Build 0.18.13.0
This commit is contained in:
@@ -308,6 +308,7 @@ namespace Barotrauma
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}
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}
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}
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if (targetSlot < 0) { return false; }
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return targetInventory.TryPutItem(item, targetSlot, allowSwapping, allowCombine: false, Character);
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}
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else
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@@ -1297,6 +1297,7 @@ namespace Barotrauma
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AIObjectiveCombat.CombatMode DetermineCombatMode(Character c, float cumulativeDamage = 0, bool isWitnessing = false)
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{
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if (!(c.AIController is HumanAIController humanAI)) { return AIObjectiveCombat.CombatMode.None; }
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if (!IsFriendly(attacker))
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{
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if (c.Submarine == null)
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@@ -1306,12 +1307,15 @@ namespace Barotrauma
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}
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if (!c.Submarine.GetConnectedSubs().Contains(attacker.Submarine))
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{
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// Attacked from an unconnected submarine.
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return c.SelectedConstruction?.GetComponent<Turret>() != null ? AIObjectiveCombat.CombatMode.None : AIObjectiveCombat.CombatMode.Retreat;
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// Attacked from an unconnected submarine (pirate/pvp)
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return
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humanAI.ObjectiveManager.CurrentOrder is AIObjectiveOperateItem operateOrder && operateOrder.GetTarget() is Controller ?
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AIObjectiveCombat.CombatMode.None : AIObjectiveCombat.CombatMode.Retreat;
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}
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return c.AIController is HumanAIController humanAI &&
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(humanAI.ObjectiveManager.IsCurrentOrder<AIObjectiveFightIntruders>() || humanAI.ObjectiveManager.Objectives.Any(o => o is AIObjectiveFightIntruders))
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? AIObjectiveCombat.CombatMode.Offensive : AIObjectiveCombat.CombatMode.Defensive;
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return
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humanAI.ObjectiveManager.IsCurrentOrder<AIObjectiveFightIntruders>() ||
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humanAI.ObjectiveManager.Objectives.Any(o => o is AIObjectiveFightIntruders) ?
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AIObjectiveCombat.CombatMode.Offensive : AIObjectiveCombat.CombatMode.Defensive;
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}
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else
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{
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@@ -1362,7 +1366,7 @@ namespace Barotrauma
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}
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else
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{
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if (c.AIController is HumanAIController humanAI && humanAI.ObjectiveManager.GetActiveObjective<AIObjectiveCombat>()?.Enemy == attacker)
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if (humanAI.ObjectiveManager.GetActiveObjective<AIObjectiveCombat>()?.Enemy == attacker)
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{
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// Already targeting the attacker -> treat as a more serious threat.
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cumulativeDamage *= 2;
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+2
-1
@@ -31,8 +31,9 @@ namespace Barotrauma
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if (!pump.Item.IsInteractable(character)) { return false; }
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if (pump.IsAutoControlled) { return false; }
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if (pump.Item.ConditionPercentage <= 0) { return false; }
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if (pump.Item.CurrentHull == null) { return false; }
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if (pump.Item.CurrentHull.FireSources.Count > 0) { return false; }
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if (character.Submarine != null)
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if (character.Submarine != null && pump.Item.Submarine != null)
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{
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if (!character.Submarine.IsConnectedTo(pump.Item.Submarine)) { return false; }
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}
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@@ -1030,21 +1030,30 @@ namespace Barotrauma
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/// <param name="hasAi">Is the character controlled by AI.</param>
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/// <param name="createNetworkEvent">Should clients receive a network event about the creation of this character?</param>
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/// <param name="ragdoll">Ragdoll configuration file. If null, will select the default.</param>
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public static Character Create(string speciesName, Vector2 position, string seed, CharacterInfo characterInfo = null, ushort id = Entity.NullEntityID, bool isRemotePlayer = false, bool hasAi = true, bool createNetworkEvent = true, RagdollParams ragdoll = null)
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public static Character Create(string speciesName, Vector2 position, string seed, CharacterInfo characterInfo = null, ushort id = Entity.NullEntityID, bool isRemotePlayer = false, bool hasAi = true, bool createNetworkEvent = true, RagdollParams ragdoll = null, bool throwErrorIfNotFound = true)
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{
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if (speciesName.EndsWith(".xml", StringComparison.OrdinalIgnoreCase))
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{
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speciesName = Path.GetFileNameWithoutExtension(speciesName);
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}
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return Create(speciesName.ToIdentifier(), position, seed, characterInfo, id, isRemotePlayer, hasAi, createNetworkEvent, ragdoll);
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return Create(speciesName.ToIdentifier(), position, seed, characterInfo, id, isRemotePlayer, hasAi, createNetworkEvent, ragdoll, throwErrorIfNotFound);
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}
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public static Character Create(Identifier speciesName, Vector2 position, string seed, CharacterInfo characterInfo = null, ushort id = Entity.NullEntityID, bool isRemotePlayer = false, bool hasAi = true, bool createNetworkEvent = true, RagdollParams ragdoll = null)
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public static Character Create(Identifier speciesName, Vector2 position, string seed, CharacterInfo characterInfo = null, ushort id = Entity.NullEntityID, bool isRemotePlayer = false, bool hasAi = true, bool createNetworkEvent = true, RagdollParams ragdoll = null, bool throwErrorIfNotFound = true)
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{
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var prefab = CharacterPrefab.FindBySpeciesName(speciesName);
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if (prefab == null)
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{
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DebugConsole.ThrowError($"Failed to create character \"{speciesName}\". Matching prefab not found.\n" + Environment.StackTrace);
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string errorMsg = $"Failed to create character \"{speciesName}\". Matching prefab not found.\n" + Environment.StackTrace;
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if (throwErrorIfNotFound)
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{
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DebugConsole.ThrowError(errorMsg);
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}
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else
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{
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DebugConsole.AddWarning(errorMsg);
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}
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return null;
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}
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return Create(prefab, position, seed, characterInfo, id, isRemotePlayer, hasAi, createNetworkEvent, ragdoll);
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@@ -1510,9 +1519,10 @@ namespace Barotrauma
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if (skillIdentifier != null)
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{
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for (int i = 0; i < Inventory.Capacity; i++)
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foreach (Item item in Inventory.AllItems)
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{
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if (Inventory.SlotTypes[i] != InvSlotType.Any && Inventory.GetItemAt(i)?.GetComponent<Wearable>() is Wearable wearable)
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if (item?.GetComponent<Wearable>() is Wearable wearable &&
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!Inventory.IsInLimbSlot(item, InvSlotType.Any))
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{
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if (wearable.SkillModifiers.TryGetValue(skillIdentifier, out float skillValue))
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{
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@@ -1639,8 +1639,13 @@ namespace Barotrauma
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private void RefreshHeadSprites()
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{
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HeadSprite = null;
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AttachmentSprites = null;
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_headSprite = null;
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LoadHeadSprite();
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#if CLIENT
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CalculateHeadPosition(_headSprite);
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#endif
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attachmentSprites?.Clear();
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LoadAttachmentSprites();
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}
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// This could maybe be a LookUp instead?
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@@ -809,8 +809,13 @@ namespace Barotrauma
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if (!Character.GodMode)
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{
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UpdateLimbAfflictionOverlays();
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UpdateSkinTint();
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#if CLIENT
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if (Character.IsVisible)
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{
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UpdateLimbAfflictionOverlays();
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UpdateSkinTint();
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}
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#endif
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CalculateVitality();
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if (Vitality <= MinVitality)
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@@ -820,6 +825,12 @@ namespace Barotrauma
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}
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}
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public void ForceUpdateVisuals()
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{
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UpdateLimbAfflictionOverlays();
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UpdateSkinTint();
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}
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private void UpdateDamageReductions(float deltaTime)
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{
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float healthRegen = Character.Params.Health.ConstantHealthRegeneration;
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