Faction Test v1.0.1.0
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+39
-29
@@ -19,7 +19,6 @@ namespace Barotrauma
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private AIObjectiveGetItem getExtinguisherObjective;
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private AIObjectiveGoTo gotoObjective;
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private float useExtinquisherTimer;
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public AIObjectiveExtinguishFire(Character character, Hull targetHull, AIObjectiveManager objectiveManager, float priorityModifier = 1)
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: base(character, objectiveManager, priorityModifier)
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@@ -44,7 +43,8 @@ namespace Barotrauma
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}
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else
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{
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float yDist = Math.Abs(character.WorldPosition.Y - targetHull.WorldPosition.Y);
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float characterY = character.CurrentHull?.WorldPosition.Y ?? character.WorldPosition.Y;
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float yDist = Math.Abs(characterY - targetHull.WorldPosition.Y);
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yDist = yDist > 100 ? yDist * 3 : 0;
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float dist = Math.Abs(character.WorldPosition.X - targetHull.WorldPosition.X) + yDist;
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float distanceFactor = MathHelper.Lerp(1, 0.1f, MathUtils.InverseLerp(0, 5000, dist));
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@@ -119,24 +119,18 @@ namespace Barotrauma
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Abandon = true;
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break;
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}
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float xDist = Math.Abs(character.WorldPosition.X - fs.WorldPosition.X) - fs.DamageRange;
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float yDist = Math.Abs(character.WorldPosition.Y - fs.WorldPosition.Y);
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bool inRange = xDist + yDist < extinguisher.Range;
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// Use the hull position, because the fire x pos is sometimes inside a wall -> the bot can't ever see it and continues running towards the wall.
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ISpatialEntity lookTarget = character.CurrentHull == targetHull || character.CurrentHull.linkedTo.Contains(targetHull) ? targetHull : fs as ISpatialEntity;
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bool move = !inRange || !character.CanSeeTarget(lookTarget);
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if ((inRange && character.CanSeeTarget(lookTarget)) || useExtinquisherTimer > 0)
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float xDist = Math.Abs(character.WorldPosition.X - fs.WorldPosition.X);
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float yDist = Math.Abs(character.CurrentHull.WorldPosition.Y - targetHull.WorldPosition.Y);
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float dist = xDist + yDist;
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bool inRange = dist < extinguisher.Range;
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bool isInDamageRange = fs.IsInDamageRange(character, fs.DamageRange) && character.CanSeeTarget(targetHull);
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bool moveCloser = !isInDamageRange && (!inRange || !character.CanSeeTarget(targetHull));
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bool operateExtinguisher = !moveCloser || (dist < extinguisher.Range * 1.2f && character.CanSeeTarget(targetHull));
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if (operateExtinguisher)
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{
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useExtinquisherTimer += deltaTime;
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if (useExtinquisherTimer > 2.0f)
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{
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useExtinquisherTimer = 0.0f;
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}
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// Aim
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character.CursorPosition = fs.Position;
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Vector2 fromCharacterToFireSource = fs.WorldPosition - character.WorldPosition;
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float dist = fromCharacterToFireSource.Length();
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character.CursorPosition += VectorExtensions.Forward(extinguisherItem.body.TransformedRotation + (float)Math.Sin(sinTime) / 2, dist / 2);
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character.CursorPosition += VectorExtensions.Forward(extinguisherItem.body.TransformedRotation + (float)Math.Sin(sinTime) / 2, fromCharacterToFireSource.Length() / 2);
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if (extinguisherItem.RequireAimToUse)
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{
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character.SetInput(InputType.Aim, false, true);
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@@ -148,25 +142,29 @@ namespace Barotrauma
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{
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character.Speak(TextManager.GetWithVariable("DialogPutOutFire", "[roomname]", targetHull.DisplayName, FormatCapitals.Yes).Value, null, 0, "putoutfire".ToIdentifier(), 10.0f);
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}
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// Prevents running into the flames.
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objectiveManager.CurrentObjective.ForceWalk = true;
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}
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if (move)
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if (moveCloser)
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{
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//go to the first firesource
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if (TryAddSubObjective(ref gotoObjective, () => new AIObjectiveGoTo(fs, character, objectiveManager, closeEnough: Math.Max(fs.DamageRange, extinguisher.Range * 0.7f))
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{
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DialogueIdentifier = "dialogcannotreachfire".ToIdentifier(),
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TargetName = fs.Hull.DisplayName
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},
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onAbandon: () => Abandon = true,
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onCompleted: () => RemoveSubObjective(ref gotoObjective)))
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if (TryAddSubObjective(ref gotoObjective, () => new AIObjectiveGoTo(fs, character, objectiveManager, closeEnough: extinguisher.Range * 0.8f)
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{
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DialogueIdentifier = "dialogcannotreachfire".ToIdentifier(),
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TargetName = fs.Hull.DisplayName,
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},
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onAbandon: () => Abandon = true,
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onCompleted: () => RemoveSubObjective(ref gotoObjective)))
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{
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gotoObjective.requiredCondition = () => character.CanSeeTarget(targetHull);
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}
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}
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else
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else if (!operateExtinguisher || isInDamageRange)
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{
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character.AIController.SteeringManager.Reset();
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// Don't walk into the flames.
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RemoveSubObjective(ref gotoObjective);
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SteeringManager.Reset();
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}
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// Only target one fire source at the time.
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break;
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}
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}
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@@ -177,8 +175,20 @@ namespace Barotrauma
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base.Reset();
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getExtinguisherObjective = null;
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gotoObjective = null;
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useExtinquisherTimer = 0;
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sinTime = 0;
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SteeringManager.Reset();
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}
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protected override void OnCompleted()
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{
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base.OnCompleted();
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SteeringManager.Reset();
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}
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protected override void OnAbandon()
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{
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base.OnAbandon();
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SteeringManager.Reset();
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}
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}
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}
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