Release v0.15.13.0
This commit is contained in:
@@ -104,6 +104,7 @@ namespace Barotrauma
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!pathSteering.CurrentPath.Unreachable &&
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(!requireNonDirty || !pathSteering.IsPathDirty);
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public bool IsCurrentPathNullOrUnreachable => IsCurrentPathUnreachable || steeringManager is IndoorsSteeringManager pathSteering && pathSteering.CurrentPath == null;
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public bool IsCurrentPathUnreachable => steeringManager is IndoorsSteeringManager pathSteering && !pathSteering.IsPathDirty && pathSteering.CurrentPath != null && pathSteering.CurrentPath.Unreachable;
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public bool IsCurrentPathFinished => steeringManager is IndoorsSteeringManager pathSteering && !pathSteering.IsPathDirty && pathSteering.CurrentPath != null && pathSteering.CurrentPath.Finished;
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@@ -431,7 +432,7 @@ namespace Barotrauma
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Vector2 diff = EscapeTarget.WorldPosition - Character.WorldPosition;
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float sqrDist = diff.LengthSquared();
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bool isClose = sqrDist < MathUtils.Pow2(100);
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if (Character.CurrentHull == null || isClose && !isClosedDoor || pathSteering == null || IsCurrentPathUnreachable || IsCurrentPathFinished)
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if (Character.CurrentHull == null || isClose && !isClosedDoor || pathSteering == null || IsCurrentPathNullOrUnreachable || IsCurrentPathFinished)
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{
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// Very close to the target, outside, or at the end of the path -> try to steer through the gap
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SteeringManager.Reset();
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@@ -3659,15 +3659,15 @@ namespace Barotrauma
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{
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if (SelectedAiTarget == null) { return; }
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Vector2 escapeDir = Vector2.Normalize(WorldPosition - SelectedAiTarget.WorldPosition);
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if (!MathUtils.IsValid(escapeDir))
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{
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escapeDir = Vector2.UnitY;
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}
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if (Character.CurrentHull != null && !Character.AnimController.InWater)
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{
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// Inside
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escapeDir = new Vector2(Math.Sign(escapeDir.X), 0);
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}
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if (!MathUtils.IsValid(escapeDir))
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{
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escapeDir = Vector2.UnitY;
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}
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SteeringManager.Reset();
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SteeringManager.SteeringManual(deltaTime, escapeDir);
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}
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@@ -250,7 +250,17 @@ namespace Barotrauma
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{
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rayEnd += SelectedAiTarget.Entity.Submarine.SimPosition;
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}
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UseIndoorSteeringOutside = Submarine.PickBody(SimPosition, rayEnd, collisionCategory: Physics.CollisionLevel | Physics.CollisionWall) != null;
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IEnumerable<FarseerPhysics.Dynamics.Body> ignoredBodies = null;
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if (SelectedAiTarget.Entity is ISpatialEntity spatialTarget)
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{
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Submarine targetSub = spatialTarget.Submarine;
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if (targetSub != null)
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{
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ignoredBodies = targetSub.PhysicsBody.FarseerBody.ToEnumerable();
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}
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}
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var obstacle = Submarine.PickBody(SimPosition, rayEnd, ignoredBodies, collisionCategory: Physics.CollisionLevel | Physics.CollisionWall);
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UseIndoorSteeringOutside = obstacle != null;
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}
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}
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else
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@@ -340,14 +350,21 @@ namespace Barotrauma
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IsInsideCave = Character.CurrentHull == null && Level.Loaded?.Caves.FirstOrDefault(c => c.Area.Contains(Character.WorldPosition)) is Level.Cave;
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}
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if (UseIndoorSteeringOutside || IsInsideCave || Character.CurrentHull?.Submarine != null || hasValidPath && IsCloseEnoughToTarget(maxSteeringBuffer) || IsCloseEnoughToTarget(steeringBuffer))
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if (UseIndoorSteeringOutside || IsInsideCave || Character.CurrentHull?.Submarine != null || hasValidPath || IsCloseEnoughToTarget(steeringBuffer))
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{
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if (steeringManager != insideSteering)
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{
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insideSteering.Reset();
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steeringManager = insideSteering;
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}
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steeringBuffer += steeringBufferIncreaseSpeed * deltaTime;
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if (IsCloseEnoughToTarget(maxSteeringBuffer))
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{
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steeringBuffer += steeringBufferIncreaseSpeed * deltaTime;
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}
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else
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{
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steeringBuffer = minSteeringBuffer;
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}
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}
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else
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{
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@@ -201,9 +201,9 @@ namespace Barotrauma
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currentTarget = target;
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Vector2 currentPos = host.SimPosition;
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pathFinder.InsideSubmarine = character.Submarine != null && !character.Submarine.Info.IsRuin;
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pathFinder.ApplyPenaltyToOutsideNodes = character.Submarine != null && character.PressureProtection <= 0;
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pathFinder.ApplyPenaltyToOutsideNodes = character.Submarine != null && character.PressureProtection <= 0;
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var newPath = pathFinder.FindPath(currentPos, target, character.Submarine, "(Character: " + character.Name + ")", minGapSize, startNodeFilter, endNodeFilter, nodeFilter, checkVisibility: checkVisibility);
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bool useNewPath = needsNewPath || currentPath == null || currentPath.CurrentNode == null || character.Submarine != null && findPathTimer < -1 && Math.Abs(character.AnimController.TargetMovement.X) <= 0;
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bool useNewPath = needsNewPath || currentPath == null || currentPath.CurrentNode == null || character.Submarine != null && findPathTimer < -1 && Math.Abs(character.AnimController.TargetMovement.Combine()) <= 0;
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if (newPath.Unreachable || newPath.Nodes.None())
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{
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useNewPath = false;
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@@ -220,10 +220,12 @@ namespace Barotrauma
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// Use the new path if it has significantly lower cost (don't change the path if it has marginally smaller cost. This reduces navigating backwards due to new path that is calculated from the node just behind us).
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float t = (float)currentPath.CurrentIndex / (currentPath.Nodes.Count - 1);
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useNewPath = newPath.Cost < currentPath.Cost * MathHelper.Lerp(0.95f, 0, t);
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if (!useNewPath && character.Submarine != null)
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if (!useNewPath && character.Submarine != null && !character.IsClimbing)
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{
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// It's possible that the current path was calculated from a start point that is no longer valid.
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// Therefore, let's accept also paths with a greater cost than the current, if the current node is much farther than the new start node.
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// This is a special case for cases e.g. where the character falls and thus needs a new path.
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// Don't do this outside or when climbing ladders, because both cause issues.
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useNewPath = Vector2.DistanceSquared(character.WorldPosition, currentPath.CurrentNode.WorldPosition) > Math.Pow(Vector2.Distance(character.WorldPosition, newPath.Nodes.First().WorldPosition) * 3, 2);
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}
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}
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@@ -310,8 +312,7 @@ namespace Barotrauma
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if (currentPath.Finished)
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{
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Vector2 pos2 = host.SimPosition;
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if (character != null && character.Submarine == null &&
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CurrentPath.Nodes.Count > 0 && CurrentPath.Nodes.Last().Submarine != null)
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if (character != null && character.Submarine == null && CurrentPath.Nodes.Count > 0 && CurrentPath.Nodes.Last().Submarine != null)
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{
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pos2 -= CurrentPath.Nodes.Last().Submarine.SimPosition;
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}
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@@ -323,29 +324,7 @@ namespace Barotrauma
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CheckDoorsInPath();
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doorsChecked = true;
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}
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Vector2 pos = host.SimPosition;
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if (character != null && CurrentPath.CurrentNode != null)
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{
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var nodeSub = CurrentPath.CurrentNode.Submarine;
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if (nodeSub != null)
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{
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if (character.Submarine == null)
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{
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// Going inside
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pos -= ConvertUnits.ToSimUnits(nodeSub.Position);
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}
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else if (character.Submarine != nodeSub)
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{
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// Different subs
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pos -= ConvertUnits.ToSimUnits(nodeSub.Position - character.Submarine.Position);
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}
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}
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else if (character.Submarine != null)
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{
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// Going outside
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pos += ConvertUnits.ToSimUnits(character.Submarine.Position);
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}
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}
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Vector2 pos = host.WorldPosition;
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bool isDiving = character.AnimController.InWater && character.AnimController.HeadInWater;
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// Only humanoids can climb ladders
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bool canClimb = character.AnimController is HumanoidAnimController && !character.LockHands;
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@@ -384,7 +363,7 @@ namespace Barotrauma
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}
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if (character.IsClimbing && useLadders)
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{
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Vector2 diff = currentPath.CurrentNode.SimPosition - pos;
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Vector2 diff = currentPath.CurrentNode.WorldPosition - pos;
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bool nextLadderSameAsCurrent = IsNextLadderSameAsCurrent;
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if (nextLadderSameAsCurrent)
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{
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@@ -397,7 +376,7 @@ namespace Barotrauma
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float heightFromFloor = character.AnimController.GetColliderBottom().Y - character.AnimController.FloorY;
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if (heightFromFloor <= 0.0f)
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{
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diff.Y = Math.Max(diff.Y, 1.0f);
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diff.Y = Math.Max(diff.Y, 100);
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}
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// We need some margin, because if a hatch has closed, it's possible that the height from floor is slightly negative.
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bool isAboveFloor = heightFromFloor > -0.1f;
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@@ -430,7 +409,7 @@ namespace Barotrauma
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NextNode(!doorsChecked);
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}
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}
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return diff;
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return ConvertUnits.ToSimUnits(diff);
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}
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else if (character.AnimController.InWater)
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{
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@@ -481,7 +460,7 @@ namespace Barotrauma
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{
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return Vector2.Zero;
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}
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return currentPath.CurrentNode.SimPosition - pos;
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return ConvertUnits.ToSimUnits(currentPath.CurrentNode.WorldPosition - pos);
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}
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private void NextNode(bool checkDoors)
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+6
-2
@@ -45,6 +45,10 @@ namespace Barotrauma
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/// </summary>
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public bool AllowStealing { get; set; }
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public bool TakeWholeStack { get; set; }
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/// <summary>
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/// Are variants of the specified item allowed
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/// </summary>
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public bool AllowVariants { get; set; }
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public bool Equip { get; set; }
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public bool Wear { get; set; }
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@@ -265,7 +269,7 @@ namespace Barotrauma
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}
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float priority = Math.Clamp(objectiveManager.GetCurrentPriority(), 10, 100);
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bool checkPath = priority >= AIObjectiveManager.LowestOrderPriority && (objectiveManager.IsCurrentOrder<AIObjectiveFixLeaks>() || objectiveManager.CurrentOrder is AIObjectiveGoTo gotoOrder && gotoOrder.followControlledCharacter);
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bool checkPath = priority >= AIObjectiveManager.LowestOrderPriority && (objectiveManager.IsCurrentOrder<AIObjectiveFixLeaks>() || objectiveManager.CurrentOrder is AIObjectiveGoTo gotoOrder && gotoOrder.isFollowOrderObjective);
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bool hasCalledPathFinder = false;
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int itemsPerFrame = (int)priority;
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for (int i = 0; i < itemsPerFrame && currSearchIndex < Item.ItemList.Count - 1; i++)
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@@ -408,7 +412,7 @@ namespace Barotrauma
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if (ignoredItems.Contains(item)) { return false; };
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if (item.Condition < TargetCondition) { return false; }
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if (ItemFilter != null && !ItemFilter(item)) { return false; }
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return identifiersOrTags.Any(id => id == item.Prefab.Identifier || item.HasTag(id));
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return identifiersOrTags.Any(id => id == item.Prefab.Identifier || item.HasTag(id) || (AllowVariants && item.Prefab.VariantOf?.Identifier == id));
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}
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public override void Reset()
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+10
-17
@@ -24,7 +24,7 @@ namespace Barotrauma
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public Func<float> priorityGetter;
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public bool followControlledCharacter;
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public bool isFollowOrderObjective;
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public bool mimic;
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public bool SpeakIfFails { get; set; } = true;
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public bool UsePathingOutside { get; set; } = true;
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@@ -165,17 +165,10 @@ namespace Barotrauma
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protected override void Act(float deltaTime)
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{
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if (followControlledCharacter)
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if (Target == null)
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{
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if (Character.Controlled != null && HumanAIController.IsFriendly(Character.Controlled))
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{
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Target = Character.Controlled;
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}
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if (Target == null)
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{
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Abandon = true;
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return;
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}
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Abandon = true;
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return;
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}
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if (Target == character || character.SelectedBy != null && HumanAIController.IsFriendly(character.SelectedBy))
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{
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@@ -205,7 +198,7 @@ namespace Barotrauma
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}
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}
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Hull targetHull = GetTargetHull();
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if (!followControlledCharacter)
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if (!isFollowOrderObjective)
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{
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// Abandon if going through unsafe paths. Note ignores unsafe nodes when following an order or when the objective is set to ignore unsafe hulls.
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bool containsUnsafeNodes = character.IsDismissed && !HumanAIController.ObjectiveManager.CurrentObjective.IgnoreUnsafeHulls
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@@ -223,7 +216,7 @@ namespace Barotrauma
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{
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Abandon = true;
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}
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else if (HumanAIController.IsCurrentPathUnreachable)
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else if (HumanAIController.IsCurrentPathNullOrUnreachable)
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{
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waitUntilPathUnreachable -= deltaTime;
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SteeringManager.Reset();
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@@ -317,8 +310,8 @@ namespace Barotrauma
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Character targetCharacter = Target as Character;
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if (character.AnimController.InWater)
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{
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if (character.CurrentHull == null ||
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followControlledCharacter &&
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if (character.CurrentHull == null ||
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isFollowOrderObjective &&
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targetCharacter != null && (targetCharacter.CurrentHull == null) != (character.CurrentHull == null) &&
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Vector2.DistanceSquared(character.WorldPosition, Target.WorldPosition) < maxGapDistance * maxGapDistance)
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{
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@@ -361,7 +354,7 @@ namespace Barotrauma
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}
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if (TargetGap != null)
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{
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if (TargetGap.FlowTargetHull != null && HumanAIController.SteerThroughGap(TargetGap, followControlledCharacter ? Target.WorldPosition : TargetGap.FlowTargetHull.WorldPosition, deltaTime))
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if (TargetGap.FlowTargetHull != null && HumanAIController.SteerThroughGap(TargetGap, isFollowOrderObjective ? Target.WorldPosition : TargetGap.FlowTargetHull.WorldPosition, deltaTime))
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{
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SteeringManager.SteeringAvoid(deltaTime, avoidLookAheadDistance, weight: 1);
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return;
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@@ -595,7 +588,7 @@ namespace Barotrauma
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{
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if (gap.Open < 1) { continue; }
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if (gap.Submarine == null) { continue; }
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if (!followControlledCharacter)
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if (!isFollowOrderObjective)
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{
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if (gap.FlowTargetHull == null) { continue; }
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if (gap.Submarine != Target.Submarine) { continue; }
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+1
-1
@@ -452,7 +452,7 @@ namespace Barotrauma
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extraDistanceWhileSwimming = 100,
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AllowGoingOutside = true,
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IgnoreIfTargetDead = true,
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followControlledCharacter = true,
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isFollowOrderObjective = true,
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mimic = true,
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DialogueIdentifier = "dialogcannotreachplace"
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};
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+4
-1
@@ -107,7 +107,10 @@ namespace Barotrauma
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{
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foreach (RelatedItem requiredItem in kvp.Value)
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{
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var getItemObjective = new AIObjectiveGetItem(character, requiredItem.Identifiers, objectiveManager, true);
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var getItemObjective = new AIObjectiveGetItem(character, requiredItem.Identifiers, objectiveManager, true)
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{
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AllowVariants = requiredItem.AllowVariants
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};
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if (objectiveManager.IsCurrentOrder<AIObjectiveRepairItems>())
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{
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if (character.IsOnPlayerTeam)
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+1
-1
@@ -408,7 +408,7 @@ namespace Barotrauma
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}
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bool isCompleted =
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AIObjectiveRescueAll.GetVitalityFactor(targetCharacter) >= AIObjectiveRescueAll.GetVitalityThreshold(objectiveManager, character, targetCharacter) ||
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targetCharacter.CharacterHealth.GetAllAfflictions().All(a => a.Strength <= a.Prefab.TreatmentThreshold);
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targetCharacter.CharacterHealth.GetAllAfflictions().All(a => a.Prefab.IsBuff || a.Strength <= a.Prefab.TreatmentThreshold);
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if (isCompleted && targetCharacter != character && character.IsOnPlayerTeam)
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{
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+1
-1
@@ -83,7 +83,7 @@ namespace Barotrauma
|
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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) ||
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target.CharacterHealth.GetAllAfflictions().All(a => a.Strength <= a.Prefab.TreatmentThreshold))
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target.CharacterHealth.GetAllAfflictions().All(a => a.Prefab.IsBuff || a.Strength <= a.Prefab.TreatmentThreshold))
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{
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return false;
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}
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@@ -1367,7 +1367,7 @@ namespace Barotrauma
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info.Job.GiveJobItems(this, spawnPoint);
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}
|
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public void GiveIdCardTags(WayPoint spawnPoint)
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public void GiveIdCardTags(WayPoint spawnPoint, bool createNetworkEvent = false)
|
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{
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if (info?.Job == null || spawnPoint == null) { return; }
|
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@@ -1378,6 +1378,10 @@ namespace Barotrauma
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{
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item.AddTag(s);
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}
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if (createNetworkEvent && (GameMain.NetworkMember?.IsServer ?? false))
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{
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GameMain.NetworkMember.CreateEntityEvent(item, new object[] { NetEntityEvent.Type.ChangeProperty, item.SerializableProperties["tags"] });
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}
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}
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}
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@@ -1756,6 +1760,7 @@ namespace Barotrauma
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}
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else if (IsPlayer)
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{
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float dist = -1;
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Vector2 attackPos = SimPosition + ConvertUnits.ToSimUnits(cursorPosition - Position);
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List<Body> ignoredBodies = AnimController.Limbs.Select(l => l.body.FarseerBody).ToList();
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ignoredBodies.Add(AnimController.Collider.FarseerBody);
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@@ -1787,13 +1792,13 @@ namespace Barotrauma
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}
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else
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{
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if (body.UserData is IDamageable)
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if (body.UserData is IDamageable damageable)
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{
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attackTarget = (IDamageable)body.UserData;
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attackTarget = damageable;
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}
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else if (body.UserData is Limb)
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else if (body.UserData is Limb limb)
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{
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attackTarget = ((Limb)body.UserData).character;
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attackTarget = limb.character;
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}
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}
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}
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@@ -1822,7 +1827,20 @@ namespace Barotrauma
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var attackLimb = sortedLimbs.FirstOrDefault();
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if (attackLimb != null)
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{
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attackLimb.UpdateAttack(deltaTime, attackPos, attackTarget, out AttackResult attackResult);
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if (attackTarget is Character targetCharacter)
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{
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dist = ConvertUnits.ToDisplayUnits(Vector2.Distance(Submarine.LastPickedPosition, attackLimb.SimPosition));
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foreach (Limb limb in targetCharacter.AnimController.Limbs)
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{
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if (limb.IsSevered || limb.Removed) { continue; }
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float tempDist = ConvertUnits.ToDisplayUnits(Vector2.Distance(limb.SimPosition, attackLimb.SimPosition));
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if (tempDist < dist)
|
||||
{
|
||||
dist = tempDist;
|
||||
}
|
||||
}
|
||||
}
|
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attackLimb.UpdateAttack(deltaTime, attackPos, attackTarget, out AttackResult attackResult, dist);
|
||||
if (!attackLimb.attack.IsRunning)
|
||||
{
|
||||
attackCoolDown = 1.0f;
|
||||
@@ -3438,7 +3456,7 @@ namespace Barotrauma
|
||||
|
||||
var attackResult = targetLimb == null ?
|
||||
AddDamage(worldPosition, attackAfflictions, attack.Stun, playSound, attackImpulse, out limbHit, attacker, attack.DamageMultiplier * attackData.DamageMultiplier) :
|
||||
DamageLimb(worldPosition, targetLimb, attackAfflictions, attack.Stun, playSound, attackImpulse, attacker, attack.DamageMultiplier * attackData.DamageMultiplier, penetration: penetration + attackData.AddedPenetration);
|
||||
DamageLimb(worldPosition, targetLimb, attackAfflictions, attack.Stun, playSound, attackImpulse, attacker, attack.DamageMultiplier * attackData.DamageMultiplier, penetration: penetration + attackData.AddedPenetration, shouldImplode: attackData.ShouldImplode);
|
||||
|
||||
if (attacker != null)
|
||||
{
|
||||
@@ -3558,12 +3576,12 @@ namespace Barotrauma
|
||||
|
||||
public void RecordKill(Character target)
|
||||
{
|
||||
var abilityCharacter = new AbilityCharacter(target);
|
||||
var abilityCharacterKill = new AbilityCharacterKill(target, this);
|
||||
foreach (Character attackerCrewmember in GetFriendlyCrew(this))
|
||||
{
|
||||
attackerCrewmember.CheckTalents(AbilityEffectType.OnCrewKillCharacter, abilityCharacter);
|
||||
attackerCrewmember.CheckTalents(AbilityEffectType.OnCrewKillCharacter, abilityCharacterKill);
|
||||
}
|
||||
CheckTalents(AbilityEffectType.OnKillCharacter, abilityCharacter);
|
||||
CheckTalents(AbilityEffectType.OnKillCharacter, abilityCharacterKill);
|
||||
|
||||
if (!IsOnPlayerTeam) { return; }
|
||||
if (GameMain.Config.KilledCreatures.Any(name => name.Equals(target.SpeciesName, StringComparison.OrdinalIgnoreCase))) { return; }
|
||||
@@ -3579,7 +3597,7 @@ namespace Barotrauma
|
||||
GameMain.Config.RecentlyEncounteredCreatures.Add(other.SpeciesName);
|
||||
}
|
||||
|
||||
public AttackResult DamageLimb(Vector2 worldPosition, Limb hitLimb, IEnumerable<Affliction> afflictions, float stun, bool playSound, float attackImpulse, Character attacker = null, float damageMultiplier = 1, bool allowStacking = true, float penetration = 0f)
|
||||
public AttackResult DamageLimb(Vector2 worldPosition, Limb hitLimb, IEnumerable<Affliction> afflictions, float stun, bool playSound, float attackImpulse, Character attacker = null, float damageMultiplier = 1, bool allowStacking = true, float penetration = 0f, bool shouldImplode = false)
|
||||
{
|
||||
if (Removed) { return new AttackResult(); }
|
||||
|
||||
@@ -3638,6 +3656,12 @@ namespace Barotrauma
|
||||
float prevVitality = CharacterHealth.Vitality;
|
||||
AttackResult attackResult = hitLimb.AddDamage(simPos, afflictions, playSound, damageMultiplier: damageMultiplier, penetration: penetration, attacker: attacker);
|
||||
CharacterHealth.ApplyDamage(hitLimb, attackResult, allowStacking);
|
||||
if (shouldImplode)
|
||||
{
|
||||
// Only used by assistant's True Potential talent. Has to run here in order to properly give kill credit when it activates.
|
||||
Implode();
|
||||
}
|
||||
|
||||
if (attacker != this)
|
||||
{
|
||||
OnAttacked?.Invoke(attacker, attackResult);
|
||||
@@ -3786,7 +3810,7 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public void Implode(bool isNetworkMessage = false)
|
||||
private void Implode(bool isNetworkMessage = false)
|
||||
{
|
||||
if (CharacterHealth.Unkillable || GodMode || IsDead) { return; }
|
||||
|
||||
@@ -4626,4 +4650,16 @@ namespace Barotrauma
|
||||
AggressiveBehavior = aggressiveBehavior;
|
||||
}
|
||||
}
|
||||
|
||||
class AbilityCharacterKill : AbilityObject, IAbilityCharacter
|
||||
{
|
||||
public AbilityCharacterKill(Character character, Character killer)
|
||||
{
|
||||
Character = character;
|
||||
Killer = killer;
|
||||
}
|
||||
public Character Character { get; set; }
|
||||
public Character Killer { get; set; }
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
+1
-1
@@ -291,7 +291,7 @@ namespace Barotrauma
|
||||
husk.SetStun(5);
|
||||
yield return new WaitForSeconds(5, false);
|
||||
#if CLIENT
|
||||
husk.PlaySound(CharacterSound.SoundType.Idle);
|
||||
husk?.PlaySound(CharacterSound.SoundType.Idle);
|
||||
#endif
|
||||
yield return CoroutineStatus.Success;
|
||||
}
|
||||
|
||||
@@ -844,6 +844,8 @@ namespace Barotrauma
|
||||
FaceTint = DefaultFaceTint;
|
||||
BodyTint = Color.TransparentBlack;
|
||||
|
||||
if (!(Character?.Params?.Health.ApplyAfflictionColors ?? false)) { return; }
|
||||
|
||||
for (int i = 0; i < limbHealths.Count; i++)
|
||||
{
|
||||
for (int j = limbHealths[i].Afflictions.Count - 1; j >= 0; j--)
|
||||
|
||||
@@ -466,6 +466,9 @@ namespace Barotrauma
|
||||
[Serialize(false, true), Editable]
|
||||
public bool StunImmunity { get; set; }
|
||||
|
||||
[Serialize(false, true, description: "Can afflictions affect the face/body tint of the character."), Editable]
|
||||
public bool ApplyAfflictionColors { get; private set; }
|
||||
|
||||
// TODO: limbhealths, sprite?
|
||||
|
||||
public HealthParams(XElement element, CharacterParams character) : base(element, character) { }
|
||||
|
||||
+2
-1
@@ -14,8 +14,9 @@ namespace Barotrauma.Abilities
|
||||
|
||||
protected override bool MatchesConditionSpecific(AbilityObject abilityObject)
|
||||
{
|
||||
if ((abilityObject as IAbilityCharacter)?.Character is Character character)
|
||||
if (abilityObject is IAbilityCharacter abilityCharacter)
|
||||
{
|
||||
if (!(abilityCharacter.Character is Character character)) { return false; }
|
||||
if (!IsViableTarget(targetTypes, character)) { return false; }
|
||||
|
||||
return true;
|
||||
|
||||
+23
@@ -0,0 +1,23 @@
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma.Abilities
|
||||
{
|
||||
class AbilityConditionGeneHarvester : AbilityConditionData
|
||||
{
|
||||
|
||||
public AbilityConditionGeneHarvester(CharacterTalent characterTalent, XElement conditionElement) : base(characterTalent, conditionElement) { }
|
||||
|
||||
protected override bool MatchesConditionSpecific(AbilityObject abilityObject)
|
||||
{
|
||||
if (abilityObject is AbilityCharacterKill abilityCharacterKill)
|
||||
{
|
||||
return abilityCharacterKill.Killer.Submarine == null || abilityCharacterKill.Killer.TeamID != abilityCharacterKill.Killer.Submarine.TeamID;
|
||||
}
|
||||
else
|
||||
{
|
||||
LogAbilityConditionError(abilityObject, typeof(AbilityCharacterKill));
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
+1
@@ -136,6 +136,7 @@ namespace Barotrauma.Abilities
|
||||
public float DamageMultiplier { get; set; } = 1f;
|
||||
public float AddedPenetration { get; set; } = 0f;
|
||||
public List<Affliction> Afflictions { get; set; }
|
||||
public bool ShouldImplode { get; set; } = false;
|
||||
public Attack SourceAttack { get; }
|
||||
public Character Character { get; set; }
|
||||
public Character Attacker { get; set; }
|
||||
|
||||
+1
-6
@@ -37,12 +37,7 @@ namespace Barotrauma.Abilities
|
||||
attackData.DamageMultiplier += addedDamageMultiplier;
|
||||
attackData.AddedPenetration += addedPenetration;
|
||||
|
||||
if (implode)
|
||||
{
|
||||
// might have issues, as the method used to be private and only used for pressure death
|
||||
attackData.Character?.Implode();
|
||||
}
|
||||
|
||||
attackData.ShouldImplode = implode;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
+1
@@ -8,6 +8,7 @@ namespace Barotrauma.Abilities
|
||||
private readonly AbilityFlags abilityFlag;
|
||||
|
||||
private bool lastState;
|
||||
public override bool AllowClientSimulation => true;
|
||||
|
||||
public CharacterAbilityModifyFlag(CharacterAbilityGroup characterAbilityGroup, XElement abilityElement) : base(characterAbilityGroup, abilityElement)
|
||||
{
|
||||
|
||||
+1
@@ -6,6 +6,7 @@ namespace Barotrauma.Abilities
|
||||
class CharacterAbilityModifyReduceAffliction : CharacterAbility
|
||||
{
|
||||
float addedAmountMultiplier;
|
||||
public override bool AllowClientSimulation => true;
|
||||
|
||||
public CharacterAbilityModifyReduceAffliction(CharacterAbilityGroup characterAbilityGroup, XElement abilityElement) : base(characterAbilityGroup, abilityElement)
|
||||
{
|
||||
|
||||
+1
@@ -7,6 +7,7 @@ namespace Barotrauma.Abilities
|
||||
private readonly string resistanceId;
|
||||
private readonly float resistance;
|
||||
bool lastState;
|
||||
public override bool AllowClientSimulation => true;
|
||||
|
||||
// should probably be split to different classes
|
||||
public CharacterAbilityModifyResistance(CharacterAbilityGroup characterAbilityGroup, XElement abilityElement) : base(characterAbilityGroup, abilityElement)
|
||||
|
||||
+1
@@ -7,6 +7,7 @@ namespace Barotrauma.Abilities
|
||||
private readonly StatTypes statType;
|
||||
private readonly float value;
|
||||
bool lastState;
|
||||
public override bool AllowClientSimulation => true;
|
||||
|
||||
public CharacterAbilityModifyStat(CharacterAbilityGroup characterAbilityGroup, XElement abilityElement) : base(characterAbilityGroup, abilityElement)
|
||||
{
|
||||
|
||||
+1
@@ -8,6 +8,7 @@ namespace Barotrauma.Abilities
|
||||
private readonly StatTypes statType;
|
||||
private readonly float maxValue;
|
||||
private float lastValue = 0f;
|
||||
public override bool AllowClientSimulation => true;
|
||||
|
||||
public CharacterAbilityModifyStatToFlooding(CharacterAbilityGroup characterAbilityGroup, XElement abilityElement) : base(characterAbilityGroup, abilityElement)
|
||||
{
|
||||
|
||||
+1
@@ -9,6 +9,7 @@ namespace Barotrauma.Abilities
|
||||
private readonly float statPerLevel;
|
||||
private readonly int maxLevel;
|
||||
private float lastValue = 0f;
|
||||
public override bool AllowClientSimulation => true;
|
||||
|
||||
public CharacterAbilityModifyStatToLevel(CharacterAbilityGroup characterAbilityGroup, XElement abilityElement) : base(characterAbilityGroup, abilityElement)
|
||||
{
|
||||
|
||||
+1
@@ -10,6 +10,7 @@ namespace Barotrauma.Abilities
|
||||
private readonly string skillIdentifier;
|
||||
private readonly bool useAll;
|
||||
private float lastValue = 0f;
|
||||
public override bool AllowClientSimulation => true;
|
||||
|
||||
public CharacterAbilityModifyStatToSkill(CharacterAbilityGroup characterAbilityGroup, XElement abilityElement) : base(characterAbilityGroup, abilityElement)
|
||||
{
|
||||
|
||||
+1
-2
@@ -19,11 +19,10 @@ namespace Barotrauma.Abilities
|
||||
moneyPerMission = abilityElement.GetAttributeInt("moneypermission", 0);
|
||||
}
|
||||
|
||||
protected override void ApplyEffect()
|
||||
protected override void ApplyEffect(AbilityObject abilityObject)
|
||||
{
|
||||
if (Character?.Info is CharacterInfo info)
|
||||
{
|
||||
|
||||
Character.GiveMoney(moneyPerMission * info.MissionsCompletedSinceDeath);
|
||||
}
|
||||
}
|
||||
|
||||
+1
@@ -8,6 +8,7 @@ namespace Barotrauma.Abilities
|
||||
private float maxValue;
|
||||
private string afflictionIdentifier;
|
||||
private float lastValue = 0f;
|
||||
public override bool AllowClientSimulation => true;
|
||||
|
||||
public CharacterAbilityPsychoClown(CharacterAbilityGroup characterAbilityGroup, XElement abilityElement) : base(characterAbilityGroup, abilityElement)
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user