Unstable v0.1300.0.0 (February 19th 2021)
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+10
-5
@@ -46,19 +46,24 @@ namespace Barotrauma
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}
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if (character.CurrentHull == null)
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{
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Priority = objectiveManager.CurrentOrder is AIObjectiveGoTo && HumanAIController.HasDivingSuit(character) ? 0 : 100;
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Priority = (objectiveManager.IsCurrentOrder<AIObjectiveGoTo>() || objectiveManager.HasActiveObjective<AIObjectiveCombat>()) && HumanAIController.HasDivingSuit(character) ? 0 : 100;
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}
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else
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{
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if (HumanAIController.NeedsDivingGear(character.CurrentHull, out _) && !HumanAIController.HasDivingGear(character))
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if (HumanAIController.NeedsDivingGear(character.CurrentHull, out _) && !HumanAIController.HasDivingGear(character, conditionPercentage: AIObjectiveFindDivingGear.MIN_OXYGEN))
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{
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Priority = 100;
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}
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else if (objectiveManager.IsCurrentOrder<AIObjectiveGoTo>() && character.Submarine != null && !HumanAIController.IsOnFriendlyTeam(character.TeamID, character.Submarine.TeamID))
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{
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// Ordered to follow/hold position inside a hostile sub -> ignore find safety unless we need to find a diving gear
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Priority = 0;
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}
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Priority = MathHelper.Clamp(Priority, 0, 100);
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if (divingGearObjective != null && !divingGearObjective.IsCompleted && divingGearObjective.CanBeCompleted)
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{
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// Boost the priority while seeking the diving gear
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Priority = Math.Max(Priority, Math.Min(AIObjectiveManager.OrderPriority + 20, 100));
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Priority = Math.Max(Priority, Math.Min(AIObjectiveManager.HighestOrderPriority + 20, 100));
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}
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}
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return Priority;
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@@ -168,7 +173,7 @@ namespace Barotrauma
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{
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searchHullTimer = SearchHullInterval * Rand.Range(0.9f, 1.1f);
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previousSafeHull = currentSafeHull;
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currentSafeHull = FindBestHull(allowChangingTheSubmarine: character.TeamID != Character.TeamType.FriendlyNPC);
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currentSafeHull = FindBestHull(allowChangingTheSubmarine: character.TeamID != CharacterTeamType.FriendlyNPC);
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cannotFindSafeHull = currentSafeHull == null || HumanAIController.NeedsDivingGear(currentSafeHull, out _);
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if (currentSafeHull == null)
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{
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@@ -359,7 +364,7 @@ namespace Barotrauma
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hullSafety *= distanceFactor;
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// If the target is not inside a friendly submarine, considerably reduce the hull safety.
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// Intentionally exclude wrecks from this check
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if (hull.Submarine.TeamID != character.TeamID && hull.Submarine.TeamID != Character.TeamType.FriendlyNPC)
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if (hull.Submarine.TeamID != character.TeamID && hull.Submarine.TeamID != CharacterTeamType.FriendlyNPC)
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{
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hullSafety /= 10;
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}
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