(42b18ccca) Allow to return to the initial combat mode after retreating. Implement reloading (disabled because only reloads one ammunition) -> TODO: only load ammunition when found in the inventory. Implement a generic method for removing subobjectives and resetting the reference. Refuel the repair tool.
This commit is contained in:
@@ -106,6 +106,18 @@ namespace Barotrauma
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subObjectives.Add(objective);
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}
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public void RemoveSubObjective<T>(ref T objective) where T : AIObjective
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{
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if (objective != null)
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{
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if (subObjectives.Contains(objective))
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{
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subObjectives.Remove(objective);
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}
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objective = null;
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}
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}
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public void SortSubObjectives()
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{
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if (subObjectives.None()) { return; }
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@@ -11,9 +11,10 @@ namespace Barotrauma
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class AIObjectiveCombat : AIObjective
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{
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public override string DebugTag => "combat";
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public bool useCoolDown = true;
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const float CoolDown = 10.0f;
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private readonly CombatMode initialMode;
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const float coolDown = 10.0f;
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public Character Enemy { get; private set; }
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@@ -25,14 +26,7 @@ namespace Barotrauma
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{
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_weapon = value;
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_weaponComponent = null;
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if (reloadWeaponObjective != null)
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{
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if (subObjectives.Contains(reloadWeaponObjective))
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{
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subObjectives.Remove(reloadWeaponObjective);
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}
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reloadWeaponObjective = null;
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}
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RemoveSubObjective(ref reloadWeaponObjective);
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}
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}
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private ItemComponent _weaponComponent;
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@@ -40,6 +34,7 @@ namespace Barotrauma
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{
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get
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{
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if (Weapon == null) { return null; }
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if (_weaponComponent == null)
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{
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_weaponComponent =
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@@ -64,6 +59,8 @@ namespace Barotrauma
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private Hull retreatTarget;
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private float coolDownTimer;
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private IEnumerable<FarseerPhysics.Dynamics.Body> myBodies;
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private float aimTimer;
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public enum CombatMode
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{
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@@ -78,7 +75,7 @@ namespace Barotrauma
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: base(character, objectiveManager, priorityModifier)
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{
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Enemy = enemy;
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coolDownTimer = CoolDown;
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coolDownTimer = coolDown;
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findSafety = objectiveManager.GetObjective<AIObjectiveFindSafety>();
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if (findSafety != null)
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{
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@@ -86,6 +83,7 @@ namespace Barotrauma
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findSafety.unreachable.Clear();
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}
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Mode = mode;
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initialMode = Mode;
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if (Enemy == null)
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{
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Mode = CombatMode.Retreat;
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@@ -104,7 +102,7 @@ namespace Barotrauma
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public override bool IsCompleted()
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{
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bool completed = (Enemy != null && (Enemy.Removed || Enemy.IsDead)) || (useCoolDown && coolDownTimer <= 0);
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bool completed = (Enemy != null && (Enemy.Removed || Enemy.IsDead)) || (initialMode != CombatMode.Offensive && coolDownTimer <= 0);
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if (completed)
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{
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if (objectiveManager.CurrentOrder == this && Enemy != null && Enemy.IsDead)
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@@ -121,58 +119,73 @@ namespace Barotrauma
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protected override void Act(float deltaTime)
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{
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if (useCoolDown)
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if (initialMode != CombatMode.Offensive)
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{
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coolDownTimer -= deltaTime;
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}
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if (abandon) { return; }
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Arm(deltaTime);
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Move(deltaTime);
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TryArm();
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if (reloadWeaponObjective == null || !subObjectives.Contains(reloadWeaponObjective))
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{
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Move();
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OperateWeapon(deltaTime);
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}
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}
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private void Arm(float deltaTime)
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private void Move()
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{
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switch (Mode)
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{
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case CombatMode.Offensive:
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case CombatMode.Defensive:
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if (Weapon != null && !character.Inventory.Items.Contains(_weapon) || _weaponComponent != null && !_weaponComponent.HasRequiredContainedItems(false))
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{
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Weapon = null;
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}
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if (Weapon == null)
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{
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Weapon = GetWeapon();
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}
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if (Weapon == null)
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{
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Mode = CombatMode.Retreat;
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}
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if (Equip())
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{
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if (Reload(deltaTime))
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{
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Attack(deltaTime);
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}
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}
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Engage();
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break;
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case CombatMode.Defensive:
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case CombatMode.Retreat:
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Retreat();
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break;
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default:
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throw new NotImplementedException();
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}
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}
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private void Move(float deltaTime)
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private void TryArm()
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{
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if (Weapon != null)
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{
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if (!character.Inventory.Items.Contains(Weapon) || WeaponComponent == null)
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{
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Weapon = null;
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}
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else if (!WeaponComponent.HasRequiredContainedItems(false))
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{
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//if (!Reload())
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//{
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// Weapon = null;
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// Mode = CombatMode.Retreat;
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//}
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//return;
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Weapon = null;
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}
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}
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if (Weapon == null)
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{
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Weapon = GetWeapon();
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}
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Mode = Weapon == null ? CombatMode.Retreat : initialMode;
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}
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private void OperateWeapon(float deltaTime)
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{
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switch (Mode)
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{
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case CombatMode.Offensive:
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Engage(deltaTime);
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break;
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case CombatMode.Defensive:
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if (Equip())
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{
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Attack(deltaTime);
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}
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break;
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case CombatMode.Retreat:
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Retreat(deltaTime);
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break;
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default:
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throw new NotImplementedException();
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@@ -253,6 +266,7 @@ namespace Barotrauma
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Weapon.Drop(character);
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}
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}
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return true;
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}
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private bool Equip()
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@@ -263,9 +277,11 @@ namespace Barotrauma
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if (character.Inventory.TryPutItem(Weapon, character, slots))
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{
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Weapon.Equip(character);
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aimTimer = Rand.Range(0.5f, 1f);
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}
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else
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{
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Weapon = null;
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Mode = CombatMode.Retreat;
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return false;
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}
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@@ -273,16 +289,10 @@ namespace Barotrauma
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return true;
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}
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private void Retreat(float deltaTime)
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private void Retreat()
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{
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if (followTargetObjective != null)
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{
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if (subObjectives.Contains(followTargetObjective))
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{
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subObjectives.Remove(followTargetObjective);
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}
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followTargetObjective = null;
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}
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RemoveSubObjective(ref followTargetObjective);
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RemoveSubObjective(ref reloadWeaponObjective);
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if (retreatObjective != null && retreatObjective.Target != retreatTarget)
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{
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retreatObjective = null;
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@@ -294,16 +304,14 @@ namespace Barotrauma
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TryAddSubObjective(ref retreatObjective, () => new AIObjectiveGoTo(retreatTarget, character, objectiveManager, false, true));
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}
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private void Engage(float deltaTime)
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private void Engage()
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{
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retreatTarget = null;
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if (retreatObjective != null)
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RemoveSubObjective(ref retreatObjective);
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RemoveSubObjective(ref reloadWeaponObjective);
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if (followTargetObjective != null && followTargetObjective.Target != Enemy)
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{
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if (subObjectives.Contains(retreatObjective))
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{
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subObjectives.Remove(retreatObjective);
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}
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retreatObjective = null;
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followTargetObjective = null;
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}
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TryAddSubObjective(ref followTargetObjective,
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constructor: () => new AIObjectiveGoTo(Enemy, character, objectiveManager, repeat: true, getDivingGearIfNeeded: true)
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@@ -318,35 +326,44 @@ namespace Barotrauma
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},
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onAbandon: () =>
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{
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SteeringManager.Reset();
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Mode = CombatMode.Retreat;
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SteeringManager.Reset();
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});
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}
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private bool Reload(float deltaTime)
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private bool Reload()
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{
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if (WeaponComponent != null && WeaponComponent.requiredItems.ContainsKey(RelatedItem.RelationType.Contained))
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// TODO: reload all ammunition
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if (WeaponComponent == null) { return false; }
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if (WeaponComponent.requiredItems.ContainsKey(RelatedItem.RelationType.Contained))
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{
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var containedItems = Weapon.ContainedItems;
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RelatedItem item = null;
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Item ammunition = null;
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foreach (RelatedItem requiredItem in WeaponComponent.requiredItems[RelatedItem.RelationType.Contained])
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{
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Item containedItem = containedItems.FirstOrDefault(it => it.Condition > 0.0f && requiredItem.MatchesItem(it));
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if (containedItem == null)
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{
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TryAddSubObjective(ref reloadWeaponObjective,
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constructor: () => new AIObjectiveContainItem(character, requiredItem.Identifiers, Weapon.GetComponent<ItemContainer>(), objectiveManager),
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onAbandon: () =>
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{
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SteeringManager.Reset();
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Mode = CombatMode.Retreat;
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});
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}
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item = requiredItem;
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ammunition = containedItems.FirstOrDefault(it => it.Condition > 0.0f && requiredItem.MatchesItem(it));
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if (ammunition != null) { return true; }
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}
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if (ammunition == null)
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{
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retreatTarget = null;
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RemoveSubObjective(ref retreatObjective);
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RemoveSubObjective(ref followTargetObjective);
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TryAddSubObjective(ref reloadWeaponObjective,
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constructor: () => new AIObjectiveContainItem(character, item.Identifiers, Weapon.GetComponent<ItemContainer>(), objectiveManager),
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onAbandon: () =>
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{
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Weapon = null;
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Mode = CombatMode.Retreat;
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SteeringManager.Reset();
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});
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}
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}
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return reloadWeaponObjective == null || reloadWeaponObjective.IsCompleted();
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return true;
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}
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private IEnumerable<FarseerPhysics.Dynamics.Body> myBodies;
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private void Attack(float deltaTime)
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{
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float squaredDistance = Vector2.DistanceSquared(character.Position, Enemy.Position);
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@@ -371,6 +388,16 @@ namespace Barotrauma
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character.SetInput(InputType.Aim, false, true);
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}
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}
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bool isFacing = character.AnimController.Dir > 0 && Enemy.WorldPosition.X > character.WorldPosition.X || character.AnimController.Dir < 0 && Enemy.WorldPosition.X < character.WorldPosition.X;
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if (!isFacing)
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{
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aimTimer = Rand.Range(1f, 1.5f);
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}
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if (aimTimer > 0)
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{
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aimTimer -= deltaTime;
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return;
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}
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if (WeaponComponent is MeleeWeapon meleeWeapon)
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{
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if (squaredDistance <= meleeWeapon.Range * meleeWeapon.Range)
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@@ -385,14 +412,14 @@ namespace Barotrauma
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{
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if (squaredDistance > repairTool.Range * repairTool.Range) { return; }
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}
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if (VectorExtensions.Angle(VectorExtensions.Forward(Weapon.body.TransformedRotation), Enemy.Position - character.Position) < MathHelper.PiOver4)
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if (VectorExtensions.Angle(VectorExtensions.Forward(Weapon.body.TransformedRotation), Enemy.Position - Weapon.Position) < MathHelper.PiOver4)
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{
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if (myBodies == null)
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{
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myBodies = character.AnimController.Limbs.Select(l => l.body.FarseerBody);
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}
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var collisionCategories = Physics.CollisionCharacter | Physics.CollisionWall;
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var pickedBody = Submarine.PickBody(character.SimPosition, Enemy.SimPosition, myBodies, collisionCategories);
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var pickedBody = Submarine.PickBody(Weapon.SimPosition, Enemy.SimPosition, myBodies, collisionCategories);
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if (pickedBody != null)
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{
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Character target = null;
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@@ -404,10 +431,11 @@ namespace Barotrauma
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{
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target = limb.character;
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}
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if (target != null && target == Enemy)
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if (target != null && (target == Enemy || !HumanAIController.IsFriendly(target)))
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{
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character.SetInput(InputType.Shoot, false, true);
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Weapon.Use(deltaTime, character);
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aimTimer = Rand.Range(0.25f, 0.5f);
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}
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}
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}
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+1
-1
@@ -29,7 +29,7 @@ namespace Barotrauma
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protected override IEnumerable<Character> GetList() => Character.CharacterList;
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protected override AIObjective ObjectiveConstructor(Character target) => new AIObjectiveCombat(character, target, AIObjectiveCombat.CombatMode.Offensive, objectiveManager, PriorityModifier) { useCoolDown = false };
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protected override AIObjective ObjectiveConstructor(Character target) => new AIObjectiveCombat(character, target, AIObjectiveCombat.CombatMode.Offensive, objectiveManager, PriorityModifier);
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protected override float TargetEvaluation()
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{
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@@ -725,6 +725,31 @@ namespace Barotrauma
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{
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#if DEBUG
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DebugConsole.ThrowError("AIObjectiveFixLeak failed - the item \"" + weldingTool + "\" has no RepairTool component but is tagged as a welding tool");
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#endif
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abandon = true;
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return;
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}
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Vector2 gapDiff = Leak.WorldPosition - character.WorldPosition;
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// TODO: use the collider size/reach?
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if (!character.AnimController.InWater && Math.Abs(gapDiff.X) < 100 && gapDiff.Y < 0.0f && gapDiff.Y > -150)
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{
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HumanAIController.AnimController.Crouching = true;
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}
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float reach = ConvertUnits.ToSimUnits(repairTool.Range);
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bool canOperate = ConvertUnits.ToSimUnits(gapDiff.Length()) < reach;
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if (canOperate)
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{
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TryAddSubObjective(ref operateObjective, () => new AIObjectiveOperateItem(repairTool, character, objectiveManager, option: "", requireEquip: true, operateTarget: Leak));
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}
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else
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{
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TryAddSubObjective(ref gotoObjective, () => new AIObjectiveGoTo(ConvertUnits.ToSimUnits(GetStandPosition()), character, objectiveManager) { CloseEnough = reach * 0.75f });
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}
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var repairTool = weldingTool.GetComponent<RepairTool>();
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if (repairTool == null)
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{
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#if DEBUG
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DebugConsole.ThrowError("AIObjectiveFixLeak failed - the item \"" + weldingTool + "\" has no RepairTool component but is tagged as a welding tool");
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#endif
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abandon = true;
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return;
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@@ -73,21 +73,6 @@ namespace Barotrauma
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}
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}
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public override void Update(float deltaTime)
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{
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if (objectiveManager.CurrentObjective == this)
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{
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if (randomTimer > 0)
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{
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randomTimer -= deltaTime;
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}
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else
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{
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SetRandom();
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}
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}
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}
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public override bool IsCompleted() => false;
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public override bool CanBeCompleted => true;
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@@ -174,6 +174,10 @@ namespace Barotrauma
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{
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isCompleted = true;
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}
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if (component.AIOperate(deltaTime, character, this))
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{
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isCompleted = true;
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}
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}
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else
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{
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+39
-1
@@ -4,6 +4,7 @@ using System;
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using System.Linq;
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using Barotrauma.Extensions;
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using FarseerPhysics;
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using Barotrauma.Items.Components;
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namespace Barotrauma
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{
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@@ -14,6 +15,7 @@ namespace Barotrauma
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public Item Item { get; private set; }
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private AIObjectiveGoTo goToObjective;
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private AIObjectiveContainItem refuelObjective;
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private float previousCondition = -1;
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private RepairTool repairTool;
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@@ -71,11 +73,46 @@ namespace Barotrauma
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}
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}
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// Only continue when the get item sub objectives have been completed.
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if (subObjectives.Any(so => so is AIObjectiveGetItem)) { return; }
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if (subObjectives.Any()) { return; }
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if (repairTool == null)
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{
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FindRepairTool();
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}
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if (repairTool != null)
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{
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var containedItems = repairTool.Item.ContainedItems;
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if (containedItems == null)
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{
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#if DEBUG
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DebugConsole.ThrowError("AIObjectiveRepairItem failed - the item \"" + repairTool + "\" has no proper inventory");
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#endif
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abandon = true;
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return;
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}
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// Drop empty tanks
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foreach (Item containedItem in containedItems)
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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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containedItem.Drop(character);
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}
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}
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RelatedItem item = null;
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Item fuel = null;
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foreach (RelatedItem requiredItem in repairTool.requiredItems[RelatedItem.RelationType.Contained])
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{
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item = requiredItem;
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fuel = containedItems.FirstOrDefault(it => it.Condition > 0.0f && requiredItem.MatchesItem(it));
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if (fuel != null) { break; }
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}
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if (fuel == null)
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{
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RemoveSubObjective(ref goToObjective);
|
||||
TryAddSubObjective(ref refuelObjective, () => new AIObjectiveContainItem(character, item.Identifiers, repairTool.Item.GetComponent<ItemContainer>(), objectiveManager));
|
||||
return;
|
||||
}
|
||||
}
|
||||
if (character.CurrentHull == Item.CurrentHull && character.CanInteractWith(Item))
|
||||
{
|
||||
if (repairTool != null)
|
||||
@@ -112,6 +149,7 @@ namespace Barotrauma
|
||||
}
|
||||
else
|
||||
{
|
||||
RemoveSubObjective(ref refuelObjective);
|
||||
// If cannot reach the item, approach it.
|
||||
TryAddSubObjective(ref goToObjective,
|
||||
constructor: () =>
|
||||
|
||||
@@ -203,7 +203,9 @@ namespace Barotrauma
|
||||
|
||||
if (startNode == null)
|
||||
{
|
||||
#if DEBUG
|
||||
DebugConsole.NewMessage("Pathfinding error, couldn't find a start node. "+ errorMsgStr, Color.DarkRed);
|
||||
#endif
|
||||
|
||||
return new SteeringPath(true);
|
||||
}
|
||||
@@ -253,7 +255,9 @@ namespace Barotrauma
|
||||
|
||||
if (endNode == null)
|
||||
{
|
||||
#if DEBUG
|
||||
DebugConsole.NewMessage("Pathfinding error, couldn't find an end node. " + errorMsgStr, Color.DarkRed);
|
||||
#endif
|
||||
return new SteeringPath(true);
|
||||
}
|
||||
|
||||
@@ -281,7 +285,9 @@ namespace Barotrauma
|
||||
|
||||
if (startNode == null || endNode == null)
|
||||
{
|
||||
#if DEBUG
|
||||
DebugConsole.NewMessage("Pathfinding error, couldn't find matching pathnodes to waypoints.", Color.DarkRed);
|
||||
#endif
|
||||
return new SteeringPath(true);
|
||||
}
|
||||
|
||||
|
||||
@@ -924,6 +924,25 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
if (targetItem.Prefab.DeconstructItems.Any())
|
||||
{
|
||||
inputContainer.Inventory.RemoveItem(targetItem);
|
||||
Entity.Spawner.AddToRemoveQueue(targetItem);
|
||||
MoveInputQueue();
|
||||
PutItemsToLinkedContainer();
|
||||
}
|
||||
else
|
||||
{
|
||||
if (outputContainer.Inventory.Items.All(i => i != null))
|
||||
{
|
||||
targetItem.Drop(dropper: null);
|
||||
}
|
||||
else
|
||||
{
|
||||
outputContainer.Inventory.TryPutItem(targetItem, user: null, createNetworkEvent: true);
|
||||
}
|
||||
}
|
||||
|
||||
if (targetItem.Prefab.DeconstructItems.Any())
|
||||
{
|
||||
inputContainer.Inventory.RemoveItem(targetItem);
|
||||
|
||||
@@ -212,6 +212,33 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
public Vector2? PosToMaintain
|
||||
{
|
||||
get { return posToMaintain; }
|
||||
set { posToMaintain = value; }
|
||||
}
|
||||
|
||||
struct ObstacleDebugInfo
|
||||
{
|
||||
public Vector2 Point1;
|
||||
public Vector2 Point2;
|
||||
|
||||
public Vector2? Intersection;
|
||||
|
||||
public float Dot;
|
||||
|
||||
public Vector2 AvoidStrength;
|
||||
|
||||
public ObstacleDebugInfo(GraphEdge edge, Vector2? intersection, float dot, Vector2 avoidStrength)
|
||||
{
|
||||
Point1 = edge.Point1;
|
||||
Point2 = edge.Point2;
|
||||
Intersection = intersection;
|
||||
Dot = dot;
|
||||
AvoidStrength = avoidStrength;
|
||||
}
|
||||
}
|
||||
|
||||
//edge point 1, edge point 2, avoid strength
|
||||
private List<ObstacleDebugInfo> debugDrawObstacles = new List<ObstacleDebugInfo>();
|
||||
|
||||
|
||||
@@ -152,8 +152,7 @@ namespace Barotrauma.Items.Components
|
||||
ParentSub = item.CurrentHull?.Submarine,
|
||||
Position = item.Position,
|
||||
CastShadows = castShadows,
|
||||
IsBackground = drawBehindSubs,
|
||||
SpriteScale = Vector2.One * item.Scale
|
||||
IsBackground = drawBehindSubs
|
||||
};
|
||||
#endif
|
||||
|
||||
|
||||
@@ -1820,6 +1820,10 @@ namespace Barotrauma
|
||||
{
|
||||
ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime);
|
||||
}
|
||||
if (!broken)
|
||||
{
|
||||
ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime);
|
||||
}
|
||||
ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime);
|
||||
|
||||
if (body == null || !body.Enabled || !inWater || ParentInventory != null || Removed) { return; }
|
||||
|
||||
@@ -455,6 +455,25 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public string DisplayName
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
private string roomName;
|
||||
[Editable, Serialize("", true, translationTextTag: "RoomName.")]
|
||||
public string RoomName
|
||||
{
|
||||
get { return roomName; }
|
||||
set
|
||||
{
|
||||
if (roomName == value) { return; }
|
||||
roomName = value;
|
||||
DisplayName = TextManager.Get(roomName, returnNull: true) ?? roomName;
|
||||
}
|
||||
}
|
||||
|
||||
public override Rectangle Rect
|
||||
{
|
||||
get
|
||||
|
||||
@@ -20,8 +20,6 @@ namespace Barotrauma
|
||||
|
||||
public float Rotation;
|
||||
|
||||
private int spriteIndex;
|
||||
|
||||
public LevelObjectPrefab ActivePrefab;
|
||||
|
||||
public PhysicsBody PhysicsBody
|
||||
@@ -42,15 +40,6 @@ namespace Barotrauma
|
||||
set { Triggers.ForEach(t => t.NeedsNetworkSyncing = false); }
|
||||
}
|
||||
|
||||
public Sprite Sprite
|
||||
{
|
||||
get { return spriteIndex < 0 || Prefab.Sprites.Count == 0 ? null : Prefab.Sprites[spriteIndex % Prefab.Sprites.Count]; }
|
||||
}
|
||||
public Sprite SpecularSprite
|
||||
{
|
||||
get { return spriteIndex < 0 || Prefab.SpecularSprites.Count == 0 ? null : Prefab.SpecularSprites[spriteIndex % Prefab.SpecularSprites.Count]; }
|
||||
}
|
||||
|
||||
public LevelObject(LevelObjectPrefab prefab, Vector3 position, float scale, float rotation = 0.0f)
|
||||
{
|
||||
Triggers = new List<LevelTrigger>();
|
||||
@@ -60,8 +49,6 @@ namespace Barotrauma
|
||||
Scale = scale;
|
||||
Rotation = rotation;
|
||||
|
||||
spriteIndex = ActivePrefab.Sprites.Any() ? Rand.Int(ActivePrefab.Sprites.Count, Rand.RandSync.Server) : -1;
|
||||
|
||||
if (prefab.PhysicsBodyElement != null)
|
||||
{
|
||||
PhysicsBody = new PhysicsBody(prefab.PhysicsBodyElement, ConvertUnits.ToSimUnits(new Vector2(position.X, position.Y)), Scale);
|
||||
|
||||
@@ -166,7 +166,7 @@ namespace Barotrauma
|
||||
Vector2.Zero, Vector2.Zero, Vector2.Zero, Vector2.Zero
|
||||
};
|
||||
|
||||
Sprite sprite = newObject.Sprite ?? newObject.Prefab.DeformableSprite?.Sprite;
|
||||
Sprite sprite = newObject.Prefab.Sprite ?? newObject.Prefab.DeformableSprite?.Sprite;
|
||||
|
||||
//calculate the positions of the corners of the rotated sprite
|
||||
if (sprite != null)
|
||||
|
||||
@@ -43,18 +43,18 @@ namespace Barotrauma
|
||||
SeaFloor = 4,
|
||||
MainPath = 8
|
||||
}
|
||||
|
||||
public List<Sprite> Sprites
|
||||
|
||||
public Sprite Sprite
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
} = new List<Sprite>();
|
||||
}
|
||||
|
||||
public List<Sprite> SpecularSprites
|
||||
public Sprite SpecularSprite
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
} = new List<Sprite>();
|
||||
}
|
||||
|
||||
public DeformableSprite DeformableSprite
|
||||
{
|
||||
@@ -319,7 +319,7 @@ namespace Barotrauma
|
||||
//use the maximum width of the sprite as the minimum surface width if no value is given
|
||||
if (element != null && !element.Attributes("minsurfacewidth").Any())
|
||||
{
|
||||
if (Sprites.Any()) MinSurfaceWidth = Sprites[0].size.X * MaxSize;
|
||||
if (Sprite != null) MinSurfaceWidth = Sprite.size.X * MaxSize;
|
||||
if (DeformableSprite != null) MinSurfaceWidth = Math.Max(MinSurfaceWidth, DeformableSprite.Size.X * MaxSize);
|
||||
}
|
||||
}
|
||||
@@ -331,10 +331,10 @@ namespace Barotrauma
|
||||
switch (subElement.Name.ToString().ToLowerInvariant())
|
||||
{
|
||||
case "sprite":
|
||||
Sprites.Add( new Sprite(subElement, lazyLoad: true));
|
||||
Sprite = new Sprite(subElement, lazyLoad: true);
|
||||
break;
|
||||
case "specularsprite":
|
||||
SpecularSprites.Add(new Sprite(subElement, lazyLoad: true));
|
||||
SpecularSprite = new Sprite(subElement, lazyLoad: true);
|
||||
break;
|
||||
case "deformablesprite":
|
||||
DeformableSprite = new DeformableSprite(subElement, lazyLoad: true);
|
||||
@@ -358,9 +358,9 @@ namespace Barotrauma
|
||||
case "overrideproperties":
|
||||
var propertyOverride = new LevelObjectPrefab(subElement);
|
||||
OverrideProperties[OverrideProperties.Count - 1] = propertyOverride;
|
||||
if (!propertyOverride.Sprites.Any() && propertyOverride.DeformableSprite == null)
|
||||
if (propertyOverride.Sprite == null && propertyOverride.DeformableSprite == null)
|
||||
{
|
||||
propertyOverride.Sprites = Sprites;
|
||||
propertyOverride.Sprite = Sprite;
|
||||
propertyOverride.DeformableSprite = DeformableSprite;
|
||||
}
|
||||
break;
|
||||
|
||||
Reference in New Issue
Block a user