacter))
|
||||
{
|
||||
RemoveSubObjective(ref replaceOxygenObjective);
|
||||
RemoveSubObjective(ref goToObjective);
|
||||
TryAddSubObjective(ref goToObjective, () => new AIObjectiveGoTo(targetCharacter, character, objectiveManager)
|
||||
{
|
||||
CloseEnough = CloseEnoughToTreat,
|
||||
DialogueIdentifier = "dialogcannotreachpatient",
|
||||
TargetName = targetCharacter.DisplayName
|
||||
},
|
||||
onCompleted: () => RemoveSubObjective(ref goToObjective),
|
||||
onAbandon: () =>
|
||||
{
|
||||
RemoveSubObjective(ref goToObjective);
|
||||
Abandon = true;
|
||||
});
|
||||
}
|
||||
else
|
||||
{
|
||||
character.SelectCharacter(targetCharacter);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Drag the character into safety
|
||||
if (safeHull == null)
|
||||
{
|
||||
if (findHullTimer > 0)
|
||||
{
|
||||
findHullTimer -= deltaTime;
|
||||
}
|
||||
else
|
||||
{
|
||||
safeHull = objectiveManager.GetObjective<AIObjectiveFindSafety>().FindBestHull(HumanAIController.VisibleHulls);
|
||||
findHullTimer = findHullInterval * Rand.Range(0.9f, 1.1f);
|
||||
character.SelectCharacter(targetCharacter);
|
||||
}
|
||||
}
|
||||
if (safeHull != null && character.CurrentHull != safeHull)
|
||||
else
|
||||
{
|
||||
RemoveSubObjective(ref goToObjective);
|
||||
TryAddSubObjective(ref goToObjective, () => new AIObjectiveGoTo(safeHull, character, objectiveManager),
|
||||
onCompleted: () => RemoveSubObjective(ref goToObjective),
|
||||
onAbandon: () =>
|
||||
// Drag the character into safety
|
||||
if (safeHull == null)
|
||||
{
|
||||
if (findHullTimer > 0)
|
||||
{
|
||||
RemoveSubObjective(ref goToObjective);
|
||||
safeHull = character.CurrentHull;
|
||||
});
|
||||
findHullTimer -= deltaTime;
|
||||
}
|
||||
else
|
||||
{
|
||||
safeHull = objectiveManager.GetObjective<AIObjectiveFindSafety>().FindBestHull(HumanAIController.VisibleHulls);
|
||||
findHullTimer = findHullInterval * Rand.Range(0.9f, 1.1f);
|
||||
}
|
||||
}
|
||||
if (safeHull != null && character.CurrentHull != safeHull)
|
||||
{
|
||||
RemoveSubObjective(ref replaceOxygenObjective);
|
||||
RemoveSubObjective(ref goToObjective);
|
||||
TryAddSubObjective(ref goToObjective, () => new AIObjectiveGoTo(safeHull, character, objectiveManager),
|
||||
onCompleted: () => RemoveSubObjective(ref goToObjective),
|
||||
onAbandon: () =>
|
||||
{
|
||||
RemoveSubObjective(ref goToObjective);
|
||||
safeHull = character.CurrentHull;
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -137,6 +205,7 @@ namespace Barotrauma
|
||||
|
||||
if (targetCharacter != character && !character.CanInteractWith(targetCharacter))
|
||||
{
|
||||
RemoveSubObjective(ref replaceOxygenObjective);
|
||||
RemoveSubObjective(ref goToObjective);
|
||||
// Go to the target and select it
|
||||
TryAddSubObjective(ref goToObjective, () => new AIObjectiveGoTo(targetCharacter, character, objectiveManager)
|
||||
@@ -325,7 +394,7 @@ namespace Barotrauma
|
||||
Priority = 0;
|
||||
return Priority;
|
||||
}
|
||||
if (targetCharacter == null || targetCharacter.CurrentHull == null || targetCharacter.Removed || targetCharacter.IsDead)
|
||||
if (character.LockHands || targetCharacter == null || targetCharacter.CurrentHull == null || targetCharacter.Removed || targetCharacter.IsDead)
|
||||
{
|
||||
Priority = 0;
|
||||
}
|
||||
@@ -346,5 +415,15 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
public static IEnumerable<Affliction> GetSortedAfflictions(Character character) => CharacterHealth.SortAfflictionsBySeverity(character.CharacterHealth.GetAllAfflictions());
|
||||
|
||||
public override void Reset()
|
||||
{
|
||||
base.Reset();
|
||||
goToObjective = null;
|
||||
getItemObjective = null;
|
||||
replaceOxygenObjective = null;
|
||||
safeHull = null;
|
||||
ignoreOxygen = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
+8
-5
@@ -1,4 +1,5 @@
|
||||
using System;
|
||||
using Barotrauma.Extensions;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
|
||||
@@ -34,6 +35,7 @@ namespace Barotrauma
|
||||
|
||||
protected override float TargetEvaluation()
|
||||
{
|
||||
if (Targets.None()) { return 100; }
|
||||
if (objectiveManager.CurrentOrder != this)
|
||||
{
|
||||
if (!character.IsMedic && HumanAIController.IsTrueForAnyCrewMember(c => c != HumanAIController && c.Character.IsMedic && !c.Character.IsUnconscious))
|
||||
@@ -72,7 +74,7 @@ namespace Barotrauma
|
||||
public static bool IsValidTarget(Character target, Character character)
|
||||
{
|
||||
if (target == null || target.IsDead || target.Removed) { return false; }
|
||||
if (target.TurnedHostileByEvent) { return false; }
|
||||
if (target.IsInstigator) { return false; }
|
||||
if (!HumanAIController.IsFriendly(character, target, onlySameTeam: true)) { return false; }
|
||||
if (character.AIController is HumanAIController humanAI)
|
||||
{
|
||||
@@ -83,7 +85,7 @@ namespace Barotrauma
|
||||
{
|
||||
// Don't allow to treat others autonomously
|
||||
return false;
|
||||
}
|
||||
}
|
||||
// Ignore unsafe hulls, unless ordered
|
||||
if (humanAI.UnsafeHulls.Contains(target.CurrentHull))
|
||||
{
|
||||
@@ -100,10 +102,11 @@ namespace Barotrauma
|
||||
if (!character.Submarine.IsEntityFoundOnThisSub(target.CurrentHull, includingConnectedSubs: true)) { return false; }
|
||||
if (target != character &&!target.IsPlayer && HumanAIController.IsActive(target) && target.AIController is HumanAIController targetAI)
|
||||
{
|
||||
// Ignore all concious targets that are currently fighting, fleeing or treating characters
|
||||
// Ignore all concious targets that are currently fighting, fleeing, fixing, or treating characters
|
||||
if (targetAI.ObjectiveManager.HasActiveObjective<AIObjectiveCombat>() ||
|
||||
targetAI.ObjectiveManager.HasActiveObjective<AIObjectiveFindSafety>() ||
|
||||
targetAI.ObjectiveManager.HasActiveObjective<AIObjectiveRescue>())
|
||||
targetAI.ObjectiveManager.HasActiveObjective<AIObjectiveRescue>() ||
|
||||
targetAI.ObjectiveManager.HasActiveObjective<AIObjectiveFixLeak>())
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
@@ -36,6 +36,9 @@ namespace Barotrauma
|
||||
Order = orderInfo.Order;
|
||||
OrderOption = orderInfo.OrderOption;
|
||||
}
|
||||
|
||||
public bool MatchesOrder(Order order, string option) =>
|
||||
order.Identifier == Order.Identifier && option == OrderOption && order.TargetEntity == Order.TargetEntity;
|
||||
}
|
||||
|
||||
class Order
|
||||
@@ -100,8 +103,7 @@ namespace Barotrauma
|
||||
|
||||
public Character OrderGiver;
|
||||
|
||||
private readonly OrderCategory? category;
|
||||
public OrderCategory? Category => category;
|
||||
public OrderCategory? Category { get; private set; }
|
||||
|
||||
//legacy support
|
||||
public readonly string[] AppropriateJobs;
|
||||
@@ -225,7 +227,7 @@ namespace Barotrauma
|
||||
AppropriateJobs = orderElement.GetAttributeStringArray("appropriatejobs", new string[0]);
|
||||
Options = orderElement.GetAttributeStringArray("options", new string[0]);
|
||||
var category = orderElement.GetAttributeString("category", null);
|
||||
if (!string.IsNullOrWhiteSpace(category)) { this.category = (OrderCategory)Enum.Parse(typeof(OrderCategory), category, true); }
|
||||
if (!string.IsNullOrWhiteSpace(category)) { this.Category = (OrderCategory)Enum.Parse(typeof(OrderCategory), category, true); }
|
||||
Weight = orderElement.GetAttributeFloat(0.0f, "weight");
|
||||
MustSetTarget = orderElement.GetAttributeBool("mustsettarget", false);
|
||||
AppropriateSkill = orderElement.GetAttributeString("appropriateskill", null);
|
||||
@@ -299,7 +301,7 @@ namespace Barotrauma
|
||||
Weight = prefab.Weight;
|
||||
MustSetTarget = prefab.MustSetTarget;
|
||||
AppropriateSkill = prefab.AppropriateSkill;
|
||||
category = prefab.Category;
|
||||
Category = prefab.Category;
|
||||
MustManuallyAssign = prefab.MustManuallyAssign;
|
||||
|
||||
OrderGiver = orderGiver;
|
||||
|
||||
@@ -160,7 +160,7 @@ namespace Barotrauma
|
||||
|
||||
private static readonly List<PathNode> sortedNodes = new List<PathNode>();
|
||||
|
||||
public SteeringPath FindPath(Vector2 start, Vector2 end, Submarine hostSub = null, string errorMsgStr = null, Func<PathNode, bool> startNodeFilter = null, Func<PathNode, bool> endNodeFilter = null, Func<PathNode, bool> nodeFilter = null)
|
||||
public SteeringPath FindPath(Vector2 start, Vector2 end, Submarine hostSub = null, string errorMsgStr = null, Func<PathNode, bool> startNodeFilter = null, Func<PathNode, bool> endNodeFilter = null, Func<PathNode, bool> nodeFilter = null, bool checkVisibility = true)
|
||||
{
|
||||
//sort nodes roughly according to distance
|
||||
sortedNodes.Clear();
|
||||
@@ -202,12 +202,12 @@ namespace Barotrauma
|
||||
//if searching for a path inside the sub, make sure the waypoint is visible
|
||||
if (InsideSubmarine)
|
||||
{
|
||||
// Always check the visibility for the start node
|
||||
var body = Submarine.PickBody(
|
||||
start, node.TempPosition, null,
|
||||
Physics.CollisionWall | Physics.CollisionLevel | Physics.CollisionStairs);
|
||||
if (body != null)
|
||||
{
|
||||
//if (body.UserData is Submarine) continue;
|
||||
if (body.UserData is Structure && !((Structure)body.UserData).IsPlatform) { continue; }
|
||||
if (body.UserData is Item && body.FixtureList[0].CollisionCategories.HasFlag(Physics.CollisionWall)) { continue; }
|
||||
}
|
||||
@@ -257,14 +257,13 @@ namespace Barotrauma
|
||||
if (endNodeFilter != null && !endNodeFilter(node)) { continue; }
|
||||
|
||||
//if searching for a path inside the sub, make sure the waypoint is visible
|
||||
if (InsideSubmarine)
|
||||
if (InsideSubmarine && checkVisibility)
|
||||
{
|
||||
// Only check the visibility for the end node when allowed (fix leaks)
|
||||
var body = Submarine.PickBody(end, node.TempPosition, null,
|
||||
Physics.CollisionWall | Physics.CollisionLevel | Physics.CollisionStairs );
|
||||
|
||||
if (body != null)
|
||||
{
|
||||
//if (body.UserData is Submarine) continue;
|
||||
if (body.UserData is Structure && !((Structure)body.UserData).IsPlatform) { continue; }
|
||||
if (body.UserData is Item && body.FixtureList[0].CollisionCategories.HasFlag(Physics.CollisionWall)) { continue; }
|
||||
}
|
||||
|
||||
@@ -78,11 +78,10 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
if (!aiController.Enabled) { return; }
|
||||
if (GameMain.NetworkMember != null && !GameMain.NetworkMember.IsServer) { return; }
|
||||
if (Controlled == this) { return; }
|
||||
|
||||
if (!IsRemotelyControlled)
|
||||
|
||||
if (!IsRemotelyControlled && aiController != null && aiController.Enabled)
|
||||
{
|
||||
aiController.Update(deltaTime);
|
||||
}
|
||||
|
||||
+13
-3
@@ -613,8 +613,13 @@ namespace Barotrauma
|
||||
movementAngle -= MathHelper.TwoPi;
|
||||
}
|
||||
|
||||
float offset = MathHelper.Pi * CurrentGroundedParams.StepLiftOffset;
|
||||
if (CurrentGroundedParams.MultiplyByDir)
|
||||
{
|
||||
offset *= Dir;
|
||||
}
|
||||
float stepLift = TargetMovement.X == 0.0f ? 0 :
|
||||
(float)Math.Sin(WalkPos * CurrentGroundedParams.StepLiftFrequency + MathHelper.Pi * CurrentGroundedParams.StepLiftOffset) * (CurrentGroundedParams.StepLiftAmount / 100);
|
||||
(float)Math.Sin(WalkPos * Dir * CurrentGroundedParams.StepLiftFrequency + offset) * (CurrentGroundedParams.StepLiftAmount / 100);
|
||||
|
||||
float limpAmount = character.GetLegPenalty();
|
||||
if (limpAmount > 0)
|
||||
@@ -631,7 +636,7 @@ namespace Barotrauma
|
||||
{
|
||||
SmoothRotateWithoutWrapping(torso, movementAngle + TorsoAngle.Value * Dir, mainLimb, TorsoTorque);
|
||||
}
|
||||
if (TorsoPosition.HasValue)
|
||||
if (TorsoPosition.HasValue && TorsoMoveForce > 0.0f)
|
||||
{
|
||||
Vector2 pos = colliderBottom + new Vector2(limpAmount, TorsoPosition.Value + stepLift);
|
||||
|
||||
@@ -649,11 +654,16 @@ namespace Barotrauma
|
||||
Limb head = GetLimb(LimbType.Head);
|
||||
if (head != null)
|
||||
{
|
||||
bool headFacingBackwards = false;
|
||||
if (HeadAngle.HasValue)
|
||||
{
|
||||
SmoothRotateWithoutWrapping(head, movementAngle + HeadAngle.Value * Dir, mainLimb, HeadTorque);
|
||||
if (Math.Sign(head.SimPosition.X - mainLimb.SimPosition.X) != Math.Sign(Dir))
|
||||
{
|
||||
headFacingBackwards = true;
|
||||
}
|
||||
}
|
||||
if (HeadPosition.HasValue)
|
||||
if (HeadPosition.HasValue && HeadMoveForce > 0.0f && !headFacingBackwards)
|
||||
{
|
||||
Vector2 pos = colliderBottom + new Vector2(limpAmount, HeadPosition.Value + stepLift * CurrentGroundedParams.StepLiftHeadMultiplier);
|
||||
|
||||
|
||||
+3
-5
@@ -1873,6 +1873,7 @@ namespace Barotrauma
|
||||
forearm = GetLimb(LimbType.RightForearm);
|
||||
RightHandIKPos = pos;
|
||||
}
|
||||
if (arm == null) { return; }
|
||||
|
||||
//distance from shoulder to holdpos
|
||||
float c = Vector2.Distance(pos, shoulderPos);
|
||||
@@ -2018,12 +2019,9 @@ namespace Barotrauma
|
||||
{
|
||||
break;
|
||||
}
|
||||
if (character.SelectedItems[i]?.body != null && !character.SelectedItems[i].Removed)
|
||||
if (character.SelectedItems[i]?.body != null && !character.SelectedItems[i].Removed && character.SelectedItems[i].GetComponent<Holdable>() != null)
|
||||
{
|
||||
/*character.SelectedItems[i].body.SetTransform(
|
||||
character.SelectedItems[i].body.SimPosition,
|
||||
MathUtils.WrapAngleTwoPi(character.SelectedItems[i].body.Rotation + MathHelper.Pi));*/
|
||||
character.SelectedItems[i].GetComponent<Holdable>()?.Flip();
|
||||
character.SelectedItems[i].FlipX(relativeToSub: false);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -764,6 +764,13 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (!string.IsNullOrEmpty(character.BloodDecalName))
|
||||
{
|
||||
character.CurrentHull?.AddDecal(character.BloodDecalName,
|
||||
(limbJoint.LimbA.WorldPosition + limbJoint.LimbB.WorldPosition) / 2, MathHelper.Clamp(Math.Min(limbJoint.LimbA.Mass, limbJoint.LimbB.Mass), 0.5f, 2.0f), true);
|
||||
}
|
||||
|
||||
SeverLimbJointProjSpecific(limbJoint, playSound: true);
|
||||
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer)
|
||||
{
|
||||
@@ -1430,6 +1437,11 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public void ForceRefreshFloorY()
|
||||
{
|
||||
lastFloorCheckPos = Vector2.Zero;
|
||||
}
|
||||
|
||||
private void RefreshFloorY(Limb refLimb = null, bool ignoreStairs = false)
|
||||
{
|
||||
PhysicsBody refBody = refLimb == null ? Collider : refLimb.body;
|
||||
|
||||
@@ -184,7 +184,7 @@ namespace Barotrauma
|
||||
[Serialize("0.0, 0.0", true, description: "Applied to the target, in world space coordinates(i.e. 0, -1 pushes the target downwards). The attacker's facing direction is taken into account."), Editable]
|
||||
public Vector2 TargetForceWorld { get; private set; }
|
||||
|
||||
[Serialize(0.0f, true, description: "How likely the attack causes target limbs to be severed when the target is dead."), Editable(MinValueFloat = 0.0f, MaxValueFloat = 1.0f)]
|
||||
[Serialize(0.0f, true, description: "How likely the attack causes target limbs to be severed."), Editable(MinValueFloat = 0.0f, MaxValueFloat = 10.0f)]
|
||||
public float SeverLimbsProbability { get; set; }
|
||||
|
||||
// TODO: disabled because not synced
|
||||
@@ -235,7 +235,7 @@ namespace Barotrauma
|
||||
List<Affliction> multipliedAfflictions = new List<Affliction>();
|
||||
foreach (Affliction affliction in Afflictions.Keys)
|
||||
{
|
||||
multipliedAfflictions.Add(affliction.Prefab.Instantiate(affliction.Strength * multiplier, affliction.Source));
|
||||
multipliedAfflictions.Add(affliction.CreateMultiplied(multiplier));
|
||||
}
|
||||
return multipliedAfflictions;
|
||||
}
|
||||
@@ -495,14 +495,14 @@ namespace Barotrauma
|
||||
if (SecondaryCoolDownTimer < 0) { SecondaryCoolDownTimer = 0; }
|
||||
}
|
||||
|
||||
public void UpdateAttackTimer(float deltaTime)
|
||||
public void UpdateAttackTimer(float deltaTime, Character character)
|
||||
{
|
||||
IsRunning = true;
|
||||
AttackTimer += deltaTime;
|
||||
if (AttackTimer >= Duration)
|
||||
{
|
||||
ResetAttackTimer();
|
||||
SetCoolDown();
|
||||
SetCoolDown(applyRandom: !character.IsPlayer);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -512,13 +512,22 @@ namespace Barotrauma
|
||||
IsRunning = false;
|
||||
}
|
||||
|
||||
public void SetCoolDown()
|
||||
public void SetCoolDown(bool applyRandom)
|
||||
{
|
||||
float randomFraction = CoolDown * CoolDownRandomFactor;
|
||||
CurrentRandomCoolDown = MathHelper.Lerp(-randomFraction, randomFraction, Rand.Value());
|
||||
CoolDownTimer = CoolDown + CurrentRandomCoolDown;
|
||||
randomFraction = SecondaryCoolDown * CoolDownRandomFactor;
|
||||
SecondaryCoolDownTimer = SecondaryCoolDown + MathHelper.Lerp(-randomFraction, randomFraction, Rand.Value());
|
||||
if (applyRandom)
|
||||
{
|
||||
float randomFraction = CoolDown * CoolDownRandomFactor;
|
||||
CurrentRandomCoolDown = MathHelper.Lerp(-randomFraction, randomFraction, Rand.Value());
|
||||
CoolDownTimer = CoolDown + CurrentRandomCoolDown;
|
||||
randomFraction = SecondaryCoolDown * CoolDownRandomFactor;
|
||||
SecondaryCoolDownTimer = SecondaryCoolDown + MathHelper.Lerp(-randomFraction, randomFraction, Rand.Value());
|
||||
}
|
||||
else
|
||||
{
|
||||
CoolDownTimer = CoolDown;
|
||||
SecondaryCoolDownTimer = SecondaryCoolDown;
|
||||
CurrentRandomCoolDown = 0;
|
||||
}
|
||||
}
|
||||
|
||||
public void ResetCoolDown()
|
||||
|
||||
@@ -121,7 +121,8 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public bool TurnedHostileByEvent;
|
||||
public bool IsInstigator => CombatAction != null && CombatAction.IsInstigator;
|
||||
public CombatAction CombatAction;
|
||||
|
||||
public AnimController AnimController;
|
||||
|
||||
@@ -143,6 +144,8 @@ namespace Barotrauma
|
||||
public bool IsHumanoid => Params.Humanoid;
|
||||
public bool IsHusk => Params.Husk;
|
||||
|
||||
public string BloodDecalName => Params.BloodDecal;
|
||||
|
||||
public bool CanSpeak
|
||||
{
|
||||
get => Params.CanSpeak;
|
||||
@@ -637,6 +640,8 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public bool GodMode = false;
|
||||
|
||||
public CampaignMode.InteractionType CampaignInteractionType;
|
||||
|
||||
private bool accessRemovedCharacterErrorShown;
|
||||
@@ -1668,14 +1673,14 @@ namespace Barotrauma
|
||||
return false;
|
||||
}
|
||||
|
||||
public bool HasEquippedItem(string itemIdentifier, bool allowBroken = true)
|
||||
public bool HasEquippedItem(string tagOrIdentifier, bool allowBroken = true)
|
||||
{
|
||||
if (Inventory == null) { return false; }
|
||||
for (int i = 0; i < Inventory.Capacity; i++)
|
||||
{
|
||||
if (Inventory.SlotTypes[i] == InvSlotType.Any || Inventory.Items[i] == null) { continue; }
|
||||
if (!allowBroken && Inventory.Items[i].Condition <= 0.0f) { continue; }
|
||||
if (Inventory.Items[i].Prefab.Identifier == itemIdentifier || Inventory.Items[i].HasTag(itemIdentifier)) { return true; }
|
||||
if (Inventory.Items[i].Prefab.Identifier == tagOrIdentifier || Inventory.Items[i].HasTag(tagOrIdentifier)) { return true; }
|
||||
}
|
||||
|
||||
return false;
|
||||
@@ -1738,7 +1743,7 @@ namespace Barotrauma
|
||||
if (inventory.Owner is Item)
|
||||
{
|
||||
var owner = (Item)inventory.Owner;
|
||||
if (!CanInteractWith(owner)) { return false; }
|
||||
if (!CanInteractWith(owner) && !owner.linkedTo.Any(lt => lt is Item item && item.DisplaySideBySideWhenLinked && CanInteractWith(item))) { return false; }
|
||||
ItemContainer container = owner.GetComponents<ItemContainer>().FirstOrDefault(ic => ic.Inventory == inventory);
|
||||
if (container != null && !container.HasRequiredItems(this, addMessage: false)) { return false; }
|
||||
}
|
||||
@@ -1833,7 +1838,7 @@ namespace Barotrauma
|
||||
#if CLIENT
|
||||
if (Screen.Selected == GameMain.SubEditorScreen) { hidden = false; }
|
||||
#endif
|
||||
if (!CanInteract || hidden || item.NonInteractable) return false;
|
||||
if (!CanInteract || hidden || item.NonInteractable) { return false; }
|
||||
|
||||
if (item.ParentInventory != null)
|
||||
{
|
||||
@@ -1845,6 +1850,7 @@ namespace Barotrauma
|
||||
{
|
||||
//locked wires are never interactable
|
||||
if (wire.Locked) { return false; }
|
||||
if (wire.HiddenInGame && Screen.Selected == GameMain.GameScreen) { return false; }
|
||||
|
||||
//wires are interactable if the character has selected an item the wire is connected to,
|
||||
//and it's disconnected from the other end
|
||||
@@ -2314,7 +2320,7 @@ namespace Barotrauma
|
||||
if (GameMain.NetworkMember == null || !GameMain.NetworkMember.IsClient)
|
||||
{
|
||||
Implode();
|
||||
return;
|
||||
if (IsDead) { return; }
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -2329,7 +2335,7 @@ namespace Barotrauma
|
||||
if (AnimController.CurrentHull == null || AnimController.CurrentHull.LethalPressure >= 80.0f)
|
||||
{
|
||||
Implode();
|
||||
return;
|
||||
if (IsDead) { return; }
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2509,6 +2515,12 @@ namespace Barotrauma
|
||||
if (subCorpseCount < GameMain.Config.CorpsesPerSubDespawnThreshold) { return; }
|
||||
}
|
||||
|
||||
if (SelectedBy != null)
|
||||
{
|
||||
despawnTimer = 0.0f;
|
||||
return;
|
||||
}
|
||||
|
||||
float distToClosestPlayer = GetDistanceToClosestPlayer();
|
||||
if (distToClosestPlayer > NetConfig.DisableCharacterDist)
|
||||
{
|
||||
@@ -2866,20 +2878,18 @@ namespace Barotrauma
|
||||
wasSevered = severed;
|
||||
}
|
||||
if (severed)
|
||||
{
|
||||
{
|
||||
Limb otherLimb = joint.LimbA == targetLimb ? joint.LimbB : joint.LimbA;
|
||||
otherLimb.body.ApplyLinearImpulse(targetLimb.LinearVelocity * targetLimb.Mass);
|
||||
otherLimb.body.ApplyLinearImpulse(targetLimb.LinearVelocity * targetLimb.Mass);
|
||||
ApplyStatusEffects(ActionType.OnSevered, 1.0f);
|
||||
targetLimb.ApplyStatusEffects(ActionType.OnSevered, 1.0f);
|
||||
otherLimb.ApplyStatusEffects(ActionType.OnSevered, 1.0f);
|
||||
}
|
||||
}
|
||||
if (wasSevered)
|
||||
if (wasSevered && targetLimb.character.AIController is EnemyAIController enemyAI)
|
||||
{
|
||||
if (targetLimb.character.AIController is EnemyAIController enemyAI)
|
||||
{
|
||||
enemyAI.ReevaluateAttacks();
|
||||
}
|
||||
ApplyStatusEffects(ActionType.OnSevered, 1.0f);
|
||||
targetLimb.ApplyStatusEffects(ActionType.OnSevered, 1.0f);
|
||||
}
|
||||
enemyAI.ReevaluateAttacks();
|
||||
}
|
||||
}
|
||||
|
||||
public AttackResult AddDamage(Vector2 worldPosition, IEnumerable<Affliction> afflictions, float stun, bool playSound, float attackImpulse = 0.0f, Character attacker = null)
|
||||
@@ -3075,7 +3085,7 @@ namespace Barotrauma
|
||||
|
||||
private void Implode(bool isNetworkMessage = false)
|
||||
{
|
||||
if (CharacterHealth.Unkillable || IsDead) { return; }
|
||||
if (CharacterHealth.Unkillable || GodMode || IsDead) { return; }
|
||||
|
||||
if (!isNetworkMessage)
|
||||
{
|
||||
@@ -3127,7 +3137,7 @@ namespace Barotrauma
|
||||
|
||||
public void Kill(CauseOfDeathType causeOfDeath, Affliction causeOfDeathAffliction, bool isNetworkMessage = false, bool log = true)
|
||||
{
|
||||
if (IsDead || CharacterHealth.Unkillable) { return; }
|
||||
if (IsDead || CharacterHealth.Unkillable || GodMode) { return; }
|
||||
|
||||
HealthUpdateInterval = 0.0f;
|
||||
|
||||
@@ -3447,7 +3457,7 @@ namespace Barotrauma
|
||||
public bool IsMechanic => HasJob("mechanic");
|
||||
public bool IsMedic => HasJob("medicaldoctor");
|
||||
public bool IsSecurity => HasJob("securityofficer");
|
||||
public bool IsAsssitant => HasJob("assistant");
|
||||
public bool IsAssistant => HasJob("assistant");
|
||||
public bool IsWatchman => HasJob("watchman");
|
||||
|
||||
public bool HasJob(string identifier) => Info?.Job?.Prefab.Identifier == identifier;
|
||||
|
||||
@@ -100,7 +100,7 @@ namespace Barotrauma
|
||||
head = value;
|
||||
if (head.race == Race.None)
|
||||
{
|
||||
head.race = GetRandomRace();
|
||||
head.race = GetRandomRace(Rand.RandSync.Unsynced);
|
||||
}
|
||||
CalculateHeadSpriteRange();
|
||||
Head.HeadSpriteId = value.HeadSpriteId;
|
||||
@@ -296,7 +296,7 @@ namespace Barotrauma
|
||||
|
||||
public Character.TeamType TeamID;
|
||||
|
||||
private NPCPersonalityTrait personalityTrait;
|
||||
private readonly NPCPersonalityTrait personalityTrait;
|
||||
|
||||
public Order CurrentOrder { get; set; }
|
||||
public string CurrentOrderOption { get; set; }
|
||||
@@ -400,7 +400,7 @@ namespace Barotrauma
|
||||
public bool IsAttachmentsLoaded => HairIndex > -1 && BeardIndex > -1 && MoustacheIndex > -1 && FaceAttachmentIndex > -1;
|
||||
|
||||
// Used for creating the data
|
||||
public CharacterInfo(string speciesName, string name = "", JobPrefab jobPrefab = null, string ragdollFileName = null, int variant = 0)
|
||||
public CharacterInfo(string speciesName, string name = "", JobPrefab jobPrefab = null, string ragdollFileName = null, int variant = 0, Rand.RandSync randSync = Rand.RandSync.Unsynced)
|
||||
{
|
||||
if (speciesName.EndsWith(".xml", StringComparison.OrdinalIgnoreCase))
|
||||
{
|
||||
@@ -417,12 +417,12 @@ namespace Barotrauma
|
||||
HasGenders = CharacterConfigElement.GetAttributeBool("genders", false);
|
||||
if (HasGenders)
|
||||
{
|
||||
Head.gender = GetRandomGender();
|
||||
Head.gender = GetRandomGender(randSync);
|
||||
}
|
||||
Head.race = GetRandomRace();
|
||||
Head.race = GetRandomRace(randSync);
|
||||
CalculateHeadSpriteRange();
|
||||
Head.HeadSpriteId = GetRandomHeadID();
|
||||
Job = (jobPrefab == null) ? Job.Random(Rand.RandSync.Server) : new Job(jobPrefab, variant);
|
||||
Head.HeadSpriteId = GetRandomHeadID(randSync);
|
||||
Job = (jobPrefab == null) ? Job.Random(Rand.RandSync.Unsynced) : new Job(jobPrefab, variant);
|
||||
|
||||
if (!string.IsNullOrEmpty(name))
|
||||
{
|
||||
@@ -485,7 +485,7 @@ namespace Barotrauma
|
||||
HasGenders = CharacterConfigElement.GetAttributeBool("genders", false);
|
||||
if (HasGenders && gender == Gender.None)
|
||||
{
|
||||
gender = GetRandomGender();
|
||||
gender = GetRandomGender(Rand.RandSync.Unsynced);
|
||||
}
|
||||
else if (!HasGenders)
|
||||
{
|
||||
@@ -539,11 +539,9 @@ namespace Barotrauma
|
||||
LoadHeadAttachments();
|
||||
}
|
||||
|
||||
public int SetRandomHead() => HeadSpriteId = GetRandomHeadID();
|
||||
|
||||
public Gender GetRandomGender() => (Rand.Range(0.0f, 1.0f, Rand.RandSync.Server) < CharacterConfigElement.GetAttributeFloat("femaleratio", 0.5f)) ? Gender.Female : Gender.Male;
|
||||
public Race GetRandomRace() => new Race[] { Race.White, Race.Black, Race.Asian }.GetRandom(Rand.RandSync.Server);
|
||||
public int GetRandomHeadID() => Head.headSpriteRange != Vector2.Zero ? Rand.Range((int)Head.headSpriteRange.X, (int)Head.headSpriteRange.Y + 1, Rand.RandSync.Server) : 0;
|
||||
public Gender GetRandomGender(Rand.RandSync randSync) => (Rand.Range(0.0f, 1.0f, randSync) < CharacterConfigElement.GetAttributeFloat("femaleratio", 0.5f)) ? Gender.Female : Gender.Male;
|
||||
public Race GetRandomRace(Rand.RandSync randSync) => new Race[] { Race.White, Race.Black, Race.Asian }.GetRandom(randSync);
|
||||
public int GetRandomHeadID(Rand.RandSync randSync) => Head.headSpriteRange != Vector2.Zero ? Rand.Range((int)Head.headSpriteRange.X, (int)Head.headSpriteRange.Y + 1, randSync) : 0;
|
||||
|
||||
private List<XElement> hairs;
|
||||
private List<XElement> beards;
|
||||
@@ -670,12 +668,16 @@ namespace Barotrauma
|
||||
{
|
||||
if (HasGenders && gender == Gender.None)
|
||||
{
|
||||
gender = GetRandomGender();
|
||||
gender = GetRandomGender(Rand.RandSync.Unsynced);
|
||||
}
|
||||
else if (!HasGenders)
|
||||
{
|
||||
gender = Gender.None;
|
||||
}
|
||||
if (heads == null)
|
||||
{
|
||||
LoadHeadPresets();
|
||||
}
|
||||
head = new HeadInfo(headID, gender, race, hairIndex, beardIndex, moustacheIndex, faceAttachmentIndex);
|
||||
CalculateHeadSpriteRange();
|
||||
ReloadHeadAttachments();
|
||||
@@ -788,7 +790,7 @@ namespace Barotrauma
|
||||
Head.FaceAttachmentIndex = faceAttachments.IndexOf(Head.FaceAttachment);
|
||||
}
|
||||
|
||||
List<XElement> AddEmpty(IEnumerable<XElement> elements, WearableType type, float commonness = 1)
|
||||
static List<XElement> AddEmpty(IEnumerable<XElement> elements, WearableType type, float commonness = 1)
|
||||
{
|
||||
// Let's add an empty element so that there's a chance that we don't get any actual element -> allows bald and beardless guys, for example.
|
||||
var emptyElement = new XElement("EmptyWearable", type.ToString(), new XAttribute("commonness", commonness));
|
||||
@@ -799,10 +801,9 @@ namespace Barotrauma
|
||||
|
||||
XElement GetRandomElement(IEnumerable<XElement> elements)
|
||||
{
|
||||
var filtered = elements.Where(e => IsWearableAllowed(e)).ToList();
|
||||
if (filtered.Count == 0) { return null; }
|
||||
var weights = GetWeights(filtered).ToList();
|
||||
var element = ToolBox.SelectWeightedRandom(filtered, weights, Rand.RandSync.Server);
|
||||
var filtered = elements.Where(e => IsWearableAllowed(e));
|
||||
if (filtered.Count() == 0) { return null; }
|
||||
var element = ToolBox.SelectWeightedRandom(filtered.ToList(), GetWeights(filtered).ToList(), Rand.RandSync.Unsynced);
|
||||
return element == null || element.Name == "Empty" ? null : element;
|
||||
}
|
||||
|
||||
@@ -825,8 +826,9 @@ namespace Barotrauma
|
||||
return true;
|
||||
}
|
||||
|
||||
bool IsValidIndex(int index, List<XElement> list) => index >= 0 && index < list.Count;
|
||||
IEnumerable<float> GetWeights(IEnumerable<XElement> elements) => elements.Select(h => h.GetAttributeFloat("commonness", 1f));
|
||||
static bool IsValidIndex(int index, List<XElement> list) => index >= 0 && index < list.Count;
|
||||
|
||||
static IEnumerable<float> GetWeights(IEnumerable<XElement> elements) => elements.Select(h => h.GetAttributeFloat("commonness", 1f));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -861,7 +863,7 @@ namespace Barotrauma
|
||||
|
||||
OnSkillChanged(skillIdentifier, prevLevel, newLevel, worldPos);
|
||||
|
||||
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer && (int)newLevel != (int)prevLevel)
|
||||
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer && !MathUtils.NearlyEqual(newLevel, prevLevel))
|
||||
{
|
||||
GameMain.NetworkMember.CreateEntityEvent(Character, new object[] { NetEntityEvent.Type.UpdateSkills });
|
||||
}
|
||||
|
||||
@@ -111,7 +111,7 @@ namespace Barotrauma
|
||||
|
||||
public static void LoadAll()
|
||||
{
|
||||
foreach (ContentFile file in ContentPackage.GetFilesOfType(GameMain.Config.SelectedContentPackages, ContentType.Character))
|
||||
foreach (ContentFile file in ContentPackage.GetFilesOfType(GameMain.Config.AllEnabledPackages, ContentType.Character))
|
||||
{
|
||||
LoadFromFile(file);
|
||||
}
|
||||
|
||||
+81
-28
@@ -15,13 +15,24 @@ namespace Barotrauma
|
||||
public Dictionary<string, SerializableProperty> SerializableProperties { get; set; }
|
||||
|
||||
protected float _strength;
|
||||
|
||||
[Serialize(0f, true), Editable]
|
||||
public virtual float Strength
|
||||
{
|
||||
get { return _strength; }
|
||||
set { _strength = MathHelper.Clamp(value, 0.0f, Prefab.MaxStrength); }
|
||||
set
|
||||
{
|
||||
if (_nonClampedStrength < 0 && value > 0)
|
||||
{
|
||||
_nonClampedStrength = value;
|
||||
}
|
||||
_strength = MathHelper.Clamp(value, 0.0f, Prefab.MaxStrength);
|
||||
}
|
||||
}
|
||||
|
||||
private float _nonClampedStrength = -1;
|
||||
public float NonClampedStrength => _nonClampedStrength > 0 ? _nonClampedStrength : _strength;
|
||||
|
||||
[Serialize("", true), Editable]
|
||||
public string Identifier { get; private set; }
|
||||
|
||||
@@ -35,6 +46,8 @@ namespace Barotrauma
|
||||
public float StrengthDiminishMultiplier = 1.0f;
|
||||
public Affliction MultiplierSource;
|
||||
|
||||
public readonly Dictionary<AfflictionPrefab.PeriodicEffect, float> PeriodicEffectTimers = new Dictionary<AfflictionPrefab.PeriodicEffect, float>();
|
||||
|
||||
/// <summary>
|
||||
/// Which character gave this affliction
|
||||
/// </summary>
|
||||
@@ -45,6 +58,11 @@ namespace Barotrauma
|
||||
Prefab = prefab;
|
||||
_strength = strength;
|
||||
Identifier = prefab?.Identifier;
|
||||
|
||||
foreach (var periodicEffect in prefab.PeriodicEffects)
|
||||
{
|
||||
PeriodicEffectTimers[periodicEffect] = Rand.Range(periodicEffect.MinInterval, periodicEffect.MaxInterval);
|
||||
}
|
||||
}
|
||||
|
||||
public void Serialize(XElement element)
|
||||
@@ -59,24 +77,27 @@ namespace Barotrauma
|
||||
|
||||
public Affliction CreateMultiplied(float multiplier)
|
||||
{
|
||||
return Prefab.Instantiate(Strength * multiplier, Source);
|
||||
return Prefab.Instantiate(NonClampedStrength * multiplier, Source);
|
||||
}
|
||||
|
||||
public override string ToString() => Prefab == null ? "Affliction (Invalid)" : $"Affliction ({Prefab.Name})";
|
||||
|
||||
public float GetVitalityDecrease(CharacterHealth characterHealth)
|
||||
{
|
||||
if (Strength < Prefab.ActivationThreshold) return 0.0f;
|
||||
if (Strength < Prefab.ActivationThreshold) { return 0.0f; }
|
||||
AfflictionPrefab.Effect currentEffect = Prefab.GetActiveEffect(Strength);
|
||||
if (currentEffect == null) return 0.0f;
|
||||
if (currentEffect.MaxStrength - currentEffect.MinStrength <= 0.0f) return 0.0f;
|
||||
if (currentEffect == null) { return 0.0f; }
|
||||
if (currentEffect.MaxStrength - currentEffect.MinStrength <= 0.0f) { return 0.0f; }
|
||||
|
||||
float currVitalityDecrease = MathHelper.Lerp(
|
||||
currentEffect.MinVitalityDecrease,
|
||||
currentEffect.MaxVitalityDecrease,
|
||||
(Strength - currentEffect.MinStrength) / (currentEffect.MaxStrength - currentEffect.MinStrength));
|
||||
|
||||
if (currentEffect.MultiplyByMaxVitality) currVitalityDecrease *= characterHealth == null ? 100.0f : characterHealth.MaxVitality;
|
||||
if (currentEffect.MultiplyByMaxVitality)
|
||||
{
|
||||
currVitalityDecrease *= characterHealth == null ? 100.0f : characterHealth.MaxVitality;
|
||||
}
|
||||
|
||||
return currVitalityDecrease;
|
||||
}
|
||||
@@ -173,8 +194,28 @@ namespace Barotrauma
|
||||
|
||||
public virtual void Update(CharacterHealth characterHealth, Limb targetLimb, float deltaTime)
|
||||
{
|
||||
foreach (AfflictionPrefab.PeriodicEffect periodicEffect in Prefab.PeriodicEffects)
|
||||
{
|
||||
PeriodicEffectTimers[periodicEffect] -= deltaTime;
|
||||
if (PeriodicEffectTimers[periodicEffect] <= 0.0f)
|
||||
{
|
||||
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient)
|
||||
{
|
||||
PeriodicEffectTimers[periodicEffect] = 0.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
foreach (StatusEffect statusEffect in periodicEffect.StatusEffects)
|
||||
{
|
||||
ApplyStatusEffect(statusEffect, 1.0f, characterHealth, targetLimb);
|
||||
PeriodicEffectTimers[periodicEffect] = Rand.Range(periodicEffect.MinInterval, periodicEffect.MaxInterval);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
AfflictionPrefab.Effect currentEffect = Prefab.GetActiveEffect(Strength);
|
||||
if (currentEffect == null) return;
|
||||
if (currentEffect == null) { return; }
|
||||
|
||||
if (currentEffect.StrengthChange < 0) // Reduce diminishing of buffs if boosted
|
||||
{
|
||||
@@ -184,32 +225,44 @@ namespace Barotrauma
|
||||
{
|
||||
_strength += currentEffect.StrengthChange * deltaTime * (1f - characterHealth.GetResistance(Prefab.Identifier));
|
||||
}
|
||||
// Don't use the property, because its virtual and some afflictions like husk overload it for external use.
|
||||
// Don't use the property, because it's virtual and some afflictions like husk overload it for external use.
|
||||
_strength = MathHelper.Clamp(_strength, 0.0f, Prefab.MaxStrength);
|
||||
|
||||
foreach (StatusEffect statusEffect in currentEffect.StatusEffects)
|
||||
{
|
||||
statusEffect.SetUser(Source);
|
||||
if (statusEffect.HasTargetType(StatusEffect.TargetType.Character))
|
||||
{
|
||||
statusEffect.Apply(ActionType.OnActive, deltaTime, characterHealth.Character, characterHealth.Character);
|
||||
}
|
||||
if (targetLimb != null && statusEffect.HasTargetType(StatusEffect.TargetType.Limb))
|
||||
{
|
||||
statusEffect.Apply(ActionType.OnActive, deltaTime, characterHealth.Character, targetLimb);
|
||||
}
|
||||
if (targetLimb != null && statusEffect.HasTargetType(StatusEffect.TargetType.AllLimbs))
|
||||
{
|
||||
statusEffect.Apply(ActionType.OnActive, deltaTime, targetLimb.character, targetLimb.character.AnimController.Limbs.Cast<ISerializableEntity>().ToList());
|
||||
}
|
||||
if (statusEffect.HasTargetType(StatusEffect.TargetType.NearbyItems) ||
|
||||
statusEffect.HasTargetType(StatusEffect.TargetType.NearbyCharacters))
|
||||
{
|
||||
var targets = new List<ISerializableEntity>();
|
||||
statusEffect.GetNearbyTargets(characterHealth.Character.WorldPosition, targets);
|
||||
statusEffect.Apply(ActionType.OnActive, deltaTime, targetLimb.character, targets);
|
||||
}
|
||||
ApplyStatusEffect(statusEffect, deltaTime, characterHealth, targetLimb);
|
||||
}
|
||||
}
|
||||
|
||||
public void ApplyStatusEffect(StatusEffect statusEffect, float deltaTime, CharacterHealth characterHealth, Limb targetLimb)
|
||||
{
|
||||
statusEffect.SetUser(Source);
|
||||
if (statusEffect.HasTargetType(StatusEffect.TargetType.Character))
|
||||
{
|
||||
statusEffect.Apply(ActionType.OnActive, deltaTime, characterHealth.Character, characterHealth.Character);
|
||||
}
|
||||
if (targetLimb != null && statusEffect.HasTargetType(StatusEffect.TargetType.Limb))
|
||||
{
|
||||
statusEffect.Apply(ActionType.OnActive, deltaTime, characterHealth.Character, targetLimb);
|
||||
}
|
||||
if (targetLimb != null && statusEffect.HasTargetType(StatusEffect.TargetType.AllLimbs))
|
||||
{
|
||||
statusEffect.Apply(ActionType.OnActive, deltaTime, targetLimb.character, targetLimb.character.AnimController.Limbs.Cast<ISerializableEntity>().ToList());
|
||||
}
|
||||
if (statusEffect.HasTargetType(StatusEffect.TargetType.NearbyItems) ||
|
||||
statusEffect.HasTargetType(StatusEffect.TargetType.NearbyCharacters))
|
||||
{
|
||||
var targets = new List<ISerializableEntity>();
|
||||
statusEffect.GetNearbyTargets(characterHealth.Character.WorldPosition, targets);
|
||||
statusEffect.Apply(ActionType.OnActive, deltaTime, targetLimb.character, targets);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Use this method to skip clamping and additional logic of the setters.
|
||||
/// Intended only to be used when the value is already clamped! (networking code)
|
||||
/// Ideally we would keep this private, but doing so would require too much refactoring.
|
||||
/// </summary>
|
||||
public void SetStrength(float strength) => _strength = strength;
|
||||
}
|
||||
}
|
||||
|
||||
+5
-4
@@ -29,8 +29,9 @@ namespace Barotrauma
|
||||
set
|
||||
{
|
||||
// Don't allow to set the strength too high (from outside) to avoid rapid transformation into husk when taking lots of damage from husks.
|
||||
// If the strength is more than the value, this will effectively reset the current strength to the max. That's why we use two steps.
|
||||
float max = _strength > ActiveThreshold ? ActiveThreshold + 1 : DormantThreshold - 1;
|
||||
float previousValue = _strength;
|
||||
float threshold = _strength > ActiveThreshold ? ActiveThreshold + 1 : DormantThreshold - 1;
|
||||
float max = Math.Max(threshold, previousValue);
|
||||
_strength = Math.Clamp(value, 0, max);
|
||||
}
|
||||
}
|
||||
@@ -79,7 +80,7 @@ namespace Barotrauma
|
||||
{
|
||||
if (State != InfectionState.Active)
|
||||
{
|
||||
character.SetStun(Rand.Range(2, 4, Rand.RandSync.Server));
|
||||
character.SetStun(Rand.Range(2, 4));
|
||||
}
|
||||
State = InfectionState.Active;
|
||||
ActivateHusk();
|
||||
@@ -101,7 +102,7 @@ namespace Barotrauma
|
||||
foreach (Limb limb in character.AnimController.Limbs)
|
||||
{
|
||||
if (limb.IsSevered) { continue; }
|
||||
float random = Rand.Value(Rand.RandSync.Server);
|
||||
float random = Rand.Value();
|
||||
huskInfection.Clear();
|
||||
huskInfection.Add(AfflictionPrefab.InternalDamage.Instantiate(random * 10 * deltaTime / limbCount));
|
||||
character.LastDamageSource = null;
|
||||
|
||||
+35
-4
@@ -68,13 +68,13 @@ namespace Barotrauma
|
||||
HuskedSpeciesName = element.GetAttributeString("huskedspeciesname", null).ToLowerInvariant();
|
||||
if (HuskedSpeciesName == null)
|
||||
{
|
||||
DebugConsole.NewMessage($"No 'huskedspeciesname' defined for the husk affliction ({Identifier}) in {element.ToString()}", Color.Orange);
|
||||
DebugConsole.NewMessage($"No 'huskedspeciesname' defined for the husk affliction ({Identifier}) in {element}", Color.Orange);
|
||||
HuskedSpeciesName = "[speciesname]husk";
|
||||
}
|
||||
TargetSpecies = element.GetAttributeStringArray("targets", new string[0] { }, trim: true, convertToLowerInvariant: true);
|
||||
if (TargetSpecies.Length == 0)
|
||||
{
|
||||
DebugConsole.NewMessage($"No 'targets' defined for the husk affliction ({Identifier}) in {element.ToString()}", Color.Orange);
|
||||
DebugConsole.NewMessage($"No 'targets' defined for the husk affliction ({Identifier}) in {element}", Color.Orange);
|
||||
TargetSpecies = new string[] { "human" };
|
||||
}
|
||||
var attachElement = element.GetChildElement("attachlimb");
|
||||
@@ -188,6 +188,30 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public class PeriodicEffect
|
||||
{
|
||||
public readonly List<StatusEffect> StatusEffects = new List<StatusEffect>();
|
||||
public readonly float MinInterval, MaxInterval;
|
||||
|
||||
public PeriodicEffect(XElement element, string parentDebugName)
|
||||
{
|
||||
foreach (XElement subElement in element.Elements())
|
||||
{
|
||||
StatusEffects.Add(StatusEffect.Load(subElement, parentDebugName));
|
||||
}
|
||||
|
||||
if (element.Attribute("interval") != null)
|
||||
{
|
||||
MinInterval = MaxInterval = Math.Max(element.GetAttributeFloat("interval", 1.0f), 1.0f);
|
||||
}
|
||||
else
|
||||
{
|
||||
MinInterval = Math.Max(element.GetAttributeFloat("mininterval", 1.0f), 1.0f);
|
||||
MaxInterval = Math.Max(element.GetAttributeFloat("maxinterval", 1.0f), MinInterval);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static AfflictionPrefab InternalDamage;
|
||||
public static AfflictionPrefab ImpactDamage;
|
||||
public static AfflictionPrefab Bleeding;
|
||||
@@ -267,8 +291,12 @@ namespace Barotrauma
|
||||
public readonly Color[] IconColors;
|
||||
|
||||
private readonly List<Effect> effects = new List<Effect>();
|
||||
private readonly List<PeriodicEffect> periodicEffects = new List<PeriodicEffect>();
|
||||
|
||||
public IEnumerable<Effect> Effects => effects;
|
||||
|
||||
public IList<PeriodicEffect> PeriodicEffects => periodicEffects;
|
||||
|
||||
private readonly string typeName;
|
||||
|
||||
private readonly ConstructorInfo constructor;
|
||||
@@ -304,10 +332,10 @@ namespace Barotrauma
|
||||
CharacterHealth.DamageOverlay = null;
|
||||
CharacterHealth.DamageOverlayFile = string.Empty;
|
||||
#endif
|
||||
var prevPrefabs = Prefabs.ToList();
|
||||
var prevPrefabs = Prefabs.AllPrefabs.SelectMany(kvp => kvp.Value).ToList();
|
||||
foreach (var prefab in prevPrefabs)
|
||||
{
|
||||
prefab.Dispose();
|
||||
prefab?.Dispose();
|
||||
}
|
||||
System.Diagnostics.Debug.Assert(Prefabs.Count() == 0, "All previous AfflictionPrefabs were not removed in AfflictionPrefab.LoadAll");
|
||||
|
||||
@@ -552,6 +580,9 @@ namespace Barotrauma
|
||||
case "effect":
|
||||
effects.Add(new Effect(subElement, Name));
|
||||
break;
|
||||
case "periodiceffect":
|
||||
periodicEffects.Add(new PeriodicEffect(subElement, Name));
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -170,12 +170,12 @@ namespace Barotrauma
|
||||
{
|
||||
get
|
||||
{
|
||||
if (!Character.NeedsOxygen || Unkillable) { return 100.0f; }
|
||||
if (!Character.NeedsOxygen || Unkillable || Character.GodMode) { return 100.0f; }
|
||||
return -oxygenLowAffliction.Strength + 100;
|
||||
}
|
||||
set
|
||||
{
|
||||
if (!Character.NeedsOxygen || Unkillable) { return; }
|
||||
if (!Character.NeedsOxygen || Unkillable || Character.GodMode) { return; }
|
||||
oxygenLowAffliction.Strength = MathHelper.Clamp(-value + 100, 0.0f, 200.0f);
|
||||
}
|
||||
}
|
||||
@@ -399,7 +399,7 @@ namespace Barotrauma
|
||||
|
||||
public void ApplyAffliction(Limb targetLimb, Affliction affliction)
|
||||
{
|
||||
if (Unkillable) { return; }
|
||||
if (Unkillable || Character.GodMode) { return; }
|
||||
if (affliction.Prefab.LimbSpecific)
|
||||
{
|
||||
if (targetLimb == null)
|
||||
@@ -481,7 +481,7 @@ namespace Barotrauma
|
||||
|
||||
public void ApplyDamage(Limb hitLimb, AttackResult attackResult)
|
||||
{
|
||||
if (Unkillable) { return; }
|
||||
if (Unkillable || Character.GodMode) { return; }
|
||||
if (hitLimb.HealthIndex < 0 || hitLimb.HealthIndex >= limbHealths.Count)
|
||||
{
|
||||
DebugConsole.ThrowError("Limb health index out of bounds. Character\"" + Character.Name +
|
||||
@@ -504,7 +504,7 @@ namespace Barotrauma
|
||||
|
||||
public void SetAllDamage(float damageAmount, float bleedingDamageAmount, float burnDamageAmount)
|
||||
{
|
||||
if (Unkillable) { return; }
|
||||
if (Unkillable || Character.GodMode) { return; }
|
||||
foreach (LimbHealth limbHealth in limbHealths)
|
||||
{
|
||||
limbHealth.Afflictions.RemoveAll(a =>
|
||||
@@ -741,7 +741,7 @@ namespace Barotrauma
|
||||
public void CalculateVitality()
|
||||
{
|
||||
Vitality = MaxVitality;
|
||||
if (Unkillable) { return; }
|
||||
if (Unkillable || Character.GodMode) { return; }
|
||||
|
||||
float damageResistanceMultiplier = 1f - GetResistance("damage");
|
||||
|
||||
@@ -777,7 +777,7 @@ namespace Barotrauma
|
||||
|
||||
private void Kill()
|
||||
{
|
||||
if (Unkillable) { return; }
|
||||
if (Unkillable || Character.GodMode) { return; }
|
||||
|
||||
var causeOfDeath = GetCauseOfDeath();
|
||||
Character.Kill(causeOfDeath.First, causeOfDeath.Second);
|
||||
@@ -913,6 +913,11 @@ namespace Barotrauma
|
||||
msg.WriteRangedSingle(
|
||||
MathHelper.Clamp(affliction.Strength, 0.0f, affliction.Prefab.MaxStrength),
|
||||
0.0f, affliction.Prefab.MaxStrength, 8);
|
||||
msg.Write((byte)affliction.Prefab.PeriodicEffects.Count());
|
||||
foreach (AfflictionPrefab.PeriodicEffect periodicEffect in affliction.Prefab.PeriodicEffects)
|
||||
{
|
||||
msg.WriteRangedSingle(affliction.PeriodicEffectTimers[periodicEffect], periodicEffect.MinInterval, periodicEffect.MaxInterval, 8);
|
||||
}
|
||||
}
|
||||
|
||||
limbAfflictions.Clear();
|
||||
@@ -933,6 +938,11 @@ namespace Barotrauma
|
||||
msg.WriteRangedSingle(
|
||||
MathHelper.Clamp(limbAffliction.Second.Strength, 0.0f, limbAffliction.Second.Prefab.MaxStrength),
|
||||
0.0f, limbAffliction.Second.Prefab.MaxStrength, 8);
|
||||
msg.Write((byte)limbAffliction.Second.Prefab.PeriodicEffects.Count());
|
||||
foreach (AfflictionPrefab.PeriodicEffect periodicEffect in limbAffliction.Second.Prefab.PeriodicEffects)
|
||||
{
|
||||
msg.WriteRangedSingle(limbAffliction.Second.PeriodicEffectTimers[periodicEffect], periodicEffect.MinInterval, periodicEffect.MaxInterval, 8);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -154,7 +154,10 @@ namespace Barotrauma
|
||||
if (item.Prefab.Identifier == "idcard" || item.Prefab.Identifier == "idcardwreck")
|
||||
{
|
||||
item.AddTag("name:" + character.Name);
|
||||
item.ReplaceTag("wreck_id", Level.Loaded.GetWreckIDTag("wreck_id", submarine));
|
||||
if (Level.Loaded != null)
|
||||
{
|
||||
item.ReplaceTag("wreck_id", Level.Loaded.GetWreckIDTag("wreck_id", submarine));
|
||||
}
|
||||
var job = character.Info?.Job;
|
||||
if (job != null)
|
||||
{
|
||||
|
||||
@@ -11,7 +11,8 @@ namespace Barotrauma
|
||||
{
|
||||
public string identifier;
|
||||
public string option;
|
||||
public float priorityModifier;
|
||||
public readonly float priorityModifier;
|
||||
public readonly bool ignoreAtOutpost;
|
||||
|
||||
public AutonomousObjective(XElement element)
|
||||
{
|
||||
@@ -26,6 +27,7 @@ namespace Barotrauma
|
||||
option = element.GetAttributeString("option", null);
|
||||
priorityModifier = element.GetAttributeFloat("prioritymodifier", 1);
|
||||
priorityModifier = MathHelper.Max(priorityModifier, 0);
|
||||
ignoreAtOutpost = element.GetAttributeBool("ignoreatoutpost", false);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -64,7 +66,7 @@ namespace Barotrauma
|
||||
public readonly Dictionary<int, List<string>> ItemIdentifiers = new Dictionary<int, List<string>>();
|
||||
public readonly Dictionary<int, Dictionary<string, bool>> ShowItemPreview = new Dictionary<int, Dictionary<string, bool>>();
|
||||
public readonly List<SkillPrefab> Skills = new List<SkillPrefab>();
|
||||
public readonly List<AutonomousObjective> AutonomousObjective = new List<AutonomousObjective>();
|
||||
public readonly List<AutonomousObjective> AutonomousObjectives = new List<AutonomousObjective>();
|
||||
public readonly List<string> AppropriateOrders = new List<string>();
|
||||
|
||||
[Serialize("1,1,1,1", false)]
|
||||
@@ -209,7 +211,7 @@ namespace Barotrauma
|
||||
}
|
||||
break;
|
||||
case "autonomousobjectives":
|
||||
subElement.Elements().ForEach(order => AutonomousObjective.Add(new AutonomousObjective(order)));
|
||||
subElement.Elements().ForEach(order => AutonomousObjectives.Add(new AutonomousObjective(order)));
|
||||
break;
|
||||
case "appropriateobjectives":
|
||||
case "appropriateorders":
|
||||
|
||||
@@ -639,6 +639,7 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
private readonly List<DamageModifier> appliedDamageModifiers = new List<DamageModifier>();
|
||||
private readonly List<DamageModifier> tempModifiers = new List<DamageModifier>();
|
||||
private readonly List<Affliction> afflictionsCopy = new List<Affliction>();
|
||||
public AttackResult AddDamage(Vector2 simPosition, IEnumerable<Affliction> afflictions, bool playSound)
|
||||
{
|
||||
@@ -646,6 +647,7 @@ namespace Barotrauma
|
||||
afflictionsCopy.Clear();
|
||||
foreach (var affliction in afflictions)
|
||||
{
|
||||
tempModifiers.Clear();
|
||||
var newAffliction = affliction;
|
||||
float random = Rand.Value(Rand.RandSync.Unsynced);
|
||||
if (random > affliction.Probability) { continue; }
|
||||
@@ -660,8 +662,7 @@ namespace Barotrauma
|
||||
}
|
||||
if (SectorHit(damageModifier.ArmorSectorInRadians, simPosition))
|
||||
{
|
||||
newAffliction = affliction.CreateMultiplied(damageModifier.DamageMultiplier);
|
||||
appliedDamageModifiers.Add(damageModifier);
|
||||
tempModifiers.Add(damageModifier);
|
||||
}
|
||||
}
|
||||
foreach (WearableSprite wearable in wearingItems)
|
||||
@@ -676,18 +677,49 @@ namespace Barotrauma
|
||||
}
|
||||
if (SectorHit(damageModifier.ArmorSectorInRadians, simPosition))
|
||||
{
|
||||
newAffliction = affliction.CreateMultiplied(damageModifier.DamageMultiplier);
|
||||
appliedDamageModifiers.Add(damageModifier);
|
||||
tempModifiers.Add(damageModifier);
|
||||
}
|
||||
}
|
||||
}
|
||||
float finalDamageModifier = 1.0f;
|
||||
foreach (DamageModifier damageModifier in tempModifiers)
|
||||
{
|
||||
finalDamageModifier *= damageModifier.DamageMultiplier;
|
||||
}
|
||||
if (!MathUtils.NearlyEqual(finalDamageModifier, 1.0f))
|
||||
{
|
||||
newAffliction = affliction.CreateMultiplied(finalDamageModifier);
|
||||
}
|
||||
|
||||
if (applyAffliction)
|
||||
{
|
||||
afflictionsCopy.Add(newAffliction);
|
||||
}
|
||||
appliedDamageModifiers.AddRange(tempModifiers);
|
||||
}
|
||||
var result = new AttackResult(afflictionsCopy, this, appliedDamageModifiers);
|
||||
AddDamageProjSpecific(playSound, result);
|
||||
|
||||
float bleedingDamage = 0;
|
||||
if (character.CharacterHealth.DoesBleed)
|
||||
{
|
||||
foreach (var affliction in result.Afflictions)
|
||||
{
|
||||
if (affliction is AfflictionBleeding)
|
||||
{
|
||||
bleedingDamage += affliction.GetVitalityDecrease(character.CharacterHealth);
|
||||
}
|
||||
}
|
||||
if (bleedingDamage > 0)
|
||||
{
|
||||
float bloodDecalSize = MathHelper.Clamp(bleedingDamage / 5, 0.1f, 1.0f);
|
||||
if (character.CurrentHull != null && !string.IsNullOrEmpty(character.BloodDecalName))
|
||||
{
|
||||
character.CurrentHull.AddDecal(character.BloodDecalName, WorldPosition, MathHelper.Clamp(bloodDecalSize, 0.5f, 1.0f), true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
@@ -751,7 +783,7 @@ namespace Barotrauma
|
||||
Vector2 simPos = ragdoll.SimplePhysicsEnabled ? character.SimPosition : SimPosition;
|
||||
float dist = distance > -1 ? distance : ConvertUnits.ToDisplayUnits(Vector2.Distance(simPos, attackSimPos));
|
||||
bool wasRunning = attack.IsRunning;
|
||||
attack.UpdateAttackTimer(deltaTime);
|
||||
attack.UpdateAttackTimer(deltaTime, character);
|
||||
|
||||
bool wasHit = false;
|
||||
Body structureBody = null;
|
||||
@@ -762,7 +794,11 @@ namespace Barotrauma
|
||||
case HitDetection.Distance:
|
||||
if (dist < attack.DamageRange)
|
||||
{
|
||||
structureBody = Submarine.PickBody(simPos, attackSimPos, collisionCategory: Physics.CollisionWall | Physics.CollisionLevel, allowInsideFixture: true);
|
||||
structureBody = Submarine.PickBody(simPos, attackSimPos, collisionCategory: Physics.CollisionWall | Physics.CollisionLevel, allowInsideFixture: true);
|
||||
if (structureBody?.UserData as string == "ruinroom")
|
||||
{
|
||||
structureBody = null;
|
||||
}
|
||||
if (damageTarget is Item i && i.GetComponent<Items.Components.Door>() != null)
|
||||
{
|
||||
// If the attack is aimed to an item and hits an item, it's successful.
|
||||
@@ -917,7 +953,7 @@ namespace Barotrauma
|
||||
StickTo(structureBody, from, to);
|
||||
}*/
|
||||
attack.ResetAttackTimer();
|
||||
attack.SetCoolDown();
|
||||
attack.SetCoolDown(applyRandom: !character.IsPlayer);
|
||||
}
|
||||
|
||||
private WeldJoint attachJoint;
|
||||
|
||||
+10
-7
@@ -20,17 +20,17 @@ namespace Barotrauma
|
||||
|
||||
abstract class GroundedMovementParams : AnimationParams
|
||||
{
|
||||
[Serialize("1.0, 1.0", true, description: "How big steps the character takes."), Editable(DecimalCount = 2)]
|
||||
[Serialize("1.0, 1.0", true, description: "How big steps the character takes."), Editable(DecimalCount = 2, ValueStep = 0.01f)]
|
||||
public Vector2 StepSize
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
[Serialize(0f, true, description: "How high above the ground the character's head is positioned."), Editable(DecimalCount = 2)]
|
||||
[Serialize(0f, true, description: "How high above the ground the character's head is positioned."), Editable(DecimalCount = 2, ValueStep = 0.1f)]
|
||||
public float HeadPosition { get; set; }
|
||||
|
||||
[Serialize(0f, true, description: "How high above the ground the character's torso is positioned."), Editable(DecimalCount = 2)]
|
||||
[Serialize(0f, true, description: "How high above the ground the character's torso is positioned."), Editable(DecimalCount = 2, ValueStep = 0.1f)]
|
||||
public float TorsoPosition { get; set; }
|
||||
|
||||
[Serialize(1f, true, description: "Separate multiplier for the head lift"), Editable(MinValueFloat = 0, MaxValueFloat = 2, ValueStep = 0.1f)]
|
||||
@@ -39,7 +39,10 @@ namespace Barotrauma
|
||||
[Serialize(0f, true, description: "How much the body raises when taking a step."), Editable(MinValueFloat = 0, MaxValueFloat = 100, ValueStep = 0.1f)]
|
||||
public float StepLiftAmount { get; set; }
|
||||
|
||||
[Serialize(-0.5f, true, description: "When does the body raise when taking a step. The default (0.5) is in the middle of the step."), Editable(MinValueFloat = -1, MaxValueFloat = 1, DecimalCount = 2, ValueStep = 0.1f)]
|
||||
[Serialize(true, true), Editable]
|
||||
public bool MultiplyByDir { get; set; }
|
||||
|
||||
[Serialize(0.5f, true, description: "When does the body raise when taking a step. The default (0.5) is in the middle of the step."), Editable(MinValueFloat = -1, MaxValueFloat = 1, DecimalCount = 2, ValueStep = 0.1f)]
|
||||
public float StepLiftOffset { get; set; }
|
||||
|
||||
[Serialize(2f, true, description: "How frequently the body raises when taking a step. The default is 2 (after every step)."), Editable(MinValueFloat = 0, MaxValueFloat = 10, ValueStep = 0.1f)]
|
||||
@@ -51,7 +54,7 @@ namespace Barotrauma
|
||||
|
||||
abstract class SwimParams : AnimationParams
|
||||
{
|
||||
[Serialize(25.0f, true, description: "Turning speed (or rather a force applied on the main collider to make it turn). Note that you can set a limb-specific steering forces too (additional)."), Editable(MinValueFloat = 0, MaxValueFloat = 500)]
|
||||
[Serialize(25.0f, true, description: "Turning speed (or rather a force applied on the main collider to make it turn). Note that you can set a limb-specific steering forces too (additional)."), Editable(MinValueFloat = 0, MaxValueFloat = 500, ValueStep = 1)]
|
||||
public float SteerTorque { get; set; }
|
||||
}
|
||||
|
||||
@@ -63,11 +66,11 @@ namespace Barotrauma
|
||||
|
||||
protected static Dictionary<string, Dictionary<string, AnimationParams>> allAnimations = new Dictionary<string, Dictionary<string, AnimationParams>>();
|
||||
|
||||
[Serialize(1.0f, true), Editable(DecimalCount = 2, MinValueFloat = 0, MaxValueFloat = Ragdoll.MAX_SPEED)]
|
||||
[Serialize(1.0f, true), Editable(DecimalCount = 2, MinValueFloat = 0, MaxValueFloat = Ragdoll.MAX_SPEED, ValueStep = 0.1f)]
|
||||
public float MovementSpeed { get; set; }
|
||||
|
||||
[Serialize(1.0f, true, description: "The speed of the \"animation cycle\", i.e. how fast the character takes steps or moves the tail/legs/arms (the outcome depends what the clip is about)"),
|
||||
Editable(MinValueFloat = 0, MaxValueFloat = 10, DecimalCount = 2)]
|
||||
Editable(MinValueFloat = 0, MaxValueFloat = 10, DecimalCount = 2, ValueStep = 0.01f)]
|
||||
public float CycleSpeed { get; set; }
|
||||
|
||||
/// <summary>
|
||||
|
||||
+9
-9
@@ -87,19 +87,19 @@ namespace Barotrauma
|
||||
[Serialize(8.0f, true, description: "How much force is used to move the feet to the correct position."), Editable(MinValueFloat = 0, MaxValueFloat = 100)]
|
||||
public float FootMoveForce { get; set; }
|
||||
|
||||
[Serialize(50.0f, true, description: "How much torque is used to rotate the head to the correct orientation."), Editable(MinValueFloat = 0, MaxValueFloat = 500)]
|
||||
[Serialize(50.0f, true, description: "How much torque is used to rotate the head to the correct orientation."), Editable(MinValueFloat = 0, MaxValueFloat = 1000, ValueStep = 1)]
|
||||
public float HeadTorque { get; set; }
|
||||
|
||||
[Serialize(50.0f, true, description: "How much torque is used to rotate the torso to the correct orientation."), Editable(MinValueFloat = 0, MaxValueFloat = 500)]
|
||||
[Serialize(50.0f, true, description: "How much torque is used to rotate the torso to the correct orientation."), Editable(MinValueFloat = 0, MaxValueFloat = 1000, ValueStep = 1)]
|
||||
public float TorsoTorque { get; set; }
|
||||
|
||||
[Serialize(50.0f, true, description: "How much torque is used to rotate the tail to the correct orientation."), Editable(MinValueFloat = 0, MaxValueFloat = 500)]
|
||||
[Serialize(50.0f, true, description: "How much torque is used to rotate the tail to the correct orientation."), Editable(MinValueFloat = 0, MaxValueFloat = 1000, ValueStep = 1)]
|
||||
public float TailTorque { get; set; }
|
||||
|
||||
[Serialize(25.0f, true, description: "How much torque is used to rotate the feet to the correct orientation."), Editable(MinValueFloat = 0, MaxValueFloat = 500)]
|
||||
[Serialize(25.0f, true, description: "How much torque is used to rotate the feet to the correct orientation."), Editable(MinValueFloat = 0, MaxValueFloat = 1000, ValueStep = 1)]
|
||||
public float FootTorque { get; set; }
|
||||
|
||||
[Serialize(0.0f, true, description: "Optional torque that's constantly applied to legs."), Editable(MinValueFloat = 0, MaxValueFloat = 500)]
|
||||
[Serialize(0.0f, true, description: "Optional torque that's constantly applied to legs."), Editable(MinValueFloat = 0, MaxValueFloat = 1000)]
|
||||
public float LegTorque { get; set; }
|
||||
|
||||
/// <summary>
|
||||
@@ -173,19 +173,19 @@ namespace Barotrauma
|
||||
[Editable, Serialize(true, true, description: "Should the character face towards the direction it's heading.")]
|
||||
public bool RotateTowardsMovement { get; set; }
|
||||
|
||||
[Serialize(25.0f, true, description: "How much torque is used to rotate the torso to the correct orientation."), Editable(MinValueFloat = 0, MaxValueFloat = 500)]
|
||||
[Serialize(25.0f, true, description: "How much torque is used to rotate the torso to the correct orientation."), Editable(MinValueFloat = 0, MaxValueFloat = 1000, ValueStep = 1)]
|
||||
public float TorsoTorque { get; set; }
|
||||
|
||||
[Serialize(25.0f, true, description: "How much torque is used to rotate the head to the correct orientation."), Editable(MinValueFloat = 0, MaxValueFloat = 500)]
|
||||
[Serialize(25.0f, true, description: "How much torque is used to rotate the head to the correct orientation."), Editable(MinValueFloat = 0, MaxValueFloat = 1000, ValueStep = 1)]
|
||||
public float HeadTorque { get; set; }
|
||||
|
||||
[Serialize(50.0f, true, description: "How much torque is used to rotate the tail to the correct orientation."), Editable(MinValueFloat = 0, MaxValueFloat = 500)]
|
||||
[Serialize(50.0f, true, description: "How much torque is used to rotate the tail to the correct orientation."), Editable(MinValueFloat = 0, MaxValueFloat = 1000, ValueStep = 1)]
|
||||
public float TailTorque { get; set; }
|
||||
|
||||
[Serialize(1f, true, description: "Multiplier applied based on the angle difference between the tail and the main limb. Increasing the value prevents snake-like characters from getting tangled on themselves. Default = 1 (no boost)"), Editable(MinValueFloat = 1, MaxValueFloat = 100)]
|
||||
public float TailTorqueMultiplier { get; set; }
|
||||
|
||||
[Serialize(25.0f, true, description: "How much torque is used to rotate the feet to the correct orientation."), Editable(MinValueFloat = 0, MaxValueFloat = 500)]
|
||||
[Serialize(25.0f, true, description: "How much torque is used to rotate the feet to the correct orientation."), Editable(MinValueFloat = 0, MaxValueFloat = 1000, ValueStep = 1)]
|
||||
public float FootTorque { get; set; }
|
||||
|
||||
[Serialize(null, true), Editable]
|
||||
|
||||
Reference in New Issue
Block a user