Unstable v0.1300.0.0 (February 19th 2021)
This commit is contained in:
@@ -1,18 +1,17 @@
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using Barotrauma.Items.Components;
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using System.Linq;
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namespace Barotrauma
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{
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public enum AIState { Idle, Attack, Escape, Eat, Flee, Avoid, Aggressive, PassiveAggressive, Protect, Observe, Freeze, Follow }
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abstract partial class AIController : ISteerable
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{
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public bool Enabled;
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public readonly Character Character;
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private AIState state;
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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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@@ -74,25 +73,6 @@ namespace Barotrauma
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get { return true; }
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}
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public virtual AIObjectiveManager ObjectiveManager
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{
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get { return null; }
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}
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public AIState State
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{
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get { return state; }
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set
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{
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if (state == value) { return; }
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PreviousState = state;
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OnStateChanged(state, value);
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state = value;
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}
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}
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public AIState PreviousState { get; protected set; }
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private IEnumerable<Hull> visibleHulls;
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private float hullVisibilityTimer;
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const float hullVisibilityInterval = 0.5f;
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@@ -112,6 +92,9 @@ namespace Barotrauma
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}
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}
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protected bool HasValidPath(bool requireNonDirty = false) =>
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steeringManager is IndoorsSteeringManager pathSteering && pathSteering.CurrentPath != null && !pathSteering.CurrentPath.Finished && !pathSteering.CurrentPath.Unreachable && (!requireNonDirty || !pathSteering.IsPathDirty);
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public AIController (Character c)
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{
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Character = c;
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@@ -149,8 +132,177 @@ namespace Barotrauma
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public void FaceTarget(ISpatialEntity target) => Character.AnimController.TargetDir = target.WorldPosition.X > Character.WorldPosition.X ? Direction.Right : Direction.Left;
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public bool IsSteeringThroughGap { get; protected set; }
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public virtual bool SteerThroughGap(Structure wall, WallSection section, Vector2 targetWorldPos, float deltaTime)
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{
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if (wall == null) { return false; }
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if (section == null) { return false; }
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Gap gap = section.gap;
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if (gap == null) { return false; }
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float maxDistance = Math.Min(wall.Rect.Width, wall.Rect.Height);
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if (Vector2.DistanceSquared(Character.WorldPosition, targetWorldPos) > maxDistance * maxDistance) { return false; }
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Hull targetHull = gap.FlowTargetHull;
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if (targetHull == null) { return false; }
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if (wall.IsHorizontal)
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{
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targetWorldPos.Y = targetHull.WorldRect.Y - targetHull.Rect.Height / 2;
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}
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else
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{
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targetWorldPos.X = targetHull.WorldRect.Center.X;
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}
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return SteerThroughGap(gap, targetWorldPos, deltaTime, maxDistance: -1);
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}
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public virtual bool SteerThroughGap(Gap gap, Vector2 targetWorldPos, float deltaTime, float maxDistance = -1)
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{
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Hull targetHull = gap.FlowTargetHull;
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if (targetHull == null) { return false; }
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if (maxDistance > 0)
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{
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if (Vector2.DistanceSquared(Character.WorldPosition, targetWorldPos) > maxDistance * maxDistance) { return false; }
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}
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if (SteeringManager is IndoorsSteeringManager pathSteering)
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{
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pathSteering.ResetPath();
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}
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SteeringManager.SteeringManual(deltaTime, Vector2.Normalize(targetWorldPos - Character.WorldPosition));
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return true;
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}
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public bool CanPassThroughHole(Structure wall, int sectionIndex, int requiredHoleCount)
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{
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if (!wall.SectionBodyDisabled(sectionIndex)) { return false; }
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int holeCount = 1;
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for (int j = sectionIndex - 1; j > sectionIndex - requiredHoleCount; j--)
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{
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if (wall.SectionBodyDisabled(j))
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{
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holeCount++;
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}
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else
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{
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break;
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}
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}
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for (int j = sectionIndex + 1; j < sectionIndex + requiredHoleCount; j++)
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{
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if (wall.SectionBodyDisabled(j))
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{
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holeCount++;
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}
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else
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{
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break;
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}
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}
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return holeCount >= requiredHoleCount;
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}
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protected bool IsWallDisabled(Structure wall)
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{
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bool isDisabled = true;
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for (int i = 0; i < wall.Sections.Length; i++)
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{
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if (!wall.SectionBodyDisabled(i))
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{
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isDisabled = false;
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break;
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}
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}
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return isDisabled;
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}
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private readonly HashSet<Item> unequippedItems = new HashSet<Item>();
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public bool TakeItem(Item item, Inventory targetInventory, bool equip, bool dropOtherIfCannotMove = true, bool allowSwapping = false, bool storeUnequipped = false)
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{
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var pickable = item.GetComponent<Pickable>();
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if (pickable == null) { return false; }
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if (item.ParentInventory is ItemInventory itemInventory)
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{
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if (!itemInventory.Container.HasRequiredItems(Character, addMessage: false)) { return false; }
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}
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if (equip)
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{
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int targetSlot = -1;
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//check if all the slots required by the item are free
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foreach (InvSlotType slots in pickable.AllowedSlots)
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{
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if (slots.HasFlag(InvSlotType.Any)) { continue; }
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for (int i = 0; i < targetInventory.Capacity; i++)
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{
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if (targetInventory is CharacterInventory characterInventory)
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{
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//slot not needed by the item, continue
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if (!slots.HasFlag(characterInventory.SlotTypes[i])) { continue; }
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}
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targetSlot = i;
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//slot free, continue
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var otherItem = targetInventory.GetItemAt(i);
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if (otherItem == null) { continue; }
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//try to move the existing item to LimbSlot.Any and continue if successful
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if (otherItem.AllowedSlots.Contains(InvSlotType.Any) && targetInventory.TryPutItem(otherItem, Character, CharacterInventory.anySlot))
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{
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if (storeUnequipped && targetInventory.Owner == Character)
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{
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unequippedItems.Add(otherItem);
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}
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continue;
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}
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if (dropOtherIfCannotMove)
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{
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//if everything else fails, simply drop the existing item
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otherItem.Drop(Character);
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}
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}
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}
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return targetInventory.TryPutItem(item, targetSlot, allowSwapping, allowCombine: false, Character);
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}
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else
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{
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return targetInventory.TryPutItem(item, Character, CharacterInventory.anySlot);
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}
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}
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public void UnequipEmptyItems(Item item, bool avoidDroppingInSea = true) => UnequipEmptyItems(Character, item, avoidDroppingInSea);
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public static void UnequipEmptyItems(Character character, Item item, bool avoidDroppingInSea = true)
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{
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if (item.OwnInventory.AllItems.Any(it => it.Condition <= 0.0f))
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{
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foreach (Item containedItem in item.OwnInventory.AllItemsMod)
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{
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if (containedItem == null) { continue; }
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if (containedItem.Condition <= 0.0f)
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{
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if (character.Submarine == null && avoidDroppingInSea)
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{
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// If we are outside of main sub, try to put the item in the inventory instead dropping it in the sea.
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if (character.Inventory.TryPutItem(containedItem, character, CharacterInventory.anySlot))
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{
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continue;
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}
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}
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containedItem.Drop(character);
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}
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}
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}
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}
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public void ReequipUnequipped()
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{
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foreach (var item in unequippedItems)
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{
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if (item != null && !item.Removed && Character.HasItem(item))
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{
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TakeItem(item, Character.Inventory, equip: true, dropOtherIfCannotMove: true, allowSwapping: true, storeUnequipped: false);
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}
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}
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unequippedItems.Clear();
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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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}
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}
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File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@@ -50,9 +50,9 @@ namespace Barotrauma
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/// Returns true if the current or the next node is in ladders.
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/// </summary>
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public bool InLadders =>
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currentPath != null &&
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currentPath.CurrentNode != null && (currentPath.CurrentNode.Ladders != null && !currentPath.CurrentNode.Ladders.Item.NonInteractable ||
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(currentPath.NextNode != null && currentPath.NextNode.Ladders != null && !currentPath.NextNode.Ladders.Item.NonInteractable));
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currentPath != null && currentPath.CurrentNode != null &&
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(currentPath.CurrentNode.Ladders != null && currentPath.CurrentNode.Ladders.Item.IsInteractable(character) ||
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(currentPath.NextNode != null && currentPath.NextNode.Ladders != null && currentPath.NextNode.Ladders.Item.IsInteractable(character)));
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/// <summary>
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/// Returns true if any node in the path is in stairs
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@@ -70,7 +70,7 @@ namespace Barotrauma
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if (currentPath.NextNode == null) { return false; }
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var currentLadder = currentPath.CurrentNode.Ladders;
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if (currentLadder == null) { return false; }
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if (currentLadder.Item.NonInteractable) { return false; }
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if (!currentLadder.Item.IsInteractable(character)) { return false; }
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var nextLadder = GetNextLadder();
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return nextLadder != null && nextLadder == currentLadder;
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}
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@@ -117,13 +117,13 @@ namespace Barotrauma
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}
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/// <summary>
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/// Seeks the ladder from the current and the next two nodes.
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/// Seeks the ladder from the next and next + 1 nodes.
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/// </summary>
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public Ladder GetNextLadder()
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{
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if (currentPath == null) { return null; }
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if (currentPath.NextNode == null) { return null; }
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if (currentPath.NextNode.Ladders != null && !currentPath.NextNode.Ladders.Item.NonInteractable)
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if (currentPath.NextNode.Ladders != null && currentPath.NextNode.Ladders.Item.IsInteractable(character))
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{
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return currentPath.NextNode.Ladders;
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}
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@@ -134,7 +134,7 @@ namespace Barotrauma
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{
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var node = currentPath.Nodes[index];
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if (node == null) { return null; }
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if (node.Ladders != null && !node.Ladders.Item.NonInteractable)
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if (node.Ladders != null && node.Ladders.Item.IsInteractable(character))
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{
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return node.Ladders;
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}
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@@ -146,7 +146,7 @@ namespace Barotrauma
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{
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node = currentPath.Nodes[index];
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if (node == null) { return null; }
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if (node.Ladders != null && !node.Ladders.Item.NonInteractable)
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if (node.Ladders != null && node.Ladders.Item.IsInteractable(character))
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{
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return node.Ladders;
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}
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@@ -294,10 +294,16 @@ namespace Barotrauma
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bool isDiving = character.AnimController.InWater && character.AnimController.HeadInWater;
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// Only humanoids can climb ladders
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bool canClimb = character.AnimController is HumanoidAnimController && !character.LockHands;
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var ladders = GetNextLadder();
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Ladder currentLadder = currentPath.CurrentNode.Ladders;
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if (currentLadder != null && !currentLadder.Item.IsInteractable(character))
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{
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currentLadder = null;
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}
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Ladder nextLadder = GetNextLadder();
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var ladders = currentLadder ?? nextLadder;
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if (canClimb && !isDiving && ladders != null && character.SelectedConstruction != ladders.Item)
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{
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if (IsNextNodeLadder || currentPath.CurrentIndex == currentPath.Nodes.Count - 1)
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if (IsNextNodeLadder || currentPath.Finished)
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{
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if (character.CanInteractWith(ladders.Item))
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{
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@@ -325,7 +331,6 @@ namespace Barotrauma
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if (character.IsClimbing && !isDiving)
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{
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Vector2 diff = currentPath.CurrentNode.SimPosition - pos;
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Ladder nextLadder = GetNextLadder();
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bool nextLadderSameAsCurrent = IsNextLadderSameAsCurrent;
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if (nextLadderSameAsCurrent)
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{
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@@ -341,8 +346,7 @@ namespace Barotrauma
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diff.Y = Math.Max(diff.Y, 1.0f);
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}
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// We need some margin, because if a hatch has closed, it's possible that the height from floor is slightly negative.
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float margin = 0.1f;
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bool isAboveFloor = heightFromFloor > -margin && heightFromFloor < collider.height * 1.5f;
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bool isAboveFloor = heightFromFloor > -0.1f;
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// If the next waypoint is horizontally far, we don't want to keep holding the ladders
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if (isAboveFloor && (nextLadder == null || Math.Abs(currentPath.CurrentNode.WorldPosition.X - currentPath.NextNode.WorldPosition.X) > 50))
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{
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@@ -357,7 +361,7 @@ namespace Barotrauma
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nextLadder.Item.TryInteract(character, false, true);
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}
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}
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if (nextLadder != null || isAboveFloor)
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if (isAboveFloor || nextLadderSameAsCurrent)
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{
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currentPath.SkipToNextNode();
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}
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@@ -383,8 +387,7 @@ namespace Barotrauma
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character.SelectedConstruction = null;
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}
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var door = currentPath.CurrentNode.ConnectedDoor;
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bool blockedByDoor = door != null && !door.IsOpen && !door.IsBroken;
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if (!blockedByDoor)
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if (door == null || door.CanBeTraversed)
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{
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float multiplier = MathHelper.Lerp(1, 10, MathHelper.Clamp(collider.LinearVelocity.Length() / 10, 0, 1));
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float targetDistance = collider.GetSize().X * multiplier;
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@@ -417,10 +420,9 @@ namespace Barotrauma
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bool isAboveFeet = currentPath.CurrentNode.SimPosition.Y > colliderBottom.Y;
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bool isNotTooHigh = currentPath.CurrentNode.SimPosition.Y < colliderBottom.Y + characterHeight;
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var door = currentPath.CurrentNode.ConnectedDoor;
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bool blockedByDoor = door != null && !door.IsOpen && !door.IsBroken;
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float margin = MathHelper.Lerp(1, 10, MathHelper.Clamp(Math.Abs(velocity.X) / 10, 0, 1));
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float targetDistance = Math.Max(collider.radius * margin, minWidth);
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if (horizontalDistance < targetDistance && isAboveFeet && isNotTooHigh && !blockedByDoor)
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if (horizontalDistance < targetDistance && isAboveFeet && isNotTooHigh && (door == null || door.CanBeTraversed))
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{
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currentPath.SkipToNextNode();
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}
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@@ -434,18 +436,20 @@ namespace Barotrauma
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private bool CanAccessDoor(Door door, Func<Controller, bool> buttonFilter = null)
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{
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if (door.IsOpen) { return true; }
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if (door.Item.NonInteractable) { return false; }
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if (CanBreakDoors) { return true; }
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if (door.IsStuck || door.IsJammed) { return false; }
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if (!canOpenDoors || character.LockHands) { return false; }
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if (door.IsOpen || door.IsBroken) { return true; }
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if (!door.Item.IsInteractable(character)) { return false; }
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if (!CanBreakDoors)
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{
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if (door.IsStuck || door.IsJammed) { return false; }
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if (!canOpenDoors || character.LockHands) { return false; }
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}
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if (door.HasIntegratedButtons)
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{
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return door.CanBeOpenedWithoutTools(character);
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return door.HasAccess(character) || CanBreakDoors;
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}
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else
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{
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return door.Item.GetConnectedComponents<Controller>(true).Any(b => !b.Item.NonInteractable && b.HasAccess(character) && (buttonFilter == null || buttonFilter(b)));
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return door.Item.GetConnectedComponents<Controller>(true).Any(b => b.HasAccess(character) && (buttonFilter == null || buttonFilter(b))) || CanBreakDoors;
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}
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}
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@@ -620,18 +624,19 @@ namespace Barotrauma
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}
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}
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bool nextNodeAboveWaterLevel = nextNode.Waypoint.CurrentHull != null && nextNode.Waypoint.CurrentHull.Surface < nextNode.Waypoint.Position.Y;
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//non-humanoids can't climb up ladders
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if (!(character.AnimController is HumanoidAnimController))
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{
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if (node.Waypoint.Ladders != null && nextNode.Waypoint.Ladders != null && (nextNode.Waypoint.Ladders.Item.NonInteractable || character.LockHands)||
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if (node.Waypoint.Ladders != null && nextNode.Waypoint.Ladders != null && (!nextNode.Waypoint.Ladders.Item.IsInteractable(character) || character.LockHands)||
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(nextNode.Position.Y - node.Position.Y > 1.0f && //more than one sim unit to climb up
|
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nextNode.Waypoint.CurrentHull != null && nextNode.Waypoint.CurrentHull.Surface < nextNode.Waypoint.Position.Y)) //upper node not underwater
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nextNodeAboveWaterLevel)) //upper node not underwater
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{
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return null;
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}
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}
|
||||
|
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if (node.Waypoint != null && node.Waypoint.CurrentHull != null)
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if (node.Waypoint.CurrentHull != null)
|
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{
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var hull = node.Waypoint.CurrentHull;
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if (hull.FireSources.Count > 0)
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@@ -641,23 +646,26 @@ namespace Barotrauma
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||||
penalty += fs.Size.X * 10.0f;
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||||
}
|
||||
}
|
||||
if (character.NeedsAir && hull.WaterVolume / hull.Rect.Width > 100.0f)
|
||||
if (character.NeedsAir)
|
||||
{
|
||||
if (!HumanAIController.HasDivingSuit(character))
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||||
if (hull.WaterVolume / hull.Rect.Width > 100.0f)
|
||||
{
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||||
penalty += 500.0f;
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if (!HumanAIController.HasDivingSuit(character))
|
||||
{
|
||||
penalty += 500.0f;
|
||||
}
|
||||
}
|
||||
if (character.PressureProtection < 10.0f && hull.WaterVolume > hull.Volume)
|
||||
{
|
||||
penalty += 1000.0f;
|
||||
}
|
||||
}
|
||||
if (character.PressureProtection < 10.0f && hull.WaterVolume > hull.Volume)
|
||||
{
|
||||
penalty += 1000.0f;
|
||||
}
|
||||
}
|
||||
|
||||
float yDist = Math.Abs(node.Position.Y - nextNode.Position.Y);
|
||||
if (node.Waypoint.Ladders == null && nextNode.Waypoint.Ladders == null)
|
||||
{
|
||||
penalty += yDist * 10.0f;
|
||||
float yDist = Math.Abs(node.Position.Y - nextNode.Position.Y);
|
||||
if (nextNodeAboveWaterLevel && node.Waypoint.Ladders == null && nextNode.Waypoint.Ladders == null && node.Waypoint.Stairs == null && nextNode.Waypoint.Stairs == null)
|
||||
{
|
||||
penalty += yDist * 10.0f;
|
||||
}
|
||||
}
|
||||
|
||||
return penalty;
|
||||
|
||||
@@ -19,6 +19,7 @@ namespace Barotrauma
|
||||
private Body targetBody;
|
||||
private Vector2 attachSurfaceNormal;
|
||||
private Submarine targetSubmarine;
|
||||
private readonly Character character;
|
||||
|
||||
public bool AttachToSub { get; private set; }
|
||||
public bool AttachToWalls { get; private set; }
|
||||
@@ -74,22 +75,24 @@ namespace Barotrauma
|
||||
attachLimb = enemyAI.Character.AnimController.MainLimb;
|
||||
}
|
||||
|
||||
character = enemyAI.Character;
|
||||
enemyAI.Character.OnDeath += OnCharacterDeath;
|
||||
}
|
||||
|
||||
public void SetAttachTarget(Structure wall, Vector2 attachPos, Vector2 attachSurfaceNormal)
|
||||
{
|
||||
if (wall == null) { return; }
|
||||
var sub = wall.Submarine;
|
||||
if (sub == null) { return; }
|
||||
targetWall = wall;
|
||||
targetBody = wall.Submarine.PhysicsBody.FarseerBody;
|
||||
targetSubmarine = wall.Submarine;
|
||||
targetSubmarine = sub;
|
||||
targetBody = targetSubmarine.PhysicsBody.FarseerBody;
|
||||
this.attachSurfaceNormal = attachSurfaceNormal;
|
||||
wallAttachPos = attachPos;
|
||||
}
|
||||
|
||||
public void Update(EnemyAIController enemyAI, float deltaTime)
|
||||
{
|
||||
Character character = enemyAI.Character;
|
||||
|
||||
if (character.Submarine != null)
|
||||
{
|
||||
DeattachFromBody(reset: true);
|
||||
@@ -160,12 +163,12 @@ namespace Barotrauma
|
||||
{
|
||||
if (MathUtils.GetLineIntersection(edge.Point1, edge.Point2, character.WorldPosition, cell.Center, out Vector2 intersection))
|
||||
{
|
||||
attachSurfaceNormal = edge.GetNormal(cell);
|
||||
targetBody = cell.Body;
|
||||
Vector2 potentialAttachPos = ConvertUnits.ToSimUnits(intersection);
|
||||
float distSqr = Vector2.DistanceSquared(character.SimPosition, wallAttachPos);
|
||||
float distSqr = Vector2.DistanceSquared(character.SimPosition, potentialAttachPos);
|
||||
if (distSqr < closestDist)
|
||||
{
|
||||
attachSurfaceNormal = edge.GetNormal(cell);
|
||||
targetBody = cell.Body;
|
||||
wallAttachPos = potentialAttachPos;
|
||||
closestDist = distSqr;
|
||||
}
|
||||
@@ -183,7 +186,7 @@ namespace Barotrauma
|
||||
wallAttachPos = Vector2.Zero;
|
||||
}
|
||||
|
||||
if (wallAttachPos == Vector2.Zero)
|
||||
if (wallAttachPos == Vector2.Zero || targetBody == null)
|
||||
{
|
||||
DeattachFromBody(reset: false);
|
||||
}
|
||||
@@ -194,7 +197,7 @@ namespace Barotrauma
|
||||
if (squaredDistance < targetDistance * targetDistance)
|
||||
{
|
||||
//close enough to a wall -> attach
|
||||
AttachToBody(character.AnimController.Collider, attachLimb, targetBody, wallAttachPos);
|
||||
AttachToBody(wallAttachPos);
|
||||
enemyAI.SteeringManager.Reset();
|
||||
}
|
||||
else
|
||||
@@ -217,7 +220,7 @@ namespace Barotrauma
|
||||
{
|
||||
if (Vector2.DistanceSquared(ConvertUnits.ToDisplayUnits(transformedAttachPos), enemyAI.AttackingLimb.WorldPosition) < enemyAI.AttackingLimb.attack.DamageRange * enemyAI.AttackingLimb.attack.DamageRange)
|
||||
{
|
||||
AttachToBody(character.AnimController.Collider, attachLimb, targetBody, transformedAttachPos);
|
||||
AttachToBody(transformedAttachPos);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -268,9 +271,12 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
private void AttachToBody(PhysicsBody collider, Limb attachLimb, Body targetBody, Vector2 attachPos)
|
||||
private void AttachToBody(Vector2 attachPos)
|
||||
{
|
||||
if (attachLimb == null) { return; }
|
||||
if (targetBody == null) { return; }
|
||||
if (attachCooldown > 0) { return; }
|
||||
var collider = character.AnimController.Collider;
|
||||
//already attached to something
|
||||
if (AttachJoints.Count > 0)
|
||||
{
|
||||
|
||||
@@ -178,7 +178,7 @@ namespace Barotrauma
|
||||
{
|
||||
if (Timing.TotalTime < GameMain.GameSession.RoundStartTime + 120.0f &&
|
||||
speaker?.CurrentHull != null &&
|
||||
speaker.TeamID == Character.TeamType.FriendlyNPC &&
|
||||
speaker.TeamID == CharacterTeamType.FriendlyNPC &&
|
||||
Character.CharacterList.Any(c => c.TeamID != speaker.TeamID && c.CurrentHull == speaker.CurrentHull))
|
||||
{
|
||||
currentFlags.Add("EnterOutpost");
|
||||
@@ -213,7 +213,7 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
if (speaker.TeamID == Character.TeamType.FriendlyNPC && speaker.Submarine != null && speaker.Submarine.Info.IsOutpost)
|
||||
if (speaker.TeamID == CharacterTeamType.FriendlyNPC && speaker.Submarine != null && speaker.Submarine.Info.IsOutpost)
|
||||
{
|
||||
currentFlags.Add("OutpostNPC");
|
||||
}
|
||||
|
||||
@@ -67,6 +67,12 @@ namespace Barotrauma
|
||||
_abandon = value;
|
||||
if (_abandon)
|
||||
{
|
||||
#if DEBUG
|
||||
if (HumanAIController.debugai && objectiveManager.IsOrder(this) && !objectiveManager.IsCurrentOrder<AIObjectiveGoTo>())
|
||||
{
|
||||
throw new Exception("Order abandoned!");
|
||||
}
|
||||
#endif
|
||||
OnAbandon();
|
||||
}
|
||||
}
|
||||
@@ -96,9 +102,21 @@ namespace Barotrauma
|
||||
return all;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// A single shot event. Automatically cleared after launching. Use OnCompleted method for implementing (internal) persistent behavior.
|
||||
/// </summary>
|
||||
public event Action Completed;
|
||||
/// <summary>
|
||||
/// A single shot event. Automatically cleared after launching. Use OnAbandoned method for implementing (internal) persistent behavior.
|
||||
/// </summary>
|
||||
public event Action Abandoned;
|
||||
/// <summary>
|
||||
/// A single shot event. Automatically cleared after launching. Use OnSelected method for implementing (internal) persistent behavior.
|
||||
/// </summary>
|
||||
public event Action Selected;
|
||||
/// <summary>
|
||||
/// A single shot event. Automatically cleared after launching. Use OnDeselected method for implementing (internal) persistent behavior.
|
||||
/// </summary>
|
||||
public event Action Deselected;
|
||||
|
||||
protected HumanAIController HumanAIController => character.AIController as HumanAIController;
|
||||
@@ -202,7 +220,7 @@ namespace Barotrauma
|
||||
{
|
||||
if (!AllowOutsideSubmarine && character.Submarine == null) { return false; }
|
||||
if (AllowInAnySub) { return true; }
|
||||
if (AllowInFriendlySubs && character.Submarine.TeamID == Character.TeamType.FriendlyNPC) { return true; }
|
||||
if (AllowInFriendlySubs && character.Submarine.TeamID == CharacterTeamType.FriendlyNPC) { return true; }
|
||||
return character.Submarine.TeamID == character.TeamID || character.Submarine.DockedTo.Any(sub => sub.TeamID == character.TeamID);
|
||||
}
|
||||
}
|
||||
@@ -212,7 +230,7 @@ namespace Barotrauma
|
||||
/// </summary>
|
||||
public virtual float GetPriority()
|
||||
{
|
||||
bool isOrder = objectiveManager.CurrentOrder == this;
|
||||
bool isOrder = objectiveManager.IsOrder(this);
|
||||
if (!IsAllowed)
|
||||
{
|
||||
Priority = 0;
|
||||
@@ -221,7 +239,7 @@ namespace Barotrauma
|
||||
}
|
||||
if (isOrder)
|
||||
{
|
||||
Priority = AIObjectiveManager.OrderPriority;
|
||||
Priority = objectiveManager.GetOrderPriority(this);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -243,7 +261,7 @@ namespace Barotrauma
|
||||
|
||||
public virtual void Update(float deltaTime)
|
||||
{
|
||||
if (objectiveManager.CurrentOrder != this && objectiveManager.WaitTimer <= 0)
|
||||
if (!objectiveManager.IsOrder(this) && objectiveManager.WaitTimer <= 0)
|
||||
{
|
||||
UpdateDevotion(deltaTime);
|
||||
}
|
||||
@@ -318,22 +336,26 @@ namespace Barotrauma
|
||||
{
|
||||
Reset();
|
||||
Selected?.Invoke();
|
||||
Selected = null;
|
||||
}
|
||||
|
||||
public virtual void OnDeselected()
|
||||
{
|
||||
CumulatedDevotion = 0;
|
||||
Deselected?.Invoke();
|
||||
Deselected = null;
|
||||
}
|
||||
|
||||
protected virtual void OnCompleted()
|
||||
{
|
||||
Completed?.Invoke();
|
||||
Completed = null;
|
||||
}
|
||||
|
||||
protected virtual void OnAbandon()
|
||||
{
|
||||
Abandoned?.Invoke();
|
||||
Abandoned = null;
|
||||
}
|
||||
|
||||
public virtual void Reset()
|
||||
@@ -408,7 +430,14 @@ namespace Barotrauma
|
||||
subObjectives.Remove(subObjective);
|
||||
if (AbandonWhenCannotCompleteSubjectives)
|
||||
{
|
||||
Abandon = true;
|
||||
if (objectiveManager.IsOrder(this))
|
||||
{
|
||||
Reset();
|
||||
}
|
||||
else
|
||||
{
|
||||
Abandon = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
+3
-3
@@ -21,7 +21,7 @@ namespace Barotrauma
|
||||
if (battery == null) { return false; }
|
||||
var item = battery.Item;
|
||||
if (item.IgnoreByAI) { return false; }
|
||||
if (item.NonInteractable) { return false; }
|
||||
if (!item.IsInteractable(character)) { return false; }
|
||||
if (item.Submarine == null) { return false; }
|
||||
if (item.CurrentHull == null) { return false; }
|
||||
if (item.Submarine.TeamID != character.TeamID) { return false; }
|
||||
@@ -64,7 +64,7 @@ namespace Barotrauma
|
||||
|
||||
private bool IsReady(PowerContainer battery)
|
||||
{
|
||||
if (battery.HasBeenTuned && character.CurrentOrder == null) { return true; }
|
||||
if (battery.HasBeenTuned && character.IsDismissed) { return true; }
|
||||
if (Option == "charge")
|
||||
{
|
||||
return battery.RechargeRatio >= PowerContainer.aiRechargeTargetRatio;
|
||||
@@ -79,7 +79,7 @@ namespace Barotrauma
|
||||
new AIObjectiveOperateItem(battery, character, objectiveManager, Option, false, priorityModifier: PriorityModifier)
|
||||
{
|
||||
IsLoop = false,
|
||||
Override = character.CurrentOrder != null,
|
||||
Override = !character.IsDismissed,
|
||||
completionCondition = () => IsReady(battery)
|
||||
};
|
||||
|
||||
|
||||
+7
-1
@@ -48,7 +48,7 @@ namespace Barotrauma
|
||||
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);
|
||||
float max = AIObjectiveManager.LowestOrderPriority - reduction;
|
||||
Priority = MathHelper.Lerp(0, max, MathHelper.Clamp(devotion + (distanceFactor * PriorityModifier), 0, 1));
|
||||
}
|
||||
return Priority;
|
||||
@@ -58,6 +58,11 @@ namespace Barotrauma
|
||||
{
|
||||
// Only continue when the get item sub objectives have been completed.
|
||||
if (subObjectives.Any()) { return; }
|
||||
if (item.IgnoreByAI)
|
||||
{
|
||||
Abandon = true;
|
||||
return;
|
||||
}
|
||||
if (HumanAIController.FindSuitableContainer(character, item, ignoredContainers, ref itemIndex, out Item suitableContainer))
|
||||
{
|
||||
itemIndex = 0;
|
||||
@@ -74,6 +79,7 @@ namespace Barotrauma
|
||||
TryAddSubObjective(ref decontainObjective, () => new AIObjectiveDecontainItem(character, item, objectiveManager, targetContainer: suitableContainer.GetComponent<ItemContainer>())
|
||||
{
|
||||
Equip = equip,
|
||||
TakeWholeStack = true,
|
||||
DropIfFails = true
|
||||
},
|
||||
onCompleted: () =>
|
||||
|
||||
+39
-14
@@ -12,21 +12,30 @@ namespace Barotrauma
|
||||
public override bool AllowAutomaticItemUnequipping => false;
|
||||
public override bool ForceOrderPriority => false;
|
||||
|
||||
public readonly Item prioritizedItem;
|
||||
public readonly List<Item> prioritizedItems = new List<Item>();
|
||||
|
||||
public AIObjectiveCleanupItems(Character character, AIObjectiveManager objectiveManager, float priorityModifier = 1, Item prioritizedItem = null)
|
||||
public AIObjectiveCleanupItems(Character character, AIObjectiveManager objectiveManager, Item prioritizedItem = null, float priorityModifier = 1)
|
||||
: base(character, objectiveManager, priorityModifier)
|
||||
{
|
||||
this.prioritizedItem = prioritizedItem;
|
||||
if (prioritizedItem != null)
|
||||
{
|
||||
prioritizedItems.Add(prioritizedItem);
|
||||
}
|
||||
}
|
||||
|
||||
protected override float TargetEvaluation() => Targets.Any() ? AIObjectiveManager.RunPriority - 1 : 0;
|
||||
public AIObjectiveCleanupItems(Character character, AIObjectiveManager objectiveManager, IEnumerable<Item> prioritizedItems, float priorityModifier = 1)
|
||||
: base(character, objectiveManager, priorityModifier)
|
||||
{
|
||||
this.prioritizedItems.AddRange(prioritizedItems.Where(i => i != null));
|
||||
}
|
||||
|
||||
protected override float TargetEvaluation() => Targets.Any() ? (objectiveManager.IsOrder(this) ? objectiveManager.GetOrderPriority(this) : AIObjectiveManager.RunPriority - 1) : 0;
|
||||
|
||||
protected override bool Filter(Item target)
|
||||
{
|
||||
// If the target was selected as a valid target, we'll have to accept it so that the objective can be completed.
|
||||
// The validity changes when a character picks the item up.
|
||||
if (!IsValidTarget(target, character)) { return Objectives.ContainsKey(target) && IsItemInsideValidSubmarine(target, character); }
|
||||
if (!IsValidTarget(target, character, checkInventory: true)) { return Objectives.ContainsKey(target) && IsItemInsideValidSubmarine(target, character); }
|
||||
if (target.CurrentHull.FireSources.Count > 0) { return false; }
|
||||
// Don't repair items in rooms that have enemies inside.
|
||||
if (Character.CharacterList.Any(c => c.CurrentHull == target.CurrentHull && !HumanAIController.IsFriendly(c) && HumanAIController.IsActive(c))) { return false; }
|
||||
@@ -38,7 +47,7 @@ namespace Barotrauma
|
||||
protected override AIObjective ObjectiveConstructor(Item item)
|
||||
=> new AIObjectiveCleanupItem(item, character, objectiveManager, priorityModifier: PriorityModifier)
|
||||
{
|
||||
IsPriority = prioritizedItem == item
|
||||
IsPriority = prioritizedItems.Contains(item)
|
||||
};
|
||||
|
||||
protected override void OnObjectiveCompleted(AIObjective objective, Item target)
|
||||
@@ -56,12 +65,19 @@ namespace Barotrauma
|
||||
return true;
|
||||
}
|
||||
|
||||
public static bool IsValidTarget(Item item, Character character)
|
||||
public static bool IsValidContainer(Item item, Character character) =>
|
||||
!item.IgnoreByAI && item.IsInteractable(character) && item.HasTag("allowcleanup") && item.ParentInventory == null && item.OwnInventory != null && item.OwnInventory.AllItems.Any() && IsItemInsideValidSubmarine(item, character);
|
||||
|
||||
public static bool IsValidTarget(Item item, Character character, bool checkInventory)
|
||||
{
|
||||
if (item == null) { return false; }
|
||||
if (item.IgnoreByAI) { return false; }
|
||||
if (item.NonInteractable) { return false; }
|
||||
if (item.ParentInventory != null) { return false; }
|
||||
if (!item.IsInteractable(character)) { return false; }
|
||||
if (item.SpawnedInOutpost) { return false; }
|
||||
if (item.ParentInventory != null)
|
||||
{
|
||||
if (item.Container == null || !IsValidContainer(item.Container, character)) { return false; }
|
||||
}
|
||||
if (character != null && !IsItemInsideValidSubmarine(item, character)) { return false; }
|
||||
var pickable = item.GetComponent<Pickable>();
|
||||
if (pickable == null) { return false; }
|
||||
@@ -83,20 +99,29 @@ namespace Barotrauma
|
||||
{
|
||||
return false;
|
||||
}
|
||||
if (!checkInventory)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
bool canEquip = true;
|
||||
if (!item.AllowedSlots.Contains(InvSlotType.Any))
|
||||
{
|
||||
canEquip = false;
|
||||
var inv = character.Inventory;
|
||||
foreach (var allowedSlot in item.AllowedSlots)
|
||||
{
|
||||
int slot = character.Inventory.FindLimbSlot(allowedSlot);
|
||||
if (slot > -1)
|
||||
foreach (var slotType in inv.SlotTypes)
|
||||
{
|
||||
if (character.Inventory.Items[slot] == null)
|
||||
if (!allowedSlot.HasFlag(slotType)) { continue; }
|
||||
for (int i = 0; i < inv.Capacity; i++)
|
||||
{
|
||||
canEquip = true;
|
||||
break;
|
||||
}
|
||||
if (allowedSlot.HasFlag(inv.SlotTypes[i]) && inv.GetItemAt(i) != null)
|
||||
{
|
||||
canEquip = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
+118
-77
@@ -79,11 +79,17 @@ namespace Barotrauma
|
||||
private float coolDownTimer;
|
||||
private IEnumerable<Body> myBodies;
|
||||
private float aimTimer;
|
||||
private float spreadTimer;
|
||||
|
||||
private bool canSeeTarget;
|
||||
private float visibilityCheckTimer;
|
||||
private readonly float visibilityCheckInterval = 0.2f;
|
||||
|
||||
private float sqrDistance;
|
||||
private readonly float maxDistance = 2000;
|
||||
private readonly float distanceCheckInterval = 0.2f;
|
||||
private float distanceTimer;
|
||||
|
||||
/// <summary>
|
||||
/// Aborts the objective when this condition is true
|
||||
/// </summary>
|
||||
@@ -108,9 +114,13 @@ namespace Barotrauma
|
||||
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 TargetEliminated => IsEnemyDisabled || 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;
|
||||
|
||||
private float AimSpeed => HumanAIController.AimSpeed;
|
||||
private float AimAccuracy => HumanAIController.AimAccuracy;
|
||||
|
||||
private bool EnemyIsClose() => Enemy != null && character.CurrentHull != 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)
|
||||
@@ -136,11 +146,12 @@ namespace Barotrauma
|
||||
{
|
||||
Mode = CombatMode.Retreat;
|
||||
}
|
||||
spreadTimer = Rand.Range(-10, 10);
|
||||
}
|
||||
|
||||
public override float GetPriority()
|
||||
{
|
||||
if (character.TeamID == Character.TeamType.FriendlyNPC && Enemy != null)
|
||||
if (character.TeamID == CharacterTeamType.FriendlyNPC && Enemy != null)
|
||||
{
|
||||
if (Enemy.Submarine == null || (Enemy.Submarine.TeamID != character.TeamID && Enemy.Submarine != character.Submarine))
|
||||
{
|
||||
@@ -168,6 +179,12 @@ namespace Barotrauma
|
||||
{
|
||||
findSafety.Priority = 0;
|
||||
}
|
||||
distanceTimer -= deltaTime;
|
||||
if (distanceTimer < 0)
|
||||
{
|
||||
distanceTimer = distanceCheckInterval;
|
||||
sqrDistance = Vector2.DistanceSquared(character.WorldPosition, Enemy.WorldPosition);
|
||||
}
|
||||
}
|
||||
|
||||
protected override bool Check()
|
||||
@@ -175,9 +192,13 @@ namespace Barotrauma
|
||||
if (IsOffensiveOrArrest && Mode != initialMode)
|
||||
{
|
||||
Abandon = true;
|
||||
SteeringManager.Reset();
|
||||
return false;
|
||||
}
|
||||
if (sqrDistance > maxDistance * maxDistance)
|
||||
{
|
||||
// The target escaped from us.
|
||||
return true;
|
||||
}
|
||||
return IsEnemyDisabled || (!IsOffensiveOrArrest && coolDownTimer <= 0);
|
||||
}
|
||||
|
||||
@@ -186,7 +207,6 @@ namespace Barotrauma
|
||||
if (abortCondition != null && abortCondition())
|
||||
{
|
||||
Abandon = true;
|
||||
SteeringManager.Reset();
|
||||
return;
|
||||
}
|
||||
if (!IsOffensiveOrArrest)
|
||||
@@ -238,7 +258,9 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
private bool IsLoaded(ItemComponent weapon) => weapon.HasRequiredContainedItems(character, addMessage: false);
|
||||
private bool IsLoaded(ItemComponent weapon, bool checkContainedItems = true) =>
|
||||
weapon.HasRequiredContainedItems(character, addMessage: false) &&
|
||||
(!checkContainedItems || weapon.Item.OwnInventory == null || weapon.Item.OwnInventory.AllItems.Any(i => i.Condition > 0));
|
||||
|
||||
private bool TryArm()
|
||||
{
|
||||
@@ -260,21 +282,21 @@ namespace Barotrauma
|
||||
// No weapons
|
||||
break;
|
||||
}
|
||||
if (!character.Inventory.Items.Contains(Weapon) || WeaponComponent == null)
|
||||
if (!character.Inventory.Contains(Weapon) || WeaponComponent == null)
|
||||
{
|
||||
// Not in the inventory anymore or cannot find the weapon component
|
||||
allWeapons.Remove(WeaponComponent);
|
||||
Weapon = null;
|
||||
continue;
|
||||
}
|
||||
if (IsLoaded(WeaponComponent))
|
||||
if (IsLoaded(WeaponComponent, checkContainedItems: true))
|
||||
{
|
||||
// All good, the weapon is loaded
|
||||
break;
|
||||
}
|
||||
if (Reload(seekAmmo: false))
|
||||
{
|
||||
// All good, reloading successful
|
||||
// All good, we can use the weapon.
|
||||
break;
|
||||
}
|
||||
else
|
||||
@@ -304,7 +326,7 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
}
|
||||
bool isAllowedToSeekWeapons = !EnemyIsClose() && character.TeamID != Character.TeamType.FriendlyNPC && IsOffensiveOrArrest;
|
||||
bool isAllowedToSeekWeapons = !EnemyIsClose() && character.TeamID != CharacterTeamType.FriendlyNPC && IsOffensiveOrArrest;
|
||||
if (!isAllowedToSeekWeapons)
|
||||
{
|
||||
if (WeaponComponent == null)
|
||||
@@ -369,7 +391,7 @@ namespace Barotrauma
|
||||
|
||||
bool CheckWeapon(bool seekAmmo)
|
||||
{
|
||||
if (!character.Inventory.Items.Contains(Weapon) || WeaponComponent == null)
|
||||
if (!character.Inventory.Contains(Weapon) || WeaponComponent == null)
|
||||
{
|
||||
// Not in the inventory anymore or cannot find the weapon component
|
||||
return false;
|
||||
@@ -564,21 +586,20 @@ namespace Barotrauma
|
||||
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);
|
||||
(container as ItemContainer)?.Inventory.AllItems.Any(i => i != null && i.HasTag(mobileBatteryTag) && i.Condition > 0.0f) ?? false);
|
||||
}
|
||||
}
|
||||
|
||||
private HashSet<ItemComponent> FindWeaponsFromInventory()
|
||||
{
|
||||
weapons.Clear();
|
||||
foreach (var item in character.Inventory.Items)
|
||||
foreach (var item in character.Inventory.AllItems)
|
||||
{
|
||||
if (item == null) { continue; }
|
||||
if (ignoredWeapons.Contains(item)) { continue; }
|
||||
GetWeapons(item, weapons);
|
||||
if (item.OwnInventory != null)
|
||||
{
|
||||
item.OwnInventory.Items.ForEach(i => GetWeapons(i, weapons));
|
||||
item.OwnInventory.AllItems.ForEach(i => GetWeapons(i, weapons));
|
||||
}
|
||||
}
|
||||
return weapons;
|
||||
@@ -598,7 +619,7 @@ namespace Barotrauma
|
||||
|
||||
private void Unequip()
|
||||
{
|
||||
if (!character.LockHands && character.SelectedItems.Contains(Weapon))
|
||||
if (!character.LockHands && character.HeldItems.Contains(Weapon))
|
||||
{
|
||||
if (!Weapon.AllowedSlots.Contains(InvSlotType.Any) || !character.Inventory.TryPutItem(Weapon, character, new List<InvSlotType>() { InvSlotType.Any }))
|
||||
{
|
||||
@@ -617,10 +638,10 @@ namespace Barotrauma
|
||||
if (!character.HasEquippedItem(Weapon))
|
||||
{
|
||||
Weapon.TryInteract(character, forceSelectKey: true);
|
||||
var slots = Weapon.AllowedSlots.FindAll(s => s == InvSlotType.LeftHand || s == InvSlotType.RightHand || s == (InvSlotType.LeftHand | InvSlotType.RightHand));
|
||||
var slots = Weapon.AllowedSlots.Where(s => s == InvSlotType.LeftHand || s == InvSlotType.RightHand || s == (InvSlotType.LeftHand | InvSlotType.RightHand));
|
||||
if (character.Inventory.TryPutItem(Weapon, character, slots))
|
||||
{
|
||||
aimTimer = Rand.Range(0.5f, 1f);
|
||||
aimTimer = Rand.Range(1f, 1.5f) / AimSpeed;
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -651,7 +672,7 @@ namespace Barotrauma
|
||||
}
|
||||
else
|
||||
{
|
||||
retreatTarget = findSafety.FindBestHull(HumanAIController.VisibleHulls, allowChangingTheSubmarine: character.TeamID != Character.TeamType.FriendlyNPC);
|
||||
retreatTarget = findSafety.FindBestHull(HumanAIController.VisibleHulls, allowChangingTheSubmarine: character.TeamID != CharacterTeamType.FriendlyNPC);
|
||||
findHullTimer = findHullInterval * Rand.Range(0.9f, 1.1f);
|
||||
}
|
||||
}
|
||||
@@ -705,11 +726,7 @@ namespace Barotrauma
|
||||
DialogueIdentifier = "dialogcannotreachtarget",
|
||||
TargetName = Enemy.DisplayName
|
||||
},
|
||||
onAbandon: () =>
|
||||
{
|
||||
Abandon = true;
|
||||
SteeringManager.Reset();
|
||||
});
|
||||
onAbandon: () => Abandon = true);
|
||||
if (followTargetObjective == null) { return; }
|
||||
if (Mode == CombatMode.Arrest && Enemy.Stun > 2)
|
||||
{
|
||||
@@ -724,7 +741,7 @@ namespace Barotrauma
|
||||
}
|
||||
else
|
||||
{
|
||||
if (character.TeamID == Character.TeamType.FriendlyNPC)
|
||||
if (character.TeamID == CharacterTeamType.FriendlyNPC)
|
||||
{
|
||||
ItemPrefab prefab = ItemPrefab.Find(null, "handcuffs");
|
||||
if (prefab != null)
|
||||
@@ -769,9 +786,9 @@ namespace Barotrauma
|
||||
#endif
|
||||
}
|
||||
// Confiscate stolen goods.
|
||||
foreach (var item in Enemy.Inventory.Items)
|
||||
foreach (var item in Enemy.Inventory.AllItemsMod)
|
||||
{
|
||||
if (item == null || item == handCuffs) { continue; }
|
||||
if (item == handCuffs) { continue; }
|
||||
if (item.StolenDuringRound)
|
||||
{
|
||||
item.Drop(character);
|
||||
@@ -814,33 +831,32 @@ namespace Barotrauma
|
||||
/// </summary>
|
||||
private bool Reload(bool seekAmmo)
|
||||
{
|
||||
if (WeaponComponent == null) { return false; }
|
||||
if (!WeaponComponent.requiredItems.ContainsKey(RelatedItem.RelationType.Contained)) { return false; }
|
||||
var containedItems = Weapon.OwnInventory?.Items;
|
||||
if (containedItems == null) { return true; }
|
||||
// Drop empty ammo
|
||||
foreach (Item containedItem in containedItems)
|
||||
{
|
||||
if (containedItem == null) { continue; }
|
||||
if (containedItem.Condition <= 0)
|
||||
{
|
||||
containedItem.Drop(character);
|
||||
}
|
||||
}
|
||||
if (WeaponComponent == null) { return false; }
|
||||
if (Weapon.OwnInventory == null) { return true; }
|
||||
// Eject empty ammo
|
||||
HumanAIController.UnequipEmptyItems(Weapon);
|
||||
RelatedItem item = null;
|
||||
Item ammunition = null;
|
||||
string[] ammunitionIdentifiers = null;
|
||||
foreach (RelatedItem requiredItem in WeaponComponent.requiredItems[RelatedItem.RelationType.Contained])
|
||||
if (WeaponComponent.requiredItems.ContainsKey(RelatedItem.RelationType.Contained))
|
||||
{
|
||||
ammunition = containedItems.FirstOrDefault(it => it != null && it.Condition > 0 && requiredItem.MatchesItem(it));
|
||||
if (ammunition != null)
|
||||
foreach (RelatedItem requiredItem in WeaponComponent.requiredItems[RelatedItem.RelationType.Contained])
|
||||
{
|
||||
// Ammunition still remaining
|
||||
return true;
|
||||
ammunition = Weapon.OwnInventory.AllItems.FirstOrDefault(it => it.Condition > 0 && requiredItem.MatchesItem(it));
|
||||
if (ammunition != null)
|
||||
{
|
||||
// Ammunition still remaining
|
||||
return true;
|
||||
}
|
||||
item = requiredItem;
|
||||
ammunitionIdentifiers = requiredItem.Identifiers;
|
||||
}
|
||||
item = requiredItem;
|
||||
ammunitionIdentifiers = requiredItem.Identifiers;
|
||||
}
|
||||
else if (WeaponComponent is MeleeWeapon meleeWeapon)
|
||||
{
|
||||
ammunitionIdentifiers = meleeWeapon.PreferredContainedItems;
|
||||
}
|
||||
|
||||
// No ammo
|
||||
if (ammunition == null)
|
||||
{
|
||||
@@ -851,22 +867,13 @@ namespace Barotrauma
|
||||
if (ammunition != null)
|
||||
{
|
||||
var container = Weapon.GetComponent<ItemContainer>();
|
||||
if (container.Item.ParentInventory == character.Inventory)
|
||||
if (!container.Inventory.TryPutItem(ammunition, null))
|
||||
{
|
||||
if (!container.Inventory.CanBePut(ammunition))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
character.Inventory.RemoveItem(ammunition);
|
||||
if (!container.Inventory.TryPutItem(ammunition, null))
|
||||
if (ammunition.ParentInventory == character.Inventory)
|
||||
{
|
||||
ammunition.Drop(character);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
container.Combine(ammunition, character);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -884,6 +891,15 @@ namespace Barotrauma
|
||||
private void Attack(float deltaTime)
|
||||
{
|
||||
character.CursorPosition = Enemy.WorldPosition;
|
||||
if (AimAccuracy < 1)
|
||||
{
|
||||
spreadTimer += deltaTime * Rand.Range(0.01f, 1f);
|
||||
float shake = Rand.Range(0.95f, 1.05f);
|
||||
float offsetAmount = (1 - AimAccuracy) * Rand.Range(300f, 500f);
|
||||
float distanceFactor = MathUtils.InverseLerp(0, 1000 * 1000, sqrDistance);
|
||||
float offset = (float)Math.Sin(spreadTimer * shake) * offsetAmount * distanceFactor;
|
||||
character.CursorPosition += new Vector2(0, offset);
|
||||
}
|
||||
if (character.Submarine != null)
|
||||
{
|
||||
character.CursorPosition -= character.Submarine.Position;
|
||||
@@ -894,7 +910,11 @@ namespace Barotrauma
|
||||
canSeeTarget = character.CanSeeTarget(Enemy);
|
||||
visibilityCheckTimer = visibilityCheckInterval;
|
||||
}
|
||||
if (!canSeeTarget) { return; }
|
||||
if (!canSeeTarget)
|
||||
{
|
||||
aimTimer = Rand.Range(0.2f, 1f) / AimSpeed;
|
||||
return;
|
||||
}
|
||||
if (Weapon.RequireAimToUse)
|
||||
{
|
||||
character.SetInput(InputType.Aim, false, true);
|
||||
@@ -945,14 +965,12 @@ namespace Barotrauma
|
||||
}
|
||||
if (closeEnough)
|
||||
{
|
||||
SteeringManager.Reset();
|
||||
character.SetInput(InputType.Shoot, false, true);
|
||||
Weapon.Use(deltaTime, character);
|
||||
UseWeapon(deltaTime);
|
||||
}
|
||||
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);
|
||||
aimTimer = Rand.Range(1f, 1.5f) / AimSpeed;
|
||||
}
|
||||
}
|
||||
else
|
||||
@@ -961,14 +979,15 @@ namespace Barotrauma
|
||||
{
|
||||
if (sqrDist > repairTool.Range * repairTool.Range) { return; }
|
||||
}
|
||||
if (VectorExtensions.Angle(VectorExtensions.Forward(Weapon.body.TransformedRotation), Enemy.Position - Weapon.Position) < MathHelper.PiOver4)
|
||||
float aimFactor = MathHelper.PiOver2 * (1 - AimAccuracy);
|
||||
if (VectorExtensions.Angle(VectorExtensions.Forward(Weapon.body.TransformedRotation), Enemy.Position - Weapon.Position) < MathHelper.PiOver4 + aimFactor)
|
||||
{
|
||||
if (myBodies == null)
|
||||
{
|
||||
myBodies = character.AnimController.Limbs.Select(l => l.body.FarseerBody);
|
||||
}
|
||||
var collisionCategories = Physics.CollisionCharacter | Physics.CollisionWall | Physics.CollisionLevel;
|
||||
var pickedBody = Submarine.PickBody(Weapon.SimPosition, Enemy.SimPosition, myBodies, collisionCategories);
|
||||
var pickedBody = Submarine.PickBody(Weapon.SimPosition, Enemy.SimPosition, myBodies, collisionCategories, allowInsideFixture: true);
|
||||
if (pickedBody != null)
|
||||
{
|
||||
Character target = null;
|
||||
@@ -982,24 +1001,29 @@ namespace Barotrauma
|
||||
}
|
||||
if (target != null && (target == Enemy || !HumanAIController.IsFriendly(target)))
|
||||
{
|
||||
character.SetInput(InputType.Shoot, false, true);
|
||||
Weapon.Use(deltaTime, character);
|
||||
float reloadTime = 0;
|
||||
if (WeaponComponent is RangedWeapon rangedWeapon)
|
||||
{
|
||||
reloadTime = rangedWeapon.Reload;
|
||||
}
|
||||
if (WeaponComponent is MeleeWeapon mw)
|
||||
{
|
||||
reloadTime = mw.Reload;
|
||||
}
|
||||
aimTimer = reloadTime * Rand.Range(1f, 1.5f);
|
||||
UseWeapon(deltaTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void UseWeapon(float deltaTime)
|
||||
{
|
||||
character.SetInput(InputType.Shoot, false, true);
|
||||
Weapon.Use(deltaTime, character);
|
||||
float reloadTime = 0;
|
||||
if (WeaponComponent is RangedWeapon rangedWeapon)
|
||||
{
|
||||
reloadTime = rangedWeapon.Reload;
|
||||
}
|
||||
if (WeaponComponent is MeleeWeapon mw)
|
||||
{
|
||||
reloadTime = mw.Reload;
|
||||
}
|
||||
aimTimer = Math.Max(reloadTime, reloadTime * Rand.Range(1f, 1.5f) / AimSpeed);
|
||||
}
|
||||
|
||||
protected override void OnCompleted()
|
||||
{
|
||||
base.OnCompleted();
|
||||
@@ -1007,6 +1031,23 @@ namespace Barotrauma
|
||||
{
|
||||
Unequip();
|
||||
}
|
||||
if (!HoldPosition)
|
||||
{
|
||||
SteeringManager.Reset();
|
||||
}
|
||||
}
|
||||
|
||||
protected override void OnAbandon()
|
||||
{
|
||||
base.OnAbandon();
|
||||
if (Weapon != null)
|
||||
{
|
||||
Unequip();
|
||||
}
|
||||
if (!HoldPosition)
|
||||
{
|
||||
SteeringManager.Reset();
|
||||
}
|
||||
}
|
||||
|
||||
public override void Reset()
|
||||
|
||||
+30
-40
@@ -21,7 +21,8 @@ namespace Barotrauma
|
||||
//can either be a tag or an identifier
|
||||
public readonly string[] itemIdentifiers;
|
||||
public readonly ItemContainer container;
|
||||
public readonly Item item;
|
||||
private readonly Item item;
|
||||
public Item ItemToContain { get; private set; }
|
||||
|
||||
private AIObjectiveGetItem getItemObjective;
|
||||
private AIObjectiveGoTo goToObjective;
|
||||
@@ -30,10 +31,13 @@ namespace Barotrauma
|
||||
|
||||
public bool AllowToFindDivingGear { get; set; } = true;
|
||||
public bool AllowDangerousPressure { get; set; }
|
||||
public float ConditionLevel { get; set; }
|
||||
public float ConditionLevel { get; set; } = 1;
|
||||
public bool Equip { get; set; }
|
||||
public bool RemoveEmpty { get; set; } = true;
|
||||
|
||||
public bool MoveWholeStack { get; set; }
|
||||
|
||||
|
||||
public AIObjectiveContainItem(Character character, Item item, ItemContainer container, AIObjectiveManager objectiveManager, float priorityModifier = 1)
|
||||
: base(character, objectiveManager, priorityModifier)
|
||||
{
|
||||
@@ -66,14 +70,14 @@ namespace Barotrauma
|
||||
}
|
||||
if (item != null)
|
||||
{
|
||||
return container.Inventory.Items.Contains(item);
|
||||
return container.Inventory.Contains(item);
|
||||
}
|
||||
else
|
||||
{
|
||||
int containedItemCount = 0;
|
||||
foreach (Item i in container.Inventory.Items)
|
||||
foreach (Item it in container.Inventory.AllItems)
|
||||
{
|
||||
if (i != null && CheckItem(i))
|
||||
if (CheckItem(it))
|
||||
{
|
||||
containedItemCount++;
|
||||
}
|
||||
@@ -82,7 +86,7 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
private bool CheckItem(Item i) => itemIdentifiers.Any(id => i.Prefab.Identifier == id || i.HasTag(id)) && i.ConditionPercentage > ConditionLevel;
|
||||
private bool CheckItem(Item i) => itemIdentifiers.Any(id => i.Prefab.Identifier == id || i.HasTag(id)) && i.ConditionPercentage >= ConditionLevel && !i.IsThisOrAnyContainerIgnoredByAI();
|
||||
|
||||
protected override void Act(float deltaTime)
|
||||
{
|
||||
@@ -91,58 +95,44 @@ namespace Barotrauma
|
||||
Abandon = true;
|
||||
return;
|
||||
}
|
||||
Item itemToContain = item ?? character.Inventory.FindItem(i => CheckItem(i) && i.Container != container.Item, recursive: true);
|
||||
if (itemToContain != null)
|
||||
ItemToContain = item ?? character.Inventory.FindItem(i => CheckItem(i) && i.Container != container.Item, recursive: true);
|
||||
if (ItemToContain != null)
|
||||
{
|
||||
if (!character.CanInteractWith(itemToContain))
|
||||
if (!character.CanInteractWith(ItemToContain, checkLinked: false))
|
||||
{
|
||||
Abandon = true;
|
||||
return;
|
||||
}
|
||||
if (character.CanInteractWith(container.Item, out _, checkLinked: false))
|
||||
if (character.CanInteractWith(container.Item, checkLinked: false))
|
||||
{
|
||||
if (RemoveEmpty)
|
||||
{
|
||||
foreach (var emptyItem in container.Inventory.Items)
|
||||
{
|
||||
if (emptyItem == null) { continue; }
|
||||
if (emptyItem.Condition <= 0)
|
||||
{
|
||||
emptyItem.Drop(character);
|
||||
}
|
||||
}
|
||||
HumanAIController.UnequipEmptyItems(container.Item);
|
||||
}
|
||||
// Contain the item
|
||||
if (itemToContain.ParentInventory == character.Inventory)
|
||||
Inventory originalInventory = ItemToContain.ParentInventory;
|
||||
var slots = originalInventory?.FindIndices(ItemToContain);
|
||||
if (container.Inventory.TryPutItem(ItemToContain, null))
|
||||
{
|
||||
if (!container.Inventory.CanBePut(itemToContain))
|
||||
if (MoveWholeStack && slots != null)
|
||||
{
|
||||
Abandon = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
character.Inventory.RemoveItem(itemToContain);
|
||||
if (container.Inventory.TryPutItem(itemToContain, null))
|
||||
foreach (int slot in slots)
|
||||
{
|
||||
IsCompleted = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
itemToContain.Drop(character);
|
||||
Abandon = true;
|
||||
foreach (Item item in originalInventory.GetItemsAt(slot).ToList())
|
||||
{
|
||||
container.Inventory.TryPutItem(item, null);
|
||||
}
|
||||
}
|
||||
|
||||
IsCompleted = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (container.Combine(itemToContain, character))
|
||||
if (ItemToContain.ParentInventory == character.Inventory)
|
||||
{
|
||||
IsCompleted = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
Abandon = true;
|
||||
ItemToContain.Drop(character);
|
||||
}
|
||||
Abandon = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
@@ -151,7 +141,7 @@ namespace Barotrauma
|
||||
{
|
||||
DialogueIdentifier = "dialogcannotreachtarget",
|
||||
TargetName = container.Item.Name,
|
||||
abortCondition = () => !itemToContain.IsOwnedBy(character)
|
||||
abortCondition = obj => !ItemToContain.IsOwnedBy(character)
|
||||
},
|
||||
onAbandon: () => Abandon = true,
|
||||
onCompleted: () => RemoveSubObjective(ref goToObjective));
|
||||
|
||||
+14
-3
@@ -22,8 +22,13 @@ namespace Barotrauma
|
||||
public AIObjectiveGetItem GetItemObjective => getItemObjective;
|
||||
public AIObjectiveContainItem ContainObjective => containObjective;
|
||||
|
||||
public Item TargetItem => targetItem;
|
||||
public ItemContainer TargetContainer => targetContainer;
|
||||
|
||||
public bool Equip { get; set; }
|
||||
|
||||
public bool TakeWholeStack { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// If true drops the item when containing the item fails.
|
||||
/// In both cases abandons the objective.
|
||||
@@ -58,12 +63,17 @@ namespace Barotrauma
|
||||
|
||||
protected override void Act(float deltaTime)
|
||||
{
|
||||
Item itemToDecontain = targetItem ?? sourceContainer.Inventory.FindItem(i => itemIdentifiers.Any(id => i.Prefab.Identifier == id || i.HasTag(id)), recursive: false);
|
||||
Item itemToDecontain = targetItem ?? sourceContainer.Inventory.FindItem(i => itemIdentifiers.Any(id => i.Prefab.Identifier == id || i.HasTag(id) && !i.IgnoreByAI), recursive: false);
|
||||
if (itemToDecontain == null)
|
||||
{
|
||||
Abandon = true;
|
||||
return;
|
||||
}
|
||||
if (itemToDecontain.IgnoreByAI)
|
||||
{
|
||||
Abandon = true;
|
||||
return;
|
||||
}
|
||||
if (targetContainer == null)
|
||||
{
|
||||
if (sourceContainer == null)
|
||||
@@ -77,7 +87,7 @@ namespace Barotrauma
|
||||
return;
|
||||
}
|
||||
}
|
||||
else if (targetContainer.Inventory.Items.Contains(itemToDecontain))
|
||||
else if (targetContainer.Inventory.Contains(itemToDecontain))
|
||||
{
|
||||
IsCompleted = true;
|
||||
return;
|
||||
@@ -85,7 +95,7 @@ namespace Barotrauma
|
||||
if (getItemObjective == null && !itemToDecontain.IsOwnedBy(character))
|
||||
{
|
||||
TryAddSubObjective(ref getItemObjective,
|
||||
constructor: () => new AIObjectiveGetItem(character, targetItem, objectiveManager, Equip),
|
||||
constructor: () => new AIObjectiveGetItem(character, targetItem, objectiveManager, Equip) { TakeWholeStack = this.TakeWholeStack },
|
||||
onAbandon: () => Abandon = true);
|
||||
return;
|
||||
}
|
||||
@@ -94,6 +104,7 @@ namespace Barotrauma
|
||||
TryAddSubObjective(ref containObjective,
|
||||
constructor: () => new AIObjectiveContainItem(character, itemToDecontain, targetContainer, objectiveManager)
|
||||
{
|
||||
MoveWholeStack = TakeWholeStack,
|
||||
Equip = Equip,
|
||||
RemoveEmpty = false,
|
||||
GetItemPriority = GetItemPriority,
|
||||
|
||||
+16
-25
@@ -35,7 +35,7 @@ namespace Barotrauma
|
||||
Abandon = true;
|
||||
return Priority;
|
||||
}
|
||||
bool isOrder = objectiveManager.IsCurrentOrder<AIObjectiveExtinguishFires>();
|
||||
bool isOrder = objectiveManager.HasOrder<AIObjectiveExtinguishFires>();
|
||||
if (!isOrder && Character.CharacterList.Any(c => c.CurrentHull == targetHull && !HumanAIController.IsFriendly(c) && HumanAIController.IsActive(c)))
|
||||
{
|
||||
// Don't go into rooms with any enemies, unless it's an order
|
||||
@@ -78,14 +78,17 @@ namespace Barotrauma
|
||||
{
|
||||
TryAddSubObjective(ref getExtinguisherObjective, () =>
|
||||
{
|
||||
character.Speak(TextManager.Get("DialogFindExtinguisher"), null, 2.0f, "findextinguisher", 30.0f);
|
||||
if (character.IsOnPlayerTeam && !character.HasEquippedItem("fireextinguisher", allowBroken: false))
|
||||
{
|
||||
character.Speak(TextManager.Get("DialogFindExtinguisher"), null, 2.0f, "findextinguisher", 30.0f);
|
||||
}
|
||||
var getItemObjective = new AIObjectiveGetItem(character, "fireextinguisher", objectiveManager, equip: true)
|
||||
{
|
||||
AllowStealing = true,
|
||||
// If the item is inside an unsafe hull, decrease the priority
|
||||
GetItemPriority = i => HumanAIController.UnsafeHulls.Contains(i.CurrentHull) ? 0.1f : 1
|
||||
};
|
||||
if (objectiveManager.IsCurrentOrder<AIObjectiveExtinguishFires>())
|
||||
if (objectiveManager.HasOrder<AIObjectiveExtinguishFires>())
|
||||
{
|
||||
getItemObjective.Abandoned += () => character.Speak(TextManager.Get("dialogcannotfindfireextinguisher"), null, 0.0f, "dialogcannotfindfireextinguisher", 10.0f);
|
||||
};
|
||||
@@ -105,9 +108,13 @@ namespace Barotrauma
|
||||
}
|
||||
foreach (FireSource fs in targetHull.FireSources)
|
||||
{
|
||||
bool inRange = fs.IsInDamageRange(character, MathHelper.Clamp(fs.DamageRange * 1.5f, extinguisher.Range * 0.5f, extinguisher.Range));
|
||||
bool move = !inRange || !HumanAIController.VisibleHulls.Contains(fs.Hull);
|
||||
if (inRange || useExtinquisherTimer > 0.0f)
|
||||
float xDist = Math.Abs(character.WorldPosition.X - fs.WorldPosition.X) - fs.DamageRange;
|
||||
float yDist = Math.Abs(character.WorldPosition.Y - fs.WorldPosition.Y);
|
||||
bool inRange = xDist + yDist < extinguisher.Range;
|
||||
// Use the hull position, because the fire x pos is sometimes inside a wall -> the bot can't ever see it and continues running towards the wall.
|
||||
ISpatialEntity lookTarget = character.CurrentHull == targetHull || character.CurrentHull.linkedTo.Contains(targetHull) ? targetHull : fs as ISpatialEntity;
|
||||
bool move = !inRange || !character.CanSeeTarget(lookTarget);
|
||||
if ((inRange && character.CanSeeTarget(lookTarget)) || useExtinquisherTimer > 0)
|
||||
{
|
||||
useExtinquisherTimer += deltaTime;
|
||||
if (useExtinquisherTimer > 2.0f)
|
||||
@@ -121,19 +128,7 @@ namespace Barotrauma
|
||||
character.CursorPosition += VectorExtensions.Forward(extinguisherItem.body.TransformedRotation + (float)Math.Sin(sinTime) / 2, dist / 2);
|
||||
if (extinguisherItem.RequireAimToUse)
|
||||
{
|
||||
bool isOperatingButtons = false;
|
||||
if (SteeringManager == PathSteering)
|
||||
{
|
||||
var door = PathSteering.CurrentPath?.CurrentNode?.ConnectedDoor;
|
||||
if (door != null && !door.IsOpen && !door.IsBroken)
|
||||
{
|
||||
isOperatingButtons = door.HasIntegratedButtons || door.Item.GetConnectedComponents<Controller>(true).Any();
|
||||
}
|
||||
}
|
||||
if (!isOperatingButtons)
|
||||
{
|
||||
character.SetInput(InputType.Aim, false, true);
|
||||
}
|
||||
character.SetInput(InputType.Aim, false, true);
|
||||
sinTime += deltaTime * 10;
|
||||
}
|
||||
character.SetInput(extinguisherItem.IsShootable ? InputType.Shoot : InputType.Use, false, true);
|
||||
@@ -142,15 +137,11 @@ namespace Barotrauma
|
||||
{
|
||||
character.Speak(TextManager.GetWithVariable("DialogPutOutFire", "[roomname]", targetHull.DisplayName, true), null, 0, "putoutfire", 10.0f);
|
||||
}
|
||||
if (!character.CanSeeTarget(fs))
|
||||
{
|
||||
move = true;
|
||||
}
|
||||
}
|
||||
if (move)
|
||||
{
|
||||
//go to the first firesource
|
||||
if (TryAddSubObjective(ref gotoObjective, () => new AIObjectiveGoTo(fs, character, objectiveManager, closeEnough: extinguisher.Range / 2)
|
||||
if (TryAddSubObjective(ref gotoObjective, () => new AIObjectiveGoTo(fs, character, objectiveManager, closeEnough: Math.Max(fs.DamageRange, extinguisher.Range * 0.7f))
|
||||
{
|
||||
DialogueIdentifier = "dialogcannotreachfire",
|
||||
TargetName = fs.Hull.DisplayName
|
||||
@@ -158,7 +149,7 @@ namespace Barotrauma
|
||||
onAbandon: () => Abandon = true,
|
||||
onCompleted: () => RemoveSubObjective(ref gotoObjective)))
|
||||
{
|
||||
gotoObjective.requiredCondition = () => HumanAIController.VisibleHulls.Contains(fs.Hull);
|
||||
gotoObjective.requiredCondition = () => targetHull == null || character.CanSeeTarget(targetHull);
|
||||
}
|
||||
}
|
||||
else
|
||||
|
||||
+9
-1
@@ -38,11 +38,19 @@ namespace Barotrauma
|
||||
public static bool IsValidTarget(Hull hull, Character character)
|
||||
{
|
||||
if (hull == null) { return false; }
|
||||
if (hull.IgnoreByAI) { return false; }
|
||||
if (hull.FireSources.None()) { return false; }
|
||||
if (hull.Submarine == null) { return false; }
|
||||
if (character.Submarine == null) { return false; }
|
||||
if (!character.Submarine.IsEntityFoundOnThisSub(hull, includingConnectedSubs: true)) { return false; }
|
||||
if (hull.BallastFlora != null) { return false; }
|
||||
foreach (var ballastFlora in MapCreatures.Behavior.BallastFloraBehavior.EntityList)
|
||||
{
|
||||
if (ballastFlora.Parent?.Submarine != character.Submarine) { continue; }
|
||||
if (ballastFlora.Branches.Any(b => !b.Removed && b.Health > 0 && b.CurrentHull == hull))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
+4
-7
@@ -26,7 +26,7 @@ namespace Barotrauma
|
||||
protected override AIObjective ObjectiveConstructor(Character target)
|
||||
{
|
||||
var combatObjective = new AIObjectiveCombat(character, target, AIObjectiveCombat.CombatMode.Offensive, objectiveManager, PriorityModifier);
|
||||
if (character.TeamID == Character.TeamType.FriendlyNPC && target.TeamID == Character.TeamType.Team1 && GameMain.GameSession?.GameMode is CampaignMode campaign)
|
||||
if (character.TeamID == CharacterTeamType.FriendlyNPC && target.TeamID == CharacterTeamType.Team1 && GameMain.GameSession?.GameMode is CampaignMode campaign)
|
||||
{
|
||||
var reputation = campaign.Map?.CurrentLocation?.Reputation;
|
||||
if (reputation != null && reputation.NormalizedValue < Reputation.HostileThreshold)
|
||||
@@ -50,14 +50,11 @@ namespace Barotrauma
|
||||
{
|
||||
if (target == null || target.IsDead || target.Removed) { return false; }
|
||||
if (target == character) { return false; }
|
||||
if (HumanAIController.IsFriendly(character, target)) { return false; }
|
||||
if (target.Submarine == null) { return false; }
|
||||
if (target.Submarine.TeamID != character.TeamID) { return false; }
|
||||
if (character.Submarine == null) { return false; }
|
||||
if (target.CurrentHull == null) { return false; }
|
||||
if (character.Submarine != null)
|
||||
{
|
||||
if (!character.Submarine.IsConnectedTo(target.Submarine)) { return false; }
|
||||
}
|
||||
if (HumanAIController.IsFriendly(character, target)) { return false; }
|
||||
if (!character.Submarine.IsConnectedTo(target.Submarine)) { return false; }
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
+54
-26
@@ -1,5 +1,7 @@
|
||||
using Barotrauma.Items.Components;
|
||||
using Barotrauma.Extensions;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
@@ -36,11 +38,11 @@ namespace Barotrauma
|
||||
return;
|
||||
}
|
||||
targetItem = character.Inventory.FindItemByTag(gearTag, true);
|
||||
if (targetItem == null || !character.HasEquippedItem(targetItem))
|
||||
if (targetItem == null || !character.HasEquippedItem(targetItem) && targetItem.ContainedItems.Any(i => i.HasTag(OXYGEN_SOURCE) && i.Condition > 0))
|
||||
{
|
||||
TryAddSubObjective(ref getDivingGear, () =>
|
||||
{
|
||||
if (targetItem == null)
|
||||
if (targetItem == null && character.IsOnPlayerTeam)
|
||||
{
|
||||
character.Speak(TextManager.Get("DialogGetDivingGear"), null, 0.0f, "getdivinggear", 30.0f);
|
||||
}
|
||||
@@ -56,7 +58,7 @@ namespace Barotrauma
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!DropEmptyTanks(character, targetItem, out Item[] containedItems))
|
||||
if (!EjectEmptyTanks(character, targetItem, out var containedItems))
|
||||
{
|
||||
#if DEBUG
|
||||
DebugConsole.ThrowError($"{character.Name}: AIObjectiveFindDivingGear failed - the item \"" + targetItem + "\" has no proper inventory");
|
||||
@@ -64,14 +66,25 @@ namespace Barotrauma
|
||||
Abandon = true;
|
||||
return;
|
||||
}
|
||||
if (containedItems.None(it => it != null && it.HasTag(OXYGEN_SOURCE) && it.Condition > MIN_OXYGEN))
|
||||
float min = character.Submarine == null ? 0.01f : MIN_OXYGEN;
|
||||
if (containedItems.None(it => it != null && it.HasTag(OXYGEN_SOURCE) && it.Condition > min))
|
||||
{
|
||||
// No valid oxygen source loaded.
|
||||
// Seek oxygen that has min 10% condition left.
|
||||
// Seek oxygen that has at least 10% condition left.
|
||||
TryAddSubObjective(ref getOxygen, () =>
|
||||
{
|
||||
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 (character.IsOnPlayerTeam)
|
||||
{
|
||||
if (HumanAIController.HasItem(character, "oxygensource", out _, conditionPercentage: min))
|
||||
{
|
||||
character.Speak(TextManager.Get("dialogswappingoxygentank"), null, 0, "swappingoxygentank", 30.0f);
|
||||
}
|
||||
else
|
||||
{
|
||||
character.Speak(TextManager.Get("DialogGetOxygenTank"), null, 0, "getoxygentank", 30.0f);
|
||||
}
|
||||
}
|
||||
return new AIObjectiveContainItem(character, OXYGEN_SOURCE, targetItem.GetComponent<ItemContainer>(), objectiveManager, spawnItemIfNotFound: character.TeamID == CharacterTeamType.FriendlyNPC)
|
||||
{
|
||||
AllowToFindDivingGear = false,
|
||||
AllowDangerousPressure = true,
|
||||
@@ -80,20 +93,45 @@ namespace Barotrauma
|
||||
},
|
||||
onAbandon: () =>
|
||||
{
|
||||
int remainingTanks = ReportOxygenTankCount();
|
||||
// Try to seek any oxygen sources.
|
||||
TryAddSubObjective(ref getOxygen, () =>
|
||||
{
|
||||
return new AIObjectiveContainItem(character, OXYGEN_SOURCE, targetItem.GetComponent<ItemContainer>(), objectiveManager, spawnItemIfNotFound: character.TeamID == Character.TeamType.FriendlyNPC)
|
||||
return new AIObjectiveContainItem(character, OXYGEN_SOURCE, targetItem.GetComponent<ItemContainer>(), objectiveManager, spawnItemIfNotFound: character.TeamID == CharacterTeamType.FriendlyNPC)
|
||||
{
|
||||
AllowToFindDivingGear = false,
|
||||
AllowDangerousPressure = true,
|
||||
ConditionLevel = 0
|
||||
AllowDangerousPressure = true
|
||||
};
|
||||
},
|
||||
onAbandon: () => Abandon = true,
|
||||
onAbandon: () =>
|
||||
{
|
||||
Abandon = true;
|
||||
if (remainingTanks > 0 && !HumanAIController.HasItem(character, "oxygensource", out _, conditionPercentage: 0.01f))
|
||||
{
|
||||
character.Speak(TextManager.Get("dialogcantfindtoxygen"), null, 0, "cantfindoxygen", 30.0f);
|
||||
}
|
||||
},
|
||||
onCompleted: () => RemoveSubObjective(ref getOxygen));
|
||||
},
|
||||
onCompleted: () => RemoveSubObjective(ref getOxygen));
|
||||
onCompleted: () =>
|
||||
{
|
||||
RemoveSubObjective(ref getOxygen);
|
||||
ReportOxygenTankCount();
|
||||
});
|
||||
|
||||
int ReportOxygenTankCount()
|
||||
{
|
||||
int remainingOxygenTanks = Submarine.MainSub.GetItems(false).Count(i => i.HasTag("oxygensource") && i.Condition > 1);
|
||||
if (remainingOxygenTanks == 0)
|
||||
{
|
||||
character.Speak(TextManager.Get("DialogOutOfOxygenTanks"), null, 0.0f, "outofoxygentanks", 30.0f);
|
||||
}
|
||||
else if (remainingOxygenTanks < 10)
|
||||
{
|
||||
character.Speak(TextManager.Get("DialogLowOnOxygenTanks"), null, 0.0f, "lowonoxygentanks", 30.0f);
|
||||
}
|
||||
return remainingOxygenTanks;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -101,21 +139,11 @@ namespace Barotrauma
|
||||
/// <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)
|
||||
public static bool EjectEmptyTanks(Character actor, Item target, out IEnumerable<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);
|
||||
}
|
||||
}
|
||||
containedItems = target.OwnInventory?.AllItems;
|
||||
if (containedItems == null) { return false; }
|
||||
AIController.UnequipEmptyItems(actor, target);
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
+10
-5
@@ -46,19 +46,24 @@ namespace Barotrauma
|
||||
}
|
||||
if (character.CurrentHull == null)
|
||||
{
|
||||
Priority = objectiveManager.CurrentOrder is AIObjectiveGoTo && HumanAIController.HasDivingSuit(character) ? 0 : 100;
|
||||
Priority = (objectiveManager.IsCurrentOrder<AIObjectiveGoTo>() || objectiveManager.HasActiveObjective<AIObjectiveCombat>()) && HumanAIController.HasDivingSuit(character) ? 0 : 100;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (HumanAIController.NeedsDivingGear(character.CurrentHull, out _) && !HumanAIController.HasDivingGear(character))
|
||||
if (HumanAIController.NeedsDivingGear(character.CurrentHull, out _) && !HumanAIController.HasDivingGear(character, conditionPercentage: AIObjectiveFindDivingGear.MIN_OXYGEN))
|
||||
{
|
||||
Priority = 100;
|
||||
}
|
||||
else if (objectiveManager.IsCurrentOrder<AIObjectiveGoTo>() && character.Submarine != null && !HumanAIController.IsOnFriendlyTeam(character.TeamID, character.Submarine.TeamID))
|
||||
{
|
||||
// Ordered to follow/hold position inside a hostile sub -> ignore find safety unless we need to find a diving gear
|
||||
Priority = 0;
|
||||
}
|
||||
Priority = MathHelper.Clamp(Priority, 0, 100);
|
||||
if (divingGearObjective != null && !divingGearObjective.IsCompleted && divingGearObjective.CanBeCompleted)
|
||||
{
|
||||
// Boost the priority while seeking the diving gear
|
||||
Priority = Math.Max(Priority, Math.Min(AIObjectiveManager.OrderPriority + 20, 100));
|
||||
Priority = Math.Max(Priority, Math.Min(AIObjectiveManager.HighestOrderPriority + 20, 100));
|
||||
}
|
||||
}
|
||||
return Priority;
|
||||
@@ -168,7 +173,7 @@ namespace Barotrauma
|
||||
{
|
||||
searchHullTimer = SearchHullInterval * Rand.Range(0.9f, 1.1f);
|
||||
previousSafeHull = currentSafeHull;
|
||||
currentSafeHull = FindBestHull(allowChangingTheSubmarine: character.TeamID != Character.TeamType.FriendlyNPC);
|
||||
currentSafeHull = FindBestHull(allowChangingTheSubmarine: character.TeamID != CharacterTeamType.FriendlyNPC);
|
||||
cannotFindSafeHull = currentSafeHull == null || HumanAIController.NeedsDivingGear(currentSafeHull, out _);
|
||||
if (currentSafeHull == null)
|
||||
{
|
||||
@@ -359,7 +364,7 @@ namespace Barotrauma
|
||||
hullSafety *= distanceFactor;
|
||||
// If the target is not inside a friendly submarine, considerably reduce the hull safety.
|
||||
// Intentionally exclude wrecks from this check
|
||||
if (hull.Submarine.TeamID != character.TeamID && hull.Submarine.TeamID != Character.TeamType.FriendlyNPC)
|
||||
if (hull.Submarine.TeamID != character.TeamID && hull.Submarine.TeamID != CharacterTeamType.FriendlyNPC)
|
||||
{
|
||||
hullSafety /= 10;
|
||||
}
|
||||
|
||||
+29
-15
@@ -52,7 +52,7 @@ namespace Barotrauma
|
||||
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 max = AIObjectiveManager.LowestOrderPriority - reduction;
|
||||
float devotion = CumulatedDevotion / 100;
|
||||
Priority = MathHelper.Lerp(0, max, MathHelper.Clamp(devotion + (severity * distanceFactor * PriorityModifier), 0, 1));
|
||||
}
|
||||
@@ -64,10 +64,10 @@ namespace Barotrauma
|
||||
var weldingTool = character.Inventory.FindItemByTag("weldingequipment", true);
|
||||
if (weldingTool == null)
|
||||
{
|
||||
TryAddSubObjective(ref getWeldingTool, () => new AIObjectiveGetItem(character, "weldingequipment", objectiveManager, equip: true, spawnItemIfNotFound: character.TeamID == Character.TeamType.FriendlyNPC),
|
||||
TryAddSubObjective(ref getWeldingTool, () => new AIObjectiveGetItem(character, "weldingequipment", objectiveManager, equip: true, spawnItemIfNotFound: character.TeamID == CharacterTeamType.FriendlyNPC),
|
||||
onAbandon: () =>
|
||||
{
|
||||
if (objectiveManager.IsCurrentOrder<AIObjectiveFixLeaks>())
|
||||
if (character.IsOnPlayerTeam && objectiveManager.IsCurrentOrder<AIObjectiveFixLeaks>())
|
||||
{
|
||||
character.Speak(TextManager.Get("dialogcannotfindweldingequipment"), null, 0.0f, "dialogcannotfindweldingequipment", 10.0f);
|
||||
}
|
||||
@@ -78,8 +78,7 @@ namespace Barotrauma
|
||||
}
|
||||
else
|
||||
{
|
||||
var containedItems = weldingTool.OwnInventory?.Items;
|
||||
if (containedItems == null)
|
||||
if (weldingTool.OwnInventory == null)
|
||||
{
|
||||
#if DEBUG
|
||||
DebugConsole.ThrowError($"{character.Name}: AIObjectiveFixLeak failed - the item \"" + weldingTool + "\" has no proper inventory");
|
||||
@@ -88,19 +87,34 @@ namespace Barotrauma
|
||||
return;
|
||||
}
|
||||
// Drop empty tanks
|
||||
foreach (Item containedItem in containedItems)
|
||||
HumanAIController.UnequipEmptyItems(weldingTool);
|
||||
|
||||
if (weldingTool.OwnInventory.AllItems.None(i => i.HasTag("weldingfuel") && i.Condition > 0.0f))
|
||||
{
|
||||
if (containedItem == null) { continue; }
|
||||
if (containedItem.Condition <= 0.0f)
|
||||
TryAddSubObjective(ref refuelObjective, () => new AIObjectiveContainItem(character, "weldingfuel", weldingTool.GetComponent<ItemContainer>(), objectiveManager, spawnItemIfNotFound: character.TeamID == CharacterTeamType.FriendlyNPC),
|
||||
onAbandon: () =>
|
||||
{
|
||||
Abandon = true;
|
||||
ReportWeldingFuelTankCount();
|
||||
},
|
||||
onCompleted: () =>
|
||||
{
|
||||
RemoveSubObjective(ref refuelObjective);
|
||||
ReportWeldingFuelTankCount();
|
||||
});
|
||||
|
||||
void ReportWeldingFuelTankCount()
|
||||
{
|
||||
containedItem.Drop(character);
|
||||
int remainingOxygenTanks = Submarine.MainSub.GetItems(false).Count(i => i.HasTag("weldingfuel") && i.Condition > 1);
|
||||
if (remainingOxygenTanks == 0)
|
||||
{
|
||||
character.Speak(TextManager.Get("DialogOutOfWeldingFuel"), null, 0.0f, "outofweldingfuel", 30.0f);
|
||||
}
|
||||
else if (remainingOxygenTanks < 4)
|
||||
{
|
||||
character.Speak(TextManager.Get("DialogLowOnWeldingFuel"), null, 0.0f, "lowonweldingfuel", 30.0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
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,
|
||||
onCompleted: () => RemoveSubObjective(ref refuelObjective));
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
+6
-2
@@ -42,7 +42,7 @@ namespace Barotrauma
|
||||
if (totalLeaks == 0) { return 0; }
|
||||
int otherFixers = HumanAIController.CountCrew(c => c != HumanAIController && c.ObjectiveManager.IsCurrentObjective<AIObjectiveFixLeaks>() && !c.Character.IsIncapacitated, onlyBots: true);
|
||||
bool anyFixers = otherFixers > 0;
|
||||
if (objectiveManager.CurrentOrder == this)
|
||||
if (objectiveManager.IsOrder(this))
|
||||
{
|
||||
float ratio = anyFixers ? totalLeaks / (float)otherFixers : 1;
|
||||
return Targets.Sum(t => GetLeakSeverity(t)) * ratio;
|
||||
@@ -72,7 +72,11 @@ namespace Barotrauma
|
||||
{
|
||||
if (gap == null) { return false; }
|
||||
// Don't fix a leak on a wall section set to be ignored
|
||||
if (gap.ConnectedWall?.Sections?.Any(s => s.gap == gap && s.IgnoreByAI) ?? false) { return false; }
|
||||
if (gap.ConnectedWall != null)
|
||||
{
|
||||
if (gap.ConnectedWall.Sections.Any(s => s.gap == gap && s.IgnoreByAI)) { return false; }
|
||||
if (gap.ConnectedWall.MaxHealth <= 0.0f) { return false; }
|
||||
}
|
||||
if (gap.ConnectedWall == null || gap.ConnectedDoor != null || gap.Open <= 0 || gap.linkedTo.All(l => l == null)) { return false; }
|
||||
if (gap.Submarine == null || character.Submarine == null) { return false; }
|
||||
// Don't allow going into another sub, unless it's connected and of the same team and type.
|
||||
|
||||
+32
-5
@@ -44,6 +44,8 @@ namespace Barotrauma
|
||||
/// </summary>
|
||||
public bool AllowStealing { get; set; }
|
||||
|
||||
public bool TakeWholeStack { get; set; }
|
||||
|
||||
public AIObjectiveGetItem(Character character, Item targetItem, AIObjectiveManager objectiveManager, bool equip = true, float priorityModifier = 1)
|
||||
: base(character, objectiveManager, priorityModifier)
|
||||
{
|
||||
@@ -177,7 +179,7 @@ namespace Barotrauma
|
||||
}
|
||||
else if (moveToTarget is Item parentItem)
|
||||
{
|
||||
canInteract = character.CanInteractWith(parentItem, out _, checkLinked: false);
|
||||
canInteract = character.CanInteractWith(parentItem, checkLinked: false);
|
||||
}
|
||||
if (canInteract)
|
||||
{
|
||||
@@ -191,8 +193,20 @@ namespace Barotrauma
|
||||
return;
|
||||
}
|
||||
|
||||
Inventory itemInventory = targetItem.ParentInventory;
|
||||
var slots = itemInventory?.FindIndices(targetItem);
|
||||
if (HumanAIController.TakeItem(targetItem, character.Inventory, equip, storeUnequipped: true))
|
||||
{
|
||||
if (TakeWholeStack && slots != null)
|
||||
{
|
||||
foreach (int slot in slots)
|
||||
{
|
||||
foreach (Item item in itemInventory.GetItemsAt(slot).ToList())
|
||||
{
|
||||
HumanAIController.TakeItem(item, character.Inventory, equip: false, storeUnequipped: true);
|
||||
}
|
||||
}
|
||||
}
|
||||
IsCompleted = true;
|
||||
}
|
||||
else
|
||||
@@ -211,7 +225,16 @@ namespace Barotrauma
|
||||
return new AIObjectiveGoTo(moveToTarget, character, objectiveManager, repeat: false, getDivingGearIfNeeded: AllowToFindDivingGear, closeEnough: DefaultReach)
|
||||
{
|
||||
// If the root container changes, the item is no longer where it was (taken by someone -> need to find another item)
|
||||
abortCondition = () => targetItem == null || targetItem.GetRootInventoryOwner() != moveToTarget,
|
||||
abortCondition = obj =>
|
||||
{
|
||||
bool abort = targetItem == null || targetItem.GetRootInventoryOwner() != moveToTarget;
|
||||
if (abort)
|
||||
{
|
||||
// Fail silently if someone takes the suit.
|
||||
obj.speakIfFails = false;
|
||||
}
|
||||
return abort;
|
||||
},
|
||||
DialogueIdentifier = "dialogcannotreachtarget",
|
||||
TargetName = (moveToTarget as MapEntity)?.Name ?? (moveToTarget as Character)?.Name ?? moveToTarget.ToString()
|
||||
};
|
||||
@@ -256,7 +279,7 @@ namespace Barotrauma
|
||||
if (mySub == null) { continue; }
|
||||
if (!AllowStealing)
|
||||
{
|
||||
if (character.TeamID == Character.TeamType.FriendlyNPC != item.SpawnedInOutpost) { continue; }
|
||||
if (character.TeamID == CharacterTeamType.FriendlyNPC != item.SpawnedInOutpost) { continue; }
|
||||
}
|
||||
if (!CheckItem(item)) { continue; }
|
||||
if (ignoredContainerIdentifiers != null && item.Container != null)
|
||||
@@ -276,6 +299,10 @@ namespace Barotrauma
|
||||
itemPriority = GetItemPriority(item);
|
||||
}
|
||||
Entity rootInventoryOwner = item.GetRootInventoryOwner();
|
||||
if (rootInventoryOwner is Item ownerItem)
|
||||
{
|
||||
if (!ownerItem.IsInteractable(character)) { continue; }
|
||||
}
|
||||
Vector2 itemPos = (rootInventoryOwner ?? item).WorldPosition;
|
||||
float yDist = Math.Abs(character.WorldPosition.Y - itemPos.Y);
|
||||
yDist = yDist > 100 ? yDist * 5 : 0;
|
||||
@@ -308,7 +335,7 @@ namespace Barotrauma
|
||||
Entity.Spawner.AddToSpawnQueue(prefab, character.Inventory, onSpawned: (Item spawnedItem) =>
|
||||
{
|
||||
targetItem = spawnedItem;
|
||||
if (character.TeamID == Character.TeamType.FriendlyNPC && (character.Submarine?.Info.IsOutpost ?? false))
|
||||
if (character.TeamID == CharacterTeamType.FriendlyNPC && (character.Submarine?.Info.IsOutpost ?? false))
|
||||
{
|
||||
spawnedItem.SpawnedInOutpost = true;
|
||||
}
|
||||
@@ -347,7 +374,7 @@ namespace Barotrauma
|
||||
|
||||
private bool CheckItem(Item item)
|
||||
{
|
||||
if (item.NonInteractable) { return false; }
|
||||
if (!item.IsInteractable(character)) { return false; }
|
||||
if (item.IsThisOrAnyContainerIgnoredByAI()) { return false; }
|
||||
if (ignoredItems.Contains(item)) { return false; };
|
||||
if (item.Condition < TargetCondition) { return false; }
|
||||
|
||||
+167
-59
@@ -2,6 +2,7 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Barotrauma.Extensions;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
@@ -22,18 +23,22 @@ namespace Barotrauma
|
||||
/// <summary>
|
||||
/// Aborts the objective when this condition is true
|
||||
/// </summary>
|
||||
public Func<bool> abortCondition;
|
||||
public Func<AIObjectiveGoTo, bool> abortCondition;
|
||||
public Func<PathNode, bool> endNodeFilter;
|
||||
|
||||
public Func<float> priorityGetter;
|
||||
|
||||
public bool followControlledCharacter;
|
||||
public bool mimic;
|
||||
public bool speakIfFails = true;
|
||||
|
||||
public float extraDistanceWhileSwimming;
|
||||
public float extraDistanceOutsideSub;
|
||||
private float _closeEnough = 50;
|
||||
private readonly float minDistance = 50;
|
||||
private readonly float seekGapsInterval = 1;
|
||||
private float seekGapsTimer;
|
||||
|
||||
/// <summary>
|
||||
/// Display units
|
||||
/// </summary>
|
||||
@@ -76,7 +81,7 @@ namespace Barotrauma
|
||||
|
||||
public override float GetPriority()
|
||||
{
|
||||
bool isOrder = objectiveManager.CurrentOrder == this;
|
||||
bool isOrder = objectiveManager.IsOrder(this);
|
||||
if (!IsAllowed)
|
||||
{
|
||||
Priority = 0;
|
||||
@@ -110,12 +115,14 @@ namespace Barotrauma
|
||||
}
|
||||
else
|
||||
{
|
||||
Priority = isOrder ? AIObjectiveManager.OrderPriority : 10;
|
||||
Priority = isOrder ? objectiveManager.GetOrderPriority(this) : 10;
|
||||
}
|
||||
}
|
||||
return Priority;
|
||||
}
|
||||
|
||||
private readonly float avoidLookAheadDistance = 5;
|
||||
|
||||
public AIObjectiveGoTo(ISpatialEntity target, Character character, AIObjectiveManager objectiveManager, bool repeat = false, bool getDivingGearIfNeeded = true, float priorityModifier = 1, float closeEnough = 0)
|
||||
: base(character, objectiveManager, priorityModifier)
|
||||
{
|
||||
@@ -140,10 +147,11 @@ namespace Barotrauma
|
||||
|
||||
private void SpeakCannotReach()
|
||||
{
|
||||
if (!character.IsOnPlayerTeam) { return; }
|
||||
#if DEBUG
|
||||
DebugConsole.NewMessage($"{character.Name}: Cannot reach the target: {Target}", Color.Yellow);
|
||||
#endif
|
||||
if (objectiveManager.CurrentOrder != null && DialogueIdentifier != null)
|
||||
if (objectiveManager.HasOrders() && DialogueIdentifier != null && speakIfFails)
|
||||
{
|
||||
string msg = TargetName == null ? TextManager.Get(DialogueIdentifier, true) : TextManager.GetWithVariable(DialogueIdentifier, "[name]", TargetName, formatCapitals: !(Target is Character));
|
||||
if (msg != null)
|
||||
@@ -157,10 +165,9 @@ namespace Barotrauma
|
||||
{
|
||||
if (followControlledCharacter)
|
||||
{
|
||||
if (Character.Controlled == null)
|
||||
if (Character.Controlled == null || !HumanAIController.IsFriendly(Character.Controlled))
|
||||
{
|
||||
Abandon = true;
|
||||
SteeringManager.Reset();
|
||||
return;
|
||||
}
|
||||
Target = Character.Controlled;
|
||||
@@ -181,7 +188,6 @@ namespace Barotrauma
|
||||
if (e.Removed)
|
||||
{
|
||||
Abandon = true;
|
||||
SteeringManager.Reset();
|
||||
return;
|
||||
}
|
||||
else
|
||||
@@ -193,7 +199,7 @@ namespace Barotrauma
|
||||
if (!followControlledCharacter)
|
||||
{
|
||||
// Abandon if going through unsafe paths. Note ignores unsafe nodes when following an order or when the objective is set to ignore unsafe hulls.
|
||||
bool containsUnsafeNodes = HumanAIController.CurrentOrder == null && !HumanAIController.ObjectiveManager.CurrentObjective.IgnoreUnsafeHulls
|
||||
bool containsUnsafeNodes = character.IsDismissed && !HumanAIController.ObjectiveManager.CurrentObjective.IgnoreUnsafeHulls
|
||||
&& PathSteering != null && PathSteering.CurrentPath != null
|
||||
&& PathSteering.CurrentPath.Nodes.Any(n => HumanAIController.UnsafeHulls.Contains(n.CurrentHull));
|
||||
if (containsUnsafeNodes || HumanAIController.UnreachableHulls.Contains(targetHull))
|
||||
@@ -208,14 +214,14 @@ namespace Barotrauma
|
||||
{
|
||||
Abandon = true;
|
||||
}
|
||||
else if (waitUntilPathUnreachable < 0)
|
||||
else if (SteeringManager == PathSteering && PathSteering.CurrentPath != null && PathSteering.CurrentPath.Unreachable && !PathSteering.IsPathDirty)
|
||||
{
|
||||
if (SteeringManager == PathSteering && PathSteering.CurrentPath != null && PathSteering.CurrentPath.Unreachable && !PathSteering.IsPathDirty)
|
||||
SteeringManager.Reset();
|
||||
if (waitUntilPathUnreachable < 0)
|
||||
{
|
||||
if (repeat)
|
||||
{
|
||||
SpeakCannotReach();
|
||||
SteeringManager.Reset();
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -223,12 +229,7 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
}
|
||||
if (Abandon)
|
||||
{
|
||||
SpeakCannotReach();
|
||||
SteeringManager.Reset();
|
||||
}
|
||||
else
|
||||
if (!Abandon)
|
||||
{
|
||||
if (getDivingGearIfNeeded && !character.LockHands)
|
||||
{
|
||||
@@ -248,13 +249,14 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
bool needsEquipment = false;
|
||||
float minOxygen = character.Submarine == null ? 0 : AIObjectiveFindDivingGear.MIN_OXYGEN;
|
||||
if (needsDivingSuit)
|
||||
{
|
||||
needsEquipment = !HumanAIController.HasDivingSuit(character, AIObjectiveFindDivingGear.MIN_OXYGEN);
|
||||
needsEquipment = !HumanAIController.HasDivingSuit(character, minOxygen);
|
||||
}
|
||||
else if (needsDivingGear)
|
||||
{
|
||||
needsEquipment = !HumanAIController.HasDivingGear(character, AIObjectiveFindDivingGear.MIN_OXYGEN);
|
||||
needsEquipment = !HumanAIController.HasDivingGear(character, minOxygen);
|
||||
}
|
||||
if (needsEquipment)
|
||||
{
|
||||
@@ -286,52 +288,134 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
}
|
||||
if (!character.AnimController.InWater)
|
||||
if (character.AnimController.InWater)
|
||||
{
|
||||
useScooter = false;
|
||||
checkScooterTimer = 0;
|
||||
}
|
||||
else if (checkScooterTimer <= 0)
|
||||
{
|
||||
useScooter = false;
|
||||
checkScooterTimer = checkScooterTime;
|
||||
string scooterTag = "scooter";
|
||||
string batteryTag = "mobilebattery";
|
||||
Item scooter = null;
|
||||
bool isScooterEquipped = false;
|
||||
float closeEnough = 250;
|
||||
float squaredDistance = Vector2.DistanceSquared(character.WorldPosition, Target.WorldPosition);
|
||||
bool shouldUseScooter = squaredDistance > closeEnough * closeEnough && (!mimic ||
|
||||
(Target is Character targetCharacter && targetCharacter.HasEquippedItem(scooterTag, allowBroken: false)) || squaredDistance > Math.Pow(closeEnough * 2, 2));
|
||||
if (HumanAIController.HasItem(character, scooterTag, out IEnumerable<Item> equippedScooters, batteryTag, requireEquipped: true))
|
||||
if (character.CurrentHull == null)
|
||||
{
|
||||
scooter = equippedScooters.FirstOrDefault();
|
||||
isScooterEquipped = scooter != null;
|
||||
}
|
||||
else if (shouldUseScooter && HumanAIController.HasItem(character, scooterTag, out IEnumerable<Item> scooters, batteryTag, requireEquipped: false))
|
||||
{
|
||||
scooter = scooters.FirstOrDefault();
|
||||
if (scooter != null)
|
||||
if (seekGapsTimer > 0)
|
||||
{
|
||||
isScooterEquipped = HumanAIController.TakeItem(scooter, character.Inventory, equip: true, dropOtherIfCannotMove: false, allowSwapping: true, storeUnequipped: false);
|
||||
}
|
||||
}
|
||||
if (scooter != null && isScooterEquipped)
|
||||
{
|
||||
if (shouldUseScooter)
|
||||
{
|
||||
useScooter = true;
|
||||
seekGapsTimer -= deltaTime;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Unequip
|
||||
character.Inventory.TryPutItem(scooter, character, CharacterInventory.anySlot);
|
||||
SeekGaps(maxDistance: 500);
|
||||
seekGapsTimer = seekGapsInterval * Rand.Range(0.1f, 1.1f);
|
||||
if (TargetGap != null)
|
||||
{
|
||||
// Check that nothing is blocking the way
|
||||
Vector2 rayStart = character.SimPosition;
|
||||
Vector2 rayEnd = TargetGap.SimPosition;
|
||||
if (TargetGap.Submarine != null && character.Submarine == null)
|
||||
{
|
||||
rayStart -= TargetGap.Submarine.SimPosition;
|
||||
}
|
||||
else if (TargetGap.Submarine == null && character.Submarine != null)
|
||||
{
|
||||
rayEnd -= character.Submarine.SimPosition;
|
||||
}
|
||||
var closestBody = Submarine.CheckVisibility(rayStart, rayEnd, ignoreSubs: true);
|
||||
if (closestBody != null)
|
||||
{
|
||||
TargetGap = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
TargetGap = null;
|
||||
}
|
||||
if (TargetGap != null)
|
||||
{
|
||||
if (TargetGap.FlowTargetHull != null && HumanAIController.SteerThroughGap(TargetGap, TargetGap.FlowTargetHull.WorldPosition, deltaTime))
|
||||
{
|
||||
SteeringManager.SteeringAvoid(deltaTime, avoidLookAheadDistance, weight: 1);
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
TargetGap = null;
|
||||
}
|
||||
}
|
||||
if (checkScooterTimer <= 0)
|
||||
{
|
||||
useScooter = false;
|
||||
checkScooterTimer = checkScooterTime;
|
||||
string scooterTag = "scooter";
|
||||
string batteryTag = "mobilebattery";
|
||||
Item scooter = null;
|
||||
float closeEnough = 250;
|
||||
float squaredDistance = Vector2.DistanceSquared(character.WorldPosition, Target.WorldPosition);
|
||||
bool shouldUseScooter = squaredDistance > closeEnough * closeEnough && (!mimic ||
|
||||
(Target is Character targetCharacter && targetCharacter.HasEquippedItem(scooterTag, allowBroken: false)) || squaredDistance > Math.Pow(closeEnough * 2, 2));
|
||||
if (HumanAIController.HasItem(character, scooterTag, out IEnumerable<Item> equippedScooters, recursive: false, requireEquipped: true))
|
||||
{
|
||||
// Currently equipped scooter
|
||||
scooter = equippedScooters.FirstOrDefault();
|
||||
}
|
||||
else if (shouldUseScooter)
|
||||
{
|
||||
bool hasBattery = false;
|
||||
if (HumanAIController.HasItem(character, scooterTag, out IEnumerable<Item> nonEquippedScooters, containedTag: batteryTag, conditionPercentage: 1, requireEquipped: false))
|
||||
{
|
||||
// Non-equipped scooter with a battery
|
||||
scooter = nonEquippedScooters.FirstOrDefault();
|
||||
hasBattery = true;
|
||||
}
|
||||
else if (HumanAIController.HasItem(character, scooterTag, out IEnumerable<Item> _nonEquippedScooters, requireEquipped: false))
|
||||
{
|
||||
// Non-equipped scooter without a battery
|
||||
scooter = _nonEquippedScooters.FirstOrDefault();
|
||||
// Non-recursive so that the bots won't take batteries from other items. Also means that they can't find batteries inside containers. Not sure how to solve this.
|
||||
hasBattery = HumanAIController.HasItem(character, batteryTag, out _, requireEquipped: false, conditionPercentage: 1, recursive: false);
|
||||
}
|
||||
if (scooter != null && hasBattery)
|
||||
{
|
||||
// Equip only if we have a battery available
|
||||
HumanAIController.TakeItem(scooter, character.Inventory, equip: true, dropOtherIfCannotMove: false, allowSwapping: true, storeUnequipped: false);
|
||||
}
|
||||
}
|
||||
bool isScooterEquipped = scooter != null && character.HasEquippedItem(scooter);
|
||||
if (scooter != null && isScooterEquipped)
|
||||
{
|
||||
if (shouldUseScooter)
|
||||
{
|
||||
useScooter = true;
|
||||
// Check the battery
|
||||
if (scooter.ContainedItems.None(i => i.Condition > 0))
|
||||
{
|
||||
// Try to switch batteries
|
||||
if (HumanAIController.HasItem(character, batteryTag, out IEnumerable<Item> batteries, conditionPercentage: 1, recursive: false))
|
||||
{
|
||||
scooter.ContainedItems.ForEachMod(emptyBattery => character.Inventory.TryPutItem(emptyBattery, character, CharacterInventory.anySlot));
|
||||
if (!scooter.Combine(batteries.OrderByDescending(b => b.Condition).First(), character))
|
||||
{
|
||||
useScooter = false;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
useScooter = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (!useScooter)
|
||||
{
|
||||
// Unequip
|
||||
character.Inventory.TryPutItem(scooter, character, CharacterInventory.anySlot);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
checkScooterTimer -= deltaTime;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
checkScooterTimer -= deltaTime;
|
||||
TargetGap = null;
|
||||
useScooter = false;
|
||||
checkScooterTimer = 0;
|
||||
}
|
||||
if (SteeringManager == PathSteering)
|
||||
{
|
||||
@@ -347,7 +431,7 @@ namespace Barotrauma
|
||||
nodeFilter,
|
||||
CheckVisibility);
|
||||
|
||||
if (!isInside && PathSteering.CurrentPath == null || PathSteering.IsPathDirty || PathSteering.CurrentPath.Unreachable)
|
||||
if (!isInside && (PathSteering.CurrentPath == null || PathSteering.IsPathDirty || PathSteering.CurrentPath.Unreachable))
|
||||
{
|
||||
if (useScooter)
|
||||
{
|
||||
@@ -358,7 +442,7 @@ namespace Barotrauma
|
||||
SteeringManager.SteeringManual(deltaTime, Vector2.Normalize(Target.WorldPosition - character.WorldPosition));
|
||||
if (character.AnimController.InWater)
|
||||
{
|
||||
SteeringManager.SteeringAvoid(deltaTime, lookAheadDistance: 5, weight: 2);
|
||||
SteeringManager.SteeringAvoid(deltaTime, avoidLookAheadDistance, weight: 2);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -378,7 +462,7 @@ namespace Barotrauma
|
||||
SteeringManager.SteeringSeek(character.GetRelativeSimPosition(Target), 10);
|
||||
if (character.AnimController.InWater)
|
||||
{
|
||||
SteeringManager.SteeringAvoid(deltaTime, lookAheadDistance: 5, weight: 15);
|
||||
SteeringManager.SteeringAvoid(deltaTime, avoidLookAheadDistance, weight: 15);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -439,6 +523,27 @@ namespace Barotrauma
|
||||
return null;
|
||||
}
|
||||
|
||||
public Gap TargetGap { get; private set; }
|
||||
private void SeekGaps(float maxDistance)
|
||||
{
|
||||
Gap selectedGap = null;
|
||||
float selectedDistance = -1;
|
||||
foreach (Gap gap in Gap.GapList)
|
||||
{
|
||||
if (gap.Open < 1) { continue; }
|
||||
if (gap.FlowTargetHull == null) { continue; }
|
||||
if (gap.Submarine != Target.Submarine) { continue; }
|
||||
float distance = Vector2.DistanceSquared(character.WorldPosition, gap.WorldPosition);
|
||||
if (distance > maxDistance * maxDistance) { continue; }
|
||||
if (selectedGap == null || distance < selectedDistance)
|
||||
{
|
||||
selectedGap = gap;
|
||||
selectedDistance = distance;
|
||||
}
|
||||
}
|
||||
TargetGap = selectedGap;
|
||||
}
|
||||
|
||||
public bool IsCloseEnough
|
||||
{
|
||||
get
|
||||
@@ -465,7 +570,7 @@ namespace Barotrauma
|
||||
Abandon = true;
|
||||
return false;
|
||||
}
|
||||
if (abortCondition != null && abortCondition())
|
||||
if (abortCondition != null && abortCondition(this))
|
||||
{
|
||||
Abandon = true;
|
||||
return false;
|
||||
@@ -507,12 +612,13 @@ namespace Barotrauma
|
||||
{
|
||||
PathSteering.ResetPath();
|
||||
}
|
||||
SpeakCannotReach();
|
||||
base.OnAbandon();
|
||||
}
|
||||
|
||||
private void StopMovement()
|
||||
{
|
||||
character.AIController.SteeringManager.Reset();
|
||||
SteeringManager.Reset();
|
||||
if (Target != null)
|
||||
{
|
||||
character.AnimController.TargetDir = Target.WorldPosition.X > character.WorldPosition.X ? Direction.Right : Direction.Left;
|
||||
@@ -530,6 +636,8 @@ namespace Barotrauma
|
||||
{
|
||||
base.Reset();
|
||||
findDivingGear = null;
|
||||
seekGapsTimer = 0;
|
||||
TargetGap = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
+17
-9
@@ -21,9 +21,9 @@ namespace Barotrauma
|
||||
set
|
||||
{
|
||||
behavior = value;
|
||||
if (behavior == BehaviorType.StayInHull && character.TeamID != Character.TeamType.FriendlyNPC)
|
||||
if (behavior == BehaviorType.StayInHull && TargetHull == null)
|
||||
{
|
||||
DebugConsole.NewMessage($"AIObjectiveIdle.BehaviorType.StayInHull is implemented only for outpost NPCs. Using passive behavior for {character.Name} ({character.Info.Job.Prefab.Identifier})", color: Color.Red);
|
||||
DebugConsole.AddWarning($"Trying to set a character's behavior type to StayInHull, but target hull is not set. {character.Name} ({character.Info.Job.Prefab.Identifier})");
|
||||
behavior = BehaviorType.Passive;
|
||||
}
|
||||
switch (behavior)
|
||||
@@ -203,7 +203,7 @@ namespace Barotrauma
|
||||
|
||||
if (currentTarget != null && !currentTargetIsInvalid)
|
||||
{
|
||||
if (character.TeamID == Character.TeamType.FriendlyNPC)
|
||||
if (character.TeamID == CharacterTeamType.FriendlyNPC)
|
||||
{
|
||||
if (currentTarget.Submarine.TeamID != character.TeamID)
|
||||
{
|
||||
@@ -260,7 +260,7 @@ namespace Barotrauma
|
||||
{
|
||||
//choose a random available hull
|
||||
currentTarget = ToolBox.SelectWeightedRandom(targetHulls, hullWeights, Rand.RandSync.Unsynced);
|
||||
bool isInWrongSub = character.TeamID == Character.TeamType.FriendlyNPC && character.Submarine.TeamID != character.TeamID;
|
||||
bool isInWrongSub = character.TeamID == CharacterTeamType.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 =>
|
||||
{
|
||||
@@ -319,14 +319,14 @@ namespace Barotrauma
|
||||
public void Wander(float deltaTime)
|
||||
{
|
||||
if (character.IsClimbing) { return; }
|
||||
if (!character.AnimController.InWater)
|
||||
var currentHull = character.CurrentHull;
|
||||
if (!character.AnimController.InWater && currentHull != null)
|
||||
{
|
||||
standStillTimer -= deltaTime;
|
||||
if (standStillTimer > 0.0f)
|
||||
{
|
||||
walkDuration = Rand.Range(walkDurationMin, walkDurationMax);
|
||||
var currentHull = character.CurrentHull;
|
||||
if (currentHull != null && currentHull.Rect.Width > IndoorsSteeringManager.smallRoomSize / 2 && tooCloseCharacter == null)
|
||||
if (currentHull.Rect.Width > IndoorsSteeringManager.smallRoomSize / 2 && tooCloseCharacter == null)
|
||||
{
|
||||
foreach (Character c in Character.CharacterList)
|
||||
{
|
||||
@@ -402,6 +402,14 @@ namespace Barotrauma
|
||||
PathSteering.Wander(deltaTime);
|
||||
}
|
||||
|
||||
public void FaceTargetAndWait(ISpatialEntity target, float waitTime)
|
||||
{
|
||||
standStillTimer = waitTime;
|
||||
HumanAIController.FaceTarget(target);
|
||||
currentTarget = null;
|
||||
SetTargetTimerHigh();
|
||||
}
|
||||
|
||||
private void FindTargetHulls()
|
||||
{
|
||||
targetHulls.Clear();
|
||||
@@ -411,7 +419,7 @@ namespace Barotrauma
|
||||
if (HumanAIController.UnsafeHulls.Contains(hull)) { continue; }
|
||||
if (hull.Submarine == null) { continue; }
|
||||
if (character.Submarine == null) { break; }
|
||||
if (character.TeamID == Character.TeamType.FriendlyNPC)
|
||||
if (character.TeamID == CharacterTeamType.FriendlyNPC)
|
||||
{
|
||||
if (hull.Submarine.TeamID != character.TeamID)
|
||||
{
|
||||
@@ -487,7 +495,7 @@ namespace Barotrauma
|
||||
foreach (Item item in Item.ItemList)
|
||||
{
|
||||
if (item.CurrentHull != hull) { continue; }
|
||||
if (AIObjectiveCleanupItems.IsValidTarget(item, character) && !ignoredItems.Contains(item))
|
||||
if (AIObjectiveCleanupItems.IsValidTarget(item, character, checkInventory: true) && !ignoredItems.Contains(item))
|
||||
{
|
||||
itemsToClean.Add(item);
|
||||
}
|
||||
|
||||
+4
-4
@@ -139,13 +139,13 @@ namespace Barotrauma
|
||||
}
|
||||
else
|
||||
{
|
||||
if (objectiveManager.CurrentOrder == this)
|
||||
if (objectiveManager.IsOrder(this))
|
||||
{
|
||||
Priority = ForceOrderPriority ? AIObjectiveManager.OrderPriority : targetValue;
|
||||
Priority = ForceOrderPriority ? objectiveManager.GetOrderPriority(this) : targetValue;
|
||||
}
|
||||
else
|
||||
{
|
||||
float max = MathHelper.Min(AIObjectiveManager.OrderPriority - 1, 90);
|
||||
float max = AIObjectiveManager.LowestOrderPriority - 1;
|
||||
float value = MathHelper.Clamp((CumulatedDevotion + (targetValue * PriorityModifier)) / 100, 0, 1);
|
||||
Priority = MathHelper.Lerp(0, max, value);
|
||||
}
|
||||
@@ -167,7 +167,7 @@ namespace Barotrauma
|
||||
foreach (T target in GetList())
|
||||
{
|
||||
// The bots always find targets when the objective is an order.
|
||||
if (objectiveManager.CurrentOrder != this)
|
||||
if (!objectiveManager.IsOrder(this))
|
||||
{
|
||||
// Battery or pump states cannot currently be reported (not implemented) and therefore we must ignore them -> the bots always know if they require attention.
|
||||
bool ignore = this is AIObjectiveChargeBatteries || this is AIObjectivePumpWater;
|
||||
|
||||
+249
-58
@@ -1,6 +1,6 @@
|
||||
using Barotrauma.Extensions;
|
||||
using Barotrauma.Items.Components;
|
||||
using Barotrauma.Networking;
|
||||
using Barotrauma.Networking; // used by the server
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
@@ -10,8 +10,8 @@ namespace Barotrauma
|
||||
{
|
||||
class AIObjectiveManager
|
||||
{
|
||||
// TODO: expose
|
||||
public const float OrderPriority = 70;
|
||||
public const float HighestOrderPriority = 70;
|
||||
public const float LowestOrderPriority = 60;
|
||||
public const float RunPriority = 50;
|
||||
// Constantly increases the priority of the selected objective, unless overridden
|
||||
public const float baseDevotion = 5;
|
||||
@@ -25,7 +25,6 @@ namespace Barotrauma
|
||||
|
||||
public HumanAIController HumanAIController => character.AIController as HumanAIController;
|
||||
|
||||
|
||||
private float _waitTimer;
|
||||
/// <summary>
|
||||
/// When set above zero, the character will stand still doing nothing until the timer runs out. Does not affect orders, find safety or combat.
|
||||
@@ -39,26 +38,25 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public AIObjective CurrentOrder { get; private set; }
|
||||
public List<OrderInfo> CurrentOrders { get; } = new List<OrderInfo>();
|
||||
/// <summary>
|
||||
/// The AIObjective in <see cref="CurrentOrders"/> with the highest <see cref="AIObjective.Priority"/>
|
||||
/// </summary>
|
||||
public AIObjective CurrentOrder
|
||||
{
|
||||
get
|
||||
{
|
||||
return ForcedOrder ?? currentOrder;
|
||||
}
|
||||
private set
|
||||
{
|
||||
currentOrder = value;
|
||||
}
|
||||
}
|
||||
private AIObjective currentOrder;
|
||||
public AIObjective ForcedOrder { get; private set; }
|
||||
public AIObjective CurrentObjective { get; private set; }
|
||||
|
||||
public bool IsCurrentOrder<T>() where T : AIObjective => CurrentOrder is T;
|
||||
public bool IsCurrentObjective<T>() where T : AIObjective => CurrentObjective is T;
|
||||
public bool IsActiveObjective<T>() where T : AIObjective => GetActiveObjective() is T;
|
||||
|
||||
public AIObjective GetActiveObjective() => CurrentObjective?.GetActiveObjective();
|
||||
/// <summary>
|
||||
/// Returns the last active objective of the specific type.
|
||||
/// </summary>
|
||||
public T GetActiveObjective<T>() where T : AIObjective => CurrentObjective?.GetSubObjectivesRecursive(includingSelf: true).LastOrDefault(so => so is T) as T;
|
||||
|
||||
/// <summary>
|
||||
/// Returns all active objectives of the specific type. Creates a new collection -> don't use too frequently.
|
||||
/// </summary>
|
||||
public IEnumerable<T> GetActiveObjectives<T>() where T : AIObjective => CurrentObjective?.GetSubObjectivesRecursive(includingSelf: true).Where(so => so is T).Select(so => so as T);
|
||||
|
||||
public bool HasActiveObjective<T>() where T : AIObjective => CurrentObjective is T || CurrentObjective != null && CurrentObjective.GetSubObjectivesRecursive().Any(so => so is T);
|
||||
|
||||
public AIObjectiveManager(Character character)
|
||||
{
|
||||
this.character = character;
|
||||
@@ -127,10 +125,14 @@ namespace Barotrauma
|
||||
{
|
||||
var orderPrefab = Order.GetPrefab(autonomousObjective.identifier);
|
||||
if (orderPrefab == null) { throw new Exception($"Could not find a matching prefab by the identifier: '{autonomousObjective.identifier}'"); }
|
||||
var item = orderPrefab.MustSetTarget ? orderPrefab.GetMatchingItems(character.Submarine, mustBelongToPlayerSub: false, requiredTeam: character.Info.TeamID)?.GetRandom() : null;
|
||||
Item item = null;
|
||||
if (orderPrefab.MustSetTarget)
|
||||
{
|
||||
item = orderPrefab.GetMatchingItems(character.Submarine, mustBelongToPlayerSub: false, requiredTeam: character.Info.TeamID, interactableFor: character)?.GetRandom();
|
||||
}
|
||||
var order = new Order(orderPrefab, item ?? character.CurrentHull as Entity, orderPrefab.GetTargetItemComponent(item), orderGiver: character);
|
||||
if (order == null) { continue; }
|
||||
if (autonomousObjective.ignoreAtOutpost && Level.IsLoadedOutpost && character.TeamID != Character.TeamType.FriendlyNPC) { continue; }
|
||||
if (autonomousObjective.ignoreAtOutpost && Level.IsLoadedOutpost && character.TeamID != CharacterTeamType.FriendlyNPC) { continue; }
|
||||
var objective = CreateObjective(order, autonomousObjective.option, character, isAutonomous: true, autonomousObjective.priorityModifier);
|
||||
if (objective != null && objective.CanBeCompleted)
|
||||
{
|
||||
@@ -196,21 +198,34 @@ namespace Barotrauma
|
||||
|
||||
public void UpdateObjectives(float deltaTime)
|
||||
{
|
||||
if (CurrentOrder != null)
|
||||
UpdateOrderObjective(ForcedOrder);
|
||||
|
||||
if (CurrentOrders.Any())
|
||||
{
|
||||
foreach(var order in CurrentOrders)
|
||||
{
|
||||
var orderObjective = order.Objective;
|
||||
UpdateOrderObjective(orderObjective);
|
||||
}
|
||||
}
|
||||
|
||||
void UpdateOrderObjective(AIObjective orderObjective)
|
||||
{
|
||||
if (orderObjective == null) { return; }
|
||||
#if DEBUG
|
||||
// Note: don't automatically remove orders here. Removing orders needs to be done via dismissing.
|
||||
if (CurrentOrder.IsCompleted)
|
||||
if (orderObjective.IsCompleted)
|
||||
{
|
||||
DebugConsole.NewMessage($"{character.Name}: ORDER {CurrentOrder.DebugTag} IS COMPLETED. CURRENTLY ALL ORDERS SHOULD BE LOOPING.", Color.Red);
|
||||
DebugConsole.NewMessage($"{character.Name}: ORDER {orderObjective.DebugTag} IS COMPLETED. CURRENTLY ALL ORDERS SHOULD BE LOOPING.", Color.Red);
|
||||
}
|
||||
else if (!CurrentOrder.CanBeCompleted)
|
||||
else if (!orderObjective.CanBeCompleted)
|
||||
{
|
||||
DebugConsole.NewMessage($"{character.Name}: ORDER {CurrentOrder.DebugTag}, CANNOT BE COMPLETED.", Color.Red);
|
||||
DebugConsole.NewMessage($"{character.Name}: ORDER {orderObjective.DebugTag}, CANNOT BE COMPLETED.", Color.Red);
|
||||
}
|
||||
#endif
|
||||
CurrentOrder.Update(deltaTime);
|
||||
orderObjective.Update(deltaTime);
|
||||
}
|
||||
|
||||
if (WaitTimer > 0)
|
||||
{
|
||||
WaitTimer -= deltaTime;
|
||||
@@ -244,7 +259,29 @@ namespace Barotrauma
|
||||
|
||||
public void SortObjectives()
|
||||
{
|
||||
CurrentOrder?.GetPriority();
|
||||
ForcedOrder?.GetPriority();
|
||||
|
||||
AIObjective orderWithHighestPriority = null;
|
||||
float highestPriority = 0;
|
||||
foreach (var currentOrder in CurrentOrders)
|
||||
{
|
||||
var orderObjective = currentOrder.Objective;
|
||||
if (orderObjective == null) { continue; }
|
||||
orderObjective.GetPriority();
|
||||
if (orderWithHighestPriority == null || orderObjective.Priority > highestPriority)
|
||||
{
|
||||
orderWithHighestPriority = orderObjective;
|
||||
highestPriority = orderObjective.Priority;
|
||||
}
|
||||
}
|
||||
#if SERVER
|
||||
if (orderWithHighestPriority != null && orderWithHighestPriority != currentOrder)
|
||||
{
|
||||
GameMain.NetworkMember.CreateEntityEvent(character, new object[] { NetEntityEvent.Type.ObjectiveManagerOrderState });
|
||||
}
|
||||
#endif
|
||||
CurrentOrder = orderWithHighestPriority;
|
||||
|
||||
for (int i = Objectives.Count - 1; i >= 0; i--)
|
||||
{
|
||||
Objectives[i].GetPriority();
|
||||
@@ -253,6 +290,7 @@ namespace Barotrauma
|
||||
{
|
||||
Objectives.Sort((x, y) => y.Priority.CompareTo(x.Priority));
|
||||
}
|
||||
|
||||
GetCurrentObjective()?.SortSubObjectives();
|
||||
}
|
||||
|
||||
@@ -268,12 +306,18 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public void SetOrder(AIObjective objective)
|
||||
public void SetForcedOrder(AIObjective objective)
|
||||
{
|
||||
CurrentOrder = objective;
|
||||
ForcedOrder = objective;
|
||||
}
|
||||
|
||||
public void SetOrder(Order order, string option, Character orderGiver)
|
||||
public void ClearForcedOrder()
|
||||
{
|
||||
ForcedOrder = null;
|
||||
}
|
||||
|
||||
private CoroutineHandle speakRoutine;
|
||||
public void SetOrder(Order order, string option, int priority, Character orderGiver, bool speak)
|
||||
{
|
||||
if (character.IsDead)
|
||||
{
|
||||
@@ -284,8 +328,53 @@ namespace Barotrauma
|
||||
#endif
|
||||
}
|
||||
ClearIgnored();
|
||||
CurrentOrder = CreateObjective(order, option, orderGiver, isAutonomous: false);
|
||||
if (CurrentOrder == null)
|
||||
|
||||
if (order == null || order.Identifier == "dismissed")
|
||||
{
|
||||
if (!string.IsNullOrEmpty(option))
|
||||
{
|
||||
if (CurrentOrders.Any(o => o.MatchesDismissedOrder(option)))
|
||||
{
|
||||
var dismissedOrderInfo = CurrentOrders.First(o => o.MatchesDismissedOrder(option));
|
||||
CurrentOrders.Remove(dismissedOrderInfo);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
CurrentOrders.Clear();
|
||||
}
|
||||
}
|
||||
|
||||
// Make sure the order priorities reflect those set by the player
|
||||
for (int i = CurrentOrders.Count - 1; i >= 0; i--)
|
||||
{
|
||||
var currentOrder = CurrentOrders[i];
|
||||
if (currentOrder.Objective == null || currentOrder.MatchesOrder(order, option))
|
||||
{
|
||||
CurrentOrders.RemoveAt(i);
|
||||
continue;
|
||||
}
|
||||
var currentOrderInfo = character.GetCurrentOrder(currentOrder.Order, currentOrder.OrderOption);
|
||||
if (currentOrderInfo.HasValue)
|
||||
{
|
||||
int currentPriority = currentOrderInfo.Value.ManualPriority;
|
||||
if (currentOrder.ManualPriority != currentPriority)
|
||||
{
|
||||
CurrentOrders[i] = new OrderInfo(currentOrder, currentPriority);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
CurrentOrders.RemoveAt(i);
|
||||
}
|
||||
}
|
||||
|
||||
var newCurrentOrder = CreateObjective(order, option, orderGiver, isAutonomous: false);
|
||||
if (newCurrentOrder != null)
|
||||
{
|
||||
CurrentOrders.Add(new OrderInfo(order, option, priority, newCurrentOrder));
|
||||
}
|
||||
if (!HasOrders())
|
||||
{
|
||||
// Recreate objectives, because some of them may be removed, if impossible to complete (e.g. due to path finding)
|
||||
CreateAutonomousObjectives();
|
||||
@@ -293,13 +382,57 @@ namespace Barotrauma
|
||||
else
|
||||
{
|
||||
// This should be redundant, because all the objectives are reset when they are selected as active.
|
||||
CurrentOrder.Reset();
|
||||
newCurrentOrder?.Reset();
|
||||
|
||||
if (speak && character.IsOnPlayerTeam)
|
||||
{
|
||||
character.Speak(TextManager.Get("DialogAffirmative"), null, 1.0f);
|
||||
//if (speakRoutine != null)
|
||||
//{
|
||||
// CoroutineManager.StopCoroutines(speakRoutine);
|
||||
//}
|
||||
//speakRoutine = CoroutineManager.InvokeAfter(() =>
|
||||
//{
|
||||
// if (GameMain.GameSession == null || Level.Loaded == null) { return; }
|
||||
// if (newCurrentOrder != null && character.SpeechImpediment < 100.0f)
|
||||
// {
|
||||
// if (newCurrentOrder is AIObjectiveRepairItems repairItems && repairItems.Targets.None())
|
||||
// {
|
||||
// character.Speak(TextManager.Get("DialogNoRepairTargets"), null, 3.0f, "norepairtargets");
|
||||
// }
|
||||
// else if (newCurrentOrder is AIObjectiveChargeBatteries chargeBatteries && chargeBatteries.Targets.None())
|
||||
// {
|
||||
// character.Speak(TextManager.Get("DialogNoBatteries"), null, 3.0f, "nobatteries");
|
||||
// }
|
||||
// else if (newCurrentOrder is AIObjectiveExtinguishFires extinguishFires && extinguishFires.Targets.None())
|
||||
// {
|
||||
// character.Speak(TextManager.Get("DialogNoFire"), null, 3.0f, "nofire");
|
||||
// }
|
||||
// else if (newCurrentOrder is AIObjectiveFixLeaks fixLeaks && fixLeaks.Targets.None())
|
||||
// {
|
||||
// character.Speak(TextManager.Get("DialogNoLeaks"), null, 3.0f, "noleaks");
|
||||
// }
|
||||
// else if (newCurrentOrder is AIObjectiveFightIntruders fightIntruders && fightIntruders.Targets.None())
|
||||
// {
|
||||
// character.Speak(TextManager.Get("DialogNoEnemies"), null, 3.0f, "noenemies");
|
||||
// }
|
||||
// else if (newCurrentOrder is AIObjectiveRescueAll rescueAll && rescueAll.Targets.None())
|
||||
// {
|
||||
// character.Speak(TextManager.Get("DialogNoRescueTargets"), null, 3.0f, "norescuetargets");
|
||||
// }
|
||||
// else if (newCurrentOrder is AIObjectivePumpWater pumpWater && pumpWater.Targets.None())
|
||||
// {
|
||||
// character.Speak(TextManager.Get("DialogNoPumps"), null, 3.0f, "nopumps");
|
||||
// }
|
||||
// }
|
||||
//}, 3);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public AIObjective CreateObjective(Order order, string option, Character orderGiver, bool isAutonomous, float priorityModifier = 1)
|
||||
{
|
||||
if (order == null) { return null; }
|
||||
if (order == null || order.Identifier == "dismissed") { return null; }
|
||||
AIObjective newObjective;
|
||||
switch (order.Identifier.ToLowerInvariant())
|
||||
{
|
||||
@@ -320,8 +453,7 @@ namespace Barotrauma
|
||||
case "wait":
|
||||
newObjective = new AIObjectiveGoTo(order.TargetSpatialEntity ?? character, character, this, repeat: true, priorityModifier: priorityModifier)
|
||||
{
|
||||
AllowGoingOutside = order.TargetSpatialEntity == null ? character.CurrentHull == null :
|
||||
character.Submarine == null || character.Submarine != order.TargetSpatialEntity.Submarine
|
||||
AllowGoingOutside = character.Submarine == null || (order.TargetSpatialEntity != null && character.Submarine != order.TargetSpatialEntity.Submarine)
|
||||
};
|
||||
break;
|
||||
case "fixleaks":
|
||||
@@ -345,7 +477,7 @@ namespace Barotrauma
|
||||
case "pumpwater":
|
||||
if (order.TargetItemComponent is Pump targetPump)
|
||||
{
|
||||
if (order.TargetItemComponent.Item.NonInteractable) { return null; }
|
||||
if (!order.TargetItemComponent.Item.IsInteractable(character)) { return null; }
|
||||
newObjective = new AIObjectiveOperateItem(targetPump, character, this, option, false, priorityModifier: priorityModifier)
|
||||
{
|
||||
IsLoop = true,
|
||||
@@ -370,7 +502,7 @@ namespace Barotrauma
|
||||
var steering = (order?.TargetEntity as Item)?.GetComponent<Steering>();
|
||||
if (steering != null) { steering.PosToMaintain = steering.Item.Submarine?.WorldPosition; }
|
||||
if (order.TargetItemComponent == null) { return null; }
|
||||
if (order.TargetItemComponent.Item.NonInteractable) { return null; }
|
||||
if (!order.TargetItemComponent.Item.IsInteractable(character)) { return null; }
|
||||
newObjective = new AIObjectiveOperateItem(order.TargetItemComponent, character, this, option,
|
||||
requireEquip: false, useController: order.UseController, controller: order.ConnectedController, priorityModifier: priorityModifier)
|
||||
{
|
||||
@@ -383,7 +515,7 @@ namespace Barotrauma
|
||||
newObjective = new AIObjectiveOperateItem(order.TargetItemComponent, character, this, option, false, priorityModifier: priorityModifier)
|
||||
{
|
||||
IsLoop = false,
|
||||
Override = character.CurrentOrder != null,
|
||||
Override = !character.IsDismissed,
|
||||
completionCondition = () =>
|
||||
{
|
||||
if (float.TryParse(option, out float pct))
|
||||
@@ -403,11 +535,26 @@ namespace Barotrauma
|
||||
};
|
||||
break;
|
||||
case "cleanupitems":
|
||||
newObjective = new AIObjectiveCleanupItems(character, this, priorityModifier, order.TargetEntity as Item);
|
||||
if (order.TargetEntity is Item targetItem)
|
||||
{
|
||||
if (targetItem.HasTag("allowcleanup") && targetItem.ParentInventory == null && targetItem.OwnInventory != null)
|
||||
{
|
||||
// Target all items inside the container
|
||||
newObjective = new AIObjectiveCleanupItems(character, this, targetItem.OwnInventory.AllItems, priorityModifier);
|
||||
}
|
||||
else
|
||||
{
|
||||
newObjective = new AIObjectiveCleanupItems(character, this, targetItem, priorityModifier);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
newObjective = new AIObjectiveCleanupItems(character, this, priorityModifier: priorityModifier);
|
||||
}
|
||||
break;
|
||||
default:
|
||||
if (order.TargetItemComponent == null) { return null; }
|
||||
if (order.TargetItemComponent.Item.NonInteractable) { return null; }
|
||||
if (!order.TargetItemComponent.Item.IsInteractable(character)) { return null; }
|
||||
newObjective = new AIObjectiveOperateItem(order.TargetItemComponent, character, this, option,
|
||||
requireEquip: false, useController: order.UseController, controller: order.ConnectedController, priorityModifier: priorityModifier)
|
||||
{
|
||||
@@ -421,21 +568,9 @@ namespace Barotrauma
|
||||
return newObjective;
|
||||
}
|
||||
|
||||
private void DismissSelf()
|
||||
{
|
||||
#if CLIENT
|
||||
if (GameMain.GameSession?.CrewManager != null && GameMain.GameSession.CrewManager.IsSinglePlayer)
|
||||
{
|
||||
GameMain.GameSession?.CrewManager?.SetCharacterOrder(character, Order.GetPrefab("dismissed"), null, character);
|
||||
}
|
||||
#else
|
||||
GameMain.Server?.SendOrderChatMessage(new OrderChatMessage(Order.GetPrefab("dismissed"), null, null, character, character));
|
||||
#endif
|
||||
}
|
||||
|
||||
private bool IsAllowedToWait()
|
||||
{
|
||||
if (CurrentOrder != null) { return false; }
|
||||
if (HasOrders()) { return false; }
|
||||
if (CurrentObjective is AIObjectiveCombat || CurrentObjective is AIObjectiveFindSafety) { return false; }
|
||||
if (character.AnimController.InWater) { return false; }
|
||||
if (character.IsClimbing) { return false; }
|
||||
@@ -446,5 +581,61 @@ namespace Barotrauma
|
||||
if (AIObjectiveIdle.IsForbidden(character.CurrentHull)) { return false; }
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool IsCurrentOrder<T>() where T : AIObjective => CurrentOrder is T;
|
||||
public bool IsCurrentObjective<T>() where T : AIObjective => CurrentObjective is T;
|
||||
public bool IsActiveObjective<T>() where T : AIObjective => GetActiveObjective() is T;
|
||||
|
||||
public AIObjective GetActiveObjective() => CurrentObjective?.GetActiveObjective();
|
||||
/// <summary>
|
||||
/// Returns the last active objective of the specific type.
|
||||
/// </summary>
|
||||
public T GetActiveObjective<T>() where T : AIObjective => CurrentObjective?.GetSubObjectivesRecursive(includingSelf: true).LastOrDefault(so => so is T) as T;
|
||||
|
||||
/// <summary>
|
||||
/// Returns all active objectives of the specific type. Creates a new collection -> don't use too frequently.
|
||||
/// </summary>
|
||||
public IEnumerable<T> GetActiveObjectives<T>() where T : AIObjective => CurrentObjective?.GetSubObjectivesRecursive(includingSelf: true).Where(so => so is T).Select(so => so as T);
|
||||
|
||||
public bool HasActiveObjective<T>() where T : AIObjective => CurrentObjective is T || CurrentObjective != null && CurrentObjective.GetSubObjectivesRecursive().Any(so => so is T);
|
||||
|
||||
public bool IsOrder(AIObjective objective)
|
||||
{
|
||||
return objective == ForcedOrder || CurrentOrders.Any(o => o.Objective == objective);
|
||||
}
|
||||
|
||||
public bool HasOrders()
|
||||
{
|
||||
return ForcedOrder != null || CurrentOrders.Any();
|
||||
}
|
||||
|
||||
public bool HasOrder<T>() where T : AIObjective
|
||||
{
|
||||
return ForcedOrder is T || CurrentOrders.Any(o => o.Objective is T);
|
||||
}
|
||||
|
||||
public float GetOrderPriority(AIObjective objective)
|
||||
{
|
||||
if (objective == ForcedOrder) { return HighestOrderPriority; }
|
||||
var currentOrder = CurrentOrders.FirstOrDefault(o => o.Objective == objective);
|
||||
if (currentOrder.Objective == null)
|
||||
{
|
||||
return HighestOrderPriority;
|
||||
}
|
||||
else if (currentOrder.ManualPriority > 0)
|
||||
{
|
||||
return MathHelper.Lerp(LowestOrderPriority, HighestOrderPriority, MathUtils.InverseLerp(1, CharacterInfo.HighestManualOrderPriority, currentOrder.ManualPriority));
|
||||
}
|
||||
#if DEBUG
|
||||
DebugConsole.AddWarning("Error in order priority: shouldn't return 0!");
|
||||
#endif
|
||||
return 0;
|
||||
}
|
||||
|
||||
public OrderInfo? GetCurrentOrderInfo()
|
||||
{
|
||||
if (currentOrder == null) { return null; }
|
||||
return CurrentOrders.FirstOrDefault(o => o.Objective == CurrentOrder);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
+37
-33
@@ -36,7 +36,7 @@ namespace Barotrauma
|
||||
|
||||
public override float GetPriority()
|
||||
{
|
||||
bool isOrder = objectiveManager.CurrentOrder == this;
|
||||
bool isOrder = objectiveManager.IsOrder(this);
|
||||
if (!IsAllowed || character.LockHands)
|
||||
{
|
||||
Priority = 0;
|
||||
@@ -51,7 +51,7 @@ namespace Barotrauma
|
||||
{
|
||||
if (isOrder)
|
||||
{
|
||||
Priority = AIObjectiveManager.OrderPriority;
|
||||
Priority = objectiveManager.GetOrderPriority(this);
|
||||
}
|
||||
ItemComponent target = GetTarget();
|
||||
Item targetItem = target?.Item;
|
||||
@@ -69,7 +69,7 @@ namespace Barotrauma
|
||||
{
|
||||
if (!isOrder)
|
||||
{
|
||||
if (reactor.LastUserWasPlayer && character.TeamID != Character.TeamType.FriendlyNPC ||
|
||||
if (reactor.LastUserWasPlayer && character.TeamID != CharacterTeamType.FriendlyNPC ||
|
||||
HumanAIController.IsTrueForAnyCrewMember(c =>
|
||||
c.ObjectiveManager.CurrentOrder is AIObjectiveOperateItem operateOrder && operateOrder.GetTarget() == target))
|
||||
{
|
||||
@@ -89,11 +89,16 @@ 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 && operateOrder.Option != Option)
|
||||
|
||||
if (IsAnotherOrderTargetingSameItem(objectiveManager.ForcedOrder) || objectiveManager.CurrentOrders.Any(o => IsAnotherOrderTargetingSameItem(o.Objective)))
|
||||
{
|
||||
Priority = 0;
|
||||
return Priority;
|
||||
}
|
||||
bool IsAnotherOrderTargetingSameItem(AIObjective objective)
|
||||
{
|
||||
return objective is AIObjectiveOperateItem operateObjective && operateObjective != this && operateObjective.GetTarget() == target && operateObjective.Option != Option;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
@@ -101,20 +106,30 @@ namespace Barotrauma
|
||||
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)))
|
||||
Character.CharacterList.Any(c => c.CurrentHull == targetItem.CurrentHull && !HumanAIController.IsFriendly(c) && HumanAIController.IsActive(c))
|
||||
|| component.Item.IgnoreByAI || (useController && controller.Item.IgnoreByAI))
|
||||
{
|
||||
Priority = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
float value = CumulatedDevotion + (AIObjectiveManager.OrderPriority * PriorityModifier);
|
||||
float max = isOrder ? MathHelper.Min(AIObjectiveManager.OrderPriority, 90) : AIObjectiveManager.RunPriority - 1;
|
||||
if (!isOrder && reactor != null && reactor.PowerOn && Option == "powerup")
|
||||
if (isOrder)
|
||||
{
|
||||
// Decrease the priority when targeting a reactor that is already on.
|
||||
value /= 2;
|
||||
float max = objectiveManager.GetOrderPriority(this);
|
||||
float value = CumulatedDevotion + (max * PriorityModifier);
|
||||
Priority = MathHelper.Clamp(value, 0, max);
|
||||
}
|
||||
else
|
||||
{
|
||||
float value = CumulatedDevotion + (AIObjectiveManager.LowestOrderPriority * PriorityModifier);
|
||||
float max = AIObjectiveManager.LowestOrderPriority - 1;
|
||||
if (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);
|
||||
}
|
||||
Priority = MathHelper.Clamp(value, 0, max);
|
||||
}
|
||||
}
|
||||
return Priority;
|
||||
@@ -137,7 +152,7 @@ namespace Barotrauma
|
||||
throw new Exception("target null");
|
||||
#endif
|
||||
}
|
||||
else if (target.Item.NonInteractable)
|
||||
else if (!target.Item.IsInteractable(character))
|
||||
{
|
||||
Abandon = true;
|
||||
}
|
||||
@@ -153,25 +168,13 @@ namespace Barotrauma
|
||||
ItemComponent target = GetTarget();
|
||||
if (useController && controller == null)
|
||||
{
|
||||
character.Speak(TextManager.GetWithVariable("DialogCantFindController", "[item]", component.Item.Name, true), null, 2.0f, "cantfindcontroller", 30.0f);
|
||||
if (character.IsOnPlayerTeam)
|
||||
{
|
||||
character.Speak(TextManager.GetWithVariable("DialogCantFindController", "[item]", component.Item.Name, true), null, 2.0f, "cantfindcontroller", 30.0f);
|
||||
}
|
||||
Abandon = true;
|
||||
return;
|
||||
}
|
||||
// If this is not an order...
|
||||
if (objectiveManager.CurrentOrder != this)
|
||||
{
|
||||
// Don't allow to operate an item that someone with a better skills already operates
|
||||
if (HumanAIController.IsItemOperatedByAnother(target, out _))
|
||||
{
|
||||
// Don't abandon
|
||||
return;
|
||||
}
|
||||
if (component.Item.IgnoreByAI || (useController && controller.Item.IgnoreByAI))
|
||||
{
|
||||
Abandon = true;
|
||||
return;
|
||||
}
|
||||
}
|
||||
if (operateTarget != null)
|
||||
{
|
||||
if (HumanAIController.IsTrueForAnyCrewMember(other => other != HumanAIController && other.ObjectiveManager.GetActiveObjective() is AIObjectiveOperateItem operateObjective && operateObjective.operateTarget == operateTarget))
|
||||
@@ -215,7 +218,7 @@ namespace Barotrauma
|
||||
Abandon = true;
|
||||
return;
|
||||
}
|
||||
else if (!character.Inventory.Items.Contains(component.Item))
|
||||
else if (!character.Inventory.Contains(component.Item))
|
||||
{
|
||||
TryAddSubObjective(ref getItemObjective, () => new AIObjectiveGetItem(character, component.Item, objectiveManager, equip: true),
|
||||
onAbandon: () => Abandon = true,
|
||||
@@ -241,13 +244,14 @@ namespace Barotrauma
|
||||
continue;
|
||||
}
|
||||
//equip slot already taken
|
||||
if (character.Inventory.Items[i] != null)
|
||||
var existingItem = character.Inventory.GetItemAt(i);
|
||||
if (existingItem != null)
|
||||
{
|
||||
//try to put the item in an Any slot, and drop it if that fails
|
||||
if (!character.Inventory.Items[i].AllowedSlots.Contains(InvSlotType.Any) ||
|
||||
!character.Inventory.TryPutItem(character.Inventory.Items[i], character, new List<InvSlotType>() { InvSlotType.Any }))
|
||||
if (!existingItem.AllowedSlots.Contains(InvSlotType.Any) ||
|
||||
!character.Inventory.TryPutItem(existingItem, character, new List<InvSlotType>() { InvSlotType.Any }))
|
||||
{
|
||||
character.Inventory.Items[i].Drop(character);
|
||||
existingItem.Drop(character);
|
||||
}
|
||||
}
|
||||
if (character.Inventory.TryPutItem(component.Item, i, true, false, character))
|
||||
|
||||
+1
-1
@@ -28,7 +28,7 @@ namespace Barotrauma
|
||||
{
|
||||
if (pump == null) { return false; }
|
||||
if (pump.Item.IgnoreByAI) { return false; }
|
||||
if (pump.Item.NonInteractable) { return false; }
|
||||
if (!pump.Item.IsInteractable(character)) { return false; }
|
||||
if (pump.Item.HasTag("ballast")) { return false; }
|
||||
if (pump.Item.Submarine == null) { return false; }
|
||||
if (pump.Item.CurrentHull == null) { return false; }
|
||||
|
||||
+20
-21
@@ -33,10 +33,14 @@ namespace Barotrauma
|
||||
|
||||
public override float GetPriority()
|
||||
{
|
||||
if (!IsAllowed)
|
||||
if (!IsAllowed || Item.IgnoreByAI)
|
||||
{
|
||||
Priority = 0;
|
||||
Abandon = true;
|
||||
if (IsRepairing())
|
||||
{
|
||||
Item.Repairables.ForEach(r => r.StopRepairing(character));
|
||||
}
|
||||
return Priority;
|
||||
}
|
||||
// TODO: priority list?
|
||||
@@ -55,13 +59,13 @@ namespace Barotrauma
|
||||
float dist = Math.Abs(character.WorldPosition.X - Item.WorldPosition.X) + yDist;
|
||||
distanceFactor = MathHelper.Lerp(1, 0.25f, MathUtils.InverseLerp(0, 4000, dist));
|
||||
}
|
||||
float requiredSuccessFactor = objectiveManager.IsCurrentOrder<AIObjectiveRepairItems>() ? 0 : AIObjectiveRepairItems.RequiredSuccessFactor;
|
||||
float requiredSuccessFactor = objectiveManager.HasOrder<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);
|
||||
float max = AIObjectiveManager.LowestOrderPriority - reduction;
|
||||
Priority = MathHelper.Lerp(0, max, MathHelper.Clamp(devotion + (severity * distanceFactor * PriorityModifier), 0, 1));
|
||||
}
|
||||
return Priority;
|
||||
@@ -70,7 +74,7 @@ namespace Barotrauma
|
||||
protected override bool Check()
|
||||
{
|
||||
IsCompleted = Item.IsFullCondition;
|
||||
if (IsCompleted && IsRepairing())
|
||||
if (character.IsOnPlayerTeam && IsCompleted && IsRepairing())
|
||||
{
|
||||
character.Speak(TextManager.GetWithVariable("DialogItemRepaired", "[itemname]", Item.Name, true), null, 0.0f, "itemrepaired", 10.0f);
|
||||
}
|
||||
@@ -93,7 +97,10 @@ namespace Barotrauma
|
||||
var getItemObjective = new AIObjectiveGetItem(character, requiredItem.Identifiers, objectiveManager, true);
|
||||
if (objectiveManager.IsCurrentOrder<AIObjectiveRepairItems>())
|
||||
{
|
||||
getItemObjective.Abandoned += () => character.Speak(TextManager.Get("dialogcannotfindrequireditemtorepair"), null, 0.0f, "dialogcannotfindrequireditemtorepair", 10.0f);
|
||||
if (character.IsOnPlayerTeam)
|
||||
{
|
||||
getItemObjective.Abandoned += () => character.Speak(TextManager.Get("dialogcannotfindrequireditemtorepair"), null, 0.0f, "dialogcannotfindrequireditemtorepair", 10.0f);
|
||||
}
|
||||
}
|
||||
subObjectives.Add(getItemObjective);
|
||||
}
|
||||
@@ -107,8 +114,7 @@ namespace Barotrauma
|
||||
}
|
||||
if (repairTool != null)
|
||||
{
|
||||
var containedItems = repairTool.Item.OwnInventory?.Items;
|
||||
if (containedItems == null)
|
||||
if (repairTool.Item.OwnInventory == null)
|
||||
{
|
||||
#if DEBUG
|
||||
DebugConsole.ThrowError($"{character.Name}: AIObjectiveRepairItem failed - the item \"" + repairTool + "\" has no proper inventory");
|
||||
@@ -116,27 +122,20 @@ namespace Barotrauma
|
||||
Abandon = true;
|
||||
return;
|
||||
}
|
||||
// Drop empty tanks
|
||||
foreach (Item containedItem in containedItems)
|
||||
{
|
||||
if (containedItem == null) { continue; }
|
||||
if (containedItem.Condition <= 0.0f)
|
||||
{
|
||||
containedItem.Drop(character);
|
||||
}
|
||||
}
|
||||
// Eject empty tanks
|
||||
HumanAIController.UnequipEmptyItems(repairTool.Item);
|
||||
RelatedItem item = null;
|
||||
Item fuel = null;
|
||||
foreach (RelatedItem requiredItem in repairTool.requiredItems[RelatedItem.RelationType.Contained])
|
||||
{
|
||||
item = requiredItem;
|
||||
fuel = containedItems.FirstOrDefault(it => it != null && it.Condition > 0.0f && requiredItem.MatchesItem(it));
|
||||
fuel = repairTool.Item.OwnInventory.AllItems.FirstOrDefault(it => 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, spawnItemIfNotFound: character.TeamID == Character.TeamType.FriendlyNPC),
|
||||
TryAddSubObjective(ref refuelObjective, () => new AIObjectiveContainItem(character, item.Identifiers, repairTool.Item.GetComponent<ItemContainer>(), objectiveManager, spawnItemIfNotFound: character.TeamID == CharacterTeamType.FriendlyNPC),
|
||||
onCompleted: () => RemoveSubObjective(ref refuelObjective),
|
||||
onAbandon: () => Abandon = true);
|
||||
return;
|
||||
@@ -178,7 +177,7 @@ namespace Barotrauma
|
||||
}
|
||||
if (Abandon)
|
||||
{
|
||||
if (IsRepairing())
|
||||
if (character.IsOnPlayerTeam && IsRepairing())
|
||||
{
|
||||
character.Speak(TextManager.GetWithVariable("DialogCannotRepair", "[itemname]", Item.Name, true), null, 0.0f, "cannotrepair", 10.0f);
|
||||
}
|
||||
@@ -213,7 +212,7 @@ namespace Barotrauma
|
||||
onAbandon: () =>
|
||||
{
|
||||
Abandon = true;
|
||||
if (IsRepairing())
|
||||
if (character.IsOnPlayerTeam && IsRepairing())
|
||||
{
|
||||
character.Speak(TextManager.GetWithVariable("DialogCannotRepair", "[itemname]", Item.Name, true), null, 0.0f, "cannotrepair", 10.0f);
|
||||
}
|
||||
@@ -229,7 +228,7 @@ namespace Barotrauma
|
||||
{
|
||||
foreach (RelatedItem requiredItem in kvp.Value)
|
||||
{
|
||||
foreach (var item in character.Inventory.Items)
|
||||
foreach (var item in character.Inventory.AllItems)
|
||||
{
|
||||
if (requiredItem.MatchesItem(item))
|
||||
{
|
||||
|
||||
+2
-2
@@ -104,7 +104,7 @@ namespace Barotrauma
|
||||
}
|
||||
bool anyFixers = otherFixers > 0;
|
||||
float ratio = anyFixers ? items / (float)otherFixers : 1;
|
||||
if (objectiveManager.CurrentOrder == this)
|
||||
if (objectiveManager.IsOrder(this))
|
||||
{
|
||||
return Targets.Sum(t => 100 - t.ConditionPercentage);
|
||||
}
|
||||
@@ -149,7 +149,7 @@ namespace Barotrauma
|
||||
{
|
||||
if (item == null) { return false; }
|
||||
if (item.IgnoreByAI) { return false; }
|
||||
if (item.NonInteractable) { return false; }
|
||||
if (!item.IsInteractable(character)) { return false; }
|
||||
if (item.IsFullCondition) { return false; }
|
||||
if (item.CurrentHull == null) { return false; }
|
||||
if (item.Submarine == null || character.Submarine == null) { return false; }
|
||||
|
||||
+21
-7
@@ -85,7 +85,7 @@ namespace Barotrauma
|
||||
Item suit = suits.FirstOrDefault();
|
||||
if (suit != null)
|
||||
{
|
||||
AIObjectiveFindDivingGear.DropEmptyTanks(character, suit, out _);
|
||||
AIObjectiveFindDivingGear.EjectEmptyTanks(character, suit, out _);
|
||||
}
|
||||
}
|
||||
else if (HumanAIController.HasItem(targetCharacter, AIObjectiveFindDivingGear.LIGHT_DIVING_GEAR, out IEnumerable<Item> masks, requireEquipped: true))
|
||||
@@ -93,7 +93,7 @@ namespace Barotrauma
|
||||
Item mask = masks.FirstOrDefault();
|
||||
if (mask != null)
|
||||
{
|
||||
AIObjectiveFindDivingGear.DropEmptyTanks(character, mask, out _);
|
||||
AIObjectiveFindDivingGear.EjectEmptyTanks(character, mask, out _);
|
||||
}
|
||||
}
|
||||
bool ShouldRemoveDivingSuit() => targetCharacter.OxygenAvailable < CharacterHealth.InsufficientOxygenThreshold && targetCharacter.CurrentHull?.LethalPressure <= 0;
|
||||
@@ -101,7 +101,7 @@ namespace Barotrauma
|
||||
{
|
||||
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)))
|
||||
else if (suits.Any() && suits.None(s => s.OwnInventory?.AllItems != null && s.OwnInventory.AllItems.Any(it => 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.
|
||||
@@ -322,7 +322,7 @@ namespace Barotrauma
|
||||
{
|
||||
itemListStr = string.Join(" or ", string.Join(", ", itemNameList.Take(itemNameList.Count - 1)), itemNameList.Last());
|
||||
}
|
||||
if (targetCharacter != character)
|
||||
if (targetCharacter != character && character.IsOnPlayerTeam)
|
||||
{
|
||||
character.Speak(TextManager.GetWithVariables("DialogListRequiredTreatments", new string[2] { "[targetname]", "[treatmentlist]" },
|
||||
new string[2] { targetCharacter.Name, itemListStr }, new bool[2] { false, true }),
|
||||
@@ -331,9 +331,16 @@ namespace Barotrauma
|
||||
character.DeselectCharacter();
|
||||
RemoveSubObjective(ref getItemObjective);
|
||||
TryAddSubObjective(ref getItemObjective,
|
||||
constructor: () => new AIObjectiveGetItem(character, suitableItemIdentifiers.ToArray(), objectiveManager, equip: true, spawnItemIfNotFound: character.TeamID == Character.TeamType.FriendlyNPC),
|
||||
constructor: () => new AIObjectiveGetItem(character, suitableItemIdentifiers.ToArray(), objectiveManager, equip: true, spawnItemIfNotFound: character.TeamID == CharacterTeamType.FriendlyNPC),
|
||||
onCompleted: () => RemoveSubObjective(ref getItemObjective),
|
||||
onAbandon: () => RemoveSubObjective(ref getItemObjective));
|
||||
onAbandon: () =>
|
||||
{
|
||||
Abandon = true;
|
||||
if (character != targetCharacter && character.IsOnPlayerTeam)
|
||||
{
|
||||
character.Speak(TextManager.GetWithVariable("dialogcannottreatpatient", "[name]", targetCharacter.DisplayName, formatCapitals: false), identifier: "cannottreatpatient", minDurationBetweenSimilar: 20.0f);
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -380,7 +387,7 @@ namespace Barotrauma
|
||||
return false;
|
||||
}
|
||||
bool isCompleted = AIObjectiveRescueAll.GetVitalityFactor(targetCharacter) >= AIObjectiveRescueAll.GetVitalityThreshold(objectiveManager, character, targetCharacter);
|
||||
if (isCompleted && targetCharacter != character)
|
||||
if (isCompleted && targetCharacter != character && character.IsOnPlayerTeam)
|
||||
{
|
||||
character.Speak(TextManager.GetWithVariable("DialogTargetHealed", "[targetname]", targetCharacter.Name),
|
||||
null, 1.0f, "targethealed" + targetCharacter.Name, 60.0f);
|
||||
@@ -427,6 +434,13 @@ namespace Barotrauma
|
||||
replaceOxygenObjective = null;
|
||||
safeHull = null;
|
||||
ignoreOxygen = false;
|
||||
character.SelectedCharacter = null;
|
||||
}
|
||||
|
||||
public override void OnDeselected()
|
||||
{
|
||||
character.SelectedCharacter = null;
|
||||
base.OnDeselected();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
+6
-3
@@ -14,7 +14,7 @@ namespace Barotrauma
|
||||
public override bool AllowInAnySub => true;
|
||||
|
||||
private const float vitalityThreshold = 75;
|
||||
private const float vitalityThresholdForOrders = 85;
|
||||
private const float vitalityThresholdForOrders = 90;
|
||||
public static float GetVitalityThreshold(AIObjectiveManager manager, Character character, Character target)
|
||||
{
|
||||
if (manager == null)
|
||||
@@ -23,7 +23,10 @@ namespace Barotrauma
|
||||
}
|
||||
else
|
||||
{
|
||||
return character == target || manager.CurrentOrder is AIObjectiveRescueAll ? vitalityThresholdForOrders : vitalityThreshold;
|
||||
// When targeting player characters, always treat them when ordered, else use the threshold so that minor/non-severe damage is ignored.
|
||||
// If we ignore any damage when the player orders a bot to do healings, it's observed to cause confusion among the players.
|
||||
// On the other hand, if the bots too eagerly heal characters when it's not nevessary, it's inefficient and can feel frustrating, because it can't be controlled.
|
||||
return character == target || manager.CurrentOrder is AIObjectiveRescueAll ? (target.IsPlayer ? 100 : vitalityThresholdForOrders) : vitalityThreshold;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -37,7 +40,7 @@ namespace Barotrauma
|
||||
protected override float TargetEvaluation()
|
||||
{
|
||||
if (Targets.None()) { return 100; }
|
||||
if (objectiveManager.CurrentOrder != this)
|
||||
if (!objectiveManager.IsOrder(this))
|
||||
{
|
||||
if (!character.IsMedic && HumanAIController.IsTrueForAnyCrewMember(c => c != HumanAIController && c.Character.IsMedic && !c.Character.IsUnconscious))
|
||||
{
|
||||
|
||||
@@ -19,27 +19,62 @@ namespace Barotrauma
|
||||
|
||||
struct OrderInfo
|
||||
{
|
||||
public string ComponentIdentifier { get; set; }
|
||||
public Order Order { get; private set; }
|
||||
public string OrderOption { get; private set; }
|
||||
public Order Order { get; }
|
||||
public string OrderOption { get; }
|
||||
public int ManualPriority { get; }
|
||||
public OrderType Type { get; }
|
||||
public AIObjective Objective { get; }
|
||||
public bool IsCurrentOrder => Type == OrderType.Current;
|
||||
|
||||
public OrderInfo(Order order, string orderOption)
|
||||
public enum OrderType
|
||||
{
|
||||
Current,
|
||||
Previous
|
||||
}
|
||||
|
||||
private OrderInfo(Order order, string orderOption, int manualPriority, OrderType orderType, AIObjective objective)
|
||||
{
|
||||
ComponentIdentifier = "currentorder";
|
||||
Order = order;
|
||||
OrderOption = orderOption;
|
||||
ManualPriority = Math.Min(manualPriority, CharacterInfo.HighestManualOrderPriority);
|
||||
Type = orderType;
|
||||
Objective = objective;
|
||||
}
|
||||
|
||||
public OrderInfo(OrderInfo orderInfo)
|
||||
{
|
||||
ComponentIdentifier = "previousorder";
|
||||
Order = orderInfo.Order;
|
||||
OrderOption = orderInfo.OrderOption;
|
||||
}
|
||||
public OrderInfo(Order order, string orderOption, int manualPriority) : this(order, orderOption, manualPriority, OrderType.Current, null) { }
|
||||
|
||||
public OrderInfo(Order order, string orderOption, int manualPriority, AIObjective objective) : this(order, orderOption, manualPriority, OrderType.Current, objective) { }
|
||||
|
||||
public OrderInfo(OrderInfo orderInfo, int manualPriority) : this(orderInfo.Order, orderInfo.OrderOption, manualPriority, orderInfo.Type, orderInfo.Objective) { }
|
||||
|
||||
public OrderInfo(OrderInfo orderInfo, OrderType type) : this(orderInfo.Order, orderInfo.OrderOption, orderInfo.ManualPriority, type, orderInfo.Objective) { }
|
||||
|
||||
public bool MatchesOrder(string orderIdentifier, string orderOption) =>
|
||||
(orderIdentifier == Order?.Identifier || (string.IsNullOrEmpty(orderIdentifier) && string.IsNullOrEmpty(Order?.Identifier))) &&
|
||||
(orderOption == OrderOption || (string.IsNullOrEmpty(orderOption) && string.IsNullOrEmpty(OrderOption)));
|
||||
|
||||
public bool MatchesOrder(Order order, string option) =>
|
||||
order.Identifier == Order.Identifier &&
|
||||
option == OrderOption;
|
||||
MatchesOrder(order?.Identifier, option);
|
||||
|
||||
public bool MatchesOrder(OrderInfo orderInfo) =>
|
||||
MatchesOrder(orderInfo.Order?.Identifier, orderInfo.OrderOption);
|
||||
|
||||
public bool MatchesDismissedOrder(string dismissOrderOption)
|
||||
{
|
||||
string[] dismissedOrder = dismissOrderOption?.Split('.');
|
||||
if (dismissedOrder != null && dismissedOrder.Length > 0)
|
||||
{
|
||||
string dismissedOrderIdentifier = dismissedOrder.Length > 0 ? dismissedOrder[0] : null;
|
||||
if (dismissedOrderIdentifier == null || dismissedOrderIdentifier != Order?.Identifier) { return false; }
|
||||
string dismissedOrderOption = dismissedOrder.Length > 1 ? dismissedOrder[1] : null;
|
||||
if (dismissedOrderOption == null && string.IsNullOrEmpty(OrderOption)) { return true; }
|
||||
return dismissedOrderOption == OrderOption;
|
||||
}
|
||||
else
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
class Order
|
||||
@@ -59,6 +94,10 @@ namespace Barotrauma
|
||||
public Order Prefab { get; private set; }
|
||||
|
||||
public readonly string Name;
|
||||
/// <summary>
|
||||
/// Name that can be used with the contextual version of the order
|
||||
/// </summary>
|
||||
public readonly string ContextualName;
|
||||
|
||||
public readonly Sprite SymbolSprite;
|
||||
|
||||
@@ -97,7 +136,6 @@ namespace Barotrauma
|
||||
public bool TargetAllCharacters { get; }
|
||||
public bool IsReport => TargetAllCharacters && !MustSetTarget;
|
||||
|
||||
|
||||
public readonly float FadeOutTime;
|
||||
|
||||
public Entity TargetEntity;
|
||||
@@ -119,9 +157,9 @@ namespace Barotrauma
|
||||
private readonly Dictionary<string, Sprite> minimapIcons;
|
||||
public Dictionary<string, Sprite> MinimapIcons => IsPrefab ? minimapIcons : Prefab.minimapIcons;
|
||||
|
||||
public readonly float Weight;
|
||||
public readonly bool MustSetTarget;
|
||||
public readonly string AppropriateSkill;
|
||||
public readonly bool Hidden;
|
||||
|
||||
public bool HasOptions => (IsPrefab ? Options : Prefab.Options).Length > 1;
|
||||
public bool IsPrefab { get; private set; }
|
||||
@@ -159,6 +197,11 @@ namespace Barotrauma
|
||||
public int? WallSectionIndex { get; }
|
||||
public bool IsIgnoreOrder { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Should the order icon be drawn when the order target is inside a container
|
||||
/// </summary>
|
||||
public bool DrawIconWhenContained { get; }
|
||||
|
||||
public static void Init()
|
||||
{
|
||||
Prefabs = new Dictionary<string, Order>();
|
||||
@@ -239,7 +282,8 @@ namespace Barotrauma
|
||||
private Order(XElement orderElement)
|
||||
{
|
||||
Identifier = orderElement.GetAttributeString("identifier", "");
|
||||
Name = TextManager.Get("OrderName." + Identifier, true) ?? "Name not found";
|
||||
Name = TextManager.Get("OrderName." + Identifier, returnNull: true) ?? "Name not found";
|
||||
ContextualName = TextManager.Get("OrderNameContextual." + Identifier, returnNull: true) ?? Name;
|
||||
|
||||
string targetItemType = orderElement.GetAttributeString("targetitemtype", "");
|
||||
if (!string.IsNullOrWhiteSpace(targetItemType))
|
||||
@@ -267,6 +311,7 @@ namespace Barotrauma
|
||||
if (!string.IsNullOrWhiteSpace(category)) { this.Category = (OrderCategory)Enum.Parse(typeof(OrderCategory), category, true); }
|
||||
MustSetTarget = orderElement.GetAttributeBool("mustsettarget", false);
|
||||
AppropriateSkill = orderElement.GetAttributeString("appropriateskill", null);
|
||||
Hidden = orderElement.GetAttributeBool("hidden", false);
|
||||
|
||||
var optionNames = TextManager.Get("OrderOptions." + Identifier, true)?.Split(',', ',') ??
|
||||
orderElement.GetAttributeStringArray("optionnames", new string[0]);
|
||||
@@ -315,6 +360,7 @@ namespace Barotrauma
|
||||
IsPrefab = true;
|
||||
MustManuallyAssign = orderElement.GetAttributeBool("mustmanuallyassign", false);
|
||||
IsIgnoreOrder = Identifier == "ignorethis" || Identifier == "unignorethis";
|
||||
DrawIconWhenContained = orderElement.GetAttributeBool("displayiconwhencontained", false);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -324,23 +370,26 @@ namespace Barotrauma
|
||||
{
|
||||
Prefab = prefab.Prefab ?? prefab;
|
||||
|
||||
Name = prefab.Name;
|
||||
Identifier = prefab.Identifier;
|
||||
ItemComponentType = prefab.ItemComponentType;
|
||||
CanTypeBeSubclass = prefab.CanTypeBeSubclass;
|
||||
TargetItems = prefab.TargetItems;
|
||||
Options = prefab.Options;
|
||||
SymbolSprite = prefab.SymbolSprite;
|
||||
Color = prefab.Color;
|
||||
UseController = prefab.UseController;
|
||||
TargetAllCharacters = prefab.TargetAllCharacters;
|
||||
AppropriateJobs = prefab.AppropriateJobs;
|
||||
FadeOutTime = prefab.FadeOutTime;
|
||||
MustSetTarget = prefab.MustSetTarget;
|
||||
AppropriateSkill = prefab.AppropriateSkill;
|
||||
Category = prefab.Category;
|
||||
MustManuallyAssign = prefab.MustManuallyAssign;
|
||||
IsIgnoreOrder = prefab.IsIgnoreOrder;
|
||||
Name = prefab.Name;
|
||||
ContextualName = prefab.ContextualName;
|
||||
Identifier = prefab.Identifier;
|
||||
ItemComponentType = prefab.ItemComponentType;
|
||||
CanTypeBeSubclass = prefab.CanTypeBeSubclass;
|
||||
TargetItems = prefab.TargetItems;
|
||||
Options = prefab.Options;
|
||||
SymbolSprite = prefab.SymbolSprite;
|
||||
Color = prefab.Color;
|
||||
UseController = prefab.UseController;
|
||||
TargetAllCharacters = prefab.TargetAllCharacters;
|
||||
AppropriateJobs = prefab.AppropriateJobs;
|
||||
FadeOutTime = prefab.FadeOutTime;
|
||||
MustSetTarget = prefab.MustSetTarget;
|
||||
AppropriateSkill = prefab.AppropriateSkill;
|
||||
Category = prefab.Category;
|
||||
MustManuallyAssign = prefab.MustManuallyAssign;
|
||||
IsIgnoreOrder = prefab.IsIgnoreOrder;
|
||||
DrawIconWhenContained = prefab.DrawIconWhenContained;
|
||||
Hidden = prefab.Hidden;
|
||||
|
||||
OrderGiver = orderGiver;
|
||||
TargetEntity = targetEntity;
|
||||
@@ -351,9 +400,7 @@ namespace Barotrauma
|
||||
ConnectedController = targetItem.Item?.FindController();
|
||||
if (ConnectedController == null)
|
||||
{
|
||||
#if DEBUG
|
||||
throw new Exception("Tried to use controller, but couldn't find one");
|
||||
#endif
|
||||
DebugConsole.AddWarning("AI: Tried to use a controller for operating an item, but couldn't find any.");
|
||||
UseController = false;
|
||||
}
|
||||
}
|
||||
@@ -400,7 +447,7 @@ namespace Barotrauma
|
||||
orderOption ??= "";
|
||||
|
||||
string messageTag = (givingOrderToSelf && !TargetAllCharacters ? "OrderDialogSelf." : "OrderDialog.") + Identifier;
|
||||
if (!string.IsNullOrEmpty(orderOption)) { messageTag += "." + orderOption; }
|
||||
if (Identifier != "dismissed" && !string.IsNullOrEmpty(orderOption)) { messageTag += "." + orderOption; }
|
||||
|
||||
if (targetCharacterName == null) { targetCharacterName = ""; }
|
||||
if (targetRoomName == null) { targetRoomName = ""; }
|
||||
@@ -433,7 +480,8 @@ namespace Barotrauma
|
||||
return firstMatchingComponent != null;
|
||||
}
|
||||
|
||||
public List<Item> GetMatchingItems(Submarine submarine, bool mustBelongToPlayerSub, Character.TeamType? requiredTeam = null)
|
||||
/// <param name="interactableFor">Only returns items which are interactable for this character</param>
|
||||
public List<Item> GetMatchingItems(Submarine submarine, bool mustBelongToPlayerSub, CharacterTeamType? requiredTeam = null, Character interactableFor = null)
|
||||
{
|
||||
List<Item> matchingItems = new List<Item>();
|
||||
if (submarine == null) { return matchingItems; }
|
||||
@@ -456,16 +504,23 @@ namespace Barotrauma
|
||||
{
|
||||
matchingItems.RemoveAll(i => i.Components.None(c => c.GetType() == ItemComponentType) && !i.TryFindController(out _));
|
||||
}
|
||||
if (interactableFor != null)
|
||||
{
|
||||
matchingItems.RemoveAll(it => !it.IsInteractable(interactableFor) ||
|
||||
(UseController && it.FindController() is Controller c && !c.Item.IsInteractable(interactableFor)));
|
||||
}
|
||||
}
|
||||
return matchingItems;
|
||||
}
|
||||
|
||||
public List<Item> GetMatchingItems(bool mustBelongToPlayerSub)
|
||||
|
||||
/// <param name="interactableFor">Only returns items which are interactable for this character</param>
|
||||
public List<Item> GetMatchingItems(bool mustBelongToPlayerSub, Character interactableFor = null)
|
||||
{
|
||||
Submarine submarine = Character.Controlled != null && Character.Controlled.TeamID == Character.TeamType.Team2 && Submarine.MainSubs.Length > 1 ?
|
||||
Submarine submarine = Character.Controlled != null && Character.Controlled.TeamID == CharacterTeamType.Team2 && Submarine.MainSubs.Length > 1 ?
|
||||
Submarine.MainSubs[1] :
|
||||
Submarine.MainSub;
|
||||
return GetMatchingItems(submarine, mustBelongToPlayerSub);
|
||||
return GetMatchingItems(submarine, mustBelongToPlayerSub, interactableFor: interactableFor);
|
||||
}
|
||||
|
||||
public string GetOptionName(string id)
|
||||
@@ -478,5 +533,23 @@ namespace Barotrauma
|
||||
if (index < 0 || index >= Options.Length) { return null; }
|
||||
return GetOptionName(Options[index]);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Used to create the order option for the Dismiss order to know which order it targets
|
||||
/// </summary>
|
||||
/// <param name="orderInfo">The order to target with the dismiss order</param>
|
||||
public static string GetDismissOrderOption(OrderInfo orderInfo)
|
||||
{
|
||||
if (orderInfo.Order != null)
|
||||
{
|
||||
string option = orderInfo.Order.Identifier;
|
||||
if (!string.IsNullOrEmpty(orderInfo.OrderOption))
|
||||
{
|
||||
option += $".{orderInfo.OrderOption}";
|
||||
}
|
||||
return option;
|
||||
}
|
||||
return "";
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -254,11 +254,8 @@ namespace Barotrauma
|
||||
{
|
||||
if (AiController.Character.Inventory != null)
|
||||
{
|
||||
var items = AiController.Character.Inventory.Items;
|
||||
for (int i = 0; i < items.Length; i++)
|
||||
foreach (Item item in AiController.Character.Inventory.AllItems)
|
||||
{
|
||||
var item = items[i];
|
||||
if (item == null) { continue; }
|
||||
var tag = item.GetComponent<NameTag>();
|
||||
if (tag != null && !string.IsNullOrWhiteSpace(tag.WrittenName))
|
||||
{
|
||||
@@ -358,7 +355,7 @@ namespace Barotrauma
|
||||
|
||||
XElement petElement = new XElement("pet",
|
||||
new XAttribute("speciesname", c.SpeciesName),
|
||||
new XAttribute("ownerid", petBehavior.Owner?.ID ?? Entity.NullEntityID),
|
||||
new XAttribute("ownerhash", petBehavior.Owner?.Info?.GetIdentifier() ?? 0),
|
||||
new XAttribute("seed", c.Seed));
|
||||
|
||||
var petBehaviorElement = new XElement("petbehavior",
|
||||
@@ -387,16 +384,19 @@ namespace Barotrauma
|
||||
{
|
||||
string speciesName = subElement.GetAttributeString("speciesname", "");
|
||||
string seed = subElement.GetAttributeString("seed", "123");
|
||||
ushort ownerID = (ushort)subElement.GetAttributeInt("ownerid", 0);
|
||||
int ownerHash = subElement.GetAttributeInt("ownerhash", 0);
|
||||
Vector2 spawnPos = Vector2.Zero;
|
||||
Character owner = Entity.FindEntityByID(ownerID) as Character;
|
||||
if (owner != null)
|
||||
Character owner = Character.CharacterList.Find(c => c.Info?.GetIdentifier() == ownerHash);
|
||||
if (owner != null && owner.Submarine?.Info.Type == SubmarineType.Player)
|
||||
{
|
||||
spawnPos = owner.WorldPosition;
|
||||
}
|
||||
else
|
||||
{
|
||||
var spawnPoint = WayPoint.WayPointList.Where(wp => wp.SpawnType == SpawnType.Human && wp.Submarine?.Info.Type == SubmarineType.Player).GetRandom();
|
||||
//try to find a spawnpoint in the main sub
|
||||
var spawnPoint = WayPoint.WayPointList.Where(wp => wp.SpawnType == SpawnType.Human && wp.Submarine == Submarine.MainSub).GetRandom();
|
||||
//if not found, try any player sub (shuttle/drone etc)
|
||||
spawnPoint ??= WayPoint.WayPointList.Where(wp => wp.SpawnType == SpawnType.Human && wp.Submarine?.Info.Type == SubmarineType.Player).GetRandom();
|
||||
spawnPos = spawnPoint?.WorldPosition ?? Submarine.MainSub.WorldPosition;
|
||||
}
|
||||
var pet = Character.Create(speciesName, spawnPos, seed);
|
||||
|
||||
@@ -94,20 +94,24 @@ namespace Barotrauma
|
||||
{
|
||||
Vector2 targetVel = target - host.SimPosition;
|
||||
|
||||
if (targetVel.LengthSquared() < 0.00001f) return Vector2.Zero;
|
||||
if (targetVel.LengthSquared() < 0.00001f) { return Vector2.Zero; }
|
||||
|
||||
targetVel = Vector2.Normalize(targetVel) * weight;
|
||||
Vector2 newSteering = targetVel - host.Steering;
|
||||
// TODO: the code below doesn't quite work as it should, and I'm not sure what the purpose of it is/was.
|
||||
// So, we'll just return the targetVel for now, as it produces smooth results.
|
||||
return targetVel;
|
||||
|
||||
if (newSteering == Vector2.Zero) return Vector2.Zero;
|
||||
//Vector2 newSteering = targetVel - host.Steering;
|
||||
|
||||
float steeringSpeed = (newSteering + host.Steering).Length();
|
||||
if (steeringSpeed > Math.Abs(weight))
|
||||
{
|
||||
newSteering = Vector2.Normalize(newSteering) * Math.Abs(weight);
|
||||
}
|
||||
//if (newSteering == Vector2.Zero) return Vector2.Zero;
|
||||
|
||||
return newSteering;
|
||||
//float steeringSpeed = (newSteering + host.Steering).Length();
|
||||
//if (steeringSpeed > Math.Abs(weight))
|
||||
//{
|
||||
// newSteering = Vector2.Normalize(newSteering) * Math.Abs(weight);
|
||||
//}
|
||||
|
||||
//return newSteering;
|
||||
}
|
||||
|
||||
protected virtual Vector2 DoSteeringWander(float weight)
|
||||
|
||||
@@ -35,7 +35,7 @@ namespace Barotrauma
|
||||
|
||||
private static IEnumerable<MapEntity> GetThalamusEntities(Submarine wreck, string tag) => MapEntity.mapEntityList.Where(e => e.Submarine == wreck && e.prefab != null && IsThalamus(e.prefab, tag));
|
||||
|
||||
private static bool IsThalamus(MapEntityPrefab entityPrefab, string tag) => entityPrefab.Category == MapEntityCategory.Thalamus || entityPrefab.Tags.Contains(tag);
|
||||
private static bool IsThalamus(MapEntityPrefab entityPrefab, string tag) => entityPrefab.HasSubCategory("thalamus") || entityPrefab.Tags.Contains(tag);
|
||||
|
||||
public WreckAI(Submarine wreck)
|
||||
{
|
||||
@@ -131,7 +131,7 @@ namespace Barotrauma
|
||||
if (container == null) { continue; }
|
||||
for (int i = 0; i < container.Inventory.Capacity; i++)
|
||||
{
|
||||
if (container.Inventory.Items[i] != null) { continue; }
|
||||
if (container.Inventory.GetItemAt(i) != null) { continue; }
|
||||
if (MapEntityPrefab.List.GetRandom(e => e is ItemPrefab i && container.CanBeContained(i) &&
|
||||
Config.ForbiddenAmmunition.None(id => id.Equals(i.Identifier, StringComparison.OrdinalIgnoreCase)), Rand.RandSync.Server) is ItemPrefab ammoPrefab)
|
||||
{
|
||||
@@ -246,7 +246,7 @@ namespace Barotrauma
|
||||
initialCellsSpawned = true;
|
||||
}
|
||||
|
||||
private void Kill()
|
||||
public void Kill()
|
||||
{
|
||||
thalamusItems.ForEach(i => i.Condition = 0);
|
||||
foreach (var turret in turrets)
|
||||
@@ -319,25 +319,33 @@ namespace Barotrauma
|
||||
private readonly List<Hull> populatedHulls = new List<Hull>();
|
||||
private float cellSpawnTimer;
|
||||
|
||||
private float CellSpawnTime => Config.AgentSpawnDelay;
|
||||
private float CellSpawnRandomFactor => Config.AgentSpawnDelayRandomFactor;
|
||||
private int MinCellsPerBrainRoom => Config.MinAgentsPerBrainRoom;
|
||||
private int MaxCellsPerRoom => Config.MaxAgentsPerRoom;
|
||||
private int MinCellsOutside => Config.MinAgentsOutside;
|
||||
private int MaxCellsOutside => Config.MaxAgentsOutside;
|
||||
private int MinCellsInside => Config.MinAgentsInside;
|
||||
private int MaxCellsInside => Config.MaxAgentsInside;
|
||||
private int MaxCellCount => Config.MaxAgentCount;
|
||||
private int MinCellsPerBrainRoom => CalculateCellCount(0, Config.MinAgentsPerBrainRoom);
|
||||
private int MaxCellsPerRoom => CalculateCellCount(1, Config.MaxAgentsPerRoom);
|
||||
private int MinCellsOutside => CalculateCellCount(0, Config.MinAgentsOutside);
|
||||
private int MaxCellsOutside => CalculateCellCount(0, Config.MaxAgentsOutside);
|
||||
private int MinCellsInside => CalculateCellCount(2, Config.MinAgentsInside);
|
||||
private int MaxCellsInside => CalculateCellCount(3, Config.MaxAgentsInside);
|
||||
private int MaxCellCount => CalculateCellCount(5, Config.MaxAgentCount);
|
||||
private float MinWaterLevel => Config.MinWaterLevel;
|
||||
|
||||
private int CalculateCellCount(int minValue, int maxValue)
|
||||
{
|
||||
if (maxValue == 0) { return 0; }
|
||||
return (int)Math.Round(MathHelper.Lerp(minValue, maxValue, Level.Loaded.Difficulty * 0.01f * Config.AgentSpawnCountDifficultyMultiplier));
|
||||
}
|
||||
|
||||
private float GetSpawnTime() =>
|
||||
Math.Max(Config.AgentSpawnDelay * Rand.Range(Config.AgentSpawnDelayRandomFactor, 1 + Config.AgentSpawnDelayRandomFactor)
|
||||
/ (Math.Max(Level.Loaded.Difficulty, 1) * 0.01f * Config.AgentSpawnDelayDifficultyMultiplier), Config.AgentSpawnDelay);
|
||||
|
||||
void UpdateReinforcements(float deltaTime)
|
||||
{
|
||||
if (protectiveCells.Count >= MaxCellCount || spawnOrgans.Count == 0) { return; }
|
||||
if (spawnOrgans.Count == 0) { return; }
|
||||
cellSpawnTimer -= deltaTime;
|
||||
if (cellSpawnTimer < 0)
|
||||
{
|
||||
TrySpawnCell(out _, spawnOrgans.GetRandom());
|
||||
cellSpawnTimer = CellSpawnTime * Rand.Range(CellSpawnRandomFactor, 1 + CellSpawnRandomFactor);
|
||||
cellSpawnTimer = GetSpawnTime();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -364,7 +372,7 @@ namespace Barotrauma
|
||||
cell = Character.Create(Config.DefensiveAgent, targetEntity.WorldPosition, ToolBox.RandomSeed(8), hasAi: true, createNetworkEvent: true);
|
||||
protectiveCells.Add(cell);
|
||||
cell.OnDeath += OnCellDeath;
|
||||
cellSpawnTimer = CellSpawnTime * Rand.Range(CellSpawnRandomFactor, 1 + CellSpawnRandomFactor);
|
||||
cellSpawnTimer = GetSpawnTime();
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
@@ -42,6 +42,12 @@ namespace Barotrauma
|
||||
[Serialize(0.5f, false)]
|
||||
public float AgentSpawnDelayRandomFactor { get; private set; }
|
||||
|
||||
[Serialize(1f, false)]
|
||||
public float AgentSpawnDelayDifficultyMultiplier { get; private set; }
|
||||
|
||||
[Serialize(1f, false)]
|
||||
public float AgentSpawnCountDifficultyMultiplier { get; private set; }
|
||||
|
||||
[Serialize(0, false)]
|
||||
public int MinAgentsPerBrainRoom { get; private set; }
|
||||
|
||||
|
||||
@@ -1,18 +1,9 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
partial class AICharacter : Character
|
||||
{
|
||||
//characters that are further than this from the camera (and all clients)
|
||||
//have all their limb physics bodies disabled
|
||||
const float EnableSimplePhysicsDist = 6000.0f;
|
||||
const float DisableSimplePhysicsDist = EnableSimplePhysicsDist * 0.9f;
|
||||
|
||||
const float EnableSimplePhysicsDistSqr = EnableSimplePhysicsDist * EnableSimplePhysicsDist;
|
||||
const float DisableSimplePhysicsDistSqr = DisableSimplePhysicsDist * DisableSimplePhysicsDist;
|
||||
|
||||
{
|
||||
private AIController aiController;
|
||||
|
||||
public override AIController AIController
|
||||
@@ -20,8 +11,8 @@ namespace Barotrauma
|
||||
get { return aiController; }
|
||||
}
|
||||
|
||||
public AICharacter(string speciesName, Vector2 position, string seed, CharacterInfo characterInfo = null, bool isNetworkPlayer = false, RagdollParams ragdoll = null)
|
||||
: base(speciesName, position, seed, characterInfo, id: Entity.NullEntityID, isRemotePlayer: isNetworkPlayer, ragdollParams: ragdoll)
|
||||
public AICharacter(CharacterPrefab prefab, string speciesName, Vector2 position, string seed, CharacterInfo characterInfo = null, ushort id = Entity.NullEntityID, bool isNetworkPlayer = false, RagdollParams ragdoll = null)
|
||||
: base(prefab, speciesName, position, seed, characterInfo, id: id, isRemotePlayer: isNetworkPlayer, ragdollParams: ragdoll)
|
||||
{
|
||||
InitProjSpecific();
|
||||
}
|
||||
@@ -62,21 +53,12 @@ namespace Barotrauma
|
||||
|
||||
if (!IsRemotePlayer && !(AIController is HumanAIController))
|
||||
{
|
||||
float characterDist = float.MaxValue;
|
||||
#if CLIENT
|
||||
characterDist = Vector2.DistanceSquared(cam.GetPosition(), WorldPosition);
|
||||
#elif SERVER
|
||||
if (GameMain.Server != null)
|
||||
{
|
||||
characterDist = GetClosestDistance();
|
||||
}
|
||||
#endif
|
||||
|
||||
if (characterDist > EnableSimplePhysicsDistSqr)
|
||||
float characterDistSqr = GetDistanceSqrToClosestPlayer();
|
||||
if (characterDistSqr > MathUtils.Pow2(Params.DisableDistance * 0.5f))
|
||||
{
|
||||
AnimController.SimplePhysicsEnabled = true;
|
||||
}
|
||||
else if (characterDist < DisableSimplePhysicsDistSqr)
|
||||
else if (characterDistSqr < MathUtils.Pow2(Params.DisableDistance * 0.5f * 0.9f))
|
||||
{
|
||||
AnimController.SimplePhysicsEnabled = false;
|
||||
}
|
||||
@@ -90,50 +72,5 @@ namespace Barotrauma
|
||||
aiController.Update(deltaTime);
|
||||
}
|
||||
}
|
||||
|
||||
#if SERVER
|
||||
// Gets the closest distance, either an active player character or spectator
|
||||
private float GetClosestDistance()
|
||||
{
|
||||
float minDist = float.MaxValue;
|
||||
|
||||
for (int i = 0; i < GameMain.Server.ConnectedClients.Count; i++)
|
||||
{
|
||||
var spectatePos = GameMain.Server.ConnectedClients[i].SpectatePos;
|
||||
if (spectatePos != null)
|
||||
{
|
||||
float dist = Vector2.DistanceSquared(spectatePos.Value, WorldPosition);
|
||||
|
||||
if (dist < minDist)
|
||||
{
|
||||
minDist = dist;
|
||||
}
|
||||
if (dist < DisableSimplePhysicsDistSqr)
|
||||
{
|
||||
return dist;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
foreach (Character c in CharacterList)
|
||||
{
|
||||
if (c != this && c.IsRemotePlayer)
|
||||
{
|
||||
float dist = Vector2.DistanceSquared(c.WorldPosition, WorldPosition);
|
||||
|
||||
if (dist < minDist)
|
||||
{
|
||||
minDist = dist;
|
||||
}
|
||||
if (dist < DisableSimplePhysicsDistSqr)
|
||||
{
|
||||
return dist;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return minDist;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
+31
-13
@@ -1,6 +1,5 @@
|
||||
using Barotrauma.Networking;
|
||||
using FarseerPhysics;
|
||||
using FarseerPhysics.Dynamics.Joints;
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Linq;
|
||||
@@ -23,7 +22,11 @@ namespace Barotrauma
|
||||
{
|
||||
if (_ragdollParams == null)
|
||||
{
|
||||
_ragdollParams = FishRagdollParams.GetDefaultRagdollParams(character.SpeciesName);
|
||||
_ragdollParams = FishRagdollParams.GetDefaultRagdollParams(character.VariantOf ?? character.SpeciesName);
|
||||
if (character.VariantOf != null)
|
||||
{
|
||||
_ragdollParams.ApplyVariantScale(character.Params.VariantFile);
|
||||
}
|
||||
}
|
||||
return _ragdollParams;
|
||||
}
|
||||
@@ -338,9 +341,21 @@ namespace Barotrauma
|
||||
float dragForce = MathHelper.Clamp(eatSpeed * 10, 0, 40);
|
||||
if (dragForce > 0.1f)
|
||||
{
|
||||
target.AnimController.MainLimb.MoveToPos(mouthPos, (float)(Math.Sin(eatTimer) + dragForce));
|
||||
Vector2 targetPos = mouthPos;
|
||||
if (target.Submarine != null && character.Submarine == null)
|
||||
{
|
||||
targetPos -= target.Submarine.SimPosition;
|
||||
}
|
||||
else if (target.Submarine == null && character.Submarine != null)
|
||||
{
|
||||
targetPos += character.Submarine.SimPosition;
|
||||
}
|
||||
target.AnimController.MainLimb.body.SmoothRotate(mouthLimb.Rotation, dragForce * 2);
|
||||
target.AnimController.Collider.MoveToPos(mouthPos, (float)(Math.Sin(eatTimer) + dragForce));
|
||||
if (!target.AnimController.SimplePhysicsEnabled)
|
||||
{
|
||||
target.AnimController.MainLimb.MoveToPos(targetPos, (float)(Math.Sin(eatTimer) + dragForce));
|
||||
}
|
||||
target.AnimController.Collider.MoveToPos(targetPos, (float)(Math.Sin(eatTimer) + dragForce));
|
||||
}
|
||||
|
||||
if (InWater)
|
||||
@@ -408,23 +423,26 @@ namespace Barotrauma
|
||||
if (CurrentSwimParams == null) { return; }
|
||||
movement = TargetMovement;
|
||||
bool isMoving = movement.LengthSquared() > 0.00001f;
|
||||
var mainLimb = MainLimb;
|
||||
if (isMoving)
|
||||
{
|
||||
float t = 0.5f;
|
||||
if (CurrentSwimParams.RotateTowardsMovement && VectorExtensions.Angle(VectorExtensions.Forward(Collider.Rotation + MathHelper.PiOver2), movement) > MathHelper.PiOver2)
|
||||
if (!SimplePhysicsEnabled && CurrentSwimParams.RotateTowardsMovement)
|
||||
{
|
||||
// Reduce the linear movement speed when not facing the movement direction
|
||||
t /= 5;
|
||||
float offset = mainLimb.Params.GetSpriteOrientation() - MathHelper.PiOver2;
|
||||
Vector2 forward = VectorExtensions.Forward(mainLimb.body.TransformedRotation - offset * Character.AnimController.Dir);
|
||||
float dot = Vector2.Dot(forward, Vector2.Normalize(movement));
|
||||
if (dot < 0)
|
||||
{
|
||||
// Reduce the linear movement speed when not facing the movement direction
|
||||
t = MathHelper.Clamp((1 + dot) / 10, 0.01f, 0.1f);
|
||||
}
|
||||
}
|
||||
Collider.LinearVelocity = Vector2.Lerp(Collider.LinearVelocity, movement, t);
|
||||
}
|
||||
|
||||
//limbs are disabled when simple physics is enabled, no need to move them
|
||||
if (SimplePhysicsEnabled) { return; }
|
||||
var mainLimb = MainLimb;
|
||||
mainLimb.PullJointEnabled = true;
|
||||
//mainLimb.PullJointWorldAnchorB = Collider.SimPosition;
|
||||
|
||||
if (!isMoving)
|
||||
{
|
||||
WalkPos = MathHelper.SmoothStep(WalkPos, MathHelper.PiOver2, deltaTime * 5);
|
||||
@@ -630,7 +648,7 @@ namespace Barotrauma
|
||||
}
|
||||
if (limb.Params.BlinkFrequency > 0)
|
||||
{
|
||||
limb.Blink(deltaTime, MainLimb.Rotation);
|
||||
limb.UpdateBlink(deltaTime, MainLimb.Rotation);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -772,7 +790,7 @@ namespace Barotrauma
|
||||
}
|
||||
if (limb.Params.BlinkFrequency > 0)
|
||||
{
|
||||
limb.Blink(deltaTime, MainLimb.Rotation);
|
||||
limb.UpdateBlink(deltaTime, MainLimb.Rotation);
|
||||
}
|
||||
switch (limb.type)
|
||||
{
|
||||
|
||||
+31
-26
@@ -26,7 +26,7 @@ namespace Barotrauma
|
||||
{
|
||||
if (_ragdollParams == null)
|
||||
{
|
||||
_ragdollParams = RagdollParams.GetDefaultRagdollParams<HumanRagdollParams>(character.SpeciesName);
|
||||
_ragdollParams = RagdollParams.GetDefaultRagdollParams<HumanRagdollParams>(character.VariantOf ?? character.SpeciesName);
|
||||
}
|
||||
return _ragdollParams;
|
||||
}
|
||||
@@ -201,6 +201,8 @@ namespace Barotrauma
|
||||
public float LegBendTorque => CurrentGroundedParams.LegBendTorque * RagdollParams.JointScale;
|
||||
public Vector2 HandMoveOffset => CurrentGroundedParams.HandMoveOffset * RagdollParams.JointScale;
|
||||
|
||||
public float LockFlippingUntil;
|
||||
|
||||
public override Vector2 AimSourceSimPos
|
||||
{
|
||||
get
|
||||
@@ -518,7 +520,7 @@ namespace Barotrauma
|
||||
break;
|
||||
}
|
||||
|
||||
if (TargetDir != dir && !IsStuck)
|
||||
if (Timing.TotalTime > LockFlippingUntil && TargetDir != dir && !IsStuck)
|
||||
{
|
||||
Flip();
|
||||
}
|
||||
@@ -1315,16 +1317,23 @@ namespace Barotrauma
|
||||
var thigh = i == 0 ? GetLimb(LimbType.LeftThigh) : GetLimb(LimbType.RightThigh);
|
||||
if (thigh == null) { continue; }
|
||||
if (thigh.IsSevered) { continue; }
|
||||
|
||||
float thighDiff = Math.Abs(MathUtils.GetShortestAngle(torso.Rotation, thigh.Rotation));
|
||||
float thighTorque = thighDiff * thigh.Mass * Math.Sign(torso.Rotation - thigh.Rotation) * 5.0f;
|
||||
thigh.body.ApplyTorque(thighTorque * strength);
|
||||
float diff = torso.Rotation - thigh.Rotation;
|
||||
if (MathUtils.IsValid(diff))
|
||||
{
|
||||
float thighTorque = thighDiff * thigh.Mass * Math.Sign(diff) * 5.0f;
|
||||
thigh.body.ApplyTorque(thighTorque * strength);
|
||||
}
|
||||
|
||||
var leg = i == 0 ? GetLimb(LimbType.LeftLeg) : GetLimb(LimbType.RightLeg);
|
||||
if (leg == null || leg.IsSevered) { continue; }
|
||||
float legDiff = Math.Abs(MathUtils.GetShortestAngle(torso.Rotation, leg.Rotation));
|
||||
float legTorque = legDiff * leg.Mass * Math.Sign(torso.Rotation - leg.Rotation) * 5.0f;
|
||||
leg.body.ApplyTorque(legTorque * strength);
|
||||
diff = torso.Rotation - leg.Rotation;
|
||||
if (MathUtils.IsValid(diff))
|
||||
{
|
||||
float legTorque = legDiff * leg.Mass * Math.Sign(diff) * 5.0f;
|
||||
leg.body.ApplyTorque(legTorque * strength);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1452,7 +1461,7 @@ namespace Barotrauma
|
||||
target.CharacterHealth.CalculateVitality();
|
||||
if (wasCritical && target.Vitality > 0.0f && Timing.TotalTime > lastReviveTime + 10.0f)
|
||||
{
|
||||
character.Info.IncreaseSkillLevel("medical", SkillSettings.Current.SkillIncreasePerCprRevive, character.WorldPosition + Vector2.UnitY * 150.0f);
|
||||
character.Info.IncreaseSkillLevel("medical", SkillSettings.Current.SkillIncreasePerCprRevive, character.Position + Vector2.UnitY * 150.0f);
|
||||
SteamAchievementManager.OnCharacterRevived(target, character);
|
||||
lastReviveTime = (float)Timing.TotalTime;
|
||||
#if SERVER
|
||||
@@ -1460,7 +1469,7 @@ namespace Barotrauma
|
||||
#endif
|
||||
//reset attacker, we don't want the character to start attacking us
|
||||
//because we caused a bit of damage to them during CPR
|
||||
if (target.LastAttacker == character) { target.LastAttacker = null; }
|
||||
target.ForgiveAttacker(character);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1764,13 +1773,13 @@ namespace Barotrauma
|
||||
Vector2 transformedHoldPos = rightShoulder.WorldAnchorA;
|
||||
if (itemPos == Vector2.Zero || isClimbing || usingController)
|
||||
{
|
||||
if (character.SelectedItems[0] == item)
|
||||
if (character.Inventory?.GetItemInLimbSlot(InvSlotType.RightHand) == item)
|
||||
{
|
||||
if (rightHand == null || rightHand.IsSevered) { return; }
|
||||
transformedHoldPos = rightHand.PullJointWorldAnchorA - transformedHandlePos[0];
|
||||
itemAngle = (rightHand.Rotation + (holdAngle - MathHelper.PiOver2) * Dir);
|
||||
}
|
||||
else if (character.SelectedItems[1] == item)
|
||||
else if (character.Inventory?.GetItemInLimbSlot(InvSlotType.LeftHand) == item)
|
||||
{
|
||||
if (leftHand == null || leftHand.IsSevered) { return; }
|
||||
transformedHoldPos = leftHand.PullJointWorldAnchorA - transformedHandlePos[1];
|
||||
@@ -1779,13 +1788,13 @@ namespace Barotrauma
|
||||
}
|
||||
else
|
||||
{
|
||||
if (character.SelectedItems[0] == item)
|
||||
if (character.Inventory?.GetItemInLimbSlot(InvSlotType.RightHand) == item)
|
||||
{
|
||||
if (rightHand == null || rightHand.IsSevered) { return; }
|
||||
transformedHoldPos = rightShoulder.WorldAnchorA;
|
||||
rightHand.Disabled = true;
|
||||
}
|
||||
if (character.SelectedItems[1] == item)
|
||||
if (character.Inventory?.GetItemInLimbSlot(InvSlotType.LeftHand) == item)
|
||||
{
|
||||
if (leftHand == null || leftHand.IsSevered) { return; }
|
||||
transformedHoldPos = leftShoulder.WorldAnchorA;
|
||||
@@ -1798,7 +1807,7 @@ namespace Barotrauma
|
||||
|
||||
item.body.ResetDynamics();
|
||||
|
||||
Vector2 currItemPos = (character.SelectedItems[0] == item) ?
|
||||
Vector2 currItemPos = (character.Inventory?.GetItemInLimbSlot(InvSlotType.RightHand) == item) ?
|
||||
rightHand.PullJointWorldAnchorA - transformedHandlePos[0] :
|
||||
leftHand.PullJointWorldAnchorA - transformedHandlePos[1];
|
||||
|
||||
@@ -1846,15 +1855,14 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
item.SetTransform(currItemPos, itemAngle + itemAngleRelativeToHoldAngle * Dir, setPrevTransform: false);
|
||||
item.SetTransform(currItemPos, itemAngle + itemAngleRelativeToHoldAngle * Dir, setPrevTransform: false);
|
||||
|
||||
if (!isClimbing && !character.IsIncapacitated)
|
||||
if (!isClimbing && !character.IsIncapacitated && itemPos != Vector2.Zero)
|
||||
{
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
|
||||
if (character.SelectedItems[i] != item || itemPos == Vector2.Zero) { continue; }
|
||||
Limb hand = (i == 0) ? rightHand : leftHand;
|
||||
HandIK(hand, transformedHoldPos + transformedHandlePos[i]);
|
||||
if (!character.Inventory.IsInLimbSlot(item, i == 0 ? InvSlotType.RightHand : InvSlotType.LeftHand)) { continue; }
|
||||
HandIK(i == 0 ? rightHand : leftHand, transformedHoldPos + transformedHandlePos[i]);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -2025,16 +2033,13 @@ namespace Barotrauma
|
||||
|
||||
Matrix torsoTransform = Matrix.CreateRotationZ(torso.Rotation);
|
||||
|
||||
for (int i = 0; i < character.SelectedItems.Length; i++)
|
||||
foreach (Item heldItem in character.HeldItems)
|
||||
{
|
||||
if (i == 1 && character.SelectedItems[0] == character.SelectedItems[1])
|
||||
if (heldItem?.body != null && !heldItem.Removed && heldItem.GetComponent<Holdable>() != null)
|
||||
{
|
||||
break;
|
||||
}
|
||||
if (character.SelectedItems[i]?.body != null && !character.SelectedItems[i].Removed && character.SelectedItems[i].GetComponent<Holdable>() != null)
|
||||
{
|
||||
character.SelectedItems[i].FlipX(relativeToSub: false);
|
||||
heldItem.FlipX(relativeToSub: false);
|
||||
}
|
||||
heldItem.FlipX(relativeToSub: false);
|
||||
}
|
||||
|
||||
foreach (Limb limb in Limbs)
|
||||
|
||||
@@ -281,7 +281,7 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public const float MAX_SPEED = 15;
|
||||
public const float MAX_SPEED = 30;
|
||||
|
||||
public Vector2 TargetMovement
|
||||
{
|
||||
@@ -472,7 +472,7 @@ namespace Barotrauma
|
||||
if (joint == null) { continue; }
|
||||
float angle = (joint.LowerLimit + joint.UpperLimit) / 2.0f;
|
||||
joint.LimbB?.body?.SetTransform(
|
||||
(joint.WorldAnchorA - MathUtils.RotatePointAroundTarget(joint.LocalAnchorB, Vector2.Zero, MathHelper.ToDegrees(joint.BodyA.Rotation + angle), true)),
|
||||
(joint.WorldAnchorA - MathUtils.RotatePointAroundTarget(joint.LocalAnchorB, Vector2.Zero, joint.BodyA.Rotation + angle, true)),
|
||||
joint.BodyA.Rotation + angle);
|
||||
}
|
||||
}
|
||||
@@ -758,11 +758,11 @@ namespace Barotrauma
|
||||
limb.IsSevered = true;
|
||||
if (limb.type == LimbType.RightHand)
|
||||
{
|
||||
character.SelectedItems[0]?.Drop(character);
|
||||
character.Inventory?.GetItemInLimbSlot(InvSlotType.RightHand)?.Drop(character);
|
||||
}
|
||||
else if (limb.type == LimbType.LeftHand)
|
||||
{
|
||||
character.SelectedItems[1]?.Drop(character);
|
||||
character.Inventory?.GetItemInLimbSlot(InvSlotType.LeftHand)?.Drop(character);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1120,6 +1120,32 @@ namespace Barotrauma
|
||||
|
||||
splashSoundTimer -= deltaTime;
|
||||
|
||||
if (character.Submarine == null && Level.Loaded != null)
|
||||
{
|
||||
if (Collider.SimPosition.Y > Level.Loaded.TopBarrier.Position.Y)
|
||||
{
|
||||
Collider.LinearVelocity = new Vector2(Collider.LinearVelocity.X, Math.Min(Collider.LinearVelocity.Y, -1));
|
||||
}
|
||||
else if (Collider.SimPosition.Y < Level.Loaded.BottomBarrier.Position.Y)
|
||||
{
|
||||
Collider.LinearVelocity = new Vector2(Collider.LinearVelocity.X,
|
||||
MathHelper.Clamp(Collider.LinearVelocity.Y, Level.Loaded.BottomBarrier.Position.Y - Collider.SimPosition.Y, 10.0f));
|
||||
}
|
||||
foreach (Limb limb in Limbs)
|
||||
{
|
||||
if (limb.SimPosition.Y > Level.Loaded.TopBarrier.Position.Y)
|
||||
{
|
||||
limb.body.LinearVelocity = new Vector2(limb.LinearVelocity.X, Math.Min(limb.LinearVelocity.Y, -1));
|
||||
}
|
||||
else if (limb.SimPosition.Y < Level.Loaded.BottomBarrier.Position.Y)
|
||||
{
|
||||
limb.body.LinearVelocity = new Vector2(
|
||||
limb.LinearVelocity.X,
|
||||
MathHelper.Clamp(limb.LinearVelocity.Y, Level.Loaded.BottomBarrier.Position.Y - limb.SimPosition.Y, 10.0f));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (forceStanding)
|
||||
{
|
||||
inWater = false;
|
||||
@@ -1562,7 +1588,7 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public void SetPosition(Vector2 simPosition, bool lerp = false, bool ignorePlatforms = true)
|
||||
public void SetPosition(Vector2 simPosition, bool lerp = false, bool ignorePlatforms = true, bool forceMainLimbToCollider = false)
|
||||
{
|
||||
if (!MathUtils.IsValid(simPosition))
|
||||
{
|
||||
@@ -1575,8 +1601,7 @@ namespace Barotrauma
|
||||
}
|
||||
if (MainLimb == null) { return; }
|
||||
|
||||
Vector2 limbMoveAmount = simPosition - Collider.SimPosition;
|
||||
|
||||
Vector2 limbMoveAmount = forceMainLimbToCollider ? simPosition - MainLimb.SimPosition : simPosition - Collider.SimPosition;
|
||||
if (lerp)
|
||||
{
|
||||
Collider.TargetPosition = simPosition;
|
||||
@@ -1587,13 +1612,15 @@ namespace Barotrauma
|
||||
Collider.SetTransform(simPosition, Collider.Rotation);
|
||||
}
|
||||
|
||||
foreach (Limb limb in Limbs)
|
||||
if (!MathUtils.NearlyEqual(limbMoveAmount, Vector2.Zero))
|
||||
{
|
||||
if (limb.IsSevered) { continue; }
|
||||
//check visibility from the new position of the collider to the new position of this limb
|
||||
Vector2 movePos = limb.SimPosition + limbMoveAmount;
|
||||
|
||||
TrySetLimbPosition(limb, simPosition, movePos, lerp, ignorePlatforms);
|
||||
foreach (Limb limb in Limbs)
|
||||
{
|
||||
if (limb.IsSevered) { continue; }
|
||||
//check visibility from the new position of the collider to the new position of this limb
|
||||
Vector2 movePos = limb.SimPosition + limbMoveAmount;
|
||||
TrySetLimbPosition(limb, simPosition, movePos, lerp, ignorePlatforms);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1644,7 +1671,7 @@ namespace Barotrauma
|
||||
if (distSqrd > resetDist * resetDist)
|
||||
{
|
||||
//ragdoll way too far, reset position
|
||||
SetPosition(Collider.SimPosition, true);
|
||||
SetPosition(Collider.SimPosition, true, forceMainLimbToCollider: true);
|
||||
}
|
||||
if (distSqrd > allowedDist * allowedDist)
|
||||
{
|
||||
|
||||
@@ -121,11 +121,29 @@ namespace Barotrauma
|
||||
[Serialize(false, true), Editable]
|
||||
public bool FullSpeedAfterAttack { get; private set; }
|
||||
|
||||
private float _structureDamage;
|
||||
[Serialize(0.0f, true), Editable(MinValueFloat = 0.0f, MaxValueFloat = 10000.0f)]
|
||||
public float StructureDamage { get; set; }
|
||||
public float StructureDamage
|
||||
{
|
||||
get => _structureDamage * DamageMultiplier;
|
||||
set => _structureDamage = value;
|
||||
}
|
||||
|
||||
private float _itemDamage;
|
||||
[Serialize(0.0f, true), Editable(MinValueFloat = 0.0f, MaxValueFloat = 1000.0f)]
|
||||
public float ItemDamage
|
||||
{
|
||||
get =>_itemDamage * DamageMultiplier;
|
||||
set => _itemDamage = value;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Currently only used with variants. Used for multiplying all the damage.
|
||||
/// </summary>
|
||||
public float DamageMultiplier { get; set; } = 1;
|
||||
|
||||
[Serialize(0.0f, true), Editable(MinValueFloat = 0.0f, MaxValueFloat = 1000.0f)]
|
||||
public float ItemDamage { get; set; }
|
||||
public float LevelWallDamage { get; set; }
|
||||
|
||||
[Serialize(false, true)]
|
||||
public bool Ranged { get; set; }
|
||||
@@ -199,6 +217,9 @@ 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(1.0f, true, description: "Affects the strength of the impact effects the limb causes when it hits a submarine."), Editable(MinValueFloat = 0.0f, MaxValueFloat = 100.0f)]
|
||||
public float SubmarineImpactMultiplier { get; private set; }
|
||||
|
||||
[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; }
|
||||
|
||||
@@ -210,6 +231,9 @@ namespace Barotrauma
|
||||
[Serialize(0.0f, true, description: ""), Editable(MinValueFloat = 0.0f, MaxValueFloat = 1.0f)]
|
||||
public float Priority { get; private set; }
|
||||
|
||||
[Serialize(false, true, description: ""), Editable]
|
||||
public bool Blink { get; private set; }
|
||||
|
||||
public IEnumerable<StatusEffect> StatusEffects
|
||||
{
|
||||
get { return statusEffects; }
|
||||
@@ -260,6 +284,11 @@ namespace Barotrauma
|
||||
return (Duration == 0.0f) ? StructureDamage : StructureDamage * deltaTime;
|
||||
}
|
||||
|
||||
public float GetLevelWallDamage(float deltaTime)
|
||||
{
|
||||
return (Duration == 0.0f) ? LevelWallDamage : LevelWallDamage * deltaTime;
|
||||
}
|
||||
|
||||
public float GetItemDamage(float deltaTime)
|
||||
{
|
||||
return (Duration == 0.0f) ? ItemDamage : ItemDamage * deltaTime;
|
||||
@@ -272,7 +301,7 @@ namespace Barotrauma
|
||||
{
|
||||
totalDamage += affliction.GetVitalityDecrease(null);
|
||||
}
|
||||
return totalDamage;
|
||||
return totalDamage * DamageMultiplier;
|
||||
}
|
||||
|
||||
public Attack(float damage, float bleedingDamage, float burnDamage, float structureDamage, float itemDamage, float range = 0.0f)
|
||||
@@ -283,7 +312,7 @@ namespace Barotrauma
|
||||
|
||||
Range = range;
|
||||
DamageRange = range;
|
||||
StructureDamage = structureDamage;
|
||||
StructureDamage = LevelWallDamage = structureDamage;
|
||||
ItemDamage = itemDamage;
|
||||
}
|
||||
|
||||
@@ -299,6 +328,13 @@ namespace Barotrauma
|
||||
DebugConsole.ThrowError("Error in Attack (" + parentDebugName + ") - Define damage as afflictions instead of using the damage attribute (e.g. <Affliction identifier=\"internaldamage\" strength=\"10\" />).");
|
||||
}
|
||||
|
||||
//if level wall damage is not defined, default to the structure damage
|
||||
if (element.Attribute("LevelWallDamage") == null &&
|
||||
element.Attribute("levelwalldamage") == null)
|
||||
{
|
||||
LevelWallDamage = StructureDamage;
|
||||
}
|
||||
|
||||
InitProjSpecific(element);
|
||||
|
||||
foreach (XElement subElement in element.Elements())
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -171,11 +171,8 @@ namespace Barotrauma
|
||||
|
||||
if (Character.Inventory != null)
|
||||
{
|
||||
int cardSlotIndex = Character.Inventory.FindLimbSlot(InvSlotType.Card);
|
||||
if (cardSlotIndex < 0) return disguiseName;
|
||||
|
||||
var idCard = Character.Inventory.Items[cardSlotIndex];
|
||||
if (idCard == null) return disguiseName;
|
||||
var idCard = Character.Inventory.GetItemInLimbSlot(InvSlotType.Card);
|
||||
if (idCard == null) { return disguiseName; }
|
||||
|
||||
//Disguise as the ID card name if it's equipped
|
||||
string[] readTags = idCard.Tags.Split(',');
|
||||
@@ -294,19 +291,15 @@ namespace Barotrauma
|
||||
|
||||
if (Character.Inventory != null)
|
||||
{
|
||||
int cardSlotIndex = Character.Inventory.FindLimbSlot(InvSlotType.Card);
|
||||
if (cardSlotIndex >= 0)
|
||||
idCard = Character.Inventory.GetItemInLimbSlot(InvSlotType.Card)?.GetComponent<IdCard>();
|
||||
if (idCard != null)
|
||||
{
|
||||
idCard = Character.Inventory.Items[cardSlotIndex].GetComponent<IdCard>();
|
||||
|
||||
if (idCard != null)
|
||||
{
|
||||
#if CLIENT
|
||||
GetDisguisedSprites(idCard);
|
||||
GetDisguisedSprites(idCard);
|
||||
#endif
|
||||
return;
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -352,13 +345,13 @@ namespace Barotrauma
|
||||
|
||||
public CauseOfDeath CauseOfDeath;
|
||||
|
||||
public Character.TeamType TeamID;
|
||||
public CharacterTeamType TeamID;
|
||||
|
||||
private readonly NPCPersonalityTrait personalityTrait;
|
||||
|
||||
public Order CurrentOrder { get; set; }
|
||||
public string CurrentOrderOption { get; set; }
|
||||
public bool IsDismissed => CurrentOrder == null || CurrentOrder.Identifier.Equals("dismissed", StringComparison.OrdinalIgnoreCase);
|
||||
public const int MaxCurrentOrders = 3;
|
||||
public static int HighestManualOrderPriority => MaxCurrentOrders;
|
||||
public List<OrderInfo> CurrentOrders { get; } = new List<OrderInfo>();
|
||||
|
||||
//unique ID given to character infos in MP
|
||||
//used by clients to identify which infos are the same to prevent duplicate characters in round summary
|
||||
@@ -445,6 +438,7 @@ namespace Barotrauma
|
||||
{
|
||||
if (ragdoll == null)
|
||||
{
|
||||
// TODO: support for variants
|
||||
string speciesName = SpeciesName;
|
||||
bool isHumanoid = CharacterConfigElement.GetAttributeBool("humanoid", speciesName.Equals(CharacterPrefab.HumanSpeciesName, StringComparison.OrdinalIgnoreCase));
|
||||
ragdoll = isHumanoid
|
||||
@@ -472,6 +466,7 @@ namespace Barotrauma
|
||||
XDocument doc = CharacterPrefab.FindBySpeciesName(_speciesName)?.XDocument;
|
||||
if (doc == null) { return; }
|
||||
CharacterConfigElement = doc.Root.IsOverride() ? doc.Root.FirstElement() : doc.Root;
|
||||
// TODO: support for variants
|
||||
head = new HeadInfo();
|
||||
HasGenders = CharacterConfigElement.GetAttributeBool("genders", false);
|
||||
if (HasGenders)
|
||||
@@ -540,6 +535,7 @@ namespace Barotrauma
|
||||
doc = XMLExtensions.TryLoadXml(file);
|
||||
}
|
||||
if (doc == null) { return; }
|
||||
// TODO: support for variants
|
||||
CharacterConfigElement = doc.Root.IsOverride() ? doc.Root.FirstElement() : doc.Root;
|
||||
HasGenders = CharacterConfigElement.GetAttributeBool("genders", false);
|
||||
if (HasGenders && gender == Gender.None)
|
||||
@@ -906,7 +902,7 @@ namespace Barotrauma
|
||||
return (int)(salary * Job.Prefab.PriceMultiplier);
|
||||
}
|
||||
|
||||
public void IncreaseSkillLevel(string skillIdentifier, float increase, Vector2 worldPos)
|
||||
public void IncreaseSkillLevel(string skillIdentifier, float increase, Vector2 pos)
|
||||
{
|
||||
if (Job == null || (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) || Character == null) { return; }
|
||||
|
||||
@@ -920,15 +916,10 @@ namespace Barotrauma
|
||||
|
||||
float newLevel = Job.GetSkillLevel(skillIdentifier);
|
||||
|
||||
OnSkillChanged(skillIdentifier, prevLevel, newLevel, worldPos);
|
||||
|
||||
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer && !MathUtils.NearlyEqual(newLevel, prevLevel))
|
||||
{
|
||||
GameMain.NetworkMember.CreateEntityEvent(Character, new object[] { NetEntityEvent.Type.UpdateSkills });
|
||||
}
|
||||
OnSkillChanged(skillIdentifier, prevLevel, newLevel, pos);
|
||||
}
|
||||
|
||||
public void SetSkillLevel(string skillIdentifier, float level, Vector2 worldPos)
|
||||
public void SetSkillLevel(string skillIdentifier, float level, Vector2 pos)
|
||||
{
|
||||
if (Job == null) { return; }
|
||||
|
||||
@@ -936,13 +927,13 @@ namespace Barotrauma
|
||||
if (skill == null)
|
||||
{
|
||||
Job.Skills.Add(new Skill(skillIdentifier, level));
|
||||
OnSkillChanged(skillIdentifier, 0.0f, level, worldPos);
|
||||
OnSkillChanged(skillIdentifier, 0.0f, level, pos);
|
||||
}
|
||||
else
|
||||
{
|
||||
float prevLevel = skill.Level;
|
||||
skill.Level = level;
|
||||
OnSkillChanged(skillIdentifier, prevLevel, skill.Level, worldPos);
|
||||
OnSkillChanged(skillIdentifier, prevLevel, skill.Level, pos);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1013,13 +1004,9 @@ namespace Barotrauma
|
||||
faceAttachments = null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Reset order data so it doesn't carry into further rounds, as the AI is "recreated" always in between rounds anyway.
|
||||
/// </summary>
|
||||
public void ResetCurrentOrder()
|
||||
public void ClearCurrentOrders()
|
||||
{
|
||||
CurrentOrder = null;
|
||||
CurrentOrderOption = "";
|
||||
CurrentOrders.Clear();
|
||||
}
|
||||
|
||||
public void Remove()
|
||||
|
||||
@@ -1,8 +1,6 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Barotrauma.IO;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Xml.Linq;
|
||||
using Microsoft.Xna.Framework;
|
||||
|
||||
@@ -25,11 +23,12 @@ namespace Barotrauma
|
||||
public string Name { get; private set; }
|
||||
public string Identifier { get; private set; }
|
||||
public string FilePath { get; private set; }
|
||||
public string VariantOf { get; private set; }
|
||||
|
||||
public ContentPackage ContentPackage { get; private set; }
|
||||
|
||||
public XDocument XDocument { get; private set; }
|
||||
|
||||
|
||||
public static IEnumerable<string> ConfigFilePaths => Prefabs.Select(p => p.FilePath);
|
||||
public static IEnumerable<XDocument> ConfigFiles => Prefabs.Select(p => p.XDocument);
|
||||
|
||||
@@ -80,22 +79,30 @@ namespace Barotrauma
|
||||
DebugConsole.ThrowError($"Duplicate path: {filePath}");
|
||||
return false;
|
||||
}
|
||||
XElement mainElement = doc.Root.IsOverride() ? doc.Root.FirstElement() : doc.Root;
|
||||
var name = mainElement.GetAttributeString("name", null);
|
||||
if (name != null)
|
||||
XElement mainElement = doc.Root;
|
||||
if (doc.Root.IsCharacterVariant())
|
||||
{
|
||||
DebugConsole.NewMessage($"Error in {filePath}: 'name' is deprecated! Use 'speciesname' instead.", Color.Orange);
|
||||
if (!CheckSpeciesName(mainElement, filePath, out string n)) { return false; }
|
||||
string inherit = mainElement.GetAttributeString("inherit", null);
|
||||
string id = n.ToLowerInvariant();
|
||||
Prefabs.Add(new CharacterPrefab
|
||||
{
|
||||
Name = n,
|
||||
OriginalName = n,
|
||||
Identifier = id,
|
||||
FilePath = filePath,
|
||||
ContentPackage = contentPackage,
|
||||
XDocument = doc,
|
||||
VariantOf = inherit
|
||||
}, isOverride: false);
|
||||
return true;
|
||||
}
|
||||
else
|
||||
else if (doc.Root.IsOverride())
|
||||
{
|
||||
name = mainElement.GetAttributeString("speciesname", string.Empty);
|
||||
mainElement = doc.Root.FirstElement();
|
||||
}
|
||||
if (string.IsNullOrWhiteSpace(name))
|
||||
{
|
||||
DebugConsole.ThrowError($"No species name defined for: {filePath}");
|
||||
return false;
|
||||
}
|
||||
var identifier = name.ToLowerInvariant();
|
||||
if (!CheckSpeciesName(mainElement, filePath, out string name)) { return false; }
|
||||
string identifier = name.ToLowerInvariant();
|
||||
Prefabs.Add(new CharacterPrefab
|
||||
{
|
||||
Name = name,
|
||||
@@ -109,6 +116,25 @@ namespace Barotrauma
|
||||
return true;
|
||||
}
|
||||
|
||||
public static bool CheckSpeciesName(XElement mainElement, string filePath, out string name)
|
||||
{
|
||||
name = mainElement.GetAttributeString("name", null);
|
||||
if (name != null)
|
||||
{
|
||||
DebugConsole.NewMessage($"Error in {filePath}: 'name' is deprecated! Use 'speciesname' instead.", Color.Orange);
|
||||
}
|
||||
else
|
||||
{
|
||||
name = mainElement.GetAttributeString("speciesname", string.Empty);
|
||||
}
|
||||
if (string.IsNullOrWhiteSpace(name))
|
||||
{
|
||||
DebugConsole.ThrowError($"No species name defined for: {filePath}");
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
public static void LoadAll()
|
||||
{
|
||||
foreach (ContentFile file in ContentPackage.GetFilesOfType(GameMain.Config.AllEnabledPackages, ContentType.Character))
|
||||
|
||||
+32
-10
@@ -2,6 +2,7 @@
|
||||
using System.Linq;
|
||||
using System.Xml.Linq;
|
||||
using System;
|
||||
using Barotrauma.Extensions;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
@@ -73,7 +74,10 @@ namespace Barotrauma
|
||||
else if (Strength < ActiveThreshold)
|
||||
{
|
||||
DeactivateHusk();
|
||||
character.SpeechImpediment = 100;
|
||||
if (Prefab is AfflictionPrefabHusk { CauseSpeechImpediment: false })
|
||||
{
|
||||
character.SpeechImpediment = 100;
|
||||
}
|
||||
State = InfectionState.Transition;
|
||||
}
|
||||
else if (Strength < Prefab.MaxStrength)
|
||||
@@ -98,7 +102,7 @@ namespace Barotrauma
|
||||
|
||||
private void ApplyDamage(float deltaTime, bool applyForce)
|
||||
{
|
||||
int limbCount = character.AnimController.Limbs.Count(l => !l.IgnoreCollisions && !l.IsSevered);
|
||||
int limbCount = character.AnimController.Limbs.Count(l => !l.IgnoreCollisions && !l.IsSevered && !l.Hidden);
|
||||
foreach (Limb limb in character.AnimController.Limbs)
|
||||
{
|
||||
if (limb.IsSevered) { continue; }
|
||||
@@ -118,13 +122,25 @@ namespace Barotrauma
|
||||
{
|
||||
huskAppendage = AttachHuskAppendage(character, Prefab.Identifier);
|
||||
}
|
||||
character.NeedsAir = false;
|
||||
character.SpeechImpediment = 100;
|
||||
|
||||
if (Prefab is AfflictionPrefabHusk { NeedsAir: false })
|
||||
{
|
||||
character.NeedsAir = false;
|
||||
}
|
||||
|
||||
if (Prefab is AfflictionPrefabHusk { CauseSpeechImpediment: false })
|
||||
{
|
||||
character.SpeechImpediment = 100;
|
||||
}
|
||||
}
|
||||
|
||||
private void DeactivateHusk()
|
||||
{
|
||||
character.NeedsAir = character.Params.MainElement.GetAttributeBool("needsair", false);
|
||||
if (Prefab is AfflictionPrefabHusk { NeedsAir: false })
|
||||
{
|
||||
character.NeedsAir = character.Params.MainElement.GetAttributeBool("needsair", false);
|
||||
}
|
||||
|
||||
if (huskAppendage != null)
|
||||
{
|
||||
huskAppendage.ForEach(l => character.AnimController.RemoveLimb(l));
|
||||
@@ -160,6 +176,13 @@ namespace Barotrauma
|
||||
|
||||
private IEnumerable<object> CreateAIHusk()
|
||||
{
|
||||
//character already in remove queue (being removed by something else, for example a modded affliction that uses AfflictionHusk as the base)
|
||||
// -> don't spawn the AI husk
|
||||
if (Entity.Spawner.IsInRemoveQueue(character))
|
||||
{
|
||||
yield return CoroutineStatus.Success;
|
||||
}
|
||||
|
||||
character.Enabled = false;
|
||||
Entity.Spawner.AddToRemoveQueue(character);
|
||||
|
||||
@@ -179,7 +202,7 @@ namespace Barotrauma
|
||||
if (husk.Info != null)
|
||||
{
|
||||
husk.Info.Character = husk;
|
||||
husk.Info.TeamID = Character.TeamType.None;
|
||||
husk.Info.TeamID = CharacterTeamType.None;
|
||||
}
|
||||
|
||||
foreach (Limb limb in husk.AnimController.Limbs)
|
||||
@@ -201,17 +224,16 @@ namespace Barotrauma
|
||||
|
||||
if (character.Inventory != null && husk.Inventory != null)
|
||||
{
|
||||
if (character.Inventory.Items.Length != husk.Inventory.Items.Length)
|
||||
if (character.Inventory.Capacity != husk.Inventory.Capacity)
|
||||
{
|
||||
string errorMsg = "Failed to move items from the source character's inventory into a husk's inventory (inventory sizes don't match)";
|
||||
DebugConsole.ThrowError(errorMsg);
|
||||
GameAnalyticsManager.AddErrorEventOnce("AfflictionHusk.CreateAIHusk:InventoryMismatch", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
|
||||
yield return CoroutineStatus.Success;
|
||||
}
|
||||
for (int i = 0; i < character.Inventory.Items.Length && i < husk.Inventory.Items.Length; i++)
|
||||
for (int i = 0; i < character.Inventory.Capacity && i < husk.Inventory.Capacity; i++)
|
||||
{
|
||||
if (character.Inventory.Items[i] == null) continue;
|
||||
husk.Inventory.TryPutItem(character.Inventory.Items[i], i, true, false, null);
|
||||
character.Inventory.GetItemsAt(i).ForEachMod(item => husk.Inventory.TryPutItem(item, i, true, false, null));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
+25
-21
@@ -90,6 +90,10 @@ namespace Barotrauma
|
||||
AttachLimbName = null;
|
||||
AttachLimbType = LimbType.None;
|
||||
}
|
||||
|
||||
SendMessages = element.GetAttributeBool("sendmessages", true);
|
||||
CauseSpeechImpediment = element.GetAttributeBool("causespeechimpediment", true);
|
||||
NeedsAir = element.GetAttributeBool("needsair", false);
|
||||
}
|
||||
|
||||
// Use any of these to define which limb the appendage is attached to.
|
||||
@@ -101,9 +105,13 @@ namespace Barotrauma
|
||||
public readonly string HuskedSpeciesName;
|
||||
public readonly string[] TargetSpecies;
|
||||
public const string Tag = "[speciesname]";
|
||||
|
||||
public readonly bool SendMessages;
|
||||
public readonly bool CauseSpeechImpediment;
|
||||
public readonly bool NeedsAir;
|
||||
}
|
||||
|
||||
class AfflictionPrefab : IPrefab, IDisposable
|
||||
class AfflictionPrefab : IPrefab, IDisposable, IHasUintIdentifier
|
||||
{
|
||||
public class Effect
|
||||
{
|
||||
@@ -220,6 +228,7 @@ namespace Barotrauma
|
||||
public static AfflictionPrefab Bloodloss;
|
||||
public static AfflictionPrefab Pressure;
|
||||
public static AfflictionPrefab Stun;
|
||||
public static AfflictionPrefab RadiationSickness;
|
||||
|
||||
public static readonly PrefabCollection<AfflictionPrefab> Prefabs = new PrefabCollection<AfflictionPrefab>();
|
||||
|
||||
@@ -248,7 +257,7 @@ namespace Barotrauma
|
||||
/// Unique identifier that's generated by hashing the prefab's string identifier.
|
||||
/// Used to reduce the amount of bytes needed to write affliction data into network messages in multiplayer.
|
||||
/// </summary>
|
||||
public uint UIntIdentifier;
|
||||
public uint UIntIdentifier { get; set; }
|
||||
|
||||
// Arbitrary string that is used to identify the type of the affliction.
|
||||
public readonly string AfflictionType;
|
||||
@@ -265,6 +274,7 @@ namespace Barotrauma
|
||||
public ContentPackage ContentPackage { get; private set; }
|
||||
|
||||
public readonly string Name, Description;
|
||||
public readonly string TranslationOverride;
|
||||
public readonly bool IsBuff;
|
||||
|
||||
public readonly string CauseOfDeathDescription, SelfCauseOfDeathDescription;
|
||||
@@ -329,6 +339,7 @@ namespace Barotrauma
|
||||
Bloodloss = null;
|
||||
Pressure = null;
|
||||
Stun = null;
|
||||
RadiationSickness = null;
|
||||
#if CLIENT
|
||||
CharacterHealth.DamageOverlay?.Remove();
|
||||
CharacterHealth.DamageOverlay = null;
|
||||
@@ -353,6 +364,7 @@ namespace Barotrauma
|
||||
if (Bloodloss == null) { DebugConsole.ThrowError("Affliction \"Bloodloss\" not defined in the affliction prefabs."); }
|
||||
if (Pressure == null) { DebugConsole.ThrowError("Affliction \"Pressure\" not defined in the affliction prefabs."); }
|
||||
if (Stun == null) { DebugConsole.ThrowError("Affliction \"Stun\" not defined in the affliction prefabs."); }
|
||||
if (RadiationSickness == null) { DebugConsole.ThrowError("Affliction \"RadiationSickness\" not defined in the affliction prefabs."); }
|
||||
}
|
||||
|
||||
public static void LoadFromFile(ContentFile file)
|
||||
@@ -490,26 +502,16 @@ namespace Barotrauma
|
||||
case "stun":
|
||||
Stun = prefab;
|
||||
break;
|
||||
case "radiationsickness":
|
||||
RadiationSickness = prefab;
|
||||
break;
|
||||
}
|
||||
if (ImpactDamage == null) { ImpactDamage = InternalDamage; }
|
||||
|
||||
if (prefab != null)
|
||||
{
|
||||
Prefabs.Add(prefab, isOverride);
|
||||
}
|
||||
}
|
||||
|
||||
using MD5 md5 = MD5.Create();
|
||||
foreach (AfflictionPrefab prefab in Prefabs)
|
||||
{
|
||||
prefab.UIntIdentifier = ToolBox.StringToUInt32Hash(prefab.Identifier, md5);
|
||||
|
||||
//it's theoretically possible for two different values to generate the same hash, but the probability is astronomically small
|
||||
var collision = Prefabs.Find(p => p != prefab && p.UIntIdentifier == prefab.UIntIdentifier);
|
||||
if (collision != null)
|
||||
{
|
||||
DebugConsole.ThrowError("Hashing collision when generating uint identifiers for Afflictions: " + prefab.Identifier + " has the same identifier as " + collision.Identifier + " (" + prefab.UIntIdentifier + ")");
|
||||
collision.UIntIdentifier++;
|
||||
prefab.CalculatePrefabUIntIdentifier(Prefabs);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -541,8 +543,10 @@ namespace Barotrauma
|
||||
Identifier = element.GetAttributeString("identifier", "");
|
||||
|
||||
AfflictionType = element.GetAttributeString("type", "");
|
||||
Name = TextManager.Get("AfflictionName." + Identifier, true) ?? element.GetAttributeString("name", "");
|
||||
Description = TextManager.Get("AfflictionDescription." + Identifier, true) ?? element.GetAttributeString("description", "");
|
||||
TranslationOverride = element.GetAttributeString("translationoverride", null);
|
||||
string translationId = TranslationOverride ?? Identifier;
|
||||
Name = TextManager.Get("AfflictionName." + translationId, true) ?? element.GetAttributeString("name", "");
|
||||
Description = TextManager.Get("AfflictionDescription." + translationId, true) ?? element.GetAttributeString("description", "");
|
||||
IsBuff = element.GetAttributeBool("isbuff", false);
|
||||
|
||||
LimbSpecific = element.GetAttributeBool("limbspecific", false);
|
||||
@@ -567,12 +571,12 @@ namespace Barotrauma
|
||||
|
||||
KarmaChangeOnApplied = element.GetAttributeFloat("karmachangeonapplied", 0.0f);
|
||||
|
||||
CauseOfDeathDescription = TextManager.Get("AfflictionCauseOfDeath." + Identifier, true) ?? element.GetAttributeString("causeofdeathdescription", "");
|
||||
SelfCauseOfDeathDescription = TextManager.Get("AfflictionCauseOfDeathSelf." + Identifier, true) ?? element.GetAttributeString("selfcauseofdeathdescription", "");
|
||||
CauseOfDeathDescription = TextManager.Get("AfflictionCauseOfDeath." + translationId, true) ?? element.GetAttributeString("causeofdeathdescription", "");
|
||||
SelfCauseOfDeathDescription = TextManager.Get("AfflictionCauseOfDeathSelf." + translationId, true) ?? element.GetAttributeString("selfcauseofdeathdescription", "");
|
||||
|
||||
IconColors = element.GetAttributeColorArray("iconcolors", null);
|
||||
AchievementOnRemoved = element.GetAttributeString("achievementonremoved", "");
|
||||
|
||||
|
||||
foreach (XElement subElement in element.Elements())
|
||||
{
|
||||
switch (subElement.Name.ToString().ToLowerInvariant())
|
||||
|
||||
@@ -214,7 +214,7 @@ namespace Barotrauma
|
||||
InitProjSpecific(null, character);
|
||||
}
|
||||
|
||||
public CharacterHealth(XElement element, Character character)
|
||||
public CharacterHealth(XElement element, Character character, XElement limbHealthElement = null)
|
||||
{
|
||||
this.Character = character;
|
||||
InitIrremovableAfflictions();
|
||||
@@ -224,7 +224,8 @@ namespace Barotrauma
|
||||
minVitality = character.IsHuman ? -100.0f : 0.0f;
|
||||
|
||||
limbHealths.Clear();
|
||||
foreach (XElement subElement in element.Elements())
|
||||
limbHealthElement ??= element;
|
||||
foreach (XElement subElement in limbHealthElement.Elements())
|
||||
{
|
||||
if (!subElement.Name.ToString().Equals("limb", StringComparison.OrdinalIgnoreCase)) { continue; }
|
||||
limbHealths.Add(new LimbHealth(subElement, this));
|
||||
@@ -685,12 +686,12 @@ namespace Barotrauma
|
||||
for (int j = limbHealths[i].Afflictions.Count - 1; j >= 0; j--)
|
||||
{
|
||||
var affliction = limbHealths[i].Afflictions[j];
|
||||
Limb targetLimb = Character.AnimController.Limbs.FirstOrDefault(l => l.HealthIndex == i);
|
||||
Limb targetLimb = Character.AnimController.Limbs.LastOrDefault(l => !l.IsSevered && !l.Hidden && l.HealthIndex == i);
|
||||
affliction.Update(this, targetLimb, deltaTime);
|
||||
affliction.DamagePerSecondTimer += deltaTime;
|
||||
if (affliction is AfflictionBleeding)
|
||||
if (affliction is AfflictionBleeding bleeding)
|
||||
{
|
||||
UpdateBleedingProjSpecific((AfflictionBleeding)affliction, targetLimb, deltaTime);
|
||||
UpdateBleedingProjSpecific(bleeding, targetLimb, deltaTime);
|
||||
}
|
||||
Character.StackSpeedMultiplier(affliction.GetSpeedMultiplier());
|
||||
}
|
||||
|
||||
@@ -86,6 +86,11 @@ namespace Barotrauma
|
||||
|
||||
private void ParseAfflictionTypes()
|
||||
{
|
||||
if (string.IsNullOrWhiteSpace(rawAfflictionTypeString))
|
||||
{
|
||||
parsedAfflictionTypes = new string[0];
|
||||
return;
|
||||
}
|
||||
string[] splitValue = rawAfflictionTypeString.Split(',', ',');
|
||||
for (int i = 0; i < splitValue.Length; i++)
|
||||
{
|
||||
@@ -96,6 +101,11 @@ namespace Barotrauma
|
||||
|
||||
private void ParseAfflictionIdentifiers()
|
||||
{
|
||||
if (string.IsNullOrWhiteSpace(rawAfflictionIdentifierString))
|
||||
{
|
||||
parsedAfflictionIdentifiers = new string[0];
|
||||
return;
|
||||
}
|
||||
string[] splitValue = rawAfflictionIdentifierString.Split(',', ',');
|
||||
for (int i = 0; i < splitValue.Length; i++)
|
||||
{
|
||||
|
||||
@@ -20,6 +20,12 @@ namespace Barotrauma
|
||||
[Serialize(1f, false)]
|
||||
public float HealthMultiplier { get; protected set; }
|
||||
|
||||
[Serialize(1f, false)]
|
||||
public float AimSpeed { get; protected set; }
|
||||
|
||||
[Serialize(1f, false)]
|
||||
public float AimAccuracy { get; protected set; }
|
||||
|
||||
private readonly HashSet<string> moduleFlags = new HashSet<string>();
|
||||
|
||||
[Serialize("", true, "What outpost module tags does the NPC prefer to spawn in.")]
|
||||
@@ -67,6 +73,9 @@ namespace Barotrauma
|
||||
[Serialize(AIObjectiveIdle.BehaviorType.Passive, false)]
|
||||
public AIObjectiveIdle.BehaviorType Behavior { get; protected set; }
|
||||
|
||||
[Serialize(float.PositiveInfinity, false)]
|
||||
public float ReportRange { get; protected set; }
|
||||
|
||||
public List<string> PreferredOutpostModuleTypes { get; protected set; }
|
||||
|
||||
public string OriginalName { get { return Identifier; } }
|
||||
@@ -105,16 +114,50 @@ namespace Barotrauma
|
||||
return Job != null && Job != "any" ? JobPrefab.Get(Job) : JobPrefab.Random(randSync);
|
||||
}
|
||||
|
||||
public void GiveItems(Character character, Submarine submarine, Rand.RandSync randSync = Rand.RandSync.Unsynced)
|
||||
public void InitializeCharacter(Character npc, ISpatialEntity positionToStayIn = null)
|
||||
{
|
||||
npc.CharacterHealth.MaxVitality *= HealthMultiplier;
|
||||
var humanAI = npc.AIController as HumanAIController;
|
||||
if (humanAI != null)
|
||||
{
|
||||
var idleObjective = humanAI.ObjectiveManager.GetObjective<AIObjectiveIdle>();
|
||||
if (positionToStayIn != null && Behavior == AIObjectiveIdle.BehaviorType.StayInHull)
|
||||
{
|
||||
idleObjective.TargetHull = AIObjectiveGoTo.GetTargetHull(positionToStayIn);
|
||||
idleObjective.Behavior = AIObjectiveIdle.BehaviorType.StayInHull;
|
||||
}
|
||||
else
|
||||
{
|
||||
idleObjective.Behavior = Behavior;
|
||||
foreach (string moduleType in PreferredOutpostModuleTypes)
|
||||
{
|
||||
idleObjective.PreferredOutpostModuleTypes.Add(moduleType);
|
||||
}
|
||||
}
|
||||
humanAI.ReportRange = ReportRange;
|
||||
humanAI.AimSpeed = AimSpeed;
|
||||
humanAI.AimAccuracy = AimAccuracy;
|
||||
}
|
||||
if (CampaignInteractionType != CampaignMode.InteractionType.None)
|
||||
{
|
||||
(GameMain.GameSession.GameMode as CampaignMode)?.AssignNPCMenuInteraction(npc, CampaignInteractionType);
|
||||
if (positionToStayIn != null && humanAI != null)
|
||||
{
|
||||
humanAI.ObjectiveManager.SetForcedOrder(new AIObjectiveGoTo(positionToStayIn, npc, humanAI.ObjectiveManager, repeat: true, getDivingGearIfNeeded: false, closeEnough: 200));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void GiveItems(Character character, Submarine submarine, Rand.RandSync randSync = Rand.RandSync.Unsynced, bool createNetworkEvents = true)
|
||||
{
|
||||
var spawnItems = ToolBox.SelectWeightedRandom(ItemSets.Keys.ToList(), ItemSets.Values.ToList(), randSync);
|
||||
foreach (XElement itemElement in spawnItems.GetChildElements("item"))
|
||||
{
|
||||
InitializeItems(character, itemElement, submarine);
|
||||
InitializeItems(character, itemElement, submarine, createNetworkEvents: createNetworkEvents);
|
||||
}
|
||||
}
|
||||
|
||||
private void InitializeItems(Character character, XElement itemElement, Submarine submarine, Item parentItem = null)
|
||||
private void InitializeItems(Character character, XElement itemElement, Submarine submarine, Item parentItem = null, bool createNetworkEvents = true)
|
||||
{
|
||||
ItemPrefab itemPrefab;
|
||||
string itemIdentifier = itemElement.GetAttributeString("identifier", "");
|
||||
@@ -126,7 +169,7 @@ namespace Barotrauma
|
||||
}
|
||||
Item item = new Item(itemPrefab, character.Position, null);
|
||||
#if SERVER
|
||||
if (GameMain.Server != null && Entity.Spawner != null)
|
||||
if (GameMain.Server != null && Entity.Spawner != null && createNetworkEvents)
|
||||
{
|
||||
if (GameMain.Server.EntityEventManager.UniqueEvents.Any(ev => ev.Entity == item))
|
||||
{
|
||||
@@ -187,7 +230,7 @@ namespace Barotrauma
|
||||
}
|
||||
foreach (XElement childItemElement in itemElement.Elements())
|
||||
{
|
||||
InitializeItems(character, childItemElement, submarine, item);
|
||||
InitializeItems(character, childItemElement, submarine, item, createNetworkEvents);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -203,7 +203,7 @@ namespace Barotrauma
|
||||
partial class Limb : ISerializableEntity, ISpatialEntity
|
||||
{
|
||||
//how long it takes for severed limbs to fade out
|
||||
public float SeveredFadeOutTime => Params.SeveredFadeOutTime;
|
||||
public float SeveredFadeOutTime { get; private set; } = 10;
|
||||
|
||||
public readonly Character character;
|
||||
/// <summary>
|
||||
@@ -308,6 +308,12 @@ namespace Barotrauma
|
||||
set
|
||||
{
|
||||
if (isSevered == value) { return; }
|
||||
if (value == true)
|
||||
{
|
||||
// If any of the connected limbs have a longer fade out time, use that
|
||||
var connectedLimbs = GetConnectedLimbs();
|
||||
SeveredFadeOutTime = Math.Max(Params.SeveredFadeOutTime, connectedLimbs.Any() ? connectedLimbs.Max(l => l.SeveredFadeOutTime) : 0);
|
||||
}
|
||||
isSevered = value;
|
||||
if (isSevered)
|
||||
{
|
||||
@@ -330,7 +336,7 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public Submarine Submarine => character.Submarine;
|
||||
public Submarine Submarine => character?.Submarine;
|
||||
|
||||
public bool Hidden
|
||||
{
|
||||
@@ -340,7 +346,7 @@ namespace Barotrauma
|
||||
|
||||
public Vector2 WorldPosition
|
||||
{
|
||||
get { return character.Submarine == null ? Position : Position + character.Submarine.Position; }
|
||||
get { return character?.Submarine == null ? Position : Position + character.Submarine.Position; }
|
||||
}
|
||||
|
||||
public Vector2 Position
|
||||
@@ -622,6 +628,14 @@ namespace Barotrauma
|
||||
}
|
||||
attack.DamageRange = ConvertUnits.ToDisplayUnits(attack.DamageRange);
|
||||
}
|
||||
if (character.VariantOf != null && character.Params.VariantFile != null)
|
||||
{
|
||||
var attackElement = character.Params.VariantFile.Root.GetChildElement("attack");
|
||||
if (attackElement != null)
|
||||
{
|
||||
attack.DamageMultiplier = attackElement.GetAttributeFloat("damagemultiplier", 1f);
|
||||
}
|
||||
}
|
||||
break;
|
||||
case "damagemodifier":
|
||||
DamageModifiers.Add(new DamageModifier(subElement, character.Name));
|
||||
@@ -669,7 +683,7 @@ 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)
|
||||
public AttackResult AddDamage(Vector2 simPosition, IEnumerable<Affliction> afflictions, bool playSound, float damageMultiplier = 1)
|
||||
{
|
||||
appliedDamageModifiers.Clear();
|
||||
afflictionsCopy.Clear();
|
||||
@@ -709,7 +723,7 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
}
|
||||
float finalDamageModifier = 1.0f;
|
||||
float finalDamageModifier = damageMultiplier;
|
||||
foreach (DamageModifier damageModifier in tempModifiers)
|
||||
{
|
||||
finalDamageModifier *= damageModifier.DamageMultiplier;
|
||||
@@ -853,6 +867,23 @@ namespace Barotrauma
|
||||
float dist = distance > -1 ? distance : ConvertUnits.ToDisplayUnits(Vector2.Distance(simPos, attackSimPos));
|
||||
bool wasRunning = attack.IsRunning;
|
||||
attack.UpdateAttackTimer(deltaTime, character);
|
||||
if (attack.Blink)
|
||||
{
|
||||
if (attack.ForceOnLimbIndices != null && attack.ForceOnLimbIndices.Any())
|
||||
{
|
||||
foreach (int limbIndex in attack.ForceOnLimbIndices)
|
||||
{
|
||||
if (limbIndex < 0 || limbIndex >= character.AnimController.Limbs.Length) { continue; }
|
||||
Limb limb = character.AnimController.Limbs[limbIndex];
|
||||
if (limb.IsSevered) { continue; }
|
||||
limb.Blink();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Blink();
|
||||
}
|
||||
}
|
||||
|
||||
bool wasHit = false;
|
||||
Body structureBody = null;
|
||||
@@ -1095,7 +1126,7 @@ namespace Barotrauma
|
||||
{
|
||||
targets.Clear();
|
||||
statusEffect.GetNearbyTargets(WorldPosition, targets);
|
||||
statusEffect.Apply(ActionType.OnActive, deltaTime, character, targets);
|
||||
statusEffect.Apply(actionType, deltaTime, character, targets);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -1103,7 +1134,40 @@ namespace Barotrauma
|
||||
{
|
||||
statusEffect.Apply(actionType, deltaTime, character, character, WorldPosition);
|
||||
}
|
||||
statusEffect.Apply(actionType, deltaTime, character, this, WorldPosition);
|
||||
else if (statusEffect.targetLimbs != null)
|
||||
{
|
||||
foreach (var limbType in statusEffect.targetLimbs)
|
||||
{
|
||||
if (statusEffect.HasTargetType(StatusEffect.TargetType.AllLimbs))
|
||||
{
|
||||
// Target all matching limbs
|
||||
foreach (var limb in ragdoll.Limbs)
|
||||
{
|
||||
if (limb.IsSevered) { continue; }
|
||||
if (limb.type == limbType)
|
||||
{
|
||||
statusEffect.Apply(actionType, deltaTime, character, limb);
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (statusEffect.HasTargetType(StatusEffect.TargetType.Limb))
|
||||
{
|
||||
// Target just the first matching limb
|
||||
Limb limb = ragdoll.GetLimb(limbType);
|
||||
statusEffect.Apply(actionType, deltaTime, character, limb);
|
||||
}
|
||||
else if (statusEffect.HasTargetType(StatusEffect.TargetType.LastLimb))
|
||||
{
|
||||
// Target just the last matching limb
|
||||
Limb limb = ragdoll.Limbs.LastOrDefault(l => l.type == limbType && !l.IsSevered && !l.Hidden);
|
||||
statusEffect.Apply(actionType, deltaTime, character, limb);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
statusEffect.Apply(actionType, deltaTime, character, this, WorldPosition);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1113,7 +1177,12 @@ namespace Barotrauma
|
||||
|
||||
private float TotalBlinkDurationOut => Params.BlinkDurationOut + Params.BlinkHoldTime;
|
||||
|
||||
public void Blink(float deltaTime, float referenceRotation)
|
||||
public void Blink()
|
||||
{
|
||||
blinkTimer = -TotalBlinkDurationOut;
|
||||
}
|
||||
|
||||
public void UpdateBlink(float deltaTime, float referenceRotation)
|
||||
{
|
||||
if (blinkTimer > -TotalBlinkDurationOut)
|
||||
{
|
||||
@@ -1147,6 +1216,26 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public IEnumerable<LimbJoint> GetConnectedJoints() => ragdoll.LimbJoints.Where(j => !j.IsSevered && (j.LimbA == this || j.LimbB == this));
|
||||
|
||||
public IEnumerable<Limb> GetConnectedLimbs()
|
||||
{
|
||||
var connectedJoints = GetConnectedJoints();
|
||||
var connectedLimbs = new HashSet<Limb>();
|
||||
foreach (Limb limb in ragdoll.Limbs)
|
||||
{
|
||||
var otherJoints = limb.GetConnectedJoints();
|
||||
foreach (LimbJoint connectedJoint in connectedJoints)
|
||||
{
|
||||
if (otherJoints.Contains(connectedJoint))
|
||||
{
|
||||
connectedLimbs.Add(limb);
|
||||
}
|
||||
}
|
||||
}
|
||||
return connectedLimbs;
|
||||
}
|
||||
|
||||
public void Remove()
|
||||
{
|
||||
body?.Remove();
|
||||
|
||||
+21
-8
@@ -54,7 +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, ValueStep = 1)]
|
||||
[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 = 1000, ValueStep = 1)]
|
||||
public float SteerTorque { get; set; }
|
||||
}
|
||||
|
||||
@@ -66,8 +66,13 @@ namespace Barotrauma
|
||||
|
||||
protected static Dictionary<string, Dictionary<string, AnimationParams>> allAnimations = new Dictionary<string, Dictionary<string, AnimationParams>>();
|
||||
|
||||
private float _movementSpeed;
|
||||
[Serialize(1.0f, true), Editable(DecimalCount = 2, MinValueFloat = 0, MaxValueFloat = Ragdoll.MAX_SPEED, ValueStep = 0.1f)]
|
||||
public float MovementSpeed { get; set; }
|
||||
public float MovementSpeed
|
||||
{
|
||||
get => _movementSpeed;
|
||||
set => _movementSpeed = value;
|
||||
}
|
||||
|
||||
[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, ValueStep = 0.01f)]
|
||||
@@ -110,11 +115,10 @@ namespace Barotrauma
|
||||
[Serialize(AnimationType.NotDefined, true), Editable]
|
||||
public virtual AnimationType AnimationType { get; protected set; }
|
||||
|
||||
public static string GetDefaultFileName(string speciesName, AnimationType animType) => $"{speciesName.CapitaliseFirstInvariant()}{animType.ToString()}";
|
||||
public static string GetDefaultFile(string speciesName, AnimationType animType, ContentPackage contentPackage = null)
|
||||
=> Path.Combine(GetFolder(speciesName, contentPackage), $"{GetDefaultFileName(speciesName, animType)}.xml");
|
||||
public static string GetDefaultFileName(string speciesName, AnimationType animType) => $"{speciesName.CapitaliseFirstInvariant()}{animType}";
|
||||
public static string GetDefaultFile(string speciesName, AnimationType animType) => Path.Combine(GetFolder(speciesName), $"{GetDefaultFileName(speciesName, animType)}.xml");
|
||||
|
||||
public static string GetFolder(string speciesName, ContentPackage contentPackage = null)
|
||||
public static string GetFolder(string speciesName)
|
||||
{
|
||||
CharacterPrefab prefab = CharacterPrefab.FindBySpeciesName(speciesName);
|
||||
if (prefab?.XDocument == null)
|
||||
@@ -132,7 +136,7 @@ namespace Barotrauma
|
||||
{
|
||||
folder = Path.Combine(Path.GetDirectoryName(filePath), "Animations");
|
||||
}
|
||||
return folder;
|
||||
return folder.CleanUpPathCrossPlatform(true);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -163,7 +167,16 @@ namespace Barotrauma
|
||||
return Enum.TryParse(typeString, out AnimationType fileType) && fileType == type;
|
||||
}
|
||||
|
||||
public static T GetDefaultAnimParams<T>(string speciesName, AnimationType animType) where T : AnimationParams, new() => GetAnimParams<T>(speciesName, animType, GetDefaultFileName(speciesName, animType));
|
||||
public static T GetDefaultAnimParams<T>(Character character, AnimationType animType) where T : AnimationParams, new()
|
||||
{
|
||||
string speciesName = character.VariantOf ?? character.SpeciesName;
|
||||
if (character.VariantOf != null && character.Params.VariantFile?.Root?.GetChildElement("animations")?.GetAttributeString("folder", null) != null)
|
||||
{
|
||||
// Use the overridden animations defined in the variant definition file.
|
||||
speciesName = character.SpeciesName;
|
||||
}
|
||||
return GetAnimParams<T>(speciesName, animType, GetDefaultFileName(speciesName, animType));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// If the file name is left null, default file is selected. If fails, will select the default file. Note: Use the filename without the extensions, don't use the full path!
|
||||
|
||||
+11
-11
@@ -7,11 +7,11 @@ namespace Barotrauma
|
||||
{
|
||||
public static FishWalkParams GetDefaultAnimParams(Character character)
|
||||
{
|
||||
return Check(character) ? GetDefaultAnimParams<FishWalkParams>(character.SpeciesName, AnimationType.Walk) : Empty;
|
||||
return Check(character) ? GetDefaultAnimParams<FishWalkParams>(character, AnimationType.Walk) : Empty;
|
||||
}
|
||||
public static FishWalkParams GetAnimParams(Character character, string fileName = null)
|
||||
{
|
||||
return Check(character) ? GetAnimParams<FishWalkParams>(character.SpeciesName, AnimationType.Walk, fileName) : Empty;
|
||||
return Check(character) ? GetAnimParams<FishWalkParams>(character.VariantOf ?? character.SpeciesName, AnimationType.Walk, fileName) : Empty;
|
||||
}
|
||||
|
||||
protected static FishWalkParams Empty = new FishWalkParams();
|
||||
@@ -23,11 +23,11 @@ namespace Barotrauma
|
||||
{
|
||||
public static FishRunParams GetDefaultAnimParams(Character character)
|
||||
{
|
||||
return Check(character) ? GetDefaultAnimParams<FishRunParams>(character.SpeciesName, AnimationType.Run) : Empty;
|
||||
return Check(character) ? GetDefaultAnimParams<FishRunParams>(character, AnimationType.Run) : Empty;
|
||||
}
|
||||
public static FishRunParams GetAnimParams(Character character, string fileName = null)
|
||||
{
|
||||
return Check(character) ? GetAnimParams<FishRunParams>(character.SpeciesName, AnimationType.Run, fileName) : Empty;
|
||||
return Check(character) ? GetAnimParams<FishRunParams>(character.VariantOf ?? character.SpeciesName, AnimationType.Run, fileName) : Empty;
|
||||
}
|
||||
|
||||
protected static FishRunParams Empty = new FishRunParams();
|
||||
@@ -37,10 +37,10 @@ namespace Barotrauma
|
||||
|
||||
class FishSwimFastParams : FishSwimParams
|
||||
{
|
||||
public static FishSwimFastParams GetDefaultAnimParams(Character character) => GetDefaultAnimParams<FishSwimFastParams>(character.SpeciesName, AnimationType.SwimFast);
|
||||
public static FishSwimFastParams GetDefaultAnimParams(Character character) => GetDefaultAnimParams<FishSwimFastParams>(character, AnimationType.SwimFast);
|
||||
public static FishSwimFastParams GetAnimParams(Character character, string fileName = null)
|
||||
{
|
||||
return GetAnimParams<FishSwimFastParams>(character.SpeciesName, AnimationType.SwimFast, fileName);
|
||||
return GetAnimParams<FishSwimFastParams>(character.VariantOf ?? character.SpeciesName, AnimationType.SwimFast, fileName);
|
||||
}
|
||||
|
||||
public override void StoreSnapshot() => StoreSnapshot<FishSwimFastParams>();
|
||||
@@ -48,10 +48,10 @@ namespace Barotrauma
|
||||
|
||||
class FishSwimSlowParams : FishSwimParams
|
||||
{
|
||||
public static FishSwimSlowParams GetDefaultAnimParams(Character character) => GetDefaultAnimParams<FishSwimSlowParams>(character.SpeciesName, AnimationType.SwimSlow);
|
||||
public static FishSwimSlowParams GetDefaultAnimParams(Character character) => GetDefaultAnimParams<FishSwimSlowParams>(character, AnimationType.SwimSlow);
|
||||
public static FishSwimSlowParams GetAnimParams(Character character, string fileName = null)
|
||||
{
|
||||
return GetAnimParams<FishSwimSlowParams>(character.SpeciesName, AnimationType.SwimSlow, fileName);
|
||||
return GetAnimParams<FishSwimSlowParams>(character.VariantOf ?? character.SpeciesName, AnimationType.SwimSlow, fileName);
|
||||
}
|
||||
|
||||
public override void StoreSnapshot() => StoreSnapshot<FishSwimSlowParams>();
|
||||
@@ -173,13 +173,13 @@ 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 = 1000, ValueStep = 1)]
|
||||
[Serialize(25.0f, true, description: "How much torque is used to rotate the torso to the correct orientation."), Editable(MinValueFloat = 0, MaxValueFloat = 2000, 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 = 1000, ValueStep = 1)]
|
||||
[Serialize(25.0f, true, description: "How much torque is used to rotate the head to the correct orientation."), Editable(MinValueFloat = 0, MaxValueFloat = 2000, 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 = 1000, ValueStep = 1)]
|
||||
[Serialize(50.0f, true, description: "How much torque is used to rotate the tail to the correct orientation."), Editable(MinValueFloat = 0, MaxValueFloat = 2000, 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)]
|
||||
|
||||
+4
-4
@@ -4,7 +4,7 @@ namespace Barotrauma
|
||||
{
|
||||
class HumanWalkParams : HumanGroundedParams
|
||||
{
|
||||
public static HumanWalkParams GetDefaultAnimParams(Character character) => GetDefaultAnimParams<HumanWalkParams>(character.SpeciesName, AnimationType.Walk);
|
||||
public static HumanWalkParams GetDefaultAnimParams(Character character) => GetDefaultAnimParams<HumanWalkParams>(character, AnimationType.Walk);
|
||||
public static HumanWalkParams GetAnimParams(Character character, string fileName = null)
|
||||
{
|
||||
return GetAnimParams<HumanWalkParams>(character.SpeciesName, AnimationType.Walk, fileName);
|
||||
@@ -15,7 +15,7 @@ namespace Barotrauma
|
||||
|
||||
class HumanRunParams : HumanGroundedParams
|
||||
{
|
||||
public static HumanRunParams GetDefaultAnimParams(Character character) => GetDefaultAnimParams<HumanRunParams>(character.SpeciesName, AnimationType.Run);
|
||||
public static HumanRunParams GetDefaultAnimParams(Character character) => GetDefaultAnimParams<HumanRunParams>(character, AnimationType.Run);
|
||||
public static HumanRunParams GetAnimParams(Character character, string fileName = null)
|
||||
{
|
||||
return GetAnimParams<HumanRunParams>(character.SpeciesName, AnimationType.Run, fileName);
|
||||
@@ -26,7 +26,7 @@ namespace Barotrauma
|
||||
|
||||
class HumanSwimFastParams: HumanSwimParams
|
||||
{
|
||||
public static HumanSwimFastParams GetDefaultAnimParams(Character character) => GetDefaultAnimParams<HumanSwimFastParams>(character.SpeciesName, AnimationType.SwimFast);
|
||||
public static HumanSwimFastParams GetDefaultAnimParams(Character character) => GetDefaultAnimParams<HumanSwimFastParams>(character, AnimationType.SwimFast);
|
||||
public static HumanSwimFastParams GetAnimParams(Character character, string fileName = null)
|
||||
{
|
||||
return GetAnimParams<HumanSwimFastParams>(character.SpeciesName, AnimationType.SwimFast, fileName);
|
||||
@@ -38,7 +38,7 @@ namespace Barotrauma
|
||||
|
||||
class HumanSwimSlowParams : HumanSwimParams
|
||||
{
|
||||
public static HumanSwimSlowParams GetDefaultAnimParams(Character character) => GetDefaultAnimParams<HumanSwimSlowParams>(character.SpeciesName, AnimationType.SwimSlow);
|
||||
public static HumanSwimSlowParams GetDefaultAnimParams(Character character) => GetDefaultAnimParams<HumanSwimSlowParams>(character, AnimationType.SwimSlow);
|
||||
public static HumanSwimSlowParams GetAnimParams(Character character, string fileName = null)
|
||||
{
|
||||
return GetAnimParams<HumanSwimSlowParams>(character.SpeciesName, AnimationType.SwimSlow, fileName);
|
||||
|
||||
@@ -64,6 +64,9 @@ namespace Barotrauma
|
||||
[Serialize("waterblood", true), Editable]
|
||||
public string BleedParticleWater { get; private set; }
|
||||
|
||||
[Serialize(1f, true), Editable]
|
||||
public float BleedParticleMultiplier { get; private set; }
|
||||
|
||||
[Serialize(10f, true, description: "How effectively/easily the character eats other characters. Affects the forces, the amount of particles, and the time required before the target is eaten away"), Editable(MinValueFloat = 1, MaxValueFloat = 1000, ValueStep = 1)]
|
||||
public float EatingSpeed { get; set; }
|
||||
|
||||
@@ -76,8 +79,13 @@ namespace Barotrauma
|
||||
[Serialize(0f, true), Editable]
|
||||
public float SonarDisruption { get; set; }
|
||||
|
||||
[Serialize(25000f, true, "If the character is farther than this (in pixels) from the sub and the players, it will be disabled. The halved value is used for triggering simple physics where the ragdoll is disabled and only the main collider is updated."), Editable(MinValueFloat = 10000f, MaxValueFloat = 100000f)]
|
||||
public float DisableDistance { get; set; }
|
||||
|
||||
public readonly string File;
|
||||
|
||||
public XDocument VariantFile { get; private set; }
|
||||
|
||||
public readonly List<SubParam> SubParams = new List<SubParam>();
|
||||
public readonly List<SoundParams> Sounds = new List<SoundParams>();
|
||||
public readonly List<ParticleParams> BloodEmitters = new List<ParticleParams>();
|
||||
@@ -100,6 +108,33 @@ namespace Barotrauma
|
||||
public bool Load()
|
||||
{
|
||||
bool success = base.Load(File);
|
||||
if (doc.Root.IsCharacterVariant())
|
||||
{
|
||||
VariantFile = doc;
|
||||
var original = CharacterPrefab.FindBySpeciesName(doc.Root.GetAttributeString("inherit", string.Empty));
|
||||
success = Load(original.FilePath);
|
||||
CreateSubParams();
|
||||
TryLoadOverride(this, VariantFile.Root, SerializableProperties);
|
||||
foreach (XElement subElement in VariantFile.Root.Elements())
|
||||
{
|
||||
var matchingParams = SubParams.FirstOrDefault(p => p.Name.Equals(subElement.Name.ToString(), StringComparison.OrdinalIgnoreCase));
|
||||
if (matchingParams != null)
|
||||
{
|
||||
TryLoadOverride(matchingParams, subElement, matchingParams.SerializableProperties);
|
||||
// TODO: Make recursive? In practice we don't have to go deeper than this, but the implementation would be a lot cleaner with recursion.
|
||||
foreach (XElement subSubElement in subElement.Elements())
|
||||
{
|
||||
if (subSubElement.Name.ToString().Equals("item", StringComparison.OrdinalIgnoreCase)) { continue; }
|
||||
var matchingSubParams = matchingParams.SubParams.FirstOrDefault(p => p.Name.Equals(subSubElement.Name.ToString(), StringComparison.OrdinalIgnoreCase));
|
||||
if (matchingSubParams != null)
|
||||
{
|
||||
TryLoadOverride(matchingSubParams, subSubElement, matchingSubParams.SerializableProperties);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return success;
|
||||
}
|
||||
if (string.IsNullOrEmpty(SpeciesName) && MainElement != null)
|
||||
{
|
||||
//backwards compatibility
|
||||
@@ -111,6 +146,8 @@ namespace Barotrauma
|
||||
|
||||
public bool Save(string fileNameWithoutExtension = null)
|
||||
{
|
||||
// Disable saving variants for now. Making it work probably requires more work.
|
||||
if (VariantFile != null) { return false; }
|
||||
Serialize();
|
||||
return base.Save(fileNameWithoutExtension, new XmlWriterSettings
|
||||
{
|
||||
@@ -181,7 +218,19 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public bool Deserialize(XElement element = null, bool alsoChildren = true, bool recursive = true)
|
||||
private void TryLoadOverride(object parentObject, XElement element, Dictionary<string, SerializableProperty> properties)
|
||||
{
|
||||
foreach (var property in properties)
|
||||
{
|
||||
var matchingAttribute = element.GetAttribute(property.Key);
|
||||
if (matchingAttribute != null)
|
||||
{
|
||||
property.Value.TrySetValue(parentObject, matchingAttribute.Value);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public bool Deserialize(XElement element = null, bool alsoChildren = true, bool recursive = true, bool loadDefaultValues = true)
|
||||
{
|
||||
if (base.Deserialize(element))
|
||||
{
|
||||
@@ -480,23 +529,42 @@ namespace Barotrauma
|
||||
[Serialize(20f, true, description: "How long the creature flees before returning to normal state. When the creature sees the target or is being chased, it will always flee, if it's in the flee state."), Editable(minValue: 0f, maxValue: 100f)]
|
||||
public float MinFleeTime { get; private set; }
|
||||
|
||||
[Serialize(false, true, description: "Does the character try to break inside the sub?"), Editable()]
|
||||
[Serialize(false, true, description: "Does the character try to break inside the sub?"), Editable]
|
||||
public bool AggressiveBoarding { get; private set; }
|
||||
|
||||
[Serialize(true, true, description: "Enforce aggressive behavior if the creature is spawned as a target of a monster mission."), Editable()]
|
||||
[Serialize(true, true, description: "Enforce aggressive behavior if the creature is spawned as a target of a monster mission."), Editable]
|
||||
public bool EnforceAggressiveBehaviorForMissions { get; private set; }
|
||||
|
||||
[Serialize(true, true, description: "Should the character target or ignore walls when it's outside the submarine. Doesn't have any effect if no target priority for walls is defined."), Editable()]
|
||||
[Serialize(true, true, description: "Should the character target or ignore walls when it's outside the submarine."), Editable]
|
||||
public bool TargetOuterWalls { get; private set; }
|
||||
|
||||
[Serialize(false, true, description: "If enabled, the character chooses randomly from the available attacks. The priority is used as a weight for weighted random."), Editable()]
|
||||
[Serialize(false, true, description: "If enabled, the character chooses randomly from the available attacks. The priority is used as a weight for weighted random."), Editable]
|
||||
public bool RandomAttack { get; private set; }
|
||||
|
||||
[Serialize(false, true, description:"Can the character open doors and hatches without a proper id card? Only applies on humanoids."), Editable]
|
||||
public bool Infiltrate { get; private set; }
|
||||
|
||||
[Serialize(true, true, "Is the creature allowed to navigate from and into the depths of the abyss? When enabled, the creatures will try to avoid the depths."), Editable]
|
||||
public bool AvoidAbyss { get; set; }
|
||||
|
||||
[Serialize(true, true, "Does the creature try to keep in the abyss? Has effect only when AvoidAbyss is false."), Editable]
|
||||
public bool StayInAbyss { get; set; }
|
||||
|
||||
[Serialize(0f, true, description: ""), Editable]
|
||||
public float StartAggression { get; private set; }
|
||||
|
||||
[Serialize(100f, true, description: ""), Editable]
|
||||
public float MaxAggression { get; private set; }
|
||||
|
||||
[Serialize(0f, true, description: ""), Editable]
|
||||
public float AggressionCumulation { get; private set; }
|
||||
|
||||
public IEnumerable<TargetParams> Targets => targets;
|
||||
protected readonly List<TargetParams> targets = new List<TargetParams>();
|
||||
|
||||
public AIParams(XElement element, CharacterParams character) : base(element, character)
|
||||
{
|
||||
if (element == null) { return; }
|
||||
element.GetChildElements("target").ForEach(t => TryAddTarget(t, out _));
|
||||
element.GetChildElements("targetpriority").ForEach(t => TryAddTarget(t, out _));
|
||||
}
|
||||
@@ -588,11 +656,24 @@ namespace Barotrauma
|
||||
public bool IgnoreContained { get; set; }
|
||||
|
||||
[Serialize(false, true, description: "Should the target be ignored while the creature is inside. Doesn't matter where the target is."), Editable]
|
||||
public bool IgnoreWhileInside { get; set; }
|
||||
public bool IgnoreInside { get; set; }
|
||||
|
||||
[Serialize(false, true, description: "Should the target be ignored while the creature is outside. Doesn't matter where the target is."), Editable]
|
||||
public bool IgnoreWhileOutside { get; set; }
|
||||
public bool IgnoreOutside { get; set; }
|
||||
|
||||
[Serialize(false, true, description: "Should the target be ignored if it's inside a different submarine than us? Normally only some targets are ignored when they are not inside the same sub."), Editable]
|
||||
public bool IgnoreIfNotInSameSub { get; set; }
|
||||
|
||||
[Serialize(false, true), Editable]
|
||||
public bool IgnoreIncapacitated { get; set; }
|
||||
|
||||
[Serialize(0f, true, description: "How much damage the protected target should take from an attacker before the creature starts defending it."), Editable]
|
||||
public float DamageThreshold { get; private set; }
|
||||
|
||||
[Serialize(AttackPattern.Straight, true), Editable]
|
||||
public AttackPattern AttackPattern { get; set; }
|
||||
|
||||
#region Sweep
|
||||
[Serialize(0f, true, description: "Use to define a distance at which the creature starts the sweeping movement."), Editable(MinValueFloat = 0, MaxValueFloat = 10000, ValueStep = 1, DecimalCount = 0)]
|
||||
public float SweepDistance { get; private set; }
|
||||
|
||||
@@ -601,6 +682,21 @@ namespace Barotrauma
|
||||
|
||||
[Serialize(1f, true, description: "How quickly the sweep direction changes. Uses the sine wave pattern."), Editable(MinValueFloat = 0, MaxValueFloat = 10, ValueStep = 0.1f, DecimalCount = 2)]
|
||||
public float SweepSpeed { get; private set; }
|
||||
#endregion
|
||||
|
||||
#region Circle
|
||||
[Serialize(5000f, true), Editable(MinValueFloat = 0f, MaxValueFloat = 20000f)]
|
||||
public float CircleStartDistance { get; private set; }
|
||||
|
||||
[Serialize(1f, true), Editable(MinValueFloat = 0.5f, MaxValueFloat = 2f)]
|
||||
public float CircleRotationSpeed { get; private set; }
|
||||
|
||||
[Serialize(5f, true), Editable(MinValueFloat = 1f, MaxValueFloat = 10f)]
|
||||
public float CircleStrikeDistanceMultiplier { get; private set; }
|
||||
|
||||
[Serialize(0f, true), Editable(MinValueFloat = 0f, MaxValueFloat = 50f)]
|
||||
public float CircleMaxRandomOffset { get; private set; }
|
||||
#endregion
|
||||
|
||||
public TargetParams(XElement element, CharacterParams character) : base(element, character) { }
|
||||
|
||||
|
||||
@@ -44,14 +44,14 @@ namespace Barotrauma
|
||||
|
||||
protected virtual bool Deserialize(XElement element = null)
|
||||
{
|
||||
element = element ?? MainElement;
|
||||
element ??= MainElement;
|
||||
SerializableProperties = SerializableProperty.DeserializeProperties(this, element);
|
||||
return SerializableProperties != null;
|
||||
}
|
||||
|
||||
protected virtual bool Serialize(XElement element = null)
|
||||
{
|
||||
element = element ?? MainElement;
|
||||
element ??= MainElement;
|
||||
if (element == null)
|
||||
{
|
||||
DebugConsole.ThrowError("[EditableParams] The XML element is null!");
|
||||
|
||||
+18
-3
@@ -110,7 +110,7 @@ namespace Barotrauma
|
||||
{
|
||||
folder = Path.Combine(Path.GetDirectoryName(filePath), "Ragdolls") + Path.DirectorySeparatorChar;
|
||||
}
|
||||
return folder;
|
||||
return folder.CleanUpPathCrossPlatform(correctFilenameCase: true);
|
||||
}
|
||||
|
||||
public static T GetDefaultRagdollParams<T>(string speciesName) where T : RagdollParams, new() => GetRagdollParams<T>(speciesName, GetDefaultFileName(speciesName));
|
||||
@@ -136,7 +136,7 @@ namespace Barotrauma
|
||||
string folder = GetFolder(speciesName);
|
||||
if (Directory.Exists(folder))
|
||||
{
|
||||
var files = Directory.GetFiles(folder);
|
||||
List<string> files = Directory.GetFiles(folder).ToList();
|
||||
if (files.None())
|
||||
{
|
||||
DebugConsole.ThrowError($"[RagdollParams] Could not find any ragdoll files from the folder: {folder}. Using the default ragdoll.");
|
||||
@@ -364,6 +364,21 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
private bool variantScaleApplied;
|
||||
public void ApplyVariantScale(XDocument variantFile)
|
||||
{
|
||||
if (variantScaleApplied) { return; }
|
||||
if (variantFile == null) { return; }
|
||||
var scaleMultiplier = variantFile.Root.GetChildElement("ragdoll")?.GetAttributeFloat("scalemultiplier", 1f);
|
||||
if (scaleMultiplier.HasValue)
|
||||
{
|
||||
JointScale *= scaleMultiplier.Value;
|
||||
LimbScale *= scaleMultiplier.Value;
|
||||
}
|
||||
variantScaleApplied = true;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Memento
|
||||
@@ -584,7 +599,7 @@ namespace Barotrauma
|
||||
[Serialize(0f, true, description: "Width of the collider."), Editable(MinValueFloat = 0, MaxValueFloat = 1000)]
|
||||
public float Width { get; set; }
|
||||
|
||||
[Serialize(10f, true, description: "The more the density the heavier the limb is."), Editable(MinValueFloat = 0, MaxValueFloat = 100)]
|
||||
[Serialize(10f, true, description: "The more the density the heavier the limb is."), Editable(MinValueFloat = 0, MaxValueFloat = 100, DecimalCount = 2)]
|
||||
public float Density { get; set; }
|
||||
|
||||
[Serialize(false, true), Editable]
|
||||
|
||||
Reference in New Issue
Block a user