(3dc4135ce) v0.9.5.1
This commit is contained in:
+229
-106
@@ -4,7 +4,6 @@ using System;
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using System.Collections.Generic;
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using System.Linq;
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using Barotrauma.Extensions;
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using FarseerPhysics;
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namespace Barotrauma
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{
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@@ -12,9 +11,19 @@ namespace Barotrauma
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{
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public override string DebugTag => "combat";
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public override bool KeepDivingGearOn => true;
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public override bool IgnoreUnsafeHulls => true;
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private readonly CombatMode initialMode;
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private float seekWeaponsTimer;
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const float seekWeaponsInterval = 1;
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private float ignoreWeaponTimer;
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const float ignoredWeaponsClearTime = 10;
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const float coolDown = 10.0f;
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// Won't take the offensive with weapons that have lower priority than this
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const float goodWeaponPriority = 30;
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public Character Enemy { get; private set; }
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public bool HoldPosition { get; set; }
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@@ -48,9 +57,11 @@ namespace Barotrauma
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}
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public override bool ConcurrentObjectives => true;
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public override bool AbandonWhenCannotCompleteSubjectives => false;
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private readonly AIObjectiveFindSafety findSafety;
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private readonly HashSet<ItemComponent> weapons = new HashSet<ItemComponent>();
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private readonly HashSet<Item> ignoredWeapons = new HashSet<Item>();
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private AIObjectiveContainItem seekAmmunition;
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private AIObjectiveGoTo retreatObjective;
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@@ -79,7 +90,7 @@ namespace Barotrauma
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if (findSafety != null)
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{
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findSafety.Priority = 0;
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findSafety.unreachable.Clear();
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HumanAIController.UnreachableHulls.Clear();
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}
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Mode = mode;
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initialMode = Mode;
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@@ -91,15 +102,19 @@ namespace Barotrauma
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public override float GetPriority() => (Enemy != null && (Enemy.Removed || Enemy.IsDead)) ? 0 : Math.Min(100 * PriorityModifier, 100);
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public override bool IsDuplicate(AIObjective otherObjective)
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public override void Update(float deltaTime)
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{
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if (!(otherObjective is AIObjectiveCombat objective)) return false;
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return objective.Enemy == Enemy;
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base.Update(deltaTime);
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ignoreWeaponTimer -= deltaTime;
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seekWeaponsTimer -= deltaTime;
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if (ignoreWeaponTimer < 0)
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{
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ignoredWeapons.Clear();
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ignoreWeaponTimer = ignoredWeaponsClearTime;
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}
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}
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public override void OnSelected() => Weapon = null;
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public override bool IsCompleted()
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protected override bool Check()
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{
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bool completed = (Enemy != null && (Enemy.Removed || Enemy.IsDead)) || (initialMode != CombatMode.Offensive && coolDownTimer <= 0);
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if (completed)
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@@ -122,18 +137,16 @@ namespace Barotrauma
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{
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coolDownTimer -= deltaTime;
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}
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if (abandon) { return; }
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TryArm();
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if (seekAmmunition == null || !subObjectives.Contains(seekAmmunition))
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if (seekAmmunition == null)
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{
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if (!HoldPosition)
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{
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Move();
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}
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if (WeaponComponent != null)
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if (TryArm())
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{
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OperateWeapon(deltaTime);
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}
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if (!HoldPosition && seekAmmunition == null)
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{
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Move();
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}
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}
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}
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@@ -153,42 +166,117 @@ namespace Barotrauma
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}
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}
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private bool IsLoaded(ItemComponent weapon) => weapon.HasRequiredContainedItems(character, addMessage: false);
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private bool TryArm()
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{
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if (character.LockHands) { return false; }
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if (Weapon != null)
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if (character.LockHands || Enemy == null)
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{
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if (!character.Inventory.Items.Contains(Weapon) || WeaponComponent == null)
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Weapon = null;
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return false;
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}
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if (seekWeaponsTimer < 0)
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{
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seekWeaponsTimer = seekWeaponsInterval;
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// First go through all weapons and try to reload without seeking ammunition
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var allWeapons = GetAllWeapons().ToList();
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while (allWeapons.Any())
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{
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Weapon = null;
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}
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else if (!WeaponComponent.HasRequiredContainedItems(character, addMessage: false))
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{
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// Seek ammunition only if cannot find a new weapon
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if (!Reload(!HoldPosition, () => GetWeapon(out _) == null))
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Weapon = GetWeapon(allWeapons, out _weaponComponent);
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if (Weapon == null)
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{
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if (seekAmmunition != null && subObjectives.Contains(seekAmmunition))
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{
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return false;
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}
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else
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// No weapons
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break;
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}
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if (!character.Inventory.Items.Contains(Weapon) || WeaponComponent == null)
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{
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// Not in the inventory anymore or cannot find the weapon component
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allWeapons.Remove(WeaponComponent);
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Weapon = null;
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continue;
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}
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if (initialMode == CombatMode.Offensive)
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{
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// In the offensive mode, let's ignore weapons that cannot be used in the offensive mode
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if (WeaponComponent.CombatPriority < goodWeaponPriority)
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{
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allWeapons.Remove(WeaponComponent);
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Weapon = null;
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continue;
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}
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}
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if (IsLoaded(WeaponComponent))
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{
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// All good, the weapon is loaded
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break;
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}
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if (Reload(seekAmmo: false))
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{
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// All good, reloading successful
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break;
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}
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else
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{
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// No ammo.
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allWeapons.Remove(WeaponComponent);
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Weapon = null;
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}
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}
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if (Weapon == null)
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{
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// No weapon found with the conditions above. Try again, now let's try to seek ammunition too
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Weapon = GetWeapon(out _weaponComponent);
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if (Weapon != null)
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{
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if (!CheckWeapon(seekAmmo: true))
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{
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if (seekAmmunition != null)
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{
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// No loaded weapon, but we are trying to seek ammunition.
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return false;
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}
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else
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{
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Weapon = null;
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}
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}
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}
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}
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}
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if (Weapon == null)
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else
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{
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Weapon = GetWeapon(out _weaponComponent);
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if (!CheckWeapon(seekAmmo: false))
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{
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Weapon = null;
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}
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}
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if (Weapon == null)
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{
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Weapon = GetWeapon(out _weaponComponent, ignoreRequiredItems: true);
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Mode = CombatMode.Retreat;
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}
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else
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{
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Mode = WeaponComponent.CombatPriority >= goodWeaponPriority ? initialMode : CombatMode.Defensive;
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}
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Mode = Weapon == null ? CombatMode.Retreat : initialMode;
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return Weapon != null;
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bool CheckWeapon(bool seekAmmo)
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{
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if (!character.Inventory.Items.Contains(Weapon) || WeaponComponent == null)
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{
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// Not in the inventory anymore or cannot find the weapon component
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return false;
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}
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if (!IsLoaded(WeaponComponent))
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{
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// Try reloading (and seek ammo)
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if (!Reload(seekAmmo))
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{
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return false;
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}
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}
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return true;
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};
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}
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private void OperateWeapon(float deltaTime)
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@@ -209,59 +297,72 @@ namespace Barotrauma
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}
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}
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private Item GetWeapon(out ItemComponent weaponComponent, bool ignoreRequiredItems = false)
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private Item GetWeapon(out ItemComponent weaponComponent)
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{
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weapons.Clear();
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_weaponComponent = null;
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foreach (var item in character.Inventory.Items)
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{
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if (item == null) { continue; }
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SeekWeapons(item);
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if (item.OwnInventory != null)
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{
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item.OwnInventory.Items.ForEach(i => SeekWeapons(i));
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}
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}
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weaponComponent = weapons.OrderByDescending(w => w.CombatPriority).FirstOrDefault();
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GetAllWeapons();
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return GetWeapon(weapons, out weaponComponent);
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}
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private Item GetWeapon(IEnumerable<ItemComponent> weaponList, out ItemComponent weaponComponent)
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{
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weaponComponent = weaponList.OrderByDescending(w => CalculateWeaponPriority(w)).FirstOrDefault();
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if (weaponComponent == null) { return null; }
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if (weaponComponent.CombatPriority < 1) { return null; }
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return weaponComponent.Item;
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}
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void SeekWeapons(Item item)
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private float CalculateWeaponPriority(ItemComponent weapon)
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{
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float priority = weapon.CombatPriority;
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// Halve the priority for weapons that don't have proper ammunition loaded.
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if (!weapon.HasRequiredContainedItems(character, addMessage: false))
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{
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if (item == null) { return; }
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foreach (var component in item.Components)
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priority /= 2;
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}
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return priority;
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}
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private HashSet<ItemComponent> GetAllWeapons()
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{
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weapons.Clear();
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foreach (var item in character.Inventory.Items)
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{
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if (item == null) { continue; }
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if (ignoredWeapons.Contains(item)) { continue; }
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SeekWeapons(item, weapons);
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if (item.OwnInventory != null)
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{
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if (component is RangedWeapon rw)
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item.OwnInventory.Items.ForEach(i => SeekWeapons(i, weapons));
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}
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}
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return weapons;
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}
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private void SeekWeapons(Item item, ICollection<ItemComponent> weaponList)
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{
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if (item == null) { return; }
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foreach (var component in item.Components)
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{
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if (component is RangedWeapon rw)
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{
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weaponList.Add(rw);
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}
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else if (component is MeleeWeapon mw)
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{
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weaponList.Add(mw);
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}
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else
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{
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var effects = component.statusEffectLists;
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if (effects != null)
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{
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if (ignoreRequiredItems || rw.HasRequiredContainedItems(character, addMessage: false))
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foreach (var statusEffects in effects.Values)
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{
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weapons.Add(rw);
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}
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}
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else if (component is MeleeWeapon mw)
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{
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if (ignoreRequiredItems || mw.HasRequiredContainedItems(character, addMessage: false))
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{
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weapons.Add(mw);
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}
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}
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else
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{
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var effects = component.statusEffectLists;
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if (effects != null)
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{
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foreach (var statusEffects in effects.Values)
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foreach (var statusEffect in statusEffects)
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{
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foreach (var statusEffect in statusEffects)
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if (statusEffect.Afflictions.Any())
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{
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if (statusEffect.Afflictions.Any())
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{
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if (ignoreRequiredItems || component.HasRequiredContainedItems(character, addMessage: false))
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{
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weapons.Add(component);
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}
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}
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weaponList.Add(component);
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}
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}
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}
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@@ -286,17 +387,14 @@ namespace Barotrauma
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if (character.LockHands) { return false; }
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if (!WeaponComponent.HasRequiredContainedItems(character, addMessage: false))
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{
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Mode = CombatMode.Retreat;
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return false;
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}
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//if (!character.SelectedItems.Contains(Weapon))
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if (!character.HasEquippedItem(Weapon))
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{
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Weapon.TryInteract(character, forceSelectKey: true);
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var slots = Weapon.AllowedSlots.FindAll(s => s == InvSlotType.LeftHand || s == InvSlotType.RightHand || s == (InvSlotType.LeftHand | InvSlotType.RightHand));
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if (character.Inventory.TryPutItem(Weapon, character, slots))
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{
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Weapon.Equip(character);
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aimTimer = Rand.Range(0.5f, 1f);
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}
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else
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@@ -323,13 +421,15 @@ namespace Barotrauma
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}
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if (character.CurrentHull != retreatTarget)
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{
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TryAddSubObjective(ref retreatObjective, () => new AIObjectiveGoTo(retreatTarget, character, objectiveManager, false, true));
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TryAddSubObjective(ref retreatObjective, () => new AIObjectiveGoTo(retreatTarget, character, objectiveManager, false, true),
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onAbandon: () => Abandon = true,
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onCompleted: () => RemoveSubObjective(ref retreatObjective));
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}
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}
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private void Engage()
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{
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if (character.LockHands)
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if (character.LockHands || Enemy == null)
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{
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Mode = CombatMode.Retreat;
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SteeringManager.Reset();
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@@ -346,18 +446,18 @@ namespace Barotrauma
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TryAddSubObjective(ref followTargetObjective,
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constructor: () => new AIObjectiveGoTo(Enemy, character, objectiveManager, repeat: true, getDivingGearIfNeeded: true)
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{
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AllowGoingOutside = true,
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IgnoreIfTargetDead = true
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},
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onAbandon: () =>
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{
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Mode = CombatMode.Retreat;
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Mode = CombatMode.Defensive;
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SteeringManager.Reset();
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RemoveSubObjective(ref followTargetObjective);
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});
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if (followTargetObjective != null && subObjectives.Contains(followTargetObjective))
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if (followTargetObjective != null)
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{
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followTargetObjective.CloseEnough =
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WeaponComponent is RangedWeapon ? 300 :
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WeaponComponent is RangedWeapon ? 1000 :
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WeaponComponent is MeleeWeapon mw ? mw.Range :
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WeaponComponent is RepairTool rt ? rt.Range : 50;
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}
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@@ -377,29 +477,40 @@ namespace Barotrauma
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targetItemCount = Weapon.GetComponent<ItemContainer>().Capacity,
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checkInventory = false
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},
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onCompleted: () => RemoveSubObjective(ref seekAmmunition),
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onAbandon: () =>
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{
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Weapon = null;
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Mode = CombatMode.Retreat;
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SteeringManager.Reset();
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RemoveSubObjective(ref seekAmmunition);
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ignoredWeapons.Add(Weapon);
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Weapon = null;
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});
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}
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/// <summary>
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/// Reloads the ammunition found in the inventory.
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/// If seekAmmo is true and the condition is met or not provided, tries to get find the ammo elsewhere.
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/// If seekAmmo is true, tries to get find the ammo elsewhere.
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/// </summary>
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private bool Reload(bool seekAmmo, Func<bool> condition = null)
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private bool Reload(bool seekAmmo)
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{
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if (WeaponComponent == null) { return false; }
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if (!WeaponComponent.requiredItems.ContainsKey(RelatedItem.RelationType.Contained)) { return false; }
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var containedItems = Weapon.ContainedItems;
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// Drop empty ammo
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foreach (Item containedItem in containedItems)
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{
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if (containedItem == null) { continue; }
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if (containedItem.Condition <= 0)
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{
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containedItem.Drop(character);
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}
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}
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RelatedItem item = null;
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Item ammunition = null;
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string[] ammunitionIdentifiers = null;
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foreach (RelatedItem requiredItem in WeaponComponent.requiredItems[RelatedItem.RelationType.Contained])
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{
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ammunition = containedItems.FirstOrDefault(it => it.Condition > 0.0f && requiredItem.MatchesItem(it));
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ammunition = containedItems.FirstOrDefault(it => it.Condition > 0 && requiredItem.MatchesItem(it));
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if (ammunition != null)
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{
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// Ammunition still remaining
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@@ -411,20 +522,25 @@ namespace Barotrauma
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// No ammo
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if (ammunition == null)
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{
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var container = Weapon.GetComponent<ItemContainer>();
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// Try reload ammunition in inventory
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foreach (string identifier in ammunitionIdentifiers)
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if (ammunitionIdentifiers != null)
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{
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foreach (var i in character.Inventory.Items)
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// Try reload ammunition from inventory
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ammunition = character.Inventory.FindItem(i => ammunitionIdentifiers.Any(id => id == i.Prefab.Identifier || i.HasTag(id)) && i.Condition > 0, true);
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if (ammunition != null)
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{
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if (i == null) { continue; }
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if (i.Prefab.Identifier == identifier || i.HasTag(identifier))
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var container = Weapon.GetComponent<ItemContainer>();
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if (container.Item.ParentInventory == character.Inventory)
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{
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if (i.Condition > 0)
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character.Inventory.RemoveItem(ammunition);
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if (!container.Inventory.TryPutItem(ammunition, null))
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{
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container.Inventory.TryPutItem(ammunition, null);
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ammunition.Drop(character);
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}
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}
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else
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{
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container.Combine(ammunition, character);
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}
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}
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}
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}
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@@ -432,12 +548,9 @@ namespace Barotrauma
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{
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return true;
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}
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else if (ammunition == null)
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else if (ammunition == null && !HoldPosition && initialMode == CombatMode.Offensive && seekAmmo && ammunitionIdentifiers != null)
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{
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if (seekAmmo && ammunitionIdentifiers != null && (condition == null || condition()))
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{
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SeekAmmunition(ammunitionIdentifiers);
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}
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SeekAmmunition(ammunitionIdentifiers);
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}
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return false;
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}
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@@ -495,7 +608,8 @@ namespace Barotrauma
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{
|
||||
myBodies = character.AnimController.Limbs.Select(l => l.body.FarseerBody);
|
||||
}
|
||||
var collisionCategories = Physics.CollisionCharacter | Physics.CollisionWall;
|
||||
|
||||
var collisionCategories = Physics.CollisionCharacter | Physics.CollisionWall | Physics.CollisionLevel;
|
||||
var pickedBody = Submarine.PickBody(Weapon.SimPosition, Enemy.SimPosition, myBodies, collisionCategories);
|
||||
if (pickedBody != null)
|
||||
{
|
||||
@@ -512,7 +626,16 @@ namespace Barotrauma
|
||||
{
|
||||
character.SetInput(InputType.Shoot, false, true);
|
||||
Weapon.Use(deltaTime, character);
|
||||
aimTimer = Rand.Range(0.25f, 0.5f);
|
||||
float reloadTime = 0;
|
||||
if (WeaponComponent is RangedWeapon rangedWeapon)
|
||||
{
|
||||
reloadTime = rangedWeapon.Reload;
|
||||
}
|
||||
if (WeaponComponent is MeleeWeapon mw)
|
||||
{
|
||||
reloadTime = mw.Reload;
|
||||
}
|
||||
aimTimer = reloadTime * Rand.Range(1f, 1.5f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user