Release v0.15.12.0
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+75
-14
@@ -101,17 +101,17 @@ namespace Barotrauma
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public enum CombatMode
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{
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Defensive,
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Offensive,
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Arrest,
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Retreat,
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None
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Defensive, // Use weapons against the enemy, but try to retreat to a safe place
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Offensive, // Engage the enemy and keep attacking it
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Arrest, // Try to arrest the enemy without using lethal weapons (stunning + handcuffs)
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Retreat, // Run to a safe place without attacking the target
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None // Don't use
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}
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public CombatMode Mode { get; private set; }
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private bool IsOffensiveOrArrest => initialMode == CombatMode.Offensive || initialMode == CombatMode.Arrest;
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private bool TargetEliminated => IsEnemyDisabled || Enemy.IsUnconscious;
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private bool TargetEliminated => IsEnemyDisabled || (Enemy.IsUnconscious && Enemy.Params.Health.ConstantHealthRegeneration <= 0.0f);
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private bool IsEnemyDisabled => Enemy == null || Enemy.Removed || Enemy.IsDead;
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private float AimSpeed => HumanAIController.AimSpeed;
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@@ -252,9 +252,40 @@ namespace Barotrauma
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{
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case CombatMode.Offensive:
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case CombatMode.Arrest:
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Engage();
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Engage(deltaTime);
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break;
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case CombatMode.Defensive:
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if (character.IsOnPlayerTeam && !Enemy.IsPlayer && objectiveManager.IsCurrentOrder<AIObjectiveGoTo>())
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{
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if ((character.CurrentHull == null || character.CurrentHull == Enemy.CurrentHull) && sqrDistance < 200 * 200)
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{
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Engage(deltaTime);
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}
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else
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{
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// Keep following the goto target
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var gotoObjective = objectiveManager.GetOrder<AIObjectiveGoTo>();
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if (gotoObjective != null)
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{
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gotoObjective.ForceAct(deltaTime);
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if (!character.AnimController.InWater)
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{
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HumanAIController.FaceTarget(Enemy);
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ForceWalk = true;
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HumanAIController.AutoFaceMovement = false;
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}
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}
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else
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{
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SteeringManager.Reset();
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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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Retreat(deltaTime);
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}
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break;
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case CombatMode.Retreat:
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Retreat(deltaTime);
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break;
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@@ -588,8 +619,9 @@ namespace Barotrauma
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// assume that it's required for the stun effect
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// as we can't check the status effect conditions here.
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var mobileBatteryTag = "mobilebattery";
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var containers = weapon.Item.Components.Where(ic => ic is ItemContainer container &&
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container.ContainableItems.Any(containable => containable.Identifiers.Any(id => id.Equals(mobileBatteryTag))));
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var containers = weapon.Item.Components.Where(ic =>
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ic is ItemContainer container &&
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container.ContainableItemIdentifiers.Contains(mobileBatteryTag));
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// If there's no such container, assume that the melee weapon can stun without a battery.
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return containers.None() || containers.Any(container =>
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(container as ItemContainer)?.Inventory.AllItems.Any(i => i != null && i.HasTag(mobileBatteryTag) && i.Condition > 0.0f) ?? false);
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@@ -670,6 +702,14 @@ namespace Barotrauma
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{
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RemoveSubObjective(ref retreatObjective);
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}
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if (character.Submarine == null && sqrDistance < MathUtils.Pow2(maxDistance))
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{
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// Swim away
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SteeringManager.Reset();
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SteeringManager.SteeringManual(deltaTime, Vector2.Normalize(character.WorldPosition - Enemy.WorldPosition));
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SteeringManager.SteeringAvoid(deltaTime, 5, weight: 2);
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return;
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}
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if (retreatTarget == null || (retreatObjective != null && !retreatObjective.CanBeCompleted))
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{
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if (findHullTimer > 0)
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@@ -684,7 +724,10 @@ namespace Barotrauma
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}
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if (retreatTarget != null && character.CurrentHull != retreatTarget)
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{
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TryAddSubObjective(ref retreatObjective, () => new AIObjectiveGoTo(retreatTarget, character, objectiveManager, false, true),
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TryAddSubObjective(ref retreatObjective, () => new AIObjectiveGoTo(retreatTarget, character, objectiveManager, false, true)
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{
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UsePathingOutside = false
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},
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onAbandon: () =>
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{
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if (Enemy != null && HumanAIController.VisibleHulls.Contains(Enemy.CurrentHull))
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@@ -703,7 +746,7 @@ namespace Barotrauma
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}
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}
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private void Engage()
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private void Engage(float deltaTime)
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{
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if (WeaponComponent == null)
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{
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@@ -721,6 +764,21 @@ namespace Barotrauma
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RemoveSubObjective(ref retreatObjective);
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RemoveSubObjective(ref seekAmmunitionObjective);
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RemoveSubObjective(ref seekWeaponObjective);
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if (character.Submarine == null && WeaponComponent is MeleeWeapon meleeWeapon)
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{
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if (sqrDistance > MathUtils.Pow2(meleeWeapon.Range))
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{
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// Swim towards the target
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SteeringManager.Reset();
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SteeringManager.SteeringSeek(character.GetRelativeSimPosition(Enemy), weight: 10);
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SteeringManager.SteeringAvoid(deltaTime, 5, weight: 15);
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}
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else
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{
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SteeringManager.Reset();
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}
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return;
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}
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if (followTargetObjective != null && followTargetObjective.Target != Enemy)
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{
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RemoveFollowTarget();
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@@ -728,6 +786,7 @@ namespace Barotrauma
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TryAddSubObjective(ref followTargetObjective,
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constructor: () => new AIObjectiveGoTo(Enemy, character, objectiveManager, repeat: true, getDivingGearIfNeeded: true, closeEnough: 50)
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{
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UsePathingOutside = false,
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IgnoreIfTargetDead = true,
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DialogueIdentifier = "dialogcannotreachtarget",
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TargetName = Enemy.DisplayName,
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@@ -958,14 +1017,15 @@ namespace Barotrauma
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}
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if (reloadTimer > 0) { return; }
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if (holdFireCondition != null && holdFireCondition()) { return; }
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float sqrDist = Vector2.DistanceSquared(character.Position, Enemy.Position);
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sqrDistance = Vector2.DistanceSquared(character.WorldPosition, Enemy.WorldPosition);
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distanceTimer = distanceCheckInterval;
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if (WeaponComponent is MeleeWeapon meleeWeapon)
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{
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bool closeEnough = true;
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float sqrRange = meleeWeapon.Range * meleeWeapon.Range;
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if (character.AnimController.InWater)
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{
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if (sqrDist > sqrRange)
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if (sqrDistance > sqrRange)
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{
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closeEnough = false;
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}
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@@ -992,6 +1052,7 @@ namespace Barotrauma
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if (closeEnough)
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{
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UseWeapon(deltaTime);
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character.AIController.SteeringManager.Reset();
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}
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else if (!character.IsFacing(Enemy.WorldPosition))
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{
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@@ -1003,7 +1064,7 @@ namespace Barotrauma
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{
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if (WeaponComponent is RepairTool repairTool)
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{
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if (sqrDist > repairTool.Range * repairTool.Range) { return; }
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if (sqrDistance > repairTool.Range * repairTool.Range) { return; }
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}
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float aimFactor = MathHelper.PiOver2 * (1 - AimAccuracy);
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if (VectorExtensions.Angle(VectorExtensions.Forward(Weapon.body.TransformedRotation), Enemy.Position - Weapon.Position) < MathHelper.PiOver4 + aimFactor)
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