Unstable v0.15.17.0 (Hex is out of town edition)
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+22
-10
@@ -64,8 +64,15 @@ namespace Barotrauma
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public static float GetVitalityFactor(Character character)
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{
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float vitality = character.HealthPercentage - (character.Bleeding * 2) - character.Bloodloss + Math.Min(character.Oxygen, 0);
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float vitality = 100;
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vitality -= character.Bleeding * 2;
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vitality += Math.Min(character.Oxygen, 0);
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vitality -= character.CharacterHealth.GetAfflictionStrength("paralysis");
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foreach (Affliction affliction in AIObjectiveRescue.GetTreatableAfflictions(character))
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{
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float strength = character.CharacterHealth.GetPredictedStrength(affliction, predictFutureDuration: 10.0f);
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vitality -= affliction.GetVitalityDecrease(character.CharacterHealth, strength) / character.MaxVitality * 100;
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}
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return Math.Clamp(vitality, 0, 100);
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}
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@@ -83,8 +90,7 @@ namespace Barotrauma
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if (!HumanAIController.IsFriendly(character, target, onlySameTeam: true)) { return false; }
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if (character.AIController is HumanAIController humanAI)
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{
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if (GetVitalityFactor(target) >= GetVitalityThreshold(humanAI.ObjectiveManager, character, target) ||
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target.CharacterHealth.GetAllAfflictions().All(a => a.Prefab.IsBuff || a.Strength <= a.Prefab.TreatmentThreshold))
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if (GetVitalityFactor(target) >= GetVitalityThreshold(humanAI.ObjectiveManager, character, target))
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{
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return false;
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}
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@@ -106,10 +112,13 @@ namespace Barotrauma
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{
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if (GetVitalityFactor(target) >= vitalityThreshold) { return false; }
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}
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if (target.Submarine == null || character.Submarine == null) { return false; }
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// Don't allow going into another sub, unless it's connected and of the same team and type.
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if (!character.Submarine.IsEntityFoundOnThisSub(target.CurrentHull, includingConnectedSubs: true)) { return false; }
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if (target != character &&!target.IsPlayer && HumanAIController.IsActive(target) && target.AIController is HumanAIController targetAI)
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if (target.Submarine != character.Submarine) { return false; }
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if (character.Submarine != null)
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{
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// Don't allow going into another sub, unless it's connected and of the same team and type.
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if (!character.Submarine.IsEntityFoundOnThisSub(target.CurrentHull, includingConnectedSubs: true)) { return false; }
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}
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if (target != character && target.IsBot && HumanAIController.IsActive(target) && target.AIController is HumanAIController targetAI)
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{
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// Ignore all concious targets that are currently fighting, fleeing, fixing, or treating characters
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if (targetAI.ObjectiveManager.HasActiveObjective<AIObjectiveCombat>() ||
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@@ -120,9 +129,12 @@ namespace Barotrauma
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return false;
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}
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}
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// Don't go into rooms that have enemies
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if (Character.CharacterList.Any(c => c.CurrentHull == target.CurrentHull && !HumanAIController.IsFriendly(character, c) && HumanAIController.IsActive(c))) { return false; }
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return true;
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if (target.CurrentHull != null)
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{
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// Don't go into rooms that have enemies
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if (Character.CharacterList.Any(c => c.CurrentHull == target.CurrentHull && !HumanAIController.IsFriendly(character, c) && HumanAIController.IsActive(c))) { return false; }
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}
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return character.GetDamageDoneByAttacker(target) <= 0;
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}
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}
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}
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