f8b0295...0671290
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@@ -131,23 +131,20 @@ namespace Barotrauma
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ignorePlatforms = true;
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}
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}
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if (Character.IsClimbing && PathSteering.InLadders && PathSteering.IsNextLadderSameAsCurrent)
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{
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Character.AnimController.TargetMovement = new Vector2(0.0f, Math.Sign(Character.AnimController.TargetMovement.Y));
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}
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}
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Character.AnimController.IgnorePlatforms = ignorePlatforms;
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// Suspect that this causes issues when trying to exit from the ladders -> could try to check if the next node is ladder?
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//if (Character.IsClimbing)
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//{
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// Character.AnimController.TargetMovement = new Vector2(0.0f, Math.Sign(Character.AnimController.TargetMovement.Y));
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//}
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Vector2 targetMovement = AnimController.TargetMovement;
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if (!Character.AnimController.InWater)
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{
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targetMovement = new Vector2(
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Character.AnimController.TargetMovement.X,
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MathHelper.Clamp(Character.AnimController.TargetMovement.Y, -1.0f, 1.0f));
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targetMovement = new Vector2(Character.AnimController.TargetMovement.X, MathHelper.Clamp(Character.AnimController.TargetMovement.Y, -1.0f, 1.0f));
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}
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float maxSpeed = Character.ApplyTemporarySpeedLimits(currentSpeed);
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@@ -227,10 +224,6 @@ namespace Barotrauma
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PropagateHullSafety(Character, Character.CurrentHull);
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}
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}
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private void ReportProblems()
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{
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if (GameMain.Client != null) return;
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protected void ReportProblems()
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{
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@@ -252,7 +245,7 @@ namespace Barotrauma
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foreach (Character c in Character.CharacterList)
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{
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if (c.CurrentHull == Character.CurrentHull && !c.IsDead &&
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(c.AIController is EnemyAIController || c.TeamID != Character.TeamID))
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(c.AIController is EnemyAIController || (c.TeamID != Character.TeamID && Character.TeamID != Character.TeamType.FriendlyNPC && c.TeamID != Character.TeamType.FriendlyNPC)))
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{
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var orderPrefab = Order.PrefabList.Find(o => o.AITag == "reportintruders");
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newOrder = new Order(orderPrefab, Character.CurrentHull, null);
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@@ -297,10 +290,13 @@ namespace Barotrauma
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public override void OnAttacked(Character attacker, AttackResult attackResult)
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{
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float damage = attackResult.Damage;
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if (damage < 0) { return; }
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if (damage <= 0) { return; }
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if (attacker == null || attacker.IsDead || attacker.Removed)
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{
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objectiveManager.GetObjective<AIObjectiveFindSafety>().Priority = 100;
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if (objectiveManager.CurrentOrder == null)
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{
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objectiveManager.GetObjective<AIObjectiveFindSafety>().Priority = 100;
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}
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return;
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}
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if (IsFriendly(attacker))
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@@ -314,7 +310,10 @@ namespace Barotrauma
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if (!attacker.IsRemotePlayer && Character.Controlled != attacker && attacker.AIController != null && attacker.AIController.Enabled)
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{
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// Don't react to damage done by friendly ai, because we know that it's accidental
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objectiveManager.GetObjective<AIObjectiveFindSafety>().Priority = 100;
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if (objectiveManager.CurrentOrder == null)
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{
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objectiveManager.GetObjective<AIObjectiveFindSafety>().Priority = 100;
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}
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return;
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}
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float currentVitality = Character.CharacterHealth.Vitality;
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@@ -322,8 +321,10 @@ namespace Barotrauma
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if (dmgPercentage < currentVitality / 10)
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{
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// Don't react to a minor amount of (accidental) dmg done by friendly characters
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objectiveManager.GetObjective<AIObjectiveFindSafety>().Priority = 100;
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return;
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if (objectiveManager.CurrentOrder == null)
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{
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objectiveManager.GetObjective<AIObjectiveFindSafety>().Priority = 100;
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}
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}
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if (ObjectiveManager.CurrentObjective is AIObjectiveCombat combatObjective)
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{
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@@ -465,7 +466,9 @@ namespace Barotrauma
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// Even the smallest fire reduces the safety by 50%
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float fire = hull.FireSources.Count * 0.5f + hull.FireSources.Sum(fs => fs.DamageRange) / hull.Size.X;
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float fireFactor = ignoreFire ? 1 : MathHelper.Lerp(1, 0, MathHelper.Clamp(fire, 0, 1));
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int enemyCount = Character.CharacterList.Count(e => e.CurrentHull == hull && !e.IsDead && !e.IsUnconscious && (e.AIController is EnemyAIController || e.TeamID != character.TeamID));
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int enemyCount = Character.CharacterList.Count(e =>
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e.CurrentHull == hull && !e.IsDead && !e.IsUnconscious &&
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(e.AIController is EnemyAIController || (e.TeamID != character.TeamID && character.TeamID != Character.TeamType.FriendlyNPC && e.TeamID != Character.TeamType.FriendlyNPC)));
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// The hull safety decreases 90% per enemy up to 100% (TODO: test smaller percentages)
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float enemyFactor = ignoreEnemies ? 1 : MathHelper.Lerp(1, 0, MathHelper.Clamp(enemyCount * 0.9f, 0, 1));
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float safety = oxygenFactor * waterFactor * fireFactor * enemyFactor;
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