(5f20d1b76) Remove custom steering logic for stairs, because most of the waypoints going over the stairs don't have stairs assigned to them. Bots shouldn't drop the diving suit if any of the nodes in the path has stairs. Doesn't work well, but it's a minor issue. Don't want to do raycasts here.
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@@ -169,7 +169,15 @@ namespace Barotrauma
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bool highPressure = Character.CurrentHull == null || Character.CurrentHull.LethalPressure > 0 && Character.PressureProtection <= 0;
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bool shouldKeepTheGearOn = !ObjectiveManager.IsCurrentObjective<AIObjectiveIdle>();
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bool removeDivingSuit = (oxygenLow && !highPressure) || (!shouldKeepTheGearOn && Character.CurrentHull.WaterPercentage < 1 && !Character.IsClimbing && steeringManager == insideSteering && !PathSteering.InStairs);
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// Don't allow to drop the diving suit in water or while climbing or if the current path has stairs
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bool removeDivingSuit =
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(oxygenLow && !highPressure) ||
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(!shouldKeepTheGearOn &&
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Character.CurrentHull.WaterPercentage < 1 &&
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!Character.IsClimbing &&
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steeringManager == insideSteering &&
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!PathSteering.InStairs);
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if (removeDivingSuit)
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{
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var divingSuit = Character.Inventory.FindItemByIdentifier("divingsuit") ?? Character.Inventory.FindItemByTag("divingsuit");
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@@ -53,13 +53,9 @@ namespace Barotrauma
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(currentPath.NextNode != null && currentPath.NextNode.Ladders != null));
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/// <summary>
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/// Returns true if the previous, current or the next node is in stairs.
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/// Returns true if any node in the path is in stairs
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/// </summary>
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public bool InStairs =>
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currentPath != null && (
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currentPath.PrevNode != null && currentPath.PrevNode.Stairs != null ||
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currentPath.CurrentNode != null && currentPath.CurrentNode.Stairs != null ||
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currentPath.NextNode != null && currentPath.NextNode.Stairs != null);
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public bool InStairs => currentPath != null && currentPath.Nodes.Any(n => n.Stairs != null);
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public bool IsNextNodeLadder
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{
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@@ -304,7 +300,9 @@ namespace Barotrauma
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float horizontalDistance = Math.Abs(collider.SimPosition.X - currentPath.CurrentNode.SimPosition.X);
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bool isAboveFeet = currentPath.CurrentNode.SimPosition.Y > colliderBottom.Y;
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bool isNotTooHigh = currentPath.CurrentNode.SimPosition.Y < colliderBottom.Y + characterHeight;
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if (currentPath.CurrentNode != null && currentPath.CurrentNode.Stairs != null)
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float margin = MathHelper.Lerp(1, 10, MathHelper.Clamp(Math.Abs(velocity.X) / 10, 0, 1));
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float targetDistance = collider.radius * margin;
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if (horizontalDistance < targetDistance && isAboveFeet && isNotTooHigh)
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{
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float multiplierX = MathHelper.Lerp(1, 10, MathHelper.Clamp(Math.Abs(velocity.X) / 10, 0, 1));
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float multiplierY = MathHelper.Lerp(1, 10, MathHelper.Clamp(Math.Abs(velocity.Y) / 10, 0, 1));
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@@ -387,6 +387,32 @@ 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 * 1.5f;
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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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if (subObjectives.Any()) { return; }
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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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@@ -88,6 +88,21 @@ 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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@@ -657,6 +657,10 @@ 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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