Unstable 0.1300.0.3
This commit is contained in:
+13
@@ -50,6 +50,11 @@ namespace Barotrauma
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float reduction = IsPriority ? 1 : isSelected ? 2 : 3;
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float max = AIObjectiveManager.LowestOrderPriority - reduction;
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Priority = MathHelper.Lerp(0, max, MathHelper.Clamp(devotion + (distanceFactor * PriorityModifier), 0, 1));
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if (decontainObjective == null)
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{
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// Halve the priority until there's a decontain objective (a valid container was found).
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Priority /= 2;
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}
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}
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return Priority;
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}
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@@ -126,5 +131,13 @@ namespace Barotrauma
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itemIndex = 0;
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decontainObjective = null;
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}
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public void DropTarget()
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{
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if (item != null && character.HasItem(item))
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{
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item.Drop(character);
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}
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}
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}
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}
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+32
-5
@@ -2,6 +2,7 @@
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using Barotrauma.Items.Components;
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using System.Collections.Generic;
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using System.Linq;
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using System;
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namespace Barotrauma
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{
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@@ -29,7 +30,21 @@ namespace Barotrauma
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this.prioritizedItems.AddRange(prioritizedItems.Where(i => i != null));
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}
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protected override float TargetEvaluation() => Targets.Any() ? (objectiveManager.IsOrder(this) ? objectiveManager.GetOrderPriority(this) : AIObjectiveManager.RunPriority - 1) : 0;
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protected override float TargetEvaluation()
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{
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if (Targets.None()) { return 0; }
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if (objectiveManager.IsOrder(this))
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{
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float prio = objectiveManager.GetOrderPriority(this);
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if (subObjectives.All(so => so.SubObjectives.None()))
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{
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// If none of the subobjectives have subobjectives, no valid container was found. In this case, let's reduce the priority below the run threshold.
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prio = Math.Min(prio, AIObjectiveManager.RunPriority - 1);
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}
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return prio;
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}
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return AIObjectiveManager.RunPriority - 0.5f;
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}
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protected override bool Filter(Item target)
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{
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@@ -65,10 +80,10 @@ namespace Barotrauma
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return true;
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}
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public static bool IsValidContainer(Item item, Character character) =>
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!item.IgnoreByAI && item.IsInteractable(character) && item.HasTag("allowcleanup") && item.ParentInventory == null && item.OwnInventory != null && item.OwnInventory.AllItems.Any() && IsItemInsideValidSubmarine(item, character);
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public static bool IsValidContainer(Item item, Character character, bool allowUnloading = true) =>
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!item.IgnoreByAI && item.IsInteractable(character) && item.HasTag("allowcleanup") && allowUnloading && item.ParentInventory == null && item.OwnInventory != null && item.OwnInventory.AllItems.Any() && IsItemInsideValidSubmarine(item, character);
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public static bool IsValidTarget(Item item, Character character, bool checkInventory)
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public static bool IsValidTarget(Item item, Character character, bool checkInventory, bool allowUnloading = true)
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{
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if (item == null) { return false; }
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if (item.IgnoreByAI) { return false; }
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@@ -76,7 +91,7 @@ namespace Barotrauma
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if (item.SpawnedInOutpost) { return false; }
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if (item.ParentInventory != null)
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{
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if (item.Container == null || !IsValidContainer(item.Container, character)) { return false; }
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if (item.Container == null || !IsValidContainer(item.Container, character, allowUnloading)) { return false; }
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}
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if (character != null && !IsItemInsideValidSubmarine(item, character)) { return false; }
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var pickable = item.GetComponent<Pickable>();
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@@ -127,5 +142,17 @@ namespace Barotrauma
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}
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return canEquip;
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}
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public override void OnDeselected()
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{
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base.OnDeselected();
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foreach (var subObjective in SubObjectives)
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{
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if (subObjective is AIObjectiveCleanupItem cleanUpObjective)
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{
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cleanUpObjective.DropTarget();
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}
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}
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}
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}
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}
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+26
-10
@@ -457,7 +457,7 @@ namespace Barotrauma
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priority /= 2;
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}
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}
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if (Enemy.Stun > 1)
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if (Enemy.IsKnockedDown)
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{
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// Enemy is stunned, reduce the priority of stunner weapons.
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Attack attack = GetAttackDefinition(weapon);
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@@ -730,11 +730,12 @@ namespace Barotrauma
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{
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IgnoreIfTargetDead = true,
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DialogueIdentifier = "dialogcannotreachtarget",
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TargetName = Enemy.DisplayName
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TargetName = Enemy.DisplayName,
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AlwaysUseEuclideanDistance = false
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},
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onAbandon: () => Abandon = true);
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if (followTargetObjective == null) { return; }
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if (Mode == CombatMode.Arrest && Enemy.Stun > 2)
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if (Mode == CombatMode.Arrest && (Enemy.Stun > 1 || Enemy.IsKnockedDown))
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{
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if (HumanAIController.HasItem(character, "handlocker", out _))
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{
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@@ -742,8 +743,8 @@ namespace Barotrauma
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{
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arrestingRegistered = true;
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followTargetObjective.Completed += OnArrestTargetReached;
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followTargetObjective.CloseEnough = 100;
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}
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followTargetObjective.CloseEnough = 100;
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}
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else
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{
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@@ -759,7 +760,7 @@ namespace Barotrauma
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SteeringManager.Reset();
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}
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}
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if (followTargetObjective != null)
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if (!arrestingRegistered && followTargetObjective != null)
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{
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followTargetObjective.CloseEnough =
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WeaponComponent is RangedWeapon ? 1000 :
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@@ -782,7 +783,7 @@ namespace Barotrauma
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private void OnArrestTargetReached()
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{
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if (HumanAIController.HasItem(character, "handlocker", out IEnumerable<Item> matchingItems) && Enemy.Stun > 0 && character.CanInteractWith(Enemy))
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if (HumanAIController.HasItem(character, "handlocker", out IEnumerable<Item> matchingItems) && !Enemy.IsUnconscious && Enemy.IsKnockedDown && character.CanInteractWith(Enemy))
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{
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var handCuffs = matchingItems.First();
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if (!HumanAIController.TakeItem(handCuffs, Enemy.Inventory, equip: true))
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@@ -802,8 +803,8 @@ namespace Barotrauma
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}
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}
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character.Speak(TextManager.Get("DialogTargetArrested"), null, 3.0f, "targetarrested", 30.0f);
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IsCompleted = true;
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}
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IsCompleted = true;
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}
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/// <summary>
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@@ -937,7 +938,14 @@ namespace Barotrauma
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return;
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}
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if (reloadTimer > 0) { return; }
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if (Mode == CombatMode.Arrest && isLethalWeapon && Enemy.Stun > 1) { return; }
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if (Mode == CombatMode.Arrest)
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{
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// If the target is arrested or if it's stunned and we can't lock the target up, consider the objective done.
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if (Enemy.IsKnockedDown && !HumanAIController.HasItem(character, "handlocker", out _, requireEquipped: false) || HumanAIController.HasItem(Enemy, "handlocker", out _, requireEquipped: true))
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{
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IsCompleted = true;
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}
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}
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if (holdFireCondition != null && holdFireCondition()) { return; }
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float sqrDist = Vector2.DistanceSquared(character.Position, Enemy.Position);
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if (WeaponComponent is MeleeWeapon meleeWeapon)
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@@ -1017,6 +1025,8 @@ namespace Barotrauma
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private void UseWeapon(float deltaTime)
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{
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// Never allow to attack characters with deadly weapons while trying to arrest.
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if (Mode == CombatMode.Arrest && isLethalWeapon) { return; }
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float reloadTime = 0;
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if (WeaponComponent is RangedWeapon rangedWeapon)
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{
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@@ -1038,10 +1048,16 @@ namespace Barotrauma
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reloadTimer = Math.Max(reloadTime, reloadTime * Rand.Range(1f, 1.25f) / AimSpeed);
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}
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private bool ShouldUnequipWeapon =>
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Weapon != null &&
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character.Submarine != null &&
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character.Submarine.TeamID == character.TeamID &&
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Character.CharacterList.None(c => c.Submarine == character.Submarine && HumanAIController.IsActive(c) && !HumanAIController.IsFriendly(character, c) && HumanAIController.VisibleHulls.Contains(c.CurrentHull));
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protected override void OnCompleted()
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{
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base.OnCompleted();
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if (Weapon != null)
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if (ShouldUnequipWeapon)
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{
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Unequip();
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}
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@@ -1051,7 +1067,7 @@ namespace Barotrauma
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protected override void OnAbandon()
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{
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base.OnAbandon();
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if (Weapon != null)
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if (ShouldUnequipWeapon)
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{
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Unequip();
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}
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+1
-1
@@ -38,7 +38,7 @@ namespace Barotrauma
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Priority = 0;
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Abandon = true;
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}
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else if (HumanAIController.IsTrueForAnyCrewMember(other => other != HumanAIController && other.ObjectiveManager.GetActiveObjective<AIObjectiveFixLeak>()?.Leak == Leak))
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else if (HumanAIController.IsTrueForAnyCrewMember(other => other != HumanAIController && other.Character.IsBot && other.ObjectiveManager.GetActiveObjective<AIObjectiveFixLeak>()?.Leak == Leak))
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{
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Priority = 0;
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Abandon = true;
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+44
-18
@@ -10,6 +10,8 @@ namespace Barotrauma
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{
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public override string DebugTag => "get item";
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public override bool AbandonWhenCannotCompleteSubjectives => false;
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private readonly bool equip;
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public HashSet<Item> ignoredItems = new HashSet<Item>();
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@@ -225,18 +227,8 @@ namespace Barotrauma
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return new AIObjectiveGoTo(moveToTarget, character, objectiveManager, repeat: false, getDivingGearIfNeeded: AllowToFindDivingGear, closeEnough: DefaultReach)
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{
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// If the root container changes, the item is no longer where it was (taken by someone -> need to find another item)
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abortCondition = obj =>
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{
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bool abort = targetItem == null || targetItem.GetRootInventoryOwner() != moveToTarget;
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if (abort)
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{
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// Fail silently if someone takes the suit.
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obj.speakIfFails = false;
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}
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return abort;
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},
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DialogueIdentifier = "dialogcannotreachtarget",
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TargetName = (moveToTarget as MapEntity)?.Name ?? (moveToTarget as Character)?.Name ?? moveToTarget.ToString()
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abortCondition = obj => targetItem == null || targetItem.GetRootInventoryOwner() != moveToTarget,
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SpeakIfFails = false
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};
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},
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onAbandon: () =>
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@@ -263,13 +255,18 @@ namespace Barotrauma
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if (targetItem == null)
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{
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#if DEBUG
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DebugConsole.NewMessage($"{character.Name}: Cannot find the item, because neither identifiers nor item was defined.", Color.Red);
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DebugConsole.NewMessage($"{character.Name}: Cannot find an item, because neither identifiers nor item was defined.", Color.Red);
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#endif
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Abandon = true;
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}
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return;
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}
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for (int i = 0; i < 10 && currSearchIndex < Item.ItemList.Count - 1; i++)
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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 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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{
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currSearchIndex++;
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var item = Item.ItemList[currSearchIndex];
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@@ -310,8 +307,18 @@ namespace Barotrauma
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float distanceFactor = MathHelper.Lerp(1, 0, MathUtils.InverseLerp(0, 10000, dist));
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itemPriority *= distanceFactor;
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itemPriority *= item.Condition / item.MaxCondition;
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//ignore if the item has a lower priority than the currently selected one
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// Ignore if the item has a lower priority than the currently selected one
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if (itemPriority < currItemPriority) { continue; }
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if (!hasCalledPathFinder && PathSteering != null && checkPath)
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{
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// While following the player, let's ensure that there's a valid path to the target before accepting it.
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// Otherwise it will take some time for us to find a valid item when there are multiple items that we can't reach and some that we can.
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// This is relatively expensive, so let's do this only when it significantly improves the behavior.
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// Only allow one path find call per frame.
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hasCalledPathFinder = true;
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var path = PathSteering.PathFinder.FindPath(character.SimPosition, item.SimPosition, errorMsgStr: $"AIObjectiveGetItem {character.DisplayName}", nodeFilter: node => node.Waypoint.CurrentHull != null);
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if (path.Unreachable) { continue; }
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}
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currItemPriority = itemPriority;
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targetItem = item;
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moveToTarget = rootInventoryOwner ?? item;
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@@ -326,7 +333,7 @@ namespace Barotrauma
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if (!(MapEntityPrefab.List.FirstOrDefault(me => me is ItemPrefab ip && identifiersOrTags.Any(id => id == ip.Identifier || ip.Tags.Contains(id))) is ItemPrefab prefab))
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{
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#if DEBUG
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DebugConsole.NewMessage($"{character.Name}: Cannot find the item with the following identifier(s) or tag(s): {string.Join(", ", identifiersOrTags)}, tried to spawn the item but no matching item prefabs were found.", Color.Yellow);
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DebugConsole.NewMessage($"{character.Name}: Cannot find an item with the following identifier(s) or tag(s): {string.Join(", ", identifiersOrTags)}, tried to spawn the item but no matching item prefabs were found.", Color.Yellow);
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#endif
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Abandon = true;
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}
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@@ -345,7 +352,7 @@ namespace Barotrauma
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else
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{
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#if DEBUG
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DebugConsole.NewMessage($"{character.Name}: Cannot find the item with the following identifier(s) or tag(s): {string.Join(", ", identifiersOrTags)}", Color.Yellow);
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DebugConsole.NewMessage($"{character.Name}: Cannot find an item with the following identifier(s) or tag(s): {string.Join(", ", identifiersOrTags)}", Color.Yellow);
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#endif
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Abandon = true;
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}
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@@ -393,11 +400,30 @@ namespace Barotrauma
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/// </summary>
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private void ResetInternal()
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{
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goToObjective = null;
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RemoveSubObjective(ref goToObjective);
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targetItem = originalTarget;
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moveToTarget = targetItem?.GetRootInventoryOwner();
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isDoneSeeking = false;
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currSearchIndex = 0;
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currItemPriority = 0;
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}
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protected override void OnAbandon()
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{
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base.OnAbandon();
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if (moveToTarget == null) { return; }
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#if DEBUG
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DebugConsole.NewMessage($"{character.Name}: Get item failed to reach {moveToTarget}", Color.Yellow);
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#endif
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if (character.IsOnPlayerTeam && objectiveManager.CurrentOrder != null)
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{
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string TargetName = (moveToTarget as MapEntity)?.Name ?? (moveToTarget as Character)?.Name ?? moveToTarget.ToString();
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string msg = TargetName == null ? TextManager.Get("dialogcannotreachtarget", true) : TextManager.GetWithVariable("dialogcannotreachtarget", "[name]", TargetName, formatCapitals: !(moveToTarget is Character));
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if (msg != null)
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{
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character.Speak(msg, identifier: "dialogcannotreachtarget", minDurationBetweenSimilar: 20.0f);
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}
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}
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}
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}
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}
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+34
-22
@@ -30,7 +30,7 @@ namespace Barotrauma
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public bool followControlledCharacter;
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public bool mimic;
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public bool speakIfFails = true;
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public bool SpeakIfFails { get; set; } = true;
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public float extraDistanceWhileSwimming;
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public float extraDistanceOutsideSub;
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@@ -67,6 +67,8 @@ namespace Barotrauma
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public bool IgnoreIfTargetDead { get; set; }
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public bool AllowGoingOutside { get; set; }
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public bool AlwaysUseEuclideanDistance { get; set; } = true;
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public override bool AbandonWhenCannotCompleteSubjectives => !repeat;
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public override bool AllowOutsideSubmarine => AllowGoingOutside;
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@@ -88,12 +90,7 @@ namespace Barotrauma
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Abandon = !isOrder;
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return Priority;
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}
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if (followControlledCharacter && Character.Controlled == null)
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{
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Priority = 0;
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Abandon = !isOrder;
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}
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if (Target is Entity e && e.Removed)
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if (Target == null || Target is Entity e && e.Removed)
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{
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Priority = 0;
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Abandon = !isOrder;
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@@ -147,11 +144,10 @@ namespace Barotrauma
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private void SpeakCannotReach()
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{
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if (!character.IsOnPlayerTeam) { return; }
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#if DEBUG
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DebugConsole.NewMessage($"{character.Name}: Cannot reach the target: {Target}", Color.Yellow);
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#endif
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if (objectiveManager.HasOrders() && DialogueIdentifier != null && speakIfFails)
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if (character.IsOnPlayerTeam && objectiveManager.CurrentOrder != null && DialogueIdentifier != null && SpeakIfFails)
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{
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string msg = TargetName == null ? TextManager.Get(DialogueIdentifier, true) : TextManager.GetWithVariable(DialogueIdentifier, "[name]", TargetName, formatCapitals: !(Target is Character));
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if (msg != null)
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@@ -165,12 +161,15 @@ namespace Barotrauma
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{
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if (followControlledCharacter)
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{
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if (Character.Controlled == null || !HumanAIController.IsFriendly(Character.Controlled))
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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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Target = Character.Controlled;
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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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||||
@@ -260,6 +259,7 @@ namespace Barotrauma
|
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}
|
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if (needsEquipment)
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{
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SteeringManager.Reset();
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if (findDivingGear != null && !findDivingGear.CanBeCompleted)
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{
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TryAddSubObjective(ref findDivingGear, () => new AIObjectiveFindDivingGear(character, needsDivingSuit: false, objectiveManager),
|
||||
@@ -288,9 +288,14 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
}
|
||||
float maxGapDistance = 500;
|
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Character targetCharacter = Target as Character;
|
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if (character.AnimController.InWater)
|
||||
{
|
||||
if (character.CurrentHull == null)
|
||||
if (character.CurrentHull == null ||
|
||||
followControlledCharacter &&
|
||||
targetCharacter != null && (targetCharacter.CurrentHull == null) != (character.CurrentHull == null) &&
|
||||
Vector2.DistanceSquared(character.WorldPosition, Target.WorldPosition) < maxGapDistance * maxGapDistance)
|
||||
{
|
||||
if (seekGapsTimer > 0)
|
||||
{
|
||||
@@ -298,7 +303,7 @@ namespace Barotrauma
|
||||
}
|
||||
else
|
||||
{
|
||||
SeekGaps(maxDistance: 500);
|
||||
SeekGaps(maxGapDistance);
|
||||
seekGapsTimer = seekGapsInterval * Rand.Range(0.1f, 1.1f);
|
||||
if (TargetGap != null)
|
||||
{
|
||||
@@ -327,7 +332,7 @@ namespace Barotrauma
|
||||
}
|
||||
if (TargetGap != null)
|
||||
{
|
||||
if (TargetGap.FlowTargetHull != null && HumanAIController.SteerThroughGap(TargetGap, TargetGap.FlowTargetHull.WorldPosition, deltaTime))
|
||||
if (TargetGap.FlowTargetHull != null && HumanAIController.SteerThroughGap(TargetGap, followControlledCharacter ? Target.WorldPosition : TargetGap.FlowTargetHull.WorldPosition, deltaTime))
|
||||
{
|
||||
SteeringManager.SteeringAvoid(deltaTime, avoidLookAheadDistance, weight: 1);
|
||||
return;
|
||||
@@ -347,7 +352,7 @@ namespace Barotrauma
|
||||
float closeEnough = 250;
|
||||
float squaredDistance = Vector2.DistanceSquared(character.WorldPosition, Target.WorldPosition);
|
||||
bool shouldUseScooter = squaredDistance > closeEnough * closeEnough && (!mimic ||
|
||||
(Target is Character targetCharacter && targetCharacter.HasEquippedItem(scooterTag, allowBroken: false)) || squaredDistance > Math.Pow(closeEnough * 2, 2));
|
||||
(targetCharacter != null && targetCharacter.HasEquippedItem(scooterTag, allowBroken: false)) || squaredDistance > Math.Pow(closeEnough * 2, 2));
|
||||
if (HumanAIController.HasItem(character, scooterTag, out IEnumerable<Item> equippedScooters, recursive: false, requireEquipped: true))
|
||||
{
|
||||
// Currently equipped scooter
|
||||
@@ -528,17 +533,24 @@ namespace Barotrauma
|
||||
{
|
||||
Gap selectedGap = null;
|
||||
float selectedDistance = -1;
|
||||
Vector2 toTargetNormalized = Vector2.Normalize(Target.WorldPosition - character.WorldPosition);
|
||||
foreach (Gap gap in Gap.GapList)
|
||||
{
|
||||
if (gap.Open < 1) { continue; }
|
||||
if (gap.FlowTargetHull == null) { continue; }
|
||||
if (gap.Submarine != Target.Submarine) { continue; }
|
||||
float distance = Vector2.DistanceSquared(character.WorldPosition, gap.WorldPosition);
|
||||
if (distance > maxDistance * maxDistance) { continue; }
|
||||
if (selectedGap == null || distance < selectedDistance)
|
||||
if (gap.Submarine == null) { continue; }
|
||||
if (!followControlledCharacter)
|
||||
{
|
||||
if (gap.FlowTargetHull == null) { continue; }
|
||||
if (gap.Submarine != Target.Submarine) { continue; }
|
||||
}
|
||||
Vector2 toGap = gap.WorldPosition - character.WorldPosition;
|
||||
if (Vector2.Dot(Vector2.Normalize(toGap), toTargetNormalized) < 0) { continue; }
|
||||
float squaredDistance = toGap.LengthSquared();
|
||||
if (squaredDistance > maxDistance * maxDistance) { continue; }
|
||||
if (selectedGap == null || squaredDistance < selectedDistance)
|
||||
{
|
||||
selectedGap = gap;
|
||||
selectedDistance = distance;
|
||||
selectedDistance = squaredDistance;
|
||||
}
|
||||
}
|
||||
TargetGap = selectedGap;
|
||||
@@ -555,7 +567,7 @@ namespace Barotrauma
|
||||
//otherwise characters can let go of the ladders too soon once they're close enough to the target
|
||||
if (PathSteering.CurrentPath.NextNode != null) { return false; }
|
||||
}
|
||||
if (!character.AnimController.InWater)
|
||||
if (!AlwaysUseEuclideanDistance && !character.AnimController.InWater)
|
||||
{
|
||||
float yDiff = Math.Abs(Target.WorldPosition.Y - character.WorldPosition.Y);
|
||||
if (yDiff > CloseEnough) { return false; }
|
||||
|
||||
+13
-1
@@ -495,7 +495,7 @@ namespace Barotrauma
|
||||
foreach (Item item in Item.ItemList)
|
||||
{
|
||||
if (item.CurrentHull != hull) { continue; }
|
||||
if (AIObjectiveCleanupItems.IsValidTarget(item, character, checkInventory: true) && !ignoredItems.Contains(item))
|
||||
if (AIObjectiveCleanupItems.IsValidTarget(item, character, checkInventory: true, allowUnloading: false) && !ignoredItems.Contains(item))
|
||||
{
|
||||
itemsToClean.Add(item);
|
||||
}
|
||||
@@ -540,5 +540,17 @@ namespace Barotrauma
|
||||
ignoredItems.Clear();
|
||||
autonomousObjectiveRetryTimer = 10;
|
||||
}
|
||||
|
||||
public override void OnDeselected()
|
||||
{
|
||||
base.OnDeselected();
|
||||
foreach (var subObjective in SubObjectives)
|
||||
{
|
||||
if (subObjective is AIObjectiveCleanupItem cleanUpObjective)
|
||||
{
|
||||
cleanUpObjective.DropTarget();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
+1
-1
@@ -445,7 +445,7 @@ namespace Barotrauma
|
||||
extraDistanceWhileSwimming = 100,
|
||||
AllowGoingOutside = true,
|
||||
IgnoreIfTargetDead = true,
|
||||
followControlledCharacter = orderGiver == character,
|
||||
followControlledCharacter = true,
|
||||
mimic = true,
|
||||
DialogueIdentifier = "dialogcannotreachplace"
|
||||
};
|
||||
|
||||
+4
-6
@@ -69,10 +69,9 @@ namespace Barotrauma
|
||||
{
|
||||
if (!isOrder)
|
||||
{
|
||||
if (reactor.LastUserWasPlayer && character.TeamID != CharacterTeamType.FriendlyNPC ||
|
||||
HumanAIController.IsTrueForAnyCrewMember(c =>
|
||||
c.ObjectiveManager.CurrentOrder is AIObjectiveOperateItem operateOrder && operateOrder.GetTarget() == target))
|
||||
if (reactor.LastUserWasPlayer && character.TeamID != CharacterTeamType.FriendlyNPC)
|
||||
{
|
||||
// The reactor was previously operated by a player -> ignore.
|
||||
Priority = 0;
|
||||
return Priority;
|
||||
}
|
||||
@@ -89,7 +88,6 @@ namespace Barotrauma
|
||||
case "powerup":
|
||||
// Check that we don't already have another order that is targeting the same item.
|
||||
// Without this the autonomous objective will tell the bot to turn the reactor on again.
|
||||
|
||||
if (IsAnotherOrderTargetingSameItem(objectiveManager.ForcedOrder) || objectiveManager.CurrentOrders.Any(o => IsAnotherOrderTargetingSameItem(o.Objective)))
|
||||
{
|
||||
Priority = 0;
|
||||
@@ -177,9 +175,9 @@ namespace Barotrauma
|
||||
}
|
||||
if (operateTarget != null)
|
||||
{
|
||||
if (HumanAIController.IsTrueForAnyCrewMember(other => other != HumanAIController && other.ObjectiveManager.GetActiveObjective() is AIObjectiveOperateItem operateObjective && operateObjective.operateTarget == operateTarget))
|
||||
if (HumanAIController.IsTrueForAnyCrewMember(other => other != HumanAIController && other.Character.IsBot && other.ObjectiveManager.GetActiveObjective() is AIObjectiveOperateItem operateObjective && operateObjective.operateTarget == operateTarget))
|
||||
{
|
||||
// Another crew member is already targeting this entity.
|
||||
// Another crew member is already targeting this entity (leak).
|
||||
Abandon = true;
|
||||
return;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user