(b0f5305f2) Unstable v0.9.10.0
This commit is contained in:
+7
-13
@@ -194,24 +194,18 @@ namespace Barotrauma
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{
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if (CurrentOrder != null)
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{
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#if DEBUG
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// Note: don't automatically remove orders here. Removing orders needs to be done via dismissing.
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if (CurrentOrder.IsCompleted)
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{
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#if DEBUG
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DebugConsole.NewMessage($"{character.Name}: Removing order {CurrentOrder.DebugTag}, because it is completed.", Color.LightGreen);
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#endif
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CurrentOrder = null;
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DebugConsole.NewMessage($"{character.Name}: ORDER {CurrentOrder.DebugTag} IS COMPLETED. CURRENTLY ALL ORDERS SHOULD BE LOOPING.", Color.Red);
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}
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else if (!CurrentOrder.CanBeCompleted)
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{
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#if DEBUG
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DebugConsole.NewMessage($"{character.Name}: Removing order {CurrentOrder.DebugTag}, because it cannot be completed.", Color.Red);
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DebugConsole.NewMessage($"{character.Name}: ORDER {CurrentOrder.DebugTag}, CANNOT BE COMPLETED.", Color.Red);
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}
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#endif
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CurrentOrder = null;
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}
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else
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{
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CurrentOrder.Update(deltaTime);
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}
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CurrentOrder.Update(deltaTime);
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}
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if (WaitTimer > 0)
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{
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@@ -379,7 +373,7 @@ namespace Barotrauma
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newObjective = new AIObjectiveOperateItem(order.TargetItemComponent, character, this, option,
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requireEquip: false, useController: order.UseController, controller: order.ConnectedController, priorityModifier: priorityModifier)
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{
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IsLoop = option != "shutdown",
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IsLoop = true,
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// Don't override unless it's an order by a player
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Override = orderGiver != null && orderGiver.IsPlayer
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};
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+27
-22
@@ -28,6 +28,7 @@ namespace Barotrauma
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public ItemComponent GetTarget() => useController ? controller : component;
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public Func<bool> completionCondition;
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private bool isDoneOperating;
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public override float GetPriority()
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{
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@@ -51,30 +52,34 @@ namespace Barotrauma
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if (targetItem == null)
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{
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#if DEBUG
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DebugConsole.ThrowError("Item or component of AI Objective Operate item wass null. This shouldn't happen.");
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DebugConsole.ThrowError("Item or component of AI Objective Operate item was null. This shouldn't happen.");
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#endif
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Abandon = true;
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Priority = 0;
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return Priority;
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}
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switch (Option)
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var reactor = component?.Item.GetComponent<Reactor>();
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if (reactor != null)
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{
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case "shutdown":
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var powered = component?.Item.GetComponent<Powered>();
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if (powered != null && !powered.IsActive)
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{
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Priority = 0;
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return Priority;
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}
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break;
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case "powerup":
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// Check that we don't already have another order that is targeting the same item.
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if (objectiveManager.CurrentOrder is AIObjectiveOperateItem operateOrder && operateOrder != this && operateOrder.GetTarget() == target)
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{
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Priority = 0;
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return Priority;
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}
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break;
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switch (Option)
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{
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case "shutdown":
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if (!reactor.PowerOn)
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{
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Priority = 0;
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return Priority;
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}
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break;
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case "powerup":
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// Check that we don't already have another order that is targeting the same item.
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// Without this the autonomous objective will tell the bot to turn the reactor on again.
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if (objectiveManager.CurrentOrder is AIObjectiveOperateItem operateOrder && operateOrder != this && operateOrder.GetTarget() == target)
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{
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Priority = 0;
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return Priority;
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}
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break;
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}
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}
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if (targetItem.CurrentHull == null || targetItem.CurrentHull.FireSources.Any() || HumanAIController.IsItemOperatedByAnother(target, out _))
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{
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@@ -87,7 +92,7 @@ namespace Barotrauma
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else
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{
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float value = CumulatedDevotion + (AIObjectiveManager.OrderPriority * PriorityModifier);
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float max = objectiveManager.CurrentOrder == this ? MathHelper.Min(AIObjectiveManager.OrderPriority - 1, 90) : AIObjectiveManager.RunPriority - 1;
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float max = objectiveManager.CurrentOrder == this ? MathHelper.Min(AIObjectiveManager.OrderPriority, 90) : AIObjectiveManager.RunPriority - 1;
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Priority = MathHelper.Clamp(value, 0, max);
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}
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}
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@@ -148,7 +153,7 @@ namespace Barotrauma
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}
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if (component.AIOperate(deltaTime, character, this))
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{
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IsCompleted = completionCondition == null || completionCondition();
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isDoneOperating = completionCondition == null || completionCondition();
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}
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}
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else
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@@ -215,12 +220,12 @@ namespace Barotrauma
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}
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if (component.AIOperate(deltaTime, character, this))
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{
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IsCompleted = completionCondition == null || completionCondition();
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isDoneOperating = completionCondition == null || completionCondition();
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}
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}
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}
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}
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protected override bool Check() => IsCompleted && !IsLoop;
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protected override bool Check() => isDoneOperating && !IsLoop;
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}
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}
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+1
-1
@@ -76,7 +76,7 @@ namespace Barotrauma
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if (item != character.SelectedConstruction)
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{
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float condition = item.ConditionPercentage;
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if (item.Repairables.All(r => condition >= r.AIRepairThreshold)) { return false; }
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if (item.Repairables.All(r => condition >= r.RepairThreshold)) { return false; }
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}
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}
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if (!string.IsNullOrWhiteSpace(RelevantSkill))
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+1
-1
@@ -279,7 +279,7 @@ namespace Barotrauma
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ic.PlaySound(ActionType.OnUse, character);
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#endif
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ic.WasUsed = true;
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ic.ApplyStatusEffects(ActionType.OnUse, 1.0f, targetCharacter, targetLimb);
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ic.ApplyStatusEffects(ActionType.OnUse, 1.0f, targetCharacter, targetLimb, user: character);
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if (ic.DeleteOnUse)
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{
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remove = true;
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