v0.12.0.2
This commit is contained in:
@@ -87,6 +87,13 @@ namespace Barotrauma.Items.Components
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[Serialize(false, false, description: "Can the item repair things through holes in walls.")]
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public bool RepairThroughHoles { get; set; }
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[Serialize(100.0f, false, description: "How far two walls need to not be considered overlapping and to stop the ray.")]
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public float MaxOverlappingWallDist
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{
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get; set;
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}
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[Serialize(true, false, description: "Can the item hit broken doors.")]
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public bool HitItems { get; set; }
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@@ -320,9 +327,14 @@ namespace Barotrauma.Items.Components
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{
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var bodies = Submarine.PickBodies(rayStart, rayEnd, ignoredBodies, collisionCategories,
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ignoreSensors: false,
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customPredicate: (Fixture f) =>
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customPredicate: (Fixture f) =>
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{
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if (RepairThroughHoles && f.IsSensor && f.Body?.UserData is Structure || (f.Body?.UserData is Item it && it.GetComponent<Planter>() != null)) { return false; }
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if (f.IsSensor)
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{
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if (RepairThroughHoles && f.Body?.UserData is Structure) { return false; }
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if (f.Body?.UserData is PhysicsBody) { return false; }
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}
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if (f.Body?.UserData is Item it && it.GetComponent<Planter>() != null) { return false; }
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if (f.Body?.UserData as string == "ruinroom") { return false; }
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if (f.Body?.UserData is VineTile && !(FireDamage > 0)) { return false; }
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return true;
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@@ -361,12 +373,13 @@ namespace Barotrauma.Items.Components
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}
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//if repairing through walls is not allowed and the next wall is more than 100 pixels away from the previous one, stop here
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//(= repairing multiple overlapping walls is allowed as long as the edges of the walls are less than 100 pixels apart)
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//(= repairing multiple overlapping walls is allowed as long as the edges of the walls are less than MaxOverlappingWallDist pixels apart)
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float thisBodyFraction = Submarine.LastPickedBodyDist(body);
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if (!RepairThroughWalls && lastHitType == typeof(Structure) && Range * (thisBodyFraction - lastPickedFraction) > 100.0f)
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if (!RepairThroughWalls && lastHitType == typeof(Structure) && Range * (thisBodyFraction - lastPickedFraction) > MaxOverlappingWallDist)
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{
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break;
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}
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pickedPosition = rayStart + (rayEnd - rayStart) * thisBodyFraction;
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if (FixBody(user, deltaTime, degreeOfSuccess, body))
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{
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lastPickedFraction = thisBodyFraction;
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@@ -376,13 +389,16 @@ namespace Barotrauma.Items.Components
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}
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else
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{
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FixBody(user, deltaTime, degreeOfSuccess,
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Submarine.PickBody(rayStart, rayEnd,
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ignoredBodies, collisionCategories,
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var pickedBody = Submarine.PickBody(rayStart, rayEnd,
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ignoredBodies, collisionCategories,
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ignoreSensors: false,
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customPredicate: (Fixture f) =>
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customPredicate: (Fixture f) =>
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{
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if (RepairThroughHoles && f.IsSensor && f.Body?.UserData is Structure) { return false; }
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if (f.IsSensor)
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{
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if (RepairThroughHoles && f.Body?.UserData is Structure) { return false; }
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if (f.Body?.UserData is PhysicsBody) { return false; }
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}
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if (f.Body?.UserData as string == "ruinroom") { return false; }
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if (f.Body?.UserData is VineTile && !(FireDamage > 0)) { return false; }
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@@ -398,9 +414,11 @@ namespace Barotrauma.Items.Components
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if (targetItem.Condition <= 0) { return false; }
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}
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}
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return f.Body?.UserData != null;
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return f.Body?.UserData != null;
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},
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allowInsideFixture: true));
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allowInsideFixture: true);
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pickedPosition = Submarine.LastPickedPosition;
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FixBody(user, deltaTime, degreeOfSuccess, pickedBody);
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lastPickedFraction = Submarine.LastPickedFraction;
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}
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@@ -495,8 +513,6 @@ namespace Barotrauma.Items.Components
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{
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if (targetBody?.UserData == null) { return false; }
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pickedPosition = Submarine.LastPickedPosition;
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if (targetBody.UserData is Structure targetStructure)
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{
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if (targetStructure.IsPlatform) { return false; }
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@@ -526,8 +542,7 @@ namespace Barotrauma.Items.Components
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}
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else if (targetBody.UserData is Voronoi2.VoronoiCell cell && cell.IsDestructible)
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{
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var levelWall = Level.Loaded?.ExtraWalls.Find(w => w.Body == cell.Body) as DestructibleLevelWall;
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if (levelWall != null)
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if (Level.Loaded?.ExtraWalls.Find(w => w.Body == cell.Body) is DestructibleLevelWall levelWall)
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{
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levelWall.AddDamage(-LevelWallFixAmount * deltaTime, item.WorldPosition);
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}
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@@ -579,7 +594,7 @@ namespace Barotrauma.Items.Components
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}
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else if (targetBody.UserData is Item targetItem)
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{
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if (!HitItems || targetItem.NonInteractable) { return false; }
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if (!HitItems || !targetItem.IsInteractable(user)) { return false; }
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var levelResource = targetItem.GetComponent<LevelResource>();
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if (levelResource != null && levelResource.Attached &&
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@@ -594,7 +609,7 @@ namespace Barotrauma.Items.Components
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levelResource.DeattachTimer / levelResource.DeattachDuration,
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GUI.Style.Red, GUI.Style.Green, "progressbar.deattaching");
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#endif
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FixItemProjSpecific(user, deltaTime, targetItem);
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FixItemProjSpecific(user, deltaTime, targetItem, showProgressBar: false);
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return true;
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}
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@@ -620,7 +635,7 @@ namespace Barotrauma.Items.Components
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targetItem.body.ApplyForce(dir * TargetForce, maxVelocity: 10.0f);
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}
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FixItemProjSpecific(user, deltaTime, targetItem);
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FixItemProjSpecific(user, deltaTime, targetItem, showProgressBar: true);
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return true;
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}
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else if (targetBody.UserData is BallastFloraBranch branch)
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@@ -635,7 +650,7 @@ namespace Barotrauma.Items.Components
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partial void FixStructureProjSpecific(Character user, float deltaTime, Structure targetStructure, int sectionIndex);
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partial void FixCharacterProjSpecific(Character user, float deltaTime, Character targetCharacter);
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partial void FixItemProjSpecific(Character user, float deltaTime, Item targetItem);
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partial void FixItemProjSpecific(Character user, float deltaTime, Item targetItem, bool showProgressBar);
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private float sinTime;
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private float repairTimer;
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@@ -643,74 +658,71 @@ namespace Barotrauma.Items.Components
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private readonly float repairTimeOut = 5;
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public override bool AIOperate(float deltaTime, Character character, AIObjectiveOperateItem objective)
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{
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if (!(objective.OperateTarget is Gap leak)) { return true; }
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if (leak.Submarine == null) { return true; }
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if (!(objective.OperateTarget is Gap leak))
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{
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Reset();
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return true;
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}
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if (leak.Submarine == null)
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{
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Reset();
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return true;
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}
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if (leak != previousGap)
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{
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sinTime = 0;
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repairTimer = 0;
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Reset();
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previousGap = leak;
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}
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Vector2 fromCharacterToLeak = leak.WorldPosition - character.WorldPosition;
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float dist = fromCharacterToLeak.Length();
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float reach = AIObjectiveFixLeak.CalculateReach(this, character);
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//too far away -> consider this done and hope the AI is smart enough to move closer
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if (dist > reach * 2) { return true; }
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character.AIController.SteeringManager.Reset();
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//steer closer if almost in range
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if (dist > reach)
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if (dist > reach * 3)
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{
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if (character.AnimController.InWater)
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// Too far away -> consider this done and hope the AI is smart enough to move closer
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Reset();
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return true;
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}
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character.AIController.SteeringManager.Reset();
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if (!character.AnimController.InWater)
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{
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// TODO: use the collider size?
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if (!character.AnimController.InWater && character.AnimController is HumanoidAnimController &&
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Math.Abs(fromCharacterToLeak.X) < 100.0f && fromCharacterToLeak.Y < 0.0f && fromCharacterToLeak.Y > -150.0f)
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{
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if (character.AIController.SteeringManager is IndoorsSteeringManager indoorSteering)
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((HumanoidAnimController)character.AnimController).Crouching = true;
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}
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}
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if (dist > reach * 0.8f || dist > reach * 0.5f && character.AnimController.Limbs.Any(l => l.inWater))
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{
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// Steer closer
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if (character.AIController.SteeringManager is IndoorsSteeringManager indoorSteering)
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{
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// Swimming inside the sub
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if (indoorSteering.CurrentPath != null && !indoorSteering.IsPathDirty && (indoorSteering.CurrentPath.Unreachable || indoorSteering.CurrentPath.Finished))
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{
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// Swimming inside the sub
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if (indoorSteering.CurrentPath != null && !indoorSteering.IsPathDirty && indoorSteering.CurrentPath.Unreachable)
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{
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Vector2 dir = Vector2.Normalize(fromCharacterToLeak);
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character.AIController.SteeringManager.SteeringManual(deltaTime, dir);
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}
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else
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{
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character.AIController.SteeringManager.SteeringSeek(character.GetRelativeSimPosition(leak));
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}
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Vector2 dir = Vector2.Normalize(fromCharacterToLeak);
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character.AIController.SteeringManager.SteeringManual(deltaTime, dir);
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}
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else
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{
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// Swimming outside the sub
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character.AIController.SteeringManager.SteeringSeek(character.GetRelativeSimPosition(leak));
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}
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}
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else
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{
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// TODO: use the collider size?
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if (!character.AnimController.InWater && character.AnimController is HumanoidAnimController &&
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Math.Abs(fromCharacterToLeak.X) < 100.0f && fromCharacterToLeak.Y < 0.0f && fromCharacterToLeak.Y > -150.0f)
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{
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((HumanoidAnimController)character.AnimController).Crouching = true;
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}
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Vector2 standPos = new Vector2(Math.Sign(-fromCharacterToLeak.X), Math.Sign(-fromCharacterToLeak.Y)) / 2;
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if (leak.IsHorizontal)
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{
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standPos.X *= 2;
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standPos.Y = 0;
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}
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else
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{
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standPos.X = 0;
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}
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character.AIController.SteeringManager.SteeringSeek(standPos);
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// Swimming outside the sub
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character.AIController.SteeringManager.SteeringSeek(character.GetRelativeSimPosition(leak));
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}
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}
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if (dist < reach / 2)
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else if (dist < reach * 0.25f)
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{
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// Too close -> steer away
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character.AIController.SteeringManager.SteeringManual(deltaTime, Vector2.Normalize(character.SimPosition - leak.SimPosition));
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}
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else if (dist < reach * 2)
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if (dist <= reach)
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{
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// In or almost in range
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// In range
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character.CursorPosition = leak.WorldPosition;
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if (character.Submarine != null)
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{
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@@ -734,46 +746,52 @@ namespace Barotrauma.Items.Components
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character.AIController.SteeringManager.SteeringManual(deltaTime, moveDir);
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}
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}
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}
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if (item.RequireAimToUse)
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{
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character.SetInput(InputType.Aim, false, true);
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sinTime += deltaTime * 5;
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}
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// Press the trigger only when the tool is approximately facing the target.
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Vector2 fromItemToLeak = leak.WorldPosition - item.WorldPosition;
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var angle = VectorExtensions.Angle(VectorExtensions.Forward(item.body.TransformedRotation), fromItemToLeak);
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if (angle < MathHelper.PiOver4)
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{
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if (Submarine.PickBody(item.SimPosition, leak.SimPosition, collisionCategory: Physics.CollisionWall, allowInsideFixture: true)?.UserData is Item i)
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if (item.RequireAimToUse)
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{
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var door = i.GetComponent<Door>();
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// Hit a door, abandon so that we don't weld it shut.
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return door != null && !door.IsOpen && !door.IsBroken;
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character.SetInput(InputType.Aim, false, true);
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sinTime += deltaTime * 5;
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}
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// Check that we don't hit any friendlies
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if (Submarine.PickBodies(item.SimPosition, leak.SimPosition, collisionCategory: Physics.CollisionCharacter).None(hit =>
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// Press the trigger only when the tool is approximately facing the target.
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Vector2 fromItemToLeak = leak.WorldPosition - item.WorldPosition;
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var angle = VectorExtensions.Angle(VectorExtensions.Forward(item.body.TransformedRotation), fromItemToLeak);
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if (angle < MathHelper.PiOver4)
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{
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if (hit.UserData is Character c)
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if (Submarine.PickBody(item.SimPosition, leak.SimPosition, collisionCategory: Physics.CollisionWall, allowInsideFixture: true)?.UserData is Item i)
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{
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if (c == character) { return false; }
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return HumanAIController.IsFriendly(character, c);
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var door = i.GetComponent<Door>();
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// Hit a door, abandon so that we don't weld it shut.
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return door != null && !door.CanBeTraversed;
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}
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return false;
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}))
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{
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character.SetInput(InputType.Shoot, false, true);
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Use(deltaTime, character);
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repairTimer += deltaTime;
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if (repairTimer > repairTimeOut)
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// Check that we don't hit any friendlies
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if (Submarine.PickBodies(item.SimPosition, leak.SimPosition, collisionCategory: Physics.CollisionCharacter).None(hit =>
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{
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if (hit.UserData is Character c)
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{
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if (c == character) { return false; }
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return HumanAIController.IsFriendly(character, c);
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}
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return false;
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}))
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{
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character.SetInput(InputType.Shoot, false, true);
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Use(deltaTime, character);
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repairTimer += deltaTime;
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if (repairTimer > repairTimeOut)
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{
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#if DEBUG
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DebugConsole.NewMessage($"{character.Name}: timed out while welding a leak in {leak.FlowTargetHull.DisplayName}.", color: Color.Yellow);
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DebugConsole.NewMessage($"{character.Name}: timed out while welding a leak in {leak.FlowTargetHull.DisplayName}.", color: Color.Yellow);
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#endif
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return true;
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Reset();
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return true;
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}
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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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// Reset the timer so that we don't time out if the water forces push us away
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repairTimer = 0;
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}
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bool leakFixed = (leak.Open <= 0.0f || leak.Removed) &&
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(leak.ConnectedWall == null || leak.ConnectedWall.Sections.Average(s => s.damage) < 1);
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@@ -791,6 +809,12 @@ namespace Barotrauma.Items.Components
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}
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return leakFixed;
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void Reset()
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{
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sinTime = 0;
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repairTimer = 0;
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}
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}
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private void ApplyStatusEffectsOnTarget(Character user, float deltaTime, ActionType actionType, IEnumerable<ISerializableEntity> targets)
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@@ -821,7 +845,7 @@ namespace Barotrauma.Items.Components
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foreach (ISerializableEntity target in targets)
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{
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if (!(target is Door door)) { continue; }
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if (!door.CanBeWelded || door.Item.NonInteractable) { continue; }
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if (!door.CanBeWelded || !door.Item.IsInteractable(user)) { continue; }
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for (int i = 0; i < effect.propertyNames.Length; i++)
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{
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string propertyName = effect.propertyNames[i];
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Block a user