Merge branch 'master' of https://github.com/Regalis11/Barotrauma into develop
This commit is contained in:
@@ -91,6 +91,11 @@ namespace Barotrauma
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private IEnumerable<Hull> visibleHulls;
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private float hullVisibilityTimer;
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const float hullVisibilityInterval = 0.5f;
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/// <summary>
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/// Returns hulls that are visible to the character, including the current hull.
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/// Note that this is not an accurate visibility check, it only checks for open gaps between the adjacent and linked hulls.
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/// </summary>
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public IEnumerable<Hull> VisibleHulls
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{
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get
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@@ -353,7 +358,7 @@ namespace Barotrauma
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public static void UnequipContainedItems(Character character, Item parentItem, Func<Item, bool> predicate, bool avoidDroppingInSea = true, int? unequipMax = null)
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{
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var inventory = parentItem.OwnInventory;
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if (inventory == null) { return; }
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if (inventory == null || !inventory.Container.DrawInventory) { return; }
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int removed = 0;
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if (predicate == null || inventory.AllItems.Any(predicate))
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{
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@@ -262,7 +262,8 @@ namespace Barotrauma
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if (aiElements.Count == 0)
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{
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DebugConsole.ThrowError("Error in file \"" + c.Params.File + "\" - no AI element found.");
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DebugConsole.ThrowError("Error in file \"" + c.Params.File.Path + "\" - no AI element found.",
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contentPackage: c.Prefab?.ContentPackage);
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outsideSteering = new SteeringManager(this);
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insideSteering = new IndoorsSteeringManager(this, false, false);
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return;
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@@ -311,7 +312,7 @@ namespace Barotrauma
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}
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ReevaluateAttacks();
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outsideSteering = new SteeringManager(this);
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insideSteering = new IndoorsSteeringManager(this, Character.Params.AI.CanOpenDoors, canAttackDoors);
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insideSteering = new IndoorsSteeringManager(this, AIParams.CanOpenDoors, canAttackDoors);
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steeringManager = outsideSteering;
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State = AIState.Idle;
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requiredHoleCount = (int)Math.Ceiling(ConvertUnits.ToDisplayUnits(colliderWidth) / Structure.WallSectionSize);
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@@ -321,6 +322,10 @@ namespace Barotrauma
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}
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private CharacterParams.AIParams _aiParams;
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/// <summary>
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/// Shorthand for <see cref="Character.Params.AI"/> with null checking.
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/// </summary>
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/// <returns><see cref="Character.Params.AI"/> or an empty params. Does not return nulls.</returns>
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public CharacterParams.AIParams AIParams
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{
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get
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@@ -330,7 +335,8 @@ namespace Barotrauma
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_aiParams = Character.Params.AI;
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if (_aiParams == null)
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{
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DebugConsole.ThrowError($"No AI Params defined for {Character.SpeciesName}. AI disabled.");
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DebugConsole.ThrowError($"No AI Params defined for {Character.SpeciesName}. AI disabled.",
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contentPackage: Character.Prefab.ContentPackage);
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Enabled = false;
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_aiParams = new CharacterParams.AIParams(null, Character.Params);
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}
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@@ -563,7 +569,7 @@ namespace Barotrauma
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}
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}
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if (Character.Params.UsePathFinding && Character.Params.AI.UsePathFindingToGetInside && AIParams.CanOpenDoors)
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if (Character.Params.UsePathFinding && AIParams.UsePathFindingToGetInside && AIParams.CanOpenDoors)
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{
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// Meant for monsters outside the player sub that target something inside the sub and can use the doors to access the sub (Husk).
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bool IsCloseEnoughToTargetSub(float threshold) => SelectedAiTarget?.Entity?.Submarine is Submarine sub && sub != null && Vector2.DistanceSquared(Character.WorldPosition, sub.WorldPosition) < MathUtils.Pow(Math.Max(sub.Borders.Size.X, sub.Borders.Size.Y) / 2 + threshold, 2);
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@@ -2503,7 +2509,8 @@ namespace Barotrauma
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Limb mouthLimb = Character.AnimController.GetLimb(LimbType.Head);
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if (mouthLimb == null)
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{
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DebugConsole.ThrowError("Character \"" + Character.SpeciesName + "\" failed to eat a target (No head limb defined)");
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DebugConsole.ThrowError("Character \"" + Character.SpeciesName + "\" failed to eat a target (No head limb defined)",
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contentPackage: Character.Prefab.ContentPackage);
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State = AIState.Idle;
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return;
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}
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@@ -2540,7 +2547,11 @@ namespace Barotrauma
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item.body.LinearVelocity -= velocity * 0.25f;
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bool wasBroken = item.Condition <= 0.0f;
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item.LastEatenTime = (float)Timing.TotalTimeUnpaused;
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item.AddDamage(Character, item.WorldPosition, new Attack(0.0f, 0.0f, 0.0f, 0.0f, 0.02f * Character.Params.EatingSpeed), deltaTime);
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item.AddDamage(Character,
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item.WorldPosition,
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new Attack(0.0f, 0.0f, 0.0f, 0.0f, 0.02f * Character.Params.EatingSpeed),
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impulseDirection: Vector2.Zero,
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deltaTime);
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Character.ApplyStatusEffects(ActionType.OnEating, deltaTime);
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if (item.Condition <= 0.0f)
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{
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@@ -3090,7 +3101,10 @@ namespace Barotrauma
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break;
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}
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valueModifier *= targetMemory.Priority / (float)Math.Sqrt(dist);
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valueModifier *=
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targetMemory.Priority /
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//sqrt = the further the target is, the less the distance matters
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MathF.Sqrt(dist);
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if (valueModifier > targetValue)
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{
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@@ -685,8 +685,8 @@ namespace Barotrauma
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}
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if (removeDivingSuit)
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{
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var divingSuit = Character.Inventory.FindItemByTag(Tags.HeavyDivingGear);
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if (divingSuit != null && !divingSuit.HasTag(Tags.DivingGearWearableIndoors))
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var divingSuit = Character.Inventory.FindEquippedItemByTag(Tags.HeavyDivingGear);
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if (divingSuit != null && !divingSuit.HasTag(Tags.DivingGearWearableIndoors) && divingSuit.IsInteractable(Character))
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{
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if (shouldActOnSuffocation || Character.Submarine?.TeamID != Character.TeamID || ObjectiveManager.GetCurrentPriority() >= AIObjectiveManager.RunPriority)
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{
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@@ -727,54 +727,51 @@ namespace Barotrauma
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}
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}
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if (takeMaskOff)
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{
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if (Character.HasEquippedItem(Tags.LightDivingGear))
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{
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var mask = Character.Inventory.FindEquippedItemByTag(Tags.LightDivingGear);
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if (mask != null)
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{
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var mask = Character.Inventory.FindItemByTag(Tags.LightDivingGear);
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if (mask != null)
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if (!mask.AllowedSlots.Contains(InvSlotType.Any) || !Character.Inventory.TryPutItem(mask, Character, new List<InvSlotType>() { InvSlotType.Any }))
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{
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if (!mask.AllowedSlots.Contains(InvSlotType.Any) || !Character.Inventory.TryPutItem(mask, Character, new List<InvSlotType>() { InvSlotType.Any }))
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if (Character.Submarine?.TeamID != Character.TeamID || ObjectiveManager.GetCurrentPriority() >= AIObjectiveManager.RunPriority)
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{
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if (Character.Submarine?.TeamID != Character.TeamID || ObjectiveManager.GetCurrentPriority() >= AIObjectiveManager.RunPriority)
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mask.Drop(Character);
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HandleRelocation(mask);
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ReequipUnequipped();
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}
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else if (findItemState == FindItemState.None || findItemState == FindItemState.DivingMask)
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{
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findItemState = FindItemState.DivingMask;
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if (FindSuitableContainer(mask, out Item targetContainer))
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{
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mask.Drop(Character);
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HandleRelocation(mask);
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ReequipUnequipped();
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}
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else if (findItemState == FindItemState.None || findItemState == FindItemState.DivingMask)
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{
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findItemState = FindItemState.DivingMask;
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if (FindSuitableContainer(mask, out Item targetContainer))
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findItemState = FindItemState.None;
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itemIndex = 0;
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if (targetContainer != null)
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{
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findItemState = FindItemState.None;
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itemIndex = 0;
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if (targetContainer != null)
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var decontainObjective = new AIObjectiveDecontainItem(Character, mask, ObjectiveManager, targetContainer: targetContainer.GetComponent<ItemContainer>());
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decontainObjective.Abandoned += () =>
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{
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var decontainObjective = new AIObjectiveDecontainItem(Character, mask, ObjectiveManager, targetContainer: targetContainer.GetComponent<ItemContainer>());
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decontainObjective.Abandoned += () =>
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{
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ReequipUnequipped();
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IgnoredItems.Add(targetContainer);
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};
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decontainObjective.Completed += () => ReequipUnequipped();
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ObjectiveManager.CurrentObjective.AddSubObjective(decontainObjective, addFirst: true);
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return;
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}
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else
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{
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mask.Drop(Character);
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HandleRelocation(mask);
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ReequipUnequipped();
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}
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IgnoredItems.Add(targetContainer);
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};
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decontainObjective.Completed += () => ReequipUnequipped();
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ObjectiveManager.CurrentObjective.AddSubObjective(decontainObjective, addFirst: true);
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return;
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}
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else
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{
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mask.Drop(Character);
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HandleRelocation(mask);
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ReequipUnequipped();
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}
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}
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}
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else
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{
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ReequipUnequipped();
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}
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}
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}
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else
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{
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ReequipUnequipped();
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}
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}
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}
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}
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}
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@@ -784,13 +781,11 @@ namespace Barotrauma
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if (findItemState == FindItemState.None || findItemState == FindItemState.OtherItem)
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{
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for (int i = 0; i < 2; i++)
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foreach (Item item in Character.HeldItems)
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{
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var hand = i == 0 ? InvSlotType.RightHand : InvSlotType.LeftHand;
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Item item = Character.Inventory.GetItemInLimbSlot(hand);
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if (item == null) { continue; }
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if (item == null || !item.IsInteractable(Character)) { continue; }
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if (!item.AllowedSlots.Contains(InvSlotType.Any) || !Character.Inventory.TryPutItem(item, Character, new List<InvSlotType>() { InvSlotType.Any }) && Character.Submarine?.TeamID == Character.TeamID )
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if (!item.AllowedSlots.Contains(InvSlotType.Any) || !Character.Inventory.TryPutItem(item, Character, CharacterInventory.AnySlot) && Character.Submarine?.TeamID == Character.TeamID)
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{
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if (item.AllowedSlots.Contains(InvSlotType.Bag) && Character.Inventory.TryPutItem(item, Character, new List<InvSlotType>() { InvSlotType.Bag })) { continue; }
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findItemState = FindItemState.OtherItem;
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@@ -1389,7 +1384,10 @@ namespace Barotrauma
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// Don't react to friendly enemy AI attacking other characters. E.g. husks attacking someone when whe are a cultist.
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continue;
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}
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bool isWitnessing = otherHumanAI.VisibleHulls.Contains(Character.CurrentHull) || otherHumanAI.VisibleHulls.Contains(attacker.CurrentHull);
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bool isWitnessing =
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otherHumanAI.VisibleHulls.Contains(Character.CurrentHull) ||
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otherHumanAI.VisibleHulls.Contains(attacker.CurrentHull) ||
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otherCharacter.CanSeeTarget(attacker, seeThroughWindows: true);
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if (!isWitnessing)
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{
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//if the other character did not witness the attack, and the character is not within report range (or capable of reporting)
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@@ -1754,11 +1752,11 @@ namespace Barotrauma
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if (otherCharacter == character || otherCharacter.TeamID == character.TeamID || otherCharacter.IsDead ||
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otherCharacter.Info?.Job == null ||
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otherCharacter.AIController is not HumanAIController otherHumanAI ||
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!otherHumanAI.VisibleHulls.Contains(character.CurrentHull))
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Vector2.DistanceSquared(otherCharacter.WorldPosition, character.WorldPosition) > 1000.0f * 1000.0f)
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{
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continue;
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}
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if (!otherCharacter.CanSeeTarget(character)) { continue; }
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if (!otherCharacter.CanSeeTarget(character, seeThroughWindows: true)) { continue; }
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if (!otherHumanAI.structureDamageAccumulator.ContainsKey(character)) { otherHumanAI.structureDamageAccumulator.Add(character, 0.0f); }
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float prevAccumulatedDamage = otherHumanAI.structureDamageAccumulator[character];
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@@ -1796,7 +1794,7 @@ namespace Barotrauma
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if (!TriggerSecurity(otherHumanAI, combatMode))
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{
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// Else call the others
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foreach (Character security in Character.CharacterList.Where(c => c.TeamID == otherCharacter.TeamID).OrderByDescending(c => Vector2.DistanceSquared(character.WorldPosition, c.WorldPosition)))
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foreach (Character security in Character.CharacterList.Where(c => c.TeamID == otherCharacter.TeamID).OrderBy(c => Vector2.DistanceSquared(character.WorldPosition, c.WorldPosition)))
|
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{
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if (!TriggerSecurity(security.AIController as HumanAIController, combatMode))
|
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{
|
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@@ -1840,13 +1838,13 @@ namespace Barotrauma
|
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foreach (Character otherCharacter in Character.CharacterList)
|
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{
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if (otherCharacter == thief || otherCharacter.TeamID == thief.TeamID || otherCharacter.IsIncapacitated || otherCharacter.Stun > 0.0f ||
|
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otherCharacter.Info?.Job == null || !(otherCharacter.AIController is HumanAIController otherHumanAI) ||
|
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!otherHumanAI.VisibleHulls.Contains(thief.CurrentHull))
|
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otherCharacter.Info?.Job == null || otherCharacter.AIController is not HumanAIController otherHumanAI ||
|
||||
Vector2.DistanceSquared(otherCharacter.WorldPosition, thief.WorldPosition) > 1000.0f * 1000.0f)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
//if (!otherCharacter.IsFacing(thief.WorldPosition)) { continue; }
|
||||
if (!otherCharacter.CanSeeTarget(thief)) { continue; }
|
||||
if (!otherCharacter.CanSeeTarget(thief, seeThroughWindows: true)) { continue; }
|
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// Don't react if the player is taking an extinguisher and there's any fires on the sub, or diving gear when the sub is flooding
|
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// -> allow them to use the emergency items
|
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if (thief.Submarine != null)
|
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@@ -1857,16 +1855,11 @@ namespace Barotrauma
|
||||
}
|
||||
if (!someoneSpoke)
|
||||
{
|
||||
if (!item.StolenDuringRound &&
|
||||
Level.Loaded?.Type == LevelData.LevelType.Outpost &&
|
||||
GameMain.GameSession?.Campaign?.Map?.CurrentLocation != null)
|
||||
if (!item.StolenDuringRound)
|
||||
{
|
||||
var reputationLoss = MathHelper.Clamp(
|
||||
(item.Prefab.GetMinPrice() ?? 0) * Reputation.ReputationLossPerStolenItemPrice,
|
||||
Reputation.MinReputationLossPerStolenItem, Reputation.MaxReputationLossPerStolenItem);
|
||||
GameMain.GameSession.Campaign.Map.CurrentLocation.Reputation?.AddReputation(-reputationLoss);
|
||||
ApplyStealingReputationLoss(item);
|
||||
item.StolenDuringRound = true;
|
||||
}
|
||||
item.StolenDuringRound = true;
|
||||
otherCharacter.Speak(TextManager.Get("dialogstealwarning").Value, null, Rand.Range(0.5f, 1.0f), "thief".ToIdentifier(), 10.0f);
|
||||
someoneSpoke = true;
|
||||
#if CLIENT
|
||||
@@ -1877,7 +1870,7 @@ namespace Barotrauma
|
||||
if (!TriggerSecurity(otherHumanAI))
|
||||
{
|
||||
// Else call the others
|
||||
foreach (Character security in Character.CharacterList.Where(c => c.TeamID == otherCharacter.TeamID).OrderByDescending(c => Vector2.DistanceSquared(thief.WorldPosition, c.WorldPosition)))
|
||||
foreach (Character security in Character.CharacterList.Where(c => c.TeamID == otherCharacter.TeamID).OrderBy(c => Vector2.DistanceSquared(thief.WorldPosition, c.WorldPosition)))
|
||||
{
|
||||
if (TriggerSecurity(security.AIController as HumanAIController))
|
||||
{
|
||||
@@ -1898,6 +1891,10 @@ namespace Barotrauma
|
||||
if (humanAI == null) { return false; }
|
||||
if (!humanAI.Character.IsSecurity) { return false; }
|
||||
if (humanAI.ObjectiveManager.IsCurrentObjective<AIObjectiveCombat>()) { return false; }
|
||||
if (humanAI.ObjectiveManager.GetObjective<AIObjectiveFindThieves>() is { } findThieves)
|
||||
{
|
||||
findThieves.InspectEveryone();
|
||||
}
|
||||
humanAI.AddCombatObjective(AIObjectiveCombat.CombatMode.Arrest, thief, delay: GetReactionTime(),
|
||||
abortCondition: obj => thief.Inventory.FindItem(it => it != null && it.StolenDuringRound, true) == null,
|
||||
onAbort: () =>
|
||||
@@ -1915,6 +1912,18 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public static void ApplyStealingReputationLoss(Item item)
|
||||
{
|
||||
if (Level.Loaded?.Type == LevelData.LevelType.Outpost &&
|
||||
GameMain.GameSession?.Campaign?.Map?.CurrentLocation != null)
|
||||
{
|
||||
var reputationLoss = MathHelper.Clamp(
|
||||
(item.Prefab.GetMinPrice() ?? 0) * Reputation.ReputationLossPerStolenItemPrice,
|
||||
Reputation.MinReputationLossPerStolenItem, Reputation.MaxReputationLossPerStolenItem);
|
||||
GameMain.GameSession.Campaign.Map.CurrentLocation.Reputation?.AddReputation(-reputationLoss);
|
||||
}
|
||||
}
|
||||
|
||||
// 0.225 - 0.375
|
||||
private static float GetReactionTime() => reactionTime * Rand.Range(0.75f, 1.25f);
|
||||
|
||||
|
||||
@@ -197,17 +197,6 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This method allows multiple subobjectives of same type. Use with caution.
|
||||
/// </summary>
|
||||
public void AddSubObjectiveInQueue(AIObjective objective)
|
||||
{
|
||||
if (!subObjectives.Contains(objective))
|
||||
{
|
||||
subObjectives.Add(objective);
|
||||
}
|
||||
}
|
||||
|
||||
public void RemoveSubObjective<T>(ref T objective) where T : AIObjective
|
||||
{
|
||||
if (objective != null)
|
||||
|
||||
+160
@@ -0,0 +1,160 @@
|
||||
#nullable enable
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
class AIObjectiveCheckStolenItems : AIObjective
|
||||
{
|
||||
public override Identifier Identifier { get; set; } = "check stolen items".ToIdentifier();
|
||||
public override bool AllowOutsideSubmarine => false;
|
||||
public override bool AllowInAnySub => false;
|
||||
|
||||
public float FindStolenItemsProbability = 1.0f;
|
||||
|
||||
enum State
|
||||
{
|
||||
GotoTarget,
|
||||
Inspect,
|
||||
Warn,
|
||||
Done
|
||||
}
|
||||
|
||||
private float inspectDelay;
|
||||
private float warnDelay;
|
||||
|
||||
private State currentState;
|
||||
|
||||
public readonly Character TargetCharacter;
|
||||
|
||||
private AIObjectiveGoTo? goToObjective;
|
||||
|
||||
private readonly List<Item> stolenItems = new List<Item>();
|
||||
|
||||
public AIObjectiveCheckStolenItems(Character character, Character targetCharacter, AIObjectiveManager objectiveManager, float priorityModifier = 1) :
|
||||
base(character, objectiveManager, priorityModifier)
|
||||
{
|
||||
TargetCharacter = targetCharacter;
|
||||
inspectDelay = 5.0f;
|
||||
warnDelay = 5.0f;
|
||||
}
|
||||
|
||||
public override bool IsLoop
|
||||
{
|
||||
get => false;
|
||||
set => throw new Exception("Trying to set the value for IsLoop from: " + Environment.StackTrace.CleanupStackTrace());
|
||||
}
|
||||
|
||||
protected override bool CheckObjectiveSpecific() => false;
|
||||
|
||||
protected override float GetPriority()
|
||||
{
|
||||
if (!Abandon && !IsCompleted && objectiveManager.IsOrder(this))
|
||||
{
|
||||
Priority = objectiveManager.GetOrderPriority(this);
|
||||
}
|
||||
else
|
||||
{
|
||||
Priority = AIObjectiveManager.LowestOrderPriority - 1;
|
||||
}
|
||||
return Priority;
|
||||
}
|
||||
|
||||
public void ForceComplete()
|
||||
{
|
||||
IsCompleted = true;
|
||||
}
|
||||
|
||||
protected override void Act(float deltaTime)
|
||||
{
|
||||
switch (currentState)
|
||||
{
|
||||
case State.GotoTarget:
|
||||
TryAddSubObjective(ref goToObjective,
|
||||
constructor: () =>
|
||||
{
|
||||
return new AIObjectiveGoTo(TargetCharacter, character, objectiveManager, repeat: false)
|
||||
{
|
||||
SpeakIfFails = false
|
||||
};
|
||||
},
|
||||
onCompleted: () =>
|
||||
{
|
||||
RemoveSubObjective(ref goToObjective);
|
||||
currentState = State.Inspect;
|
||||
stolenItems.Clear();
|
||||
TargetCharacter.Inventory.FindAllItems(it => it.SpawnedInCurrentOutpost && !it.AllowStealing, recursive: true, stolenItems);
|
||||
character.Speak(TextManager.Get("dialogcheckstolenitems").Value);
|
||||
},
|
||||
onAbandon: () =>
|
||||
{
|
||||
Abandon = true;
|
||||
});
|
||||
break;
|
||||
case State.Inspect:
|
||||
Inspect(deltaTime);
|
||||
break;
|
||||
case State.Warn:
|
||||
Warn(deltaTime);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
private void Inspect(float deltaTime)
|
||||
{
|
||||
if (inspectDelay > 0.0f)
|
||||
{
|
||||
character.SelectCharacter(TargetCharacter);
|
||||
inspectDelay -= deltaTime;
|
||||
return;
|
||||
}
|
||||
|
||||
if (stolenItems.Any() &&
|
||||
Rand.Range(0.0f, 1.0f, Rand.RandSync.Unsynced) < FindStolenItemsProbability)
|
||||
{
|
||||
character.Speak(TextManager.Get("dialogcheckstolenitems.warn").Value);
|
||||
currentState = State.Warn;
|
||||
}
|
||||
else
|
||||
{
|
||||
character.Speak(TextManager.Get("dialogcheckstolenitems.nostolenitems").Value);
|
||||
currentState = State.Done;
|
||||
IsCompleted = true;
|
||||
}
|
||||
character.DeselectCharacter();
|
||||
}
|
||||
|
||||
private void Warn(float deltaTime)
|
||||
{
|
||||
if (warnDelay > 0.0f)
|
||||
{
|
||||
warnDelay -= deltaTime;
|
||||
return;
|
||||
}
|
||||
var stolenItemsOnCharacter = stolenItems.Where(it => it.GetRootInventoryOwner() == TargetCharacter);
|
||||
if (stolenItemsOnCharacter.Any())
|
||||
{
|
||||
character.Speak(TextManager.Get("dialogcheckstolenitems.arrest").Value);
|
||||
HumanAIController.AddCombatObjective(AIObjectiveCombat.CombatMode.Arrest, TargetCharacter);
|
||||
foreach (var stolenItem in stolenItemsOnCharacter)
|
||||
{
|
||||
HumanAIController.ApplyStealingReputationLoss(stolenItem);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
character.Speak(TextManager.Get("dialogcheckstolenitems.comply").Value);
|
||||
}
|
||||
foreach (var item in stolenItems)
|
||||
{
|
||||
HumanAIController.ObjectiveManager.AddObjective(new AIObjectiveGetItem(character, item, objectiveManager, equip: false)
|
||||
{
|
||||
BasePriority = 10
|
||||
});
|
||||
}
|
||||
currentState = State.Done;
|
||||
IsCompleted = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
+5
-1
@@ -1070,7 +1070,8 @@ namespace Barotrauma
|
||||
{
|
||||
// Try reload ammunition from inventory
|
||||
static bool IsInsideHeadset(Item i) => i.ParentInventory?.Owner is Item ownerItem && ownerItem.HasTag(Tags.MobileRadio);
|
||||
Item ammunition = character.Inventory.FindItem(i => i.HasIdentifierOrTags(ammunitionIdentifiers) && i.Condition > 0 && !IsInsideHeadset(i), recursive: true);
|
||||
Item ammunition = character.Inventory.FindItem(i =>
|
||||
i.HasIdentifierOrTags(ammunitionIdentifiers) && i.Condition > 0 && !IsInsideHeadset(i) && i.IsInteractable(character), recursive: true);
|
||||
if (ammunition != null)
|
||||
{
|
||||
var container = Weapon.GetComponent<ItemContainer>();
|
||||
@@ -1089,6 +1090,9 @@ namespace Barotrauma
|
||||
}
|
||||
else if (!HoldPosition && IsOffensiveOrArrest && seekAmmo && ammunitionIdentifiers != null)
|
||||
{
|
||||
// Inventory not drawn = it's not interactable
|
||||
// If the weapon is empty and the inventory is inaccessible, it can't be reloaded
|
||||
if (!Weapon.OwnInventory.Container.DrawInventory) { return false; }
|
||||
SeekAmmunition(ammunitionIdentifiers);
|
||||
}
|
||||
return false;
|
||||
|
||||
+6
-4
@@ -14,7 +14,7 @@ namespace Barotrauma
|
||||
private int escapeProgress;
|
||||
private bool isBeingWatched;
|
||||
|
||||
private bool shouldSwitchTeams;
|
||||
private readonly bool shouldSwitchTeams;
|
||||
|
||||
const string EscapeTeamChangeIdentifier = "escape";
|
||||
|
||||
@@ -88,10 +88,12 @@ namespace Barotrauma
|
||||
escapeProgress += Rand.Range(2, 5);
|
||||
if (escapeProgress > 15)
|
||||
{
|
||||
Item handcuffs = character.Inventory.FindItemByTag(Tags.HandLockerItem);
|
||||
if (handcuffs != null)
|
||||
foreach (var it in character.HeldItems)
|
||||
{
|
||||
handcuffs.Drop(character);
|
||||
if (it.HasTag(Tags.HandLockerItem) && it.IsInteractable(character))
|
||||
{
|
||||
it.Drop(character);
|
||||
}
|
||||
}
|
||||
}
|
||||
escapeTimer = EscapeIntervalTimer * Rand.Range(0.75f, 1.25f);
|
||||
|
||||
+152
@@ -0,0 +1,152 @@
|
||||
#nullable enable
|
||||
using Microsoft.Xna.Framework;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
class AIObjectiveFindThieves : AIObjectiveLoop<Character>
|
||||
{
|
||||
public override Identifier Identifier { get; set; } = "find thieves".ToIdentifier();
|
||||
protected override float IgnoreListClearInterval => 30;
|
||||
public override bool IgnoreUnsafeHulls => true;
|
||||
|
||||
protected override float TargetUpdateTimeMultiplier => 1.0f;
|
||||
|
||||
const float DefaultInspectDistance = 200.0f;
|
||||
|
||||
/// <summary>
|
||||
/// How close the NPC must be to the target to the inspect them? You can use high values to make the NPC
|
||||
/// systematically go through targets no matter where they are, and low values to check targets they happen to come across.
|
||||
/// </summary>
|
||||
public float InspectDistance = DefaultInspectDistance;
|
||||
|
||||
private float? overrideInspectProbability;
|
||||
/// <summary>
|
||||
/// Chance of inspecting a valid target. The NPC won't try to inspect that target again for <see cref="inspectionInterval"/>
|
||||
/// regardless if the target is inspected or not.
|
||||
/// </summary>
|
||||
public float InspectProbability
|
||||
{
|
||||
get
|
||||
{
|
||||
if (overrideInspectProbability.HasValue)
|
||||
{
|
||||
return overrideInspectProbability.Value;
|
||||
}
|
||||
if (GameMain.GameSession?.Campaign is { } campaign)
|
||||
{
|
||||
if (campaign.Map?.CurrentLocation?.Reputation is { } reputation)
|
||||
{
|
||||
return MathHelper.Lerp(
|
||||
campaign.Settings.MaxStolenItemInspectionProbability,
|
||||
campaign.Settings.MinStolenItemInspectionProbability,
|
||||
reputation.NormalizedValue);
|
||||
}
|
||||
}
|
||||
|
||||
return 0.2f;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// When did the character last inspect whether some other character has stolen items on them?
|
||||
/// </summary>
|
||||
private static readonly Dictionary<Character, double> lastInspectionTimes = new Dictionary<Character, double>();
|
||||
|
||||
private readonly float inspectionInterval = 120.0f;
|
||||
|
||||
public AIObjectiveFindThieves(Character character, AIObjectiveManager objectiveManager, float priorityModifier = 1)
|
||||
: base(character, objectiveManager, priorityModifier) { }
|
||||
|
||||
protected override bool Filter(Character target)
|
||||
{
|
||||
if (!IsValidTarget(target, character)) { return false; }
|
||||
if (Vector2.DistanceSquared(target.WorldPosition, character.WorldPosition) > InspectDistance * InspectDistance) { return false; }
|
||||
if (lastInspectionTimes.TryGetValue(target, out double lastInspectionTime))
|
||||
{
|
||||
if (Timing.TotalTime < lastInspectionTime + inspectionInterval)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
protected override IEnumerable<Character> GetList() => Character.CharacterList;
|
||||
|
||||
protected override float TargetEvaluation()
|
||||
{
|
||||
return subObjectives.Any() ? 50 : 0;
|
||||
}
|
||||
|
||||
public void InspectEveryone()
|
||||
{
|
||||
lastInspectionTimes.Clear();
|
||||
overrideInspectProbability = 1.0f;
|
||||
InspectDistance = DefaultInspectDistance * 2;
|
||||
}
|
||||
|
||||
protected override AIObjective ObjectiveConstructor(Character target)
|
||||
{
|
||||
var checkStolenItemsObjective = new AIObjectiveCheckStolenItems(character, target, objectiveManager);
|
||||
if (Rand.Range(0.0f, 1.0f, Rand.RandSync.Unsynced) >= InspectProbability)
|
||||
{
|
||||
checkStolenItemsObjective.ForceComplete();
|
||||
lastInspectionTimes[target] = Timing.TotalTime;
|
||||
}
|
||||
return checkStolenItemsObjective;
|
||||
}
|
||||
|
||||
private float checkVisibleStolenItemsTimer;
|
||||
private const float CheckVisibleStolenItemsInterval = 5.0f;
|
||||
|
||||
public override void Update(float deltaTime)
|
||||
{
|
||||
base.Update(deltaTime);
|
||||
if (checkVisibleStolenItemsTimer > 0.0f)
|
||||
{
|
||||
checkVisibleStolenItemsTimer -= deltaTime;
|
||||
return;
|
||||
}
|
||||
foreach (var target in Character.CharacterList)
|
||||
{
|
||||
if (!IsValidTarget(target, character)) { continue; }
|
||||
//if we spot someone wearing or holding stolen items, immediately check them (with 100% chance of spotting the stolen items)
|
||||
if (target.Inventory.AllItems.Any(it => it.SpawnedInCurrentOutpost && !it.AllowStealing && target.HasEquippedItem(it)) &&
|
||||
character.CanSeeTarget(target, seeThroughWindows: true))
|
||||
{
|
||||
AIObjectiveCheckStolenItems? existingObjective =
|
||||
objectiveManager.GetActiveObjectives<AIObjectiveCheckStolenItems>().FirstOrDefault(o => o.TargetCharacter == target);
|
||||
if (existingObjective == null)
|
||||
{
|
||||
objectiveManager.AddObjective(new AIObjectiveCheckStolenItems(character, target, objectiveManager));
|
||||
lastInspectionTimes[target] = Timing.TotalTime;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
checkVisibleStolenItemsTimer = CheckVisibleStolenItemsInterval;
|
||||
}
|
||||
|
||||
private bool IsValidTarget(Character target, Character character)
|
||||
{
|
||||
if (target == null || target.Removed) { return false; }
|
||||
if (target.IsIncapacitated) { return false; }
|
||||
if (target == character) { return false; }
|
||||
if (target.Submarine == null) { return false; }
|
||||
if (character.Submarine == null) { return false; }
|
||||
if (target.CurrentHull == null) { return false; }
|
||||
if (target.Submarine != character.Submarine) { return false; }
|
||||
//only player's crew can steal, ignore other teams
|
||||
if (!target.IsOnPlayerTeam) { return false; }
|
||||
if (target.IsArrested) { return false; }
|
||||
return true;
|
||||
}
|
||||
|
||||
protected override void OnObjectiveCompleted(AIObjective objective, Character target)
|
||||
{
|
||||
lastInspectionTimes[target] = Timing.TotalTime;
|
||||
}
|
||||
}
|
||||
}
|
||||
+1
-1
@@ -120,7 +120,7 @@ namespace Barotrauma
|
||||
// The intention behind this is to reduce unnecessary path finding calls in cases where the bot can't find a path.
|
||||
timerMargin += 0.5f;
|
||||
timerMargin = Math.Min(timerMargin, newTargetIntervalMin);
|
||||
newTargetTimer = Math.Min(newTargetTimer, timerMargin);
|
||||
newTargetTimer = Math.Max(newTargetTimer, timerMargin);
|
||||
}
|
||||
|
||||
private void SetTargetTimerHigh()
|
||||
|
||||
+1
-1
@@ -178,7 +178,7 @@ namespace Barotrauma
|
||||
if (!objectiveManager.IsOrder(this))
|
||||
{
|
||||
// Battery or pump states cannot currently be reported (not implemented) and therefore we must ignore them -> the bots always know if they require attention.
|
||||
bool ignore = this is AIObjectiveChargeBatteries || this is AIObjectivePumpWater;
|
||||
bool ignore = this is AIObjectiveChargeBatteries || this is AIObjectivePumpWater || this is AIObjectiveFindThieves;
|
||||
if (!ignore && !ReportedTargets.Contains(target)) { continue; }
|
||||
}
|
||||
if (!Filter(target)) { continue; }
|
||||
|
||||
+4
@@ -151,6 +151,7 @@ namespace Barotrauma
|
||||
prevIdleObjective.PreferredOutpostModuleTypes.ForEach(t => newIdleObjective.PreferredOutpostModuleTypes.Add(t));
|
||||
}
|
||||
AddObjective(newIdleObjective);
|
||||
|
||||
int objectiveCount = Objectives.Count;
|
||||
foreach (var autonomousObjective in character.Info.Job.Prefab.AutonomousObjectives)
|
||||
{
|
||||
@@ -558,6 +559,9 @@ namespace Barotrauma
|
||||
case "escapehandcuffs":
|
||||
newObjective = new AIObjectiveEscapeHandcuffs(character, this, priorityModifier: priorityModifier);
|
||||
break;
|
||||
case "findthieves":
|
||||
newObjective = new AIObjectiveFindThieves(character, this, priorityModifier: priorityModifier);
|
||||
break;
|
||||
case "prepareforexpedition":
|
||||
newObjective = new AIObjectivePrepare(character, this, order.GetTargetItems(order.Option), order.RequireItems)
|
||||
{
|
||||
|
||||
@@ -441,7 +441,8 @@ namespace Barotrauma
|
||||
}
|
||||
catch (NotImplementedException e)
|
||||
{
|
||||
DebugConsole.LogError($"Error creating a new Order instance: unexpected target type \"{targetType}\".\n{e.StackTrace.CleanupStackTrace()}");
|
||||
DebugConsole.LogError($"Error creating a new Order instance: unexpected target type \"{targetType}\".\n{e.StackTrace.CleanupStackTrace()}",
|
||||
contentPackage: ContentPackage);
|
||||
return null;
|
||||
}
|
||||
}
|
||||
@@ -663,6 +664,13 @@ namespace Barotrauma
|
||||
WallSectionIndex = wallSectionIndex ?? other.WallSectionIndex;
|
||||
|
||||
UseController = useController ?? other.UseController;
|
||||
|
||||
#if DEBUG
|
||||
if (UseController && ConnectedController == null)
|
||||
{
|
||||
DebugConsole.ThrowError($"AI: Created an Order {Identifier} that's set to use a Controller, but a Controller was not specified.\n{Environment.StackTrace.CleanupStackTrace()}");
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
public Order WithOption(Identifier option)
|
||||
@@ -712,7 +720,12 @@ namespace Barotrauma
|
||||
|
||||
public Order WithItemComponent(Item item, ItemComponent component = null)
|
||||
{
|
||||
return new Order(this, targetEntity: item, targetItemComponent: component ?? GetTargetItemComponent(item));
|
||||
Controller controller = null;
|
||||
if (UseController)
|
||||
{
|
||||
controller = item?.FindController(tags: ControllerTags);
|
||||
}
|
||||
return new Order(this, targetEntity: item, targetItemComponent: component ?? GetTargetItemComponent(item), connectedController: controller);
|
||||
}
|
||||
|
||||
public Order WithWallSection(Structure wall, int? sectionIndex)
|
||||
|
||||
Reference in New Issue
Block a user