Unstable v0.1300.0.0 (February 19th 2021)

This commit is contained in:
Joonas Rikkonen
2021-02-25 13:44:23 +02:00
parent b772654326
commit 24cbef485a
441 changed files with 21343 additions and 8562 deletions
@@ -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;
}