(965c31410a) Unstable v0.10.4.0
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+7
-10
@@ -9,9 +9,10 @@ namespace Barotrauma
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public override string DebugTag => "rescue all";
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public override bool ForceRun => true;
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public override bool InverseTargetEvaluation => true;
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public override bool AllowOutsideSubmarine => true;
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private const float vitalityThreshold = 80;
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private const float vitalityThresholdForOrders = 100;
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private const float vitalityThreshold = 75;
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private const float vitalityThresholdForOrders = 85;
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public static float GetVitalityThreshold(AIObjectiveManager manager, Character character, Character target)
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{
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if (manager == null)
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@@ -71,7 +72,8 @@ namespace Barotrauma
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public static bool IsValidTarget(Character target, Character character)
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{
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if (target == null || target.IsDead || target.Removed) { return false; }
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if (!HumanAIController.IsFriendly(character, target)) { return false; }
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if (target.TurnedHostileByEvent) { return false; }
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if (!HumanAIController.IsFriendly(character, target, onlySameTeam: true)) { return false; }
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if (character.AIController is HumanAIController humanAI)
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{
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if (GetVitalityFactor(target) >= GetVitalityThreshold(humanAI.ObjectiveManager, character, target)) { return false; }
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@@ -94,13 +96,8 @@ namespace Barotrauma
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if (GetVitalityFactor(target) >= vitalityThreshold) { return false; }
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}
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if (target.Submarine == null || character.Submarine == null) { return false; }
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if (target.Submarine.TeamID != character.Submarine.TeamID) { return false; }
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if (target.CurrentHull == null) { return false; }
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if (character.Submarine != null)
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{
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if (target.Submarine.Info.Type != character.Submarine.Info.Type) { return false; }
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if (character.Submarine != null && !character.Submarine.IsEntityFoundOnThisSub(target.CurrentHull, true)) { return false; }
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}
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// Don't allow going into another sub, unless it's connected and of the same team and type.
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if (!character.Submarine.IsEntityFoundOnThisSub(target.CurrentHull, includingConnectedSubs: true)) { return false; }
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if (target != character &&!target.IsPlayer && HumanAIController.IsActive(target) && target.AIController is HumanAIController targetAI)
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{
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// Ignore all concious targets that are currently fighting, fleeing or treating characters
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