(3628de633) Use the visible hulls instead of the current hull in multiple cases.
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+9
-10
@@ -51,7 +51,8 @@ namespace Barotrauma
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return;
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}
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if (character.OxygenAvailable < CharacterHealth.LowOxygenThreshold) { Priority = 100; }
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currenthullSafety = HumanAIController.GetHullSafety(character.CurrentHull);
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// TODO: no need to update every frame?
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currenthullSafety = HumanAIController.GetCurrentHullSafety();
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if (currenthullSafety > HumanAIController.HULL_SAFETY_THRESHOLD)
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{
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Priority -= priorityDecrease * deltaTime;
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@@ -128,7 +129,8 @@ namespace Barotrauma
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//goto objective doesn't exist (a safe hull not found, or a path to a safe hull not found)
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// -> attempt to manually steer away from hazards
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Vector2 escapeVel = Vector2.Zero;
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foreach (FireSource fireSource in currentHull.FireSources)
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// TODO: optimize
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foreach (FireSource fireSource in HumanAIController.VisibleHulls.SelectMany(h => h.FireSources))
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{
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Vector2 dir = character.Position - fireSource.Position;
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float distMultiplier = MathHelper.Clamp(100.0f / Vector2.Distance(fireSource.Position, character.Position), 0.1f, 10.0f);
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@@ -136,12 +138,8 @@ namespace Barotrauma
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}
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foreach (Character enemy in Character.CharacterList)
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{
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//don't run from friendly NPCs
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if (enemy.TeamID == Character.TeamType.FriendlyNPC) { continue; }
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//friendly NPCs don't run away from anything but characters controlled by EnemyAIController (= monsters)
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if (character.TeamID == Character.TeamType.FriendlyNPC && !(enemy.AIController is EnemyAIController)) { continue; }
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if (enemy.CurrentHull == currentHull && !enemy.IsDead && !enemy.IsUnconscious &&
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(enemy.AIController is EnemyAIController || enemy.TeamID != character.TeamID))
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if (enemy.IsDead || enemy.IsUnconscious || enemy.Removed || HumanAIController.IsFriendly(enemy)) { continue; }
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if (HumanAIController.VisibleHulls.Contains(enemy.CurrentHull))
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{
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Vector2 dir = character.Position - enemy.Position;
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float distMultiplier = MathHelper.Clamp(100.0f / Vector2.Distance(enemy.Position, character.Position), 0.1f, 10.0f);
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@@ -150,9 +148,10 @@ namespace Barotrauma
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}
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if (escapeVel != Vector2.Zero)
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{
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float left = HumanAIController.VisibleHulls.Min(h => h.Rect.X) + 50;
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float right = HumanAIController.VisibleHulls.Max(h => h.Rect.Right) - 50;
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//only move if we haven't reached the edge of the room
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if ((escapeVel.X < 0 && character.Position.X > currentHull.Rect.X + 50) ||
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(escapeVel.X > 0 && character.Position.X < currentHull.Rect.Right - 50))
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if (escapeVel.X < 0 && character.Position.X > left || escapeVel.X > 0 && character.Position.X < right)
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{
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character.AIController.SteeringManager.SteeringManual(deltaTime, escapeVel);
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}
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