Unstable v0.1300.0.0 (February 19th 2021)
This commit is contained in:
+16
-25
@@ -35,7 +35,7 @@ namespace Barotrauma
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Abandon = true;
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return Priority;
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}
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bool isOrder = objectiveManager.IsCurrentOrder<AIObjectiveExtinguishFires>();
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bool isOrder = objectiveManager.HasOrder<AIObjectiveExtinguishFires>();
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if (!isOrder && Character.CharacterList.Any(c => c.CurrentHull == targetHull && !HumanAIController.IsFriendly(c) && HumanAIController.IsActive(c)))
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{
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// Don't go into rooms with any enemies, unless it's an order
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@@ -78,14 +78,17 @@ namespace Barotrauma
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{
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TryAddSubObjective(ref getExtinguisherObjective, () =>
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{
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character.Speak(TextManager.Get("DialogFindExtinguisher"), null, 2.0f, "findextinguisher", 30.0f);
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if (character.IsOnPlayerTeam && !character.HasEquippedItem("fireextinguisher", allowBroken: false))
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{
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character.Speak(TextManager.Get("DialogFindExtinguisher"), null, 2.0f, "findextinguisher", 30.0f);
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}
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var getItemObjective = new AIObjectiveGetItem(character, "fireextinguisher", objectiveManager, equip: true)
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{
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AllowStealing = true,
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// If the item is inside an unsafe hull, decrease the priority
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GetItemPriority = i => HumanAIController.UnsafeHulls.Contains(i.CurrentHull) ? 0.1f : 1
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};
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if (objectiveManager.IsCurrentOrder<AIObjectiveExtinguishFires>())
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if (objectiveManager.HasOrder<AIObjectiveExtinguishFires>())
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{
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getItemObjective.Abandoned += () => character.Speak(TextManager.Get("dialogcannotfindfireextinguisher"), null, 0.0f, "dialogcannotfindfireextinguisher", 10.0f);
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};
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@@ -105,9 +108,13 @@ namespace Barotrauma
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}
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foreach (FireSource fs in targetHull.FireSources)
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{
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bool inRange = fs.IsInDamageRange(character, MathHelper.Clamp(fs.DamageRange * 1.5f, extinguisher.Range * 0.5f, extinguisher.Range));
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bool move = !inRange || !HumanAIController.VisibleHulls.Contains(fs.Hull);
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if (inRange || useExtinquisherTimer > 0.0f)
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float xDist = Math.Abs(character.WorldPosition.X - fs.WorldPosition.X) - fs.DamageRange;
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float yDist = Math.Abs(character.WorldPosition.Y - fs.WorldPosition.Y);
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bool inRange = xDist + yDist < extinguisher.Range;
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// 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.
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ISpatialEntity lookTarget = character.CurrentHull == targetHull || character.CurrentHull.linkedTo.Contains(targetHull) ? targetHull : fs as ISpatialEntity;
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bool move = !inRange || !character.CanSeeTarget(lookTarget);
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if ((inRange && character.CanSeeTarget(lookTarget)) || useExtinquisherTimer > 0)
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{
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useExtinquisherTimer += deltaTime;
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if (useExtinquisherTimer > 2.0f)
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@@ -121,19 +128,7 @@ namespace Barotrauma
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character.CursorPosition += VectorExtensions.Forward(extinguisherItem.body.TransformedRotation + (float)Math.Sin(sinTime) / 2, dist / 2);
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if (extinguisherItem.RequireAimToUse)
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{
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bool isOperatingButtons = false;
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if (SteeringManager == PathSteering)
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{
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var door = PathSteering.CurrentPath?.CurrentNode?.ConnectedDoor;
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if (door != null && !door.IsOpen && !door.IsBroken)
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{
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isOperatingButtons = door.HasIntegratedButtons || door.Item.GetConnectedComponents<Controller>(true).Any();
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}
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}
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if (!isOperatingButtons)
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{
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character.SetInput(InputType.Aim, false, true);
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}
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character.SetInput(InputType.Aim, false, true);
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sinTime += deltaTime * 10;
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}
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character.SetInput(extinguisherItem.IsShootable ? InputType.Shoot : InputType.Use, false, true);
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@@ -142,15 +137,11 @@ namespace Barotrauma
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{
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character.Speak(TextManager.GetWithVariable("DialogPutOutFire", "[roomname]", targetHull.DisplayName, true), null, 0, "putoutfire", 10.0f);
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}
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if (!character.CanSeeTarget(fs))
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{
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move = true;
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}
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}
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if (move)
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{
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//go to the first firesource
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if (TryAddSubObjective(ref gotoObjective, () => new AIObjectiveGoTo(fs, character, objectiveManager, closeEnough: extinguisher.Range / 2)
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if (TryAddSubObjective(ref gotoObjective, () => new AIObjectiveGoTo(fs, character, objectiveManager, closeEnough: Math.Max(fs.DamageRange, extinguisher.Range * 0.7f))
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{
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DialogueIdentifier = "dialogcannotreachfire",
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TargetName = fs.Hull.DisplayName
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@@ -158,7 +149,7 @@ namespace Barotrauma
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onAbandon: () => Abandon = true,
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onCompleted: () => RemoveSubObjective(ref gotoObjective)))
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{
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gotoObjective.requiredCondition = () => HumanAIController.VisibleHulls.Contains(fs.Hull);
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gotoObjective.requiredCondition = () => targetHull == null || character.CanSeeTarget(targetHull);
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}
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}
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else
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