f8b0295...0671290
This commit is contained in:
@@ -139,6 +139,7 @@ namespace Barotrauma
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}
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protected virtual bool ShouldInterruptSubObjective(AIObjective subObjective) => false;
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public virtual void OnSelected() { }
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protected abstract void Act(float deltaTime);
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@@ -117,6 +117,17 @@ namespace Barotrauma
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return weapon;
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}
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private void Unequip()
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{
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if (character.SelectedItems.Contains(Weapon))
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{
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if (!Weapon.AllowedSlots.Contains(InvSlotType.Any) || !character.Inventory.TryPutItem(Weapon, character, new List<InvSlotType>() { InvSlotType.Any }))
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{
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Weapon.Drop(character);
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}
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}
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}
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private bool Equip(float deltaTime)
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{
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if (!character.SelectedItems.Contains(Weapon))
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@@ -241,7 +252,19 @@ namespace Barotrauma
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HumanAIController.ObjectiveManager.GetObjective<AIObjectiveFindSafety>().Priority = 100;
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}
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public override bool IsCompleted() => Enemy == null || Enemy.Removed || Enemy.IsDead || coolDownTimer <= 0.0f;
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public override bool IsCompleted()
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{
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bool completed = Enemy == null || Enemy.Removed || Enemy.IsDead || coolDownTimer <= 0;
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if (completed)
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{
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if (Weapon != null)
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{
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Unequip();
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}
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}
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return completed;
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}
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public override bool CanBeCompleted => !abandon && (reloadWeaponObjective == null || reloadWeaponObjective.CanBeCompleted) && (retreatObjective == null || retreatObjective.CanBeCompleted);
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public override float GetPriority(AIObjectiveManager objectiveManager) => Enemy == null || Enemy.Removed || Enemy.IsDead ? 0 : 100;
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+2
-2
@@ -18,7 +18,7 @@ namespace Barotrauma
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private bool isCompleted;
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public bool IgnoreAlreadyContainedItems;
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public string[] ignoredContainerIdentifiers;
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public Func<Item, float> GetItemPriority;
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@@ -95,7 +95,7 @@ namespace Barotrauma
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getItemObjective = new AIObjectiveGetItem(character, itemIdentifiers)
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{
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GetItemPriority = GetItemPriority,
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IgnoreContainedItems = IgnoreAlreadyContainedItems
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ignoredContainerIdentifiers = ignoredContainerIdentifiers
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};
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AddSubObjective(getItemObjective);
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return;
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+5
-3
@@ -78,16 +78,18 @@ namespace Barotrauma
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foreach (FireSource fs in targetHull.FireSources)
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{
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// TODO: check if in the same room?
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bool inRange = fs.IsInDamageRange(character, MathHelper.Clamp(fs.DamageRange * 1.5f, extinguisher.Range * 0.5f, extinguisher.Range));
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if (!character.IsClimbing && (inRange || useExtinquisherTimer > 0.0f))
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if (targetHull == character.CurrentHull && (inRange || useExtinquisherTimer > 0.0f))
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{
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useExtinquisherTimer += deltaTime;
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if (useExtinquisherTimer > 2.0f) useExtinquisherTimer = 0.0f;
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character.CursorPosition = fs.Position;
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character.SetInput(InputType.Aim, false, true);
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character.AIController.SteeringManager.Reset();
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if (!character.IsClimbing)
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{
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character.AIController.SteeringManager.Reset();
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}
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extinguisher.Use(deltaTime, character);
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if (!targetHull.FireSources.Contains(fs))
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+11
-32
@@ -1,5 +1,5 @@
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using Barotrauma.Items.Components;
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using System;
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using Microsoft.Xna.Framework;
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using System.Linq;
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namespace Barotrauma
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@@ -10,31 +10,26 @@ namespace Barotrauma
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public override bool ForceRun => true;
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private AIObjective subObjective;
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private string gearTag;
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public override bool IsCompleted()
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{
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for (int i = 0; i < character.Inventory.Items.Length; i++)
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{
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if (character.Inventory.SlotTypes[i] == InvSlotType.Any || character.Inventory.Items[i] == null) continue;
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if (character.Inventory.SlotTypes[i] == InvSlotType.Any || character.Inventory.Items[i] == null) { continue; }
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if (character.Inventory.Items[i].HasTag(gearTag))
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{
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var containedItems = character.Inventory.Items[i].ContainedItems;
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if (containedItems == null) continue;
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if (containedItems == null) { continue; }
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var oxygenTank = containedItems.FirstOrDefault(it => (it.Prefab.Identifier == "oxygentank" || it.HasTag("oxygensource")) && it.Condition > 0.0f);
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if (oxygenTank != null) return true;
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if (oxygenTank != null) { return true; }
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}
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}
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return false;
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}
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public override bool CanBeCompleted => subObjective == null || subObjective.CanBeCompleted;
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public AIObjectiveFindDivingGear(Character character, bool needDivingSuit)
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: base(character, "")
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public AIObjectiveFindDivingGear(Character character, bool needDivingSuit) : base(character, "")
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{
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gearTag = needDivingSuit ? "divingsuit" : "diving";
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}
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@@ -54,12 +49,11 @@ namespace Barotrauma
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else
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{
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var containedItems = item.ContainedItems;
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if (containedItems == null) return;
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if (containedItems == null) { return; }
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//check if there's an oxygen tank in the mask/suit
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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 == null) { continue; }
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if (containedItem.Condition <= 0.0f)
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{
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containedItem.Drop(character);
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@@ -69,36 +63,21 @@ namespace Barotrauma
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//we've got an oxygen source inside the mask/suit, all good
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return;
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}
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}
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}
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if (!(subObjective is AIObjectiveContainItem) || subObjective.IsCompleted())
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{
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character.Speak(TextManager.Get("DialogGetOxygenTank"), null, 0, "getoxygentank", 30.0f);
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subObjective = new AIObjectiveContainItem(character, new string[] { "oxygentank", "oxygensource" }, item.GetComponent<ItemContainer>());
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}
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}
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if (subObjective != null)
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{
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subObjective.TryComplete(deltaTime);
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}
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}
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public override float GetPriority(AIObjectiveManager objectiveManager)
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{
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if (character.AnimController.CurrentHull == null) return 100.0f;
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if (objectiveManager.CurrentOrder == this)
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{
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return AIObjectiveManager.OrderPriority;
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}
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return 100.0f - character.Oxygen;
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}
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public override bool IsDuplicate(AIObjective otherObjective)
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{
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return otherObjective is AIObjectiveFindDivingGear;
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}
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public override bool CanBeCompleted => subObjective == null || subObjective.CanBeCompleted;
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public override float GetPriority(AIObjectiveManager objectiveManager) => MathHelper.Clamp(100 - character.OxygenAvailable, 0, 100);
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public override bool IsDuplicate(AIObjective otherObjective) => otherObjective is AIObjectiveFindDivingGear;
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}
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}
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+25
-12
@@ -2,7 +2,6 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Barotrauma.Items.Components;
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namespace Barotrauma
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{
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@@ -25,7 +24,7 @@ namespace Barotrauma
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private float searchHullTimer;
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private AIObjectiveGoTo goToObjective;
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private AIObjective divingGearObjective;
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private AIObjectiveFindDivingGear divingGearObjective;
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public AIObjectiveFindSafety(Character character) : base(character, "") { }
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@@ -35,13 +34,12 @@ namespace Barotrauma
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protected override void Act(float deltaTime)
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{
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var currentHull = character.AnimController.CurrentHull;
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if (HumanAIController.NeedsDivingGear(currentHull))
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if (HumanAIController.NeedsDivingGear(currentHull) && divingGearObjective == null)
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{
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bool needsDivingSuit = currentHull == null || currentHull.WaterPercentage > 90;
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bool hasEquipment = needsDivingSuit ? HumanAIController.HasDivingSuit(character) : HumanAIController.HasDivingGear(character);
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if ((divingGearObjective == null || !divingGearObjective.CanBeCompleted) && !hasEquipment)
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if (!hasEquipment)
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{
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// If the previous objective cannot be completed, create a new and try again.
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divingGearObjective = new AIObjectiveFindDivingGear(character, needsDivingSuit);
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}
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}
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@@ -55,9 +53,15 @@ namespace Barotrauma
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}
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else if (divingGearObjective.CanBeCompleted)
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{
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// If diving gear objective is active, wait for it to complete.
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// If diving gear objective is active and can be completed, wait for it to complete.
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return;
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}
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else
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{
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divingGearObjective = null;
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// Reset the timer so that we get a safe hull target.
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searchHullTimer = 0;
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}
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}
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if (unreachableClearTimer > 0)
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@@ -83,17 +87,18 @@ namespace Barotrauma
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{
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if (goToObjective.Target != bestHull)
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{
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goToObjective = new AIObjectiveGoTo(bestHull, character)
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// If we need diving gear, we should already have it, if possible.
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goToObjective = new AIObjectiveGoTo(bestHull, character, getDivingGearIfNeeded: false)
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{
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AllowGoingOutside = true
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AllowGoingOutside = HumanAIController.HasDivingSuit(character)
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};
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}
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}
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else
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{
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goToObjective = new AIObjectiveGoTo(bestHull, character)
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goToObjective = new AIObjectiveGoTo(bestHull, character, getDivingGearIfNeeded: false)
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{
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AllowGoingOutside = true
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AllowGoingOutside = HumanAIController.HasDivingSuit(character)
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};
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}
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}
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@@ -110,6 +115,7 @@ namespace Barotrauma
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unreachable.Add(goToObjective.Target as Hull);
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}
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goToObjective = null;
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SteeringManager.SteeringWander();
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}
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}
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else if (currentHull != null)
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@@ -126,6 +132,11 @@ namespace Barotrauma
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foreach (Character enemy in Character.CharacterList)
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{
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//don't run from friendly NPCs
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if (enemy.TeamID == Character.TeamType.FriendlyNPC) { continue; }
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//friendly NPCs don't run away from anything but characters controlled by EnemyAIController (= monsters)
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if (character.TeamID == Character.TeamType.FriendlyNPC && !(enemy.AIController is EnemyAIController)) { continue; }
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if (enemy.CurrentHull == currentHull && !enemy.IsDead && !enemy.IsUnconscious &&
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(enemy.AIController is EnemyAIController || enemy.TeamID != character.TeamID))
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{
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@@ -170,13 +181,15 @@ namespace Barotrauma
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if (unreachable.Contains(hull)) { continue; }
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if (!character.Submarine.IsConnectedTo(hull.Submarine)) { continue; }
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hullSafety = HumanAIController.GetHullSafety(hull, character);
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var path = PathSteering.PathFinder.FindPath(character.SimPosition, hull.SimPosition);
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int unsafeNodes = path.Nodes.Count(n => n.CurrentHull != character.CurrentHull && HumanAIController.UnsafeHulls.Contains(n.CurrentHull));
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// Vertical distance matters more than horizontal (climbing up/down is harder than moving horizontally)
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float dist = Math.Abs(character.WorldPosition.X - hull.WorldPosition.X) + Math.Abs(character.WorldPosition.Y - hull.WorldPosition.Y) * 2.0f;
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float distanceFactor = MathHelper.Lerp(1, 0.9f, MathUtils.InverseLerp(0, 10000, dist));
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hullSafety *= distanceFactor;
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// Each unsafe node reduces the hull safety value.
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// Ignore current hull, because otherwise the would block all paths from the current hull to the target hull.
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var path = PathSteering.PathFinder.FindPath(character.SimPosition, hull.SimPosition);
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if (path.Unreachable) { continue; }
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int unsafeNodes = path.Nodes.Count(n => n.CurrentHull != character.CurrentHull && HumanAIController.UnsafeHulls.Contains(n.CurrentHull));
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hullSafety /= 1 + unsafeNodes;
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// If the target is not inside a friendly submarine, considerably reduce the hull safety.
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if (!character.Submarine.IsEntityFoundOnThisSub(hull, true))
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@@ -31,7 +31,7 @@ namespace Barotrauma
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public override bool IsCompleted()
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{
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return leak.Open <= 0.0f || leak.Removed || pathUnreachable;
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return leak.Open <= 0.0f || leak.Removed;
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}
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public override bool CanBeCompleted => !abandon && base.CanBeCompleted;
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@@ -94,16 +94,15 @@ namespace Barotrauma
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if (repairTool == null) { return; }
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Vector2 gapDiff = leak.WorldPosition - character.WorldPosition;
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var humanoidController = character.AnimController as HumanoidAnimController;
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// TODO: use the collider size/reach?
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if (!character.AnimController.InWater && humanoidController != null && Math.Abs(gapDiff.X) < 100 && gapDiff.Y < 0.0f && gapDiff.Y > -150)
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if (!character.AnimController.InWater && Math.Abs(gapDiff.X) < 100 && gapDiff.Y < 0.0f && gapDiff.Y > -150)
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{
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((HumanoidAnimController)character.AnimController).Crouching = true;
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HumanAIController.AnimController.Crouching = true;
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}
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float armLength = humanoidController != null ? ConvertUnits.ToDisplayUnits(humanoidController.ArmLength) : 100;
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bool cannotReach = gapDiff.Length() > armLength + repairTool.Range;
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float reach = HumanAIController.AnimController.ArmLength + ConvertUnits.ToSimUnits(repairTool.Range);
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bool cannotReach = ConvertUnits.ToSimUnits(gapDiff.Length()) > reach;
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if (cannotReach)
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{
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if (gotoObjective != null)
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@@ -116,7 +115,10 @@ namespace Barotrauma
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}
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else
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{
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gotoObjective = new AIObjectiveGoTo(ConvertUnits.ToSimUnits(GetStandPosition()), character);
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gotoObjective = new AIObjectiveGoTo(ConvertUnits.ToSimUnits(GetStandPosition()), character)
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{
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CloseEnough = reach * 0.75f
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};
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if (!subObjectives.Contains(gotoObjective))
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{
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AddSubObjective(gotoObjective);
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@@ -3,6 +3,7 @@ using Microsoft.Xna.Framework;
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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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namespace Barotrauma
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{
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@@ -14,19 +15,15 @@ namespace Barotrauma
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//can be either tags or identifiers
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private string[] itemIdentifiers;
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private Item targetItem, moveToTarget;
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private int currSearchIndex;
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public bool IgnoreContainedItems;
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public string[] ignoredContainerIdentifiers;
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private AIObjectiveGoTo goToObjective;
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private float currItemPriority;
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private bool equip;
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private HashSet<Item> ignoredItems = new HashSet<Item>();
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private bool canBeCompleted = true;
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public override bool CanBeCompleted => canBeCompleted;
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@@ -36,25 +33,19 @@ namespace Barotrauma
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{
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return AIObjectiveManager.OrderPriority;
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}
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return 1.0f;
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}
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public AIObjectiveGetItem(Character character, Item targetItem, bool equip = false)
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: base(character, "")
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public AIObjectiveGetItem(Character character, Item targetItem, bool equip = false) : base(character, "")
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{
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currSearchIndex = -1;
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this.equip = equip;
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this.targetItem = targetItem;
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}
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public AIObjectiveGetItem(Character character, string itemIdentifier, bool equip = false)
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: this(character, new string[] { itemIdentifier }, equip)
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{
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}
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public AIObjectiveGetItem(Character character, string itemIdentifier, bool equip = false) : this(character, new string[] { itemIdentifier }, equip) { }
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public AIObjectiveGetItem(Character character, string[] itemIdentifiers, bool equip = false)
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: base(character, "")
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public AIObjectiveGetItem(Character character, string[] itemIdentifiers, bool equip = false) : base(character, "")
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{
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currSearchIndex = -1;
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this.equip = equip;
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@@ -108,12 +99,12 @@ namespace Barotrauma
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FindTargetItem();
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if (targetItem == null || moveToTarget == null)
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{
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// TODO: cannot be completed?
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character?.AIController?.SteeringManager?.Reset();
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SteeringManager.SteeringWander();
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return;
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}
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if (Vector2.Distance(character.Position, moveToTarget.Position) < targetItem.InteractDistance * 2.0f)
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if (moveToTarget.CurrentHull == character.CurrentHull &&
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Vector2.DistanceSquared(character.Position, moveToTarget.Position) < MathUtils.Pow(targetItem.InteractDistance * 2, 2))
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{
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int targetSlot = -1;
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if (equip)
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@@ -169,9 +160,13 @@ namespace Barotrauma
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}
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goToObjective.TryComplete(deltaTime);
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if (!goToObjective.CanBeCompleted) targetItem = null;
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if (!goToObjective.CanBeCompleted)
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{
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targetItem = null;
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moveToTarget = null;
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ignoredItems.Add(targetItem);
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}
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}
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}
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/// <summary>
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||||
@@ -196,22 +191,30 @@ namespace Barotrauma
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currSearchIndex++;
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var item = Item.ItemList[currSearchIndex];
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if (ignoredItems.Contains(item)) { continue; }
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if (item.Submarine == null) { continue; }
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else if (item.Submarine.TeamID != character.TeamID) { continue; }
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else if (character.Submarine != null && !character.Submarine.IsEntityFoundOnThisSub(item, true)) { continue; }
|
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if (item.CurrentHull == null || item.Condition <= 0.0f) continue;
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if (IgnoreContainedItems && item.Container != null) continue;
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if (!itemIdentifiers.Any(id => item.Prefab.Identifier == id || item.HasTag(id))) continue;
|
||||
if (item.CurrentHull == null || item.Condition <= 0.0f) { continue; }
|
||||
if (itemIdentifiers.None(id => item.Prefab.Identifier == id || item.HasTag(id))) { continue; }
|
||||
|
||||
if (ignoredContainerIdentifiers != null && item.Container != null)
|
||||
{
|
||||
if (ignoredContainerIdentifiers.Contains(item.ContainerIdentifier)) { continue; }
|
||||
}
|
||||
|
||||
//if the item is inside a character's inventory, don't steal it unless the character is dead
|
||||
if (item.ParentInventory is CharacterInventory)
|
||||
{
|
||||
if (item.ParentInventory.Owner is Character owner && !owner.IsDead) continue;
|
||||
if (item.ParentInventory.Owner is Character owner && !owner.IsDead) { continue; }
|
||||
}
|
||||
|
||||
//if the item is inside an item, which is inside a character's inventory, don't steal it
|
||||
Item rootContainer = item.GetRootContainer();
|
||||
if (rootContainer != null && rootContainer.ParentInventory is CharacterInventory)
|
||||
{
|
||||
if (rootContainer.ParentInventory.Owner is Character owner && !owner.IsDead) continue;
|
||||
if (rootContainer.ParentInventory.Owner is Character owner && !owner.IsDead) { continue; }
|
||||
}
|
||||
|
||||
float itemPriority = 0.0f;
|
||||
@@ -219,13 +222,13 @@ namespace Barotrauma
|
||||
{
|
||||
//ignore if the item has zero priority
|
||||
itemPriority = GetItemPriority(item);
|
||||
if (itemPriority <= 0.0f) continue;
|
||||
if (itemPriority <= 0.0f) { continue; }
|
||||
}
|
||||
|
||||
itemPriority = itemPriority - Vector2.Distance((rootContainer ?? item).Position, character.Position) * 0.01f;
|
||||
|
||||
//ignore if the item has a lower priority than the currently selected one
|
||||
if (moveToTarget != null && itemPriority < currItemPriority) continue;
|
||||
if (moveToTarget != null && itemPriority < currItemPriority) { continue; }
|
||||
|
||||
currItemPriority = itemPriority;
|
||||
|
||||
|
||||
@@ -186,11 +186,11 @@ namespace Barotrauma
|
||||
|
||||
bool completed = false;
|
||||
|
||||
float allowedDistance = 0.5f;
|
||||
float allowedDistance = CloseEnough;
|
||||
|
||||
if (Target is Item item)
|
||||
{
|
||||
allowedDistance = Math.Max(ConvertUnits.ToSimUnits(item.InteractDistance), allowedDistance);
|
||||
allowedDistance = Math.Max(ConvertUnits.ToSimUnits(item.InteractDistance), CloseEnough);
|
||||
if (item.IsInsideTrigger(character.WorldPosition)) completed = true;
|
||||
}
|
||||
else if (Target is Character targetCharacter)
|
||||
|
||||
@@ -200,6 +200,7 @@ namespace Barotrauma
|
||||
// Check that there is no unsafe or forbidden hulls on the way to the target
|
||||
// Only do this when the current hull is ok, because otherwise the would block all paths from the current hull to the target hull.
|
||||
var path = PathSteering.PathFinder.FindPath(character.SimPosition, hull.SimPosition);
|
||||
if (path.Unreachable) { continue; }
|
||||
if (path.Nodes.Any(n => HumanAIController.UnsafeHulls.Contains(n.CurrentHull) || IsForbidden(n.CurrentHull))) { continue; }
|
||||
}
|
||||
|
||||
|
||||
@@ -30,9 +30,7 @@ namespace Barotrauma
|
||||
base.Update(objectiveManager, deltaTime);
|
||||
if (ignoreListTimer > ignoreListClearInterval)
|
||||
{
|
||||
ignoreList.Clear();
|
||||
ignoreListTimer = 0;
|
||||
UpdateTargets();
|
||||
Reset();
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -67,16 +65,24 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
private void Reset()
|
||||
{
|
||||
ignoreList.Clear();
|
||||
ignoreListTimer = 0;
|
||||
UpdateTargets();
|
||||
}
|
||||
|
||||
public override void OnSelected()
|
||||
{
|
||||
Reset();
|
||||
}
|
||||
|
||||
public override float GetPriority(AIObjectiveManager objectiveManager)
|
||||
{
|
||||
if (character.Submarine == null) { return 0; }
|
||||
if (targets.None()) { return 0; }
|
||||
float avg = targets.Average(t => Average(t));
|
||||
if (objectiveManager.CurrentOrder == this)
|
||||
{
|
||||
return AIObjectiveManager.OrderPriority - MathHelper.Max(0, AIObjectiveManager.OrderPriority - avg);
|
||||
}
|
||||
return MathHelper.Lerp(0, AIObjectiveManager.OrderPriority, avg / 100);
|
||||
return MathHelper.Lerp(0, AIObjectiveManager.OrderPriority + 20, avg / 100);
|
||||
}
|
||||
|
||||
protected void UpdateTargets()
|
||||
|
||||
@@ -67,6 +67,7 @@ namespace Barotrauma
|
||||
|
||||
private AIObjective GetCurrentObjective()
|
||||
{
|
||||
var previousObjective = CurrentObjective;
|
||||
var firstObjective = Objectives.FirstOrDefault();
|
||||
if (CurrentOrder != null && firstObjective != null && CurrentOrder.GetPriority(this) > firstObjective.GetPriority(this))
|
||||
{
|
||||
@@ -76,6 +77,10 @@ namespace Barotrauma
|
||||
{
|
||||
CurrentObjective = firstObjective;
|
||||
}
|
||||
if (previousObjective != CurrentObjective)
|
||||
{
|
||||
CurrentObjective?.OnSelected();
|
||||
}
|
||||
return CurrentObjective;
|
||||
}
|
||||
|
||||
|
||||
+33
-11
@@ -3,6 +3,7 @@ using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Linq;
|
||||
using Barotrauma.Extensions;
|
||||
using FarseerPhysics;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
@@ -84,7 +85,14 @@ namespace Barotrauma
|
||||
}
|
||||
if (character.CanInteractWith(Item))
|
||||
{
|
||||
OperateRepairTool(deltaTime);
|
||||
if (repairTool == null)
|
||||
{
|
||||
FindRepairTool();
|
||||
}
|
||||
if (repairTool != null)
|
||||
{
|
||||
OperateRepairTool(deltaTime);
|
||||
}
|
||||
foreach (Repairable repairable in Item.Repairables)
|
||||
{
|
||||
if (repairable.CurrentFixer != null && repairable.CurrentFixer != character)
|
||||
@@ -121,13 +129,17 @@ namespace Barotrauma
|
||||
subObjectives.Remove(goToObjective);
|
||||
}
|
||||
goToObjective = new AIObjectiveGoTo(Item, character);
|
||||
if (repairTool != null)
|
||||
{
|
||||
goToObjective.CloseEnough = (HumanAIController.AnimController.ArmLength + ConvertUnits.ToSimUnits(repairTool.Range)) * 0.75f;
|
||||
}
|
||||
AddSubObjective(goToObjective);
|
||||
}
|
||||
}
|
||||
|
||||
private void OperateRepairTool(float deltaTime)
|
||||
private RepairTool repairTool;
|
||||
private void FindRepairTool()
|
||||
{
|
||||
// Operate repair tool, if required.
|
||||
foreach (Repairable repairable in Item.Repairables)
|
||||
{
|
||||
foreach (var kvp in repairable.requiredItems)
|
||||
@@ -138,19 +150,29 @@ namespace Barotrauma
|
||||
{
|
||||
if (requiredItem.MatchesItem(item))
|
||||
{
|
||||
var repairTool = item.GetComponent<RepairTool>();
|
||||
if (repairTool != null)
|
||||
{
|
||||
character.CursorPosition = Item.Position;
|
||||
character.SetInput(InputType.Aim, false, true);
|
||||
repairTool.Use(deltaTime, character);
|
||||
return;
|
||||
}
|
||||
repairTool = item.GetComponent<RepairTool>();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void OperateRepairTool(float deltaTime)
|
||||
{
|
||||
character.CursorPosition = Item.Position;
|
||||
character.SetInput(InputType.Aim, false, true);
|
||||
Vector2 fromToolToTarget = Item.Position - repairTool.Item.Position;
|
||||
if (fromToolToTarget.LengthSquared() < MathUtils.Pow(repairTool.Range / 2, 2))
|
||||
{
|
||||
// Too close -> steer away
|
||||
character.AIController.SteeringManager.SteeringManual(deltaTime, Vector2.Normalize(character.SimPosition - Item.SimPosition) / 2);
|
||||
}
|
||||
if (character.IsClimbing ||
|
||||
VectorExtensions.Angle(VectorExtensions.Forward(repairTool.Item.body.TransformedRotation), fromToolToTarget) < MathHelper.PiOver4)
|
||||
{
|
||||
repairTool.Use(deltaTime, character);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
+8
-2
@@ -51,8 +51,14 @@ namespace Barotrauma
|
||||
{
|
||||
foreach (Repairable repairable in item.Repairables)
|
||||
{
|
||||
if (item.Condition > repairable.ShowRepairUIThreshold) { ignore = true; }
|
||||
else if (RequireAdequateSkills && !repairable.HasRequiredSkills(character)) { ignore = true; }
|
||||
if (!objectives.ContainsKey(item) && item.Condition > repairable.ShowRepairUIThreshold)
|
||||
{
|
||||
ignore = true;
|
||||
}
|
||||
else if (RequireAdequateSkills && !repairable.HasRequiredSkills(character))
|
||||
{
|
||||
ignore = true;
|
||||
}
|
||||
if (ignore) { break; }
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user