Human AI improvements, minor UI tweaking
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@@ -84,6 +84,17 @@ namespace Barotrauma
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//the name of the species (e.q. human)
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public readonly string SpeciesName;
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protected float soundTimer;
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protected float soundInterval;
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private float bleeding;
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private Sound[] sounds;
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private float[] soundRange;
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//which AIstate each sound is for
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private AIController.AiState[] soundStates;
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private CharacterInfo info;
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public CharacterInfo Info
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@@ -99,16 +110,6 @@ namespace Barotrauma
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}
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}
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protected float soundTimer;
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protected float soundInterval;
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private float bleeding;
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private Sound[] sounds;
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private float[] soundRange;
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//which AIstate each sound is for
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private AIController.AiState[] soundStates;
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public string Name
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{
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get
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@@ -171,6 +172,7 @@ namespace Barotrauma
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{
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get { return aiTarget.SightRange; }
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}
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private float pressureProtection;
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public float PressureProtection
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{
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@@ -181,11 +183,17 @@ namespace Barotrauma
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}
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}
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public bool NeedsAir
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{
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get { return needsAir; }
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}
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public float Oxygen
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{
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get { return oxygen; }
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set
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{
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if (!MathUtils.IsValid(value)) return;
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oxygen = MathHelper.Clamp(value, 0.0f, 100.0f);
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if (oxygen == 0.0f) Kill(CauseOfDeath.Suffocation);
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}
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@@ -567,6 +575,8 @@ namespace Barotrauma
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AnimController.TargetMovement = targetMovement;
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AnimController.IsStanding = true;
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AnimController.IgnorePlatforms = targetMovement.Y < 0.0f;
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if (AnimController.onGround &&
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!AnimController.InWater &&
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AnimController.Anim != AnimController.Animation.UsingConstruction)
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@@ -877,7 +887,7 @@ namespace Barotrauma
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if (isDead) return;
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if (!(this is AICharacter))
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if (!(AnimController is FishAnimController))
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{
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bool protectedFromPressure = PressureProtection > 0.0f;
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@@ -993,7 +1003,7 @@ namespace Barotrauma
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AnimController.DebugDraw(spriteBatch);
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}
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Vector2 healthBarPos = new Vector2(Position.X - 50, -Position.Y - 50.0f);
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Vector2 healthBarPos = new Vector2(Position.X - 50, -Position.Y - 100.0f);
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GUI.DrawRectangle(spriteBatch, new Rectangle((int)healthBarPos.X - 2, (int)healthBarPos.Y - 2, 100 + 4, 15 + 4), Color.Black, false);
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GUI.DrawRectangle(spriteBatch, new Rectangle((int)healthBarPos.X, (int)healthBarPos.Y, (int)(100.0f * (health / maxHealth)), 15), Color.Red, true);
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}
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