Unstable v0.15.17.0 (Hex is out of town edition)

This commit is contained in:
Juan Pablo Arce
2021-12-03 13:31:10 -03:00
parent cd5c8f3e13
commit 617d9ede88
245 changed files with 8088 additions and 5842 deletions
@@ -36,9 +36,9 @@ namespace Barotrauma
{
if (targetCharacter == null)
{
string errorMsg = $"{character.Name}: Attempted to create a Rescue objective with no target!\n" + Environment.StackTrace.CleanupStackTrace();
DebugConsole.ThrowError(errorMsg);
GameAnalyticsManager.AddErrorEventOnce("AIObjectiveRescue:ctor:targetnull", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
string errorMsg = $"Attempted to create a Rescue objective with no target!\n" + Environment.StackTrace.CleanupStackTrace();
DebugConsole.ThrowError(character.Name + ": " + errorMsg);
GameAnalyticsManager.AddErrorEventOnce("AIObjectiveRescue:ctor:targetnull", GameAnalyticsManager.ErrorSeverity.Error, errorMsg);
Abandon = true;
return;
}
@@ -59,7 +59,7 @@ namespace Barotrauma
protected override void Act(float deltaTime)
{
if (character.LockHands || targetCharacter == null || targetCharacter.CurrentHull == null || targetCharacter.Removed || targetCharacter.IsDead)
if (character.LockHands || targetCharacter == null || targetCharacter.Removed || targetCharacter.IsDead)
{
Abandon = true;
return;
@@ -137,66 +137,69 @@ namespace Barotrauma
recursive: true);
}
}
if (HumanAIController.GetHullSafety(targetCharacter.CurrentHull, targetCharacter) < HumanAIController.HULL_SAFETY_THRESHOLD)
if (character.Submarine != null)
{
// Incapacitated target is not in a safe place -> Move to a safe place first
if (character.SelectedCharacter != targetCharacter)
if (HumanAIController.GetHullSafety(targetCharacter.CurrentHull, targetCharacter) < HumanAIController.HULL_SAFETY_THRESHOLD)
{
if (targetCharacter.CurrentHull != null && HumanAIController.VisibleHulls.Contains(targetCharacter.CurrentHull) && targetCharacter.CurrentHull.DisplayName != null)
// Incapacitated target is not in a safe place -> Move to a safe place first
if (character.SelectedCharacter != targetCharacter)
{
character.Speak(TextManager.GetWithVariables("DialogFoundUnconsciousTarget", new string[2] { "[targetname]", "[roomname]" },
new string[2] { targetCharacter.Name, targetCharacter.CurrentHull.DisplayName }, new bool[2] { false, true }),
null, 1.0f, "foundunconscioustarget" + targetCharacter.Name, 60.0f);
}
// Go to the target and select it
if (!character.CanInteractWith(targetCharacter))
{
RemoveSubObjective(ref replaceOxygenObjective);
RemoveSubObjective(ref goToObjective);
TryAddSubObjective(ref goToObjective, () => new AIObjectiveGoTo(targetCharacter, character, objectiveManager)
if (targetCharacter.CurrentHull != null && HumanAIController.VisibleHulls.Contains(targetCharacter.CurrentHull) && targetCharacter.CurrentHull.DisplayName != null)
{
CloseEnough = CloseEnoughToTreat,
DialogueIdentifier = "dialogcannotreachpatient",
TargetName = targetCharacter.DisplayName
},
onCompleted: () => RemoveSubObjective(ref goToObjective),
onAbandon: () =>
character.Speak(TextManager.GetWithVariables("DialogFoundUnconsciousTarget", new string[2] { "[targetname]", "[roomname]" },
new string[2] { targetCharacter.Name, targetCharacter.CurrentHull.DisplayName }, new bool[2] { false, true }),
null, 1.0f, "foundunconscioustarget" + targetCharacter.Name, 60.0f);
}
// Go to the target and select it
if (!character.CanInteractWith(targetCharacter))
{
RemoveSubObjective(ref replaceOxygenObjective);
RemoveSubObjective(ref goToObjective);
Abandon = true;
});
}
else
{
character.SelectCharacter(targetCharacter);
}
}
else
{
// Drag the character into safety
if (safeHull == null)
{
if (findHullTimer > 0)
{
findHullTimer -= deltaTime;
}
else
{
safeHull = objectiveManager.GetObjective<AIObjectiveFindSafety>().FindBestHull(HumanAIController.VisibleHulls);
findHullTimer = findHullInterval * Rand.Range(0.9f, 1.1f);
}
}
if (safeHull != null && character.CurrentHull != safeHull)
{
RemoveSubObjective(ref replaceOxygenObjective);
RemoveSubObjective(ref goToObjective);
TryAddSubObjective(ref goToObjective, () => new AIObjectiveGoTo(safeHull, character, objectiveManager),
TryAddSubObjective(ref goToObjective, () => new AIObjectiveGoTo(targetCharacter, character, objectiveManager)
{
CloseEnough = CloseEnoughToTreat,
DialogueIdentifier = "dialogcannotreachpatient",
TargetName = targetCharacter.DisplayName
},
onCompleted: () => RemoveSubObjective(ref goToObjective),
onAbandon: () =>
{
RemoveSubObjective(ref goToObjective);
safeHull = character.CurrentHull;
Abandon = true;
});
}
else
{
character.SelectCharacter(targetCharacter);
}
}
else
{
// Drag the character into safety
if (safeHull == null)
{
if (findHullTimer > 0)
{
findHullTimer -= deltaTime;
}
else
{
safeHull = objectiveManager.GetObjective<AIObjectiveFindSafety>().FindBestHull(HumanAIController.VisibleHulls);
findHullTimer = findHullInterval * Rand.Range(0.9f, 1.1f);
}
}
if (safeHull != null && character.CurrentHull != safeHull)
{
RemoveSubObjective(ref replaceOxygenObjective);
RemoveSubObjective(ref goToObjective);
TryAddSubObjective(ref goToObjective, () => new AIObjectiveGoTo(safeHull, character, objectiveManager),
onCompleted: () => RemoveSubObjective(ref goToObjective),
onAbandon: () =>
{
RemoveSubObjective(ref goToObjective);
safeHull = character.CurrentHull;
});
}
}
}
}
@@ -228,7 +231,7 @@ namespace Barotrauma
// We can start applying treatment
if (character != targetCharacter && character.SelectedCharacter != targetCharacter)
{
if (targetCharacter.CurrentHull.DisplayName != null)
if (targetCharacter.CurrentHull?.DisplayName != null)
{
character.Speak(TextManager.GetWithVariables("DialogFoundWoundedTarget", new string[2] { "[targetname]", "[roomname]" },
new string[2] { targetCharacter.Name, targetCharacter.CurrentHull.DisplayName }, new bool[2] { false, true }),
@@ -252,7 +255,7 @@ namespace Barotrauma
return;
}
SteeringManager?.Reset();
SteeringManager.Reset();
if (!targetCharacter.IsPlayer)
{
@@ -269,26 +272,36 @@ namespace Barotrauma
float cprSuitability = targetCharacter.Oxygen < 0.0f ? -targetCharacter.Oxygen * 100.0f : 0.0f;
//find which treatments are the most suitable to treat the character's current condition
targetCharacter.CharacterHealth.GetSuitableTreatments(currentTreatmentSuitabilities, normalize: false);
targetCharacter.CharacterHealth.GetSuitableTreatments(currentTreatmentSuitabilities, normalize: false, predictFutureDuration: 10.0f);
//check if we already have a suitable treatment for any of the afflictions
foreach (Affliction affliction in GetSortedAfflictions(targetCharacter))
{
if (affliction == null) { throw new Exception("Affliction was null"); }
if (affliction.Prefab == null) { throw new Exception("Affliction prefab was null"); }
float bestSuitability = 0.0f;
Item bestItem = null;
foreach (KeyValuePair<string, float> treatmentSuitability in affliction.Prefab.TreatmentSuitability)
{
if (currentTreatmentSuitabilities.ContainsKey(treatmentSuitability.Key) && currentTreatmentSuitabilities[treatmentSuitability.Key] > 0.0f)
if (currentTreatmentSuitabilities.ContainsKey(treatmentSuitability.Key) &&
currentTreatmentSuitabilities[treatmentSuitability.Key] > bestSuitability)
{
Item matchingItem = character.Inventory.FindItemByIdentifier(treatmentSuitability.Key, true);
if (matchingItem == null) { continue; }
if (targetCharacter != character) { character.SelectCharacter(targetCharacter); }
ApplyTreatment(affliction, matchingItem);
//wait a bit longer after applying a treatment to wait for potential side-effects to manifest
treatmentTimer = TreatmentDelay * 4;
return;
if (matchingItem != null)
{
bestItem = matchingItem;
bestSuitability = currentTreatmentSuitabilities[treatmentSuitability.Key];
}
}
}
if (bestItem != null)
{
if (targetCharacter != character) { character.SelectCharacter(targetCharacter); }
ApplyTreatment(affliction, bestItem);
//wait a bit longer after applying a treatment to wait for potential side-effects to manifest
treatmentTimer = TreatmentDelay * 4;
return;
}
}
// Find treatments outside of own inventory only if inside the own sub.
if (character.Submarine != null && character.Submarine.TeamID == character.TeamID)
@@ -418,21 +431,7 @@ namespace Barotrauma
protected override bool CheckObjectiveSpecific()
{
if (character.LockHands || targetCharacter == null || targetCharacter.CurrentHull == null || targetCharacter.Removed || targetCharacter.IsDead)
{
Abandon = true;
return false;
}
// Don't go into rooms that have enemies
if (Character.CharacterList.Any(c => c.CurrentHull == targetCharacter.CurrentHull && !HumanAIController.IsFriendly(character, c) && HumanAIController.IsActive(c)))
{
Abandon = true;
return false;
}
bool isCompleted =
AIObjectiveRescueAll.GetVitalityFactor(targetCharacter) >= AIObjectiveRescueAll.GetVitalityThreshold(objectiveManager, character, targetCharacter) ||
targetCharacter.CharacterHealth.GetAllAfflictions().All(a => a.Prefab.IsBuff || a.Strength <= a.Prefab.TreatmentThreshold);
bool isCompleted = AIObjectiveRescueAll.GetVitalityFactor(targetCharacter) >= AIObjectiveRescueAll.GetVitalityThreshold(objectiveManager, character, targetCharacter);
if (isCompleted && targetCharacter != character && character.IsOnPlayerTeam)
{
character.Speak(TextManager.GetWithVariable("DialogTargetHealed", "[targetname]", targetCharacter.Name),
@@ -449,16 +448,36 @@ namespace Barotrauma
Abandon = true;
return Priority;
}
if (character.LockHands || targetCharacter == null || targetCharacter.CurrentHull == null || targetCharacter.Removed || targetCharacter.IsDead)
if (character.CurrentHull == null)
{
if (!objectiveManager.HasOrder<AIObjectiveRescueAll>())
{
Priority = 0;
Abandon = true;
return Priority;
}
}
else if (Character.CharacterList.Any(c => c.CurrentHull == targetCharacter.CurrentHull && !HumanAIController.IsFriendly(character, c) && HumanAIController.IsActive(c)))
{
// Don't go into rooms that have enemies
Priority = 0;
Abandon = true;
return Priority;
}
if (targetCharacter == null)
{
Priority = 0;
Abandon = true;
}
else
{
// Vertical distance matters more than horizontal (climbing up/down is harder than moving horizontally)
float dist = Math.Abs(character.WorldPosition.X - targetCharacter.WorldPosition.X) + Math.Abs(character.WorldPosition.Y - targetCharacter.WorldPosition.Y) * 2.0f;
float distanceFactor = MathHelper.Lerp(1, 0.1f, MathUtils.InverseLerp(0, 5000, dist));
float horizontalDistance = Math.Abs(character.WorldPosition.X - targetCharacter.WorldPosition.X);
float verticalDistance = Math.Abs(character.WorldPosition.Y - targetCharacter.WorldPosition.Y);
if (character.Submarine?.Info is { IsRuin: false })
{
verticalDistance *= 2;
}
float distanceFactor = MathHelper.Lerp(1, 0.1f, MathUtils.InverseLerp(0, 5000, horizontalDistance + verticalDistance));
if (targetCharacter.CurrentHull == character.CurrentHull)
{
distanceFactor = 1;
@@ -472,6 +491,16 @@ namespace Barotrauma
public static IEnumerable<Affliction> GetSortedAfflictions(Character character) => CharacterHealth.SortAfflictionsBySeverity(character.CharacterHealth.GetAllAfflictions());
public static IEnumerable<Affliction> GetTreatableAfflictions(Character character)
{
foreach (Affliction affliction in character.CharacterHealth.GetAllAfflictions())
{
if (affliction.Prefab.IsBuff || affliction.Strength < affliction.Prefab.TreatmentThreshold) { continue; }
if (!affliction.Prefab.TreatmentSuitability.Any(kvp => kvp.Value > 0)) { continue; }
yield return affliction;
}
}
public override void Reset()
{
base.Reset();