Release v0.15.13.0
This commit is contained in:
+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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