Build 0.21.6.0
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@@ -206,13 +206,19 @@ namespace Barotrauma
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private set;
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} = new HashSet<Submarine>();
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public bool IsTargetingPlayerTeam => IsTargetInPlayerTeam(SelectedAiTarget);
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public static bool IsTargetBeingChasedBy(Character target, Character character)
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=> character?.AIController is EnemyAIController enemyAI && enemyAI.SelectedAiTarget?.Entity == target && (enemyAI.State == AIState.Attack || enemyAI.State == AIState.Aggressive);
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public bool IsBeingChasedBy(Character c) => IsTargetBeingChasedBy(Character, c);
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private bool IsBeingChased => IsBeingChasedBy(SelectedAiTarget?.Entity as Character);
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private bool IsTargetInPlayerTeam(AITarget target) => target?.Entity?.Submarine != null && target.Entity.Submarine.Info.IsPlayer || target?.Entity is Character targetCharacter && targetCharacter.IsOnPlayerTeam;
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private static bool IsTargetInPlayerTeam(AITarget target) => target?.Entity?.Submarine != null && target.Entity.Submarine.Info.IsPlayer || target?.Entity is Character targetCharacter && targetCharacter.IsOnPlayerTeam;
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private bool IsAttackingOwner(Character other) =>
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PetBehavior != null && PetBehavior.Owner != null &&
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!other.IsUnconscious && !other.IsArrested &&
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other.AIController is HumanAIController humanAI &&
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humanAI.ObjectiveManager.CurrentObjective is AIObjectiveCombat combat &&
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combat.Enemy != null && combat.Enemy == PetBehavior.Owner;
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private bool reverse;
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public bool Reverse
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@@ -355,7 +361,7 @@ namespace Barotrauma
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{
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targetingTag = "owner";
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}
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else if (targetCharacter.AIController is HumanAIController && !IsOnFriendlyTeam(Character, targetCharacter))
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else if (PetBehavior != null && (!Character.IsOnFriendlyTeam(targetCharacter) || IsAttackingOwner(targetCharacter)))
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{
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targetingTag = "hostile";
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}
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@@ -681,19 +687,22 @@ namespace Barotrauma
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{
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if (SelectedAiTarget.Entity is Character targetCharacter)
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{
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bool IsValid(Character.Attacker a)
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bool ShouldRetaliate(Character.Attacker a)
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{
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Character c = a.Character;
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if (c.IsDead || c.Removed) { return false; }
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if (!Character.IsFriendly(c)) { return true; }
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if (!c.IsPlayer) { return false; }
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// Only apply the threshold to players
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return a.Damage >= selectedTargetingParams.Threshold;
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if (c == null || c.IsUnconscious || c.Removed) { return false; }
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// Can't target characters of same species/group because that would make us hostile to all friendly characters in the same species/group.
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if (Character.IsSameSpeciesOrGroup(c)) { return false; }
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if (targetCharacter.IsSameSpeciesOrGroup(c)) { return false; }
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if (c.IsPlayer || Character.IsOnFriendlyTeam(c))
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{
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return a.Damage >= selectedTargetingParams.Threshold;
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}
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return true;
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}
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Character attacker = targetCharacter.LastAttackers.LastOrDefault(IsValid)?.Character;
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if (attacker?.AiTarget != null && !Character.IsSameSpeciesOrGroup(attacker) && !targetCharacter.IsSameSpeciesOrGroup(attacker))
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Character attacker = targetCharacter.LastAttackers.LastOrDefault(ShouldRetaliate)?.Character;
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if (attacker?.AiTarget != null)
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{
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// Can't retaliate on characters of same species or group because that would make us hostile to all friendly characters in the same group.
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ChangeTargetState(attacker, AIState.Attack, selectedTargetingParams.Priority * 2);
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SelectTarget(attacker.AiTarget);
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State = AIState.Attack;
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@@ -1502,7 +1511,7 @@ namespace Barotrauma
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{
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hitTarget = limb.character;
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}
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if (hitTarget != null && !hitTarget.IsDead && Character.IsFriendly(hitTarget))
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if (hitTarget != null && !hitTarget.IsDead && Character.IsFriendly(hitTarget) && !IsAttackingOwner(hitTarget))
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{
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return true;
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}
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@@ -2316,7 +2325,7 @@ namespace Barotrauma
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{
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t = limb.character;
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}
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if (t != null && (t == target || !Character.IsFriendly(t)))
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if (t != null && (t == target || (!Character.IsFriendly(t) || IsAttackingOwner(t))))
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{
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return true;
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}
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