(99feac023) Unstable 0.9.704.0
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@@ -270,6 +270,17 @@ namespace Barotrauma
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}
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}
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if (isStateChanged)
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{
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if (State == AIState.Idle)
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{
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stateResetTimer -= deltaTime;
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if (stateResetTimer <= 0)
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{
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ResetOriginalState();
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}
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}
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}
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if (targetIgnoreTimer > 0)
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{
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targetIgnoreTimer -= deltaTime;
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@@ -662,7 +673,7 @@ namespace Barotrauma
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attackSimPos = Character.GetRelativeSimPosition(SelectedAiTarget.Entity);
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}
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if (CanEnterSubmarine)
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if (Character.AnimController.CanEnterSubmarine)
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{
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//targeting a wall section that can be passed through -> steer manually through the hole
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if (wallTarget != null && wallTarget.SectionIndex > -1 && CanPassThroughHole(wallTarget.Structure, wallTarget.SectionIndex))
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@@ -674,21 +685,20 @@ namespace Barotrauma
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return;
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}
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}
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// Don't think we need this
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//else if (wallTarget == null && SelectedAiTarget.Entity is Structure wall)
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//{
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// for (int i = 0; i < wall.Sections.Length; i++)
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// {
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// WallSection section = wall.Sections[i];
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// if (CanPassThroughHole(wall, i) && section?.gap != null)
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// {
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// if (SteerThroughGap(wall, section, section.gap.WorldPosition, deltaTime))
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// {
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// return;
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// }
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// }
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// }
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//}
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else if (SelectedAiTarget.Entity is Structure wall)
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{
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for (int i = 0; i < wall.Sections.Length; i++)
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{
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WallSection section = wall.Sections[i];
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if (CanPassThroughHole(wall, i) && section?.gap != null)
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{
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if (SteerThroughGap(wall, section, section.gap.WorldPosition, deltaTime))
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{
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return;
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}
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}
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}
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}
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else if (SelectedAiTarget.Entity is Item i)
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{
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var door = i.GetComponent<Door>();
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@@ -1024,7 +1034,7 @@ namespace Barotrauma
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var door = pathSteering.CurrentPath.CurrentNode?.ConnectedDoor ?? pathSteering.CurrentPath.NextNode?.ConnectedDoor;
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if (door != null && !door.IsOpen)
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{
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if (SelectedAiTarget != door.Item.AiTarget)
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if (door.Item.AiTarget != null && SelectedAiTarget != door.Item.AiTarget)
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{
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SelectTarget(door.Item.AiTarget, selectedTargetMemory.Priority);
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return;
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@@ -1076,15 +1086,15 @@ namespace Barotrauma
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LatchOntoAI?.DeattachFromBody();
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Character.AnimController.ReleaseStuckLimbs();
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Hull targetHull = section.gap?.FlowTargetHull;
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SelectedAiTarget = targetHull != null ? targetHull.AiTarget : wall.AiTarget;
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float distance = Vector2.DistanceSquared(Character.WorldPosition, targetWorldPos);
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float maxDistance = Math.Min(wall.Rect.Width, wall.Rect.Height);
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if (distance * distance > maxDistance * maxDistance)
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if (Vector2.DistanceSquared(Character.WorldPosition, targetWorldPos) > maxDistance * maxDistance)
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{
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return false;
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}
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if (targetHull != null)
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{
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// If already inside, target the hull, else target the wall.
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SelectedAiTarget = Character.CurrentHull != null ? targetHull.AiTarget : wall.AiTarget;
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if (wall.IsHorizontal)
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{
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targetWorldPos.Y = targetHull.WorldRect.Y - targetHull.Rect.Height / 2;
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@@ -1094,6 +1104,7 @@ namespace Barotrauma
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targetWorldPos.X = targetHull.WorldRect.Center.X;
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}
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steeringManager.SteeringManual(deltaTime, Vector2.Normalize(targetWorldPos - Character.WorldPosition));
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SteeringManager.SteeringAvoid(deltaTime, lookAheadDistance: avoidLookAheadDistance, weight: 15);
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return true;
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}
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return false;
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@@ -1102,9 +1113,16 @@ namespace Barotrauma
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private bool CanAttack(Entity target)
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{
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if (target == null) { return false; }
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if (target is Character ch)
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if (target is Character c)
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{
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if (Character.CurrentHull == null && ch.CurrentHull != null || Character.CurrentHull != null && ch.CurrentHull == null)
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if (Character.CurrentHull == null && c.CurrentHull != null || Character.CurrentHull != null && c.CurrentHull == null)
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{
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return false;
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}
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}
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else if (target is Item i && i.GetComponent<Door>() == null)
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{
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if (Character.CurrentHull == null && i.CurrentHull != null || Character.CurrentHull != null && i.CurrentHull == null)
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{
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return false;
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}
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@@ -1175,7 +1193,7 @@ namespace Barotrauma
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{
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if (wall.SectionBodyDisabled(i))
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{
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if (CanEnterSubmarine && CanPassThroughHole(wall, i))
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if (Character.AnimController.CanEnterSubmarine && CanPassThroughHole(wall, i))
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{
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sectionIndex = i;
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break;
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@@ -1204,12 +1222,12 @@ namespace Barotrauma
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sectionPos.X += (wall.BodyWidth <= 0.0f ? wall.Rect.Width : wall.BodyWidth) / 2 * attachTargetNormal.X;
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}
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LatchOntoAI?.SetAttachTarget(wall.Submarine.PhysicsBody.FarseerBody, wall.Submarine, ConvertUnits.ToSimUnits(sectionPos), attachTargetNormal);
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if (CanEnterSubmarine || !wall.SectionBodyDisabled(sectionIndex) && !IsWallDisabled(wall))
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if (Character.AnimController.CanEnterSubmarine || !wall.SectionBodyDisabled(sectionIndex) && !IsWallDisabled(wall))
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{
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wallTarget = new WallTarget(sectionPos, wall, sectionIndex);
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}
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}
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if (!CanEnterSubmarine && wallTarget == null)
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if (!Character.AnimController.CanEnterSubmarine && wallTarget == null)
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{
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if (closestBody.UserData is Structure w && w.Submarine != null || closestBody.UserData is Item i && i.Submarine != null)
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{
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@@ -1251,12 +1269,18 @@ namespace Barotrauma
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return;
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}
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if (attackResult.Damage > 0.0f && Character.Params.AI.AttackWhenProvoked)
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if (attackResult.Damage > 0.0f)
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{
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if (attacker.Submarine == Character.Submarine && canAttackCharacters ||
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attacker.Submarine != null && canAttackSub)
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if (Character.Params.AI.AttackWhenProvoked)
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{
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ChangeTargetState(attacker, AIState.Attack, 100);
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if (attacker.Submarine == Character.Submarine && canAttackCharacters || attacker.Submarine != null && canAttackSub)
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{
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ChangeTargetState(attacker, AIState.Attack, 100);
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}
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}
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else if (!AIParams.HasTag(attacker.SpeciesName))
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{
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ChangeTargetState(attacker, AIState.Flee, 100);
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}
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}
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@@ -1306,7 +1330,8 @@ namespace Barotrauma
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SelectTarget(aiTarget, GetTargetMemory(SelectedAiTarget).Priority);
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}
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}
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if (SelectedAiTarget.Entity is IDamageable damageTarget)
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IDamageable damageTarget = wallTarget != null ? wallTarget.Structure : SelectedAiTarget.Entity as IDamageable;
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if (damageTarget != null)
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{
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if (attackingLimb.UpdateAttack(deltaTime, attackSimPos, damageTarget, out AttackResult attackResult, distance, targetLimb))
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{
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@@ -1480,9 +1505,9 @@ namespace Barotrauma
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}
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else
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{
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// Don't attack targets that are not in the same submarine
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continue;
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}
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}
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if (targetCharacter.IsDead)
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{
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@@ -1578,7 +1603,7 @@ namespace Barotrauma
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continue;
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}
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valueModifier = 1;
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if (!CanEnterSubmarine && IsWallDisabled(s))
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if (!Character.AnimController.CanEnterSubmarine && IsWallDisabled(s))
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{
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continue;
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}
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@@ -1587,7 +1612,7 @@ namespace Barotrauma
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var section = s.Sections[i];
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if (section.gap == null) { continue; }
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bool leadsInside = !section.gap.IsRoomToRoom && section.gap.FlowTargetHull != null;
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if (CanEnterSubmarine)
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if (Character.AnimController.CanEnterSubmarine)
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{
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if (CanPassThroughHole(s, i))
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{
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@@ -1766,7 +1791,7 @@ namespace Barotrauma
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removals.ForEach(r => targetMemories.Remove(r));
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}
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private const float targetIgnoreTime = 5;
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private readonly float targetIgnoreTime = 5;
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private float targetIgnoreTimer;
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private readonly HashSet<AITarget> ignoredTargets = new HashSet<AITarget>();
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public void IgnoreTarget(AITarget target)
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@@ -1775,25 +1800,16 @@ namespace Barotrauma
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ignoredTargets.Add(target);
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targetIgnoreTimer = targetIgnoreTime * Rand.Range(0.75f, 1.25f);
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}
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protected override void OnTargetChanged(AITarget previousTarget, AITarget newTarget)
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{
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if (previousTarget == null || newTarget == null) { return; }
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var previousCharacter = previousTarget.Entity as Character;
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var newCharacter = newTarget.Entity as Character;
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if (previousCharacter == null && newCharacter == null)
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{
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return;
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}
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if (previousCharacter != null && newCharacter != null && previousCharacter.SpeciesName == newCharacter.SpeciesName)
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{
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return;
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}
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modifiedParams.Keys.ForEachMod(tag => TryResetOriginalState(tag));
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}
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#endregion
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#region State switching
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/// <summary>
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/// How long do we hold on to the current state after losing a target before we reset back to the original state.
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/// In other words, how long do we have to idle before the original state is restored.
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/// </summary>
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private readonly float stateResetCooldown = 10;
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private float stateResetTimer;
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private bool isStateChanged;
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/// <summary>
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/// Resets the target's state to the original value defined in the xml.
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@@ -1806,6 +1822,7 @@ namespace Barotrauma
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modifiedParams.Remove(tag);
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if (tempParams.ContainsKey(tag))
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{
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tempParams.Values.ForEach(t => AIParams.RemoveTarget(t));
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tempParams.Remove(tag);
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}
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targetParams.Reset();
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@@ -1829,23 +1846,39 @@ namespace Barotrauma
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/// </summary>
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private void ChangeTargetState(Character target, AIState state, float? priority = null)
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{
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isStateChanged = true;
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SetStateResetTimer();
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ChangeParams(target.SpeciesName);
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// If the target is shooting from the submarine, we might not perceive it because it doesn't move.
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// --> Target the submarine too.
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if (target.Submarine != null && state == AIState.Attack && canAttackSub)
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// Target also items, because if we are blind and the target doesn't move, we can only perceive the target when it uses items
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if (state == AIState.Attack || state == AIState.Flee)
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{
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ChangeParams("room");
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ChangeParams("wall");
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ChangeParams("door");
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ChangeParams("weapon");
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ChangeParams("tool");
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}
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if (state == AIState.Attack)
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{
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// If the target is shooting from the submarine, we might not perceive it because it doesn't move.
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// --> Target the submarine too.
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if (target.Submarine != null && canAttackSub)
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{
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ChangeParams("room");
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ChangeParams("wall");
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ChangeParams("door");
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}
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ChangeParams("provocative", onlyExisting: true);
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ChangeParams("light", onlyExisting: true);
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}
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void ChangeParams(string tag)
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void ChangeParams(string tag, bool onlyExisting = false)
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{
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if (!AIParams.TryGetTarget(tag, out CharacterParams.TargetParams targetParams))
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{
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if (AIParams.TryAddNewTarget(tag, state, priority ?? 100, out targetParams))
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if (!onlyExisting && !tempParams.ContainsKey(tag))
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{
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tempParams.Add(tag, targetParams);
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if (AIParams.TryAddNewTarget(tag, state, priority ?? 100, out targetParams))
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{
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tempParams.Add(tag, targetParams);
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}
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}
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}
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if (targetParams != null)
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@@ -1862,6 +1895,12 @@ namespace Barotrauma
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}
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}
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}
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private void ResetOriginalState()
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{
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isStateChanged = false;
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modifiedParams.Keys.ForEachMod(tag => TryResetOriginalState(tag));
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}
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#endregion
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protected override void OnStateChanged(AIState from, AIState to)
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@@ -1873,8 +1912,14 @@ namespace Barotrauma
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escapeMargin = 0;
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allGapsSearched = false;
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unreachableGaps.Clear();
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if (isStateChanged && to == AIState.Idle && from != to)
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{
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SetStateResetTimer();
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}
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}
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private void SetStateResetTimer() => stateResetTimer = stateResetCooldown * Rand.Range(0.75f, 1.25f);
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private float GetPerceivingRange(AITarget target) => Math.Max(target.SightRange * Sight, target.SoundRange * Hearing);
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private bool CanPerceive(AITarget target, float dist = -1, float distSquared = -1)
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