Unstable v0.10.6.0 (October 13th 2020)
This commit is contained in:
@@ -3,7 +3,7 @@ using System.Collections.Generic;
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namespace Barotrauma
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{
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public enum AIState { Idle, Attack, Escape, Eat, Flee, Avoid, Aggressive, PassiveAggressive, Protect, Observe, Freeze }
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public enum AIState { Idle, Attack, Escape, Eat, Flee, Avoid, Aggressive, PassiveAggressive, Protect, Observe, Freeze, Follow }
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abstract partial class AIController : ISteerable
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{
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@@ -48,13 +48,11 @@ namespace Barotrauma
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private float attackLimbResetTimer;
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private bool IsCoolDownRunning => AttackingLimb != null && AttackingLimb.attack.CoolDownTimer > 0;
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public float CombatStrength => Character.Params.AI.CombatStrength;
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private float Sight => Character.Params.AI.Sight;
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private float Hearing => Character.Params.AI.Hearing;
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private float FleeHealthThreshold => Character.Params.AI.FleeHealthThreshold;
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private float AggressionGreed => Character.Params.AI.AggressionGreed;
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private float AggressionHurt => Character.Params.AI.AggressionHurt;
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private bool AggressiveBoarding => Character.Params.AI.AggressiveBoarding;
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public float CombatStrength => AIParams.CombatStrength;
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private float Sight => AIParams.Sight;
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private float Hearing => AIParams.Hearing;
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private float FleeHealthThreshold => AIParams.FleeHealthThreshold;
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private bool AggressiveBoarding => AIParams.AggressiveBoarding;
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private FishAnimController FishAnimController => Character.AnimController as FishAnimController;
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@@ -90,7 +88,6 @@ namespace Barotrauma
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private readonly float priorityFearIncreasement = 2;
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private readonly float memoryFadeTime = 0.5f;
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private readonly float avoidTime = 3;
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private float avoidTimer;
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private float observeTimer;
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@@ -241,6 +238,10 @@ namespace Barotrauma
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{
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targetingTag = "dead";
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}
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else if (PetBehavior != null && aiTarget.Entity == PetBehavior.Owner)
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{
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targetingTag = "owner";
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}
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else if (AIParams.TryGetTarget(targetCharacter.SpeciesName, out CharacterParams.TargetParams tP))
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{
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targetingTag = tP.Tag;
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@@ -384,7 +385,7 @@ namespace Barotrauma
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{
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updateTargetsTimer -= deltaTime;
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}
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else
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else if (avoidTimer <= 0)
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{
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CharacterParams.TargetParams targetingParams = null;
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UpdateTargets(Character, out targetingParams);
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@@ -393,11 +394,7 @@ namespace Barotrauma
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UpdateWallTarget();
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}
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updateTargetsTimer = updateTargetsInterval * Rand.Range(0.75f, 1.25f);
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if (avoidTimer > 0)
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{
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State = AIState.Escape;
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}
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else if (SelectedAiTarget == null)
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if (SelectedAiTarget == null)
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{
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State = AIState.Idle;
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}
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@@ -502,17 +499,21 @@ namespace Barotrauma
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}
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break;
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case AIState.Protect:
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case AIState.Follow:
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if (SelectedAiTarget == null || SelectedAiTarget.Entity == null || SelectedAiTarget.Entity.Removed)
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{
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State = AIState.Idle;
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return;
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}
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if (SelectedAiTarget.Entity is Character targetCharacter && targetCharacter.LastAttacker is Character attacker && !attacker.Removed && !attacker.IsDead)
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if (State == AIState.Protect)
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{
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// Attack the character that attacked the target we are protecting
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ChangeTargetState(attacker, AIState.Attack, selectedTargetingParams.Priority * 2);
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SelectTarget(attacker.AiTarget);
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return;
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if (SelectedAiTarget.Entity is Character targetCharacter && targetCharacter.LastAttacker is Character attacker && !attacker.Removed && !attacker.IsDead)
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{
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// Attack the character that attacked the target we are protecting
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ChangeTargetState(attacker, AIState.Attack, selectedTargetingParams.Priority * 2);
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SelectTarget(attacker.AiTarget);
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return;
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}
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}
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float sqrDist = Vector2.DistanceSquared(WorldPosition, SelectedAiTarget.WorldPosition);
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float reactDist = selectedTargetingParams != null && selectedTargetingParams.ReactDistance > 0 ? selectedTargetingParams.ReactDistance : GetPerceivingRange(SelectedAiTarget);
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@@ -568,6 +569,7 @@ namespace Barotrauma
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}
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else
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{
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// TODO: doesn't work right here
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FaceTarget(SelectedAiTarget.Entity);
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}
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observeTimer -= deltaTime;
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@@ -592,7 +594,6 @@ namespace Barotrauma
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if (!Character.AnimController.SimplePhysicsEnabled)
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{
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LatchOntoAI?.Update(this, deltaTime);
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PetBehavior?.Update(deltaTime);
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}
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IsSteeringThroughGap = false;
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if (SwarmBehavior != null)
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@@ -1454,7 +1455,8 @@ namespace Barotrauma
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bool isFriendly = IsFriendly(Character, attacker);
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if (wasLatched)
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{
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avoidTimer = avoidTime * Rand.Range(0.75f, 1.25f);
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State = AIState.Escape;
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avoidTimer = AIParams.AvoidTime * Rand.Range(0.75f, 1.25f);
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if (!isFriendly)
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{
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SelectTarget(attacker.AiTarget);
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@@ -1527,7 +1529,7 @@ namespace Barotrauma
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}
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AITargetMemory targetMemory = GetTargetMemory(attacker.AiTarget, true);
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targetMemory.Priority += GetRelativeDamage(attackResult.Damage, Character.Vitality) * AggressionHurt;
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targetMemory.Priority += GetRelativeDamage(attackResult.Damage, Character.Vitality) * AIParams.AggressionHurt;
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// Only allow to react once. Otherwise would attack the target with only a fraction of a cooldown
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bool retaliate = !isFriendly && SelectedAiTarget != attacker.AiTarget && attacker.Submarine == Character.Submarine;
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@@ -1552,12 +1554,14 @@ namespace Barotrauma
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}
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else if (avoidGunFire)
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{
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avoidTimer = avoidTime * Rand.Range(0.75f, 1.25f);
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State = AIState.Escape;
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avoidTimer = AIParams.AvoidTime * Rand.Range(0.75f, 1.25f);
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SelectTarget(attacker.AiTarget);
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}
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if (Character.HealthPercentage <= FleeHealthThreshold)
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{
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avoidTimer = Rand.Range(15, 30);
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State = AIState.Flee;
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avoidTimer = AIParams.MinFleeTime * Rand.Range(0.75f, 1.25f);
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SelectTarget(attacker.AiTarget);
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}
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}
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@@ -1587,7 +1591,7 @@ namespace Barotrauma
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if (damageTarget.Health > 0)
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{
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// Managed to hit a living/non-destroyed target. Increase the priority more if the target is low in health -> dies easily/soon
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selectedTargetMemory.Priority += GetRelativeDamage(attackResult.Damage, damageTarget.Health) * AggressionGreed;
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selectedTargetMemory.Priority += GetRelativeDamage(attackResult.Damage, damageTarget.Health) * AIParams.AggressionGreed;
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}
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else
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{
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@@ -1654,10 +1658,13 @@ namespace Barotrauma
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if (!item.Removed && item.body != null)
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{
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float itemBodyExtent = item.body.GetMaxExtent() * 2;
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if (limbDiff.LengthSquared() < itemBodyExtent * itemBodyExtent)
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if (Math.Abs(limbDiff.X) < itemBodyExtent &&
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Math.Abs(limbDiff.Y) < Character.AnimController.Collider.GetMaxExtent() + Character.AnimController.ColliderHeightFromFloor)
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{
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item.body.LinearVelocity *= 0.9f;
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item.body.LinearVelocity -= limbDiff * 0.25f;
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item.AddDamage(Character, item.WorldPosition, new Attack(0.0f, 0.0f, 0.0f, 0.0f, 0.1f), deltaTime);
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item.body.ApplyForce(-limbDiff * item.body.Mass);
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if (item.Condition <= 0.0f)
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{
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@@ -1697,15 +1704,40 @@ namespace Barotrauma
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State = AIState.Idle;
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return;
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}
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Vector2 dir = Vector2.Normalize(SelectedAiTarget.Entity.WorldPosition - Character.WorldPosition);
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if (!MathUtils.IsValid(dir))
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if (Character.CurrentHull != null && PathSteering != null)
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{
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return;
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// Inside
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Character targetCharacter = SelectedAiTarget.Entity as Character;
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if ((Character.AnimController.InWater || !Character.AnimController.CanWalk) &&
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(targetCharacter != null && VisibleHulls.Contains(targetCharacter.CurrentHull) || Character.CanSeeTarget(SelectedAiTarget.Entity)))
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{
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// Steer towards the target if in the same room and swimming
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Vector2 dir = Vector2.Normalize(SelectedAiTarget.Entity.WorldPosition - Character.WorldPosition);
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if (MathUtils.IsValid(dir))
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{
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SteeringManager.SteeringManual(deltaTime, dir);
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}
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}
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else
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{
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// Use path finding
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SteeringManager.SteeringSeek(Character.GetRelativeSimPosition(SelectedAiTarget.Entity), 2);
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if (!PathSteering.IsPathDirty && PathSteering.CurrentPath.Unreachable)
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{
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// Can't reach
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State = AIState.Idle;
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return;
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}
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}
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}
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SteeringManager.SteeringSeek(Character.GetRelativeSimPosition(SelectedAiTarget.Entity), 5);
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if (Character.AnimController.InWater)
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else
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{
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SteeringManager.SteeringAvoid(deltaTime, lookAheadDistance: avoidLookAheadDistance, weight: 15);
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// Outside
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SteeringManager.SteeringSeek(Character.GetRelativeSimPosition(SelectedAiTarget.Entity), 5);
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if (Character.AnimController.InWater)
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{
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SteeringManager.SteeringAvoid(deltaTime, lookAheadDistance: avoidLookAheadDistance, weight: 15);
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}
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}
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}
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@@ -1748,6 +1780,10 @@ namespace Barotrauma
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{
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targetingTag = "dead";
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}
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else if (PetBehavior != null && aiTarget.Entity == PetBehavior.Owner)
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{
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targetingTag = "owner";
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}
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else if (AIParams.TryGetTarget(targetCharacter.SpeciesName, out CharacterParams.TargetParams tP))
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{
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targetingTag = tP.Tag;
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@@ -1992,9 +2028,16 @@ namespace Barotrauma
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if (targetingTag == null) { continue; }
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var targetParams = GetTargetParams(targetingTag);
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if (targetParams == null) { continue; }
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if (targetCharacter != null && targetCharacter.Submarine != Character.Submarine && targetParams.State == AIState.Observe)
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if (targetParams.State == AIState.Observe || targetParams.State == AIState.Eat)
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{
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if (targetCharacter != null && targetCharacter.Submarine != Character.Submarine)
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{
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// Don't allow to target characters that are inside a different submarine / outside when we are inside.
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continue;
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}
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}
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if (aiTarget.Entity is Item targetItem && targetParams.IgnoreContained && targetItem.ParentInventory != null)
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{
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// Don't allow to observe characters that are inside a different submarine / outside when we are inside.
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continue;
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}
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valueModifier *= targetParams.Priority;
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@@ -2066,6 +2109,17 @@ namespace Barotrauma
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}
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if (targetCharacter != null)
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{
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if (Character.CurrentHull != null && targetCharacter.CurrentHull != Character.CurrentHull)
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{
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if (targetParams.State == AIState.Follow || targetParams.State == AIState.Protect || targetParams.State == AIState.Observe)
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{
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// Ignore targets that cannot see
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if (!VisibleHulls.Contains(targetCharacter.CurrentHull))
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{
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continue;
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}
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}
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}
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if (targetCharacter.Submarine != Character.Submarine)
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{
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if (targetCharacter.Submarine != null)
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@@ -1111,7 +1111,10 @@ namespace Barotrauma
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public bool TakeItem(Item item, Inventory targetInventory, bool equip, bool dropOtherIfCannotMove = true, bool allowSwapping = false, bool storeUnequipped = false)
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{
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var pickable = item.GetComponent<Pickable>();
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if (pickable == null) { return false; }
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if (item.ParentInventory is ItemInventory itemInventory)
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{
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if (!itemInventory.Container.HasRequiredItems(Character, addMessage: false)) { return false; }
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}
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if (equip)
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{
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int targetSlot = -1;
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@@ -190,6 +190,7 @@ namespace Barotrauma
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}
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}
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pathFinder.InsideSubmarine = character.Submarine != null;
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pathFinder.ApplyPenaltyToOutsideNodes = character.PressureProtection <= 0;
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var newPath = pathFinder.FindPath(currentPos, target, character.Submarine, "(Character: " + character.Name + ")", startNodeFilter, endNodeFilter, nodeFilter, checkVisibility: checkVisibility);
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bool useNewPath = needsNewPath || currentPath == null || currentPath.CurrentNode == null || findPathTimer < -1;
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if (!useNewPath && currentPath != null && currentPath.CurrentNode != null && newPath.Nodes.Any() && !newPath.Unreachable)
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@@ -343,7 +344,7 @@ namespace Barotrauma
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}
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return diff;
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}
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else if (!canClimb || character.AnimController.InWater)
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else if (character.AnimController.InWater)
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{
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// If the character is underwater, we don't need the ladders anymore
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if (character.IsClimbing && isDiving)
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@@ -370,7 +371,7 @@ namespace Barotrauma
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}
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}
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}
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else if (!IsNextLadderSameAsCurrent)
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else if (!canClimb || !IsNextLadderSameAsCurrent)
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{
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// Walking horizontally
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Vector2 colliderBottom = character.AnimController.GetColliderBottom();
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@@ -378,6 +379,8 @@ namespace Barotrauma
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Vector2 velocity = collider.LinearVelocity;
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// If the character is smaller than this, it would fail to use the waypoint nodes because they are always too high.
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float minHeight = 1;
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// If the character is very thin, without a min value, it would often fail to reach the waypoints, because the horizontal distance is too small.
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float minWidth = 0.17f;
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// Cannot use the head position, because not all characters have head or it can be below the total height of the character
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float characterHeight = Math.Max(colliderSize.Y + character.AnimController.ColliderHeightFromFloor, minHeight);
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float horizontalDistance = Math.Abs(collider.SimPosition.X - currentPath.CurrentNode.SimPosition.X);
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@@ -386,7 +389,7 @@ namespace Barotrauma
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var door = currentPath.CurrentNode.ConnectedDoor;
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bool blockedByDoor = door != null && !door.IsOpen && !door.IsBroken;
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float margin = MathHelper.Lerp(1, 10, MathHelper.Clamp(Math.Abs(velocity.X) / 10, 0, 1));
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float targetDistance = collider.radius * margin;
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float targetDistance = Math.Max(collider.radius * margin, minWidth);
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if (horizontalDistance < targetDistance && isAboveFeet && isNotTooHigh && !blockedByDoor)
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{
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currentPath.SkipToNextNode();
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+6
-2
@@ -204,11 +204,15 @@ namespace Barotrauma
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{
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// Don't ignore any hulls if outside, because apparently it happens that we can't find a path, in which case we just want to try again.
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// If we ignore the hull, it might be the only airlock in the target sub, which ignores the whole sub.
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if (currentHull != null && goToObjective != null)
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// If the target hull is inside a submarine that is not our main sub, just ignore it normally when it cannot be reached. This happens with outposts.
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if (goToObjective != null)
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{
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if (goToObjective.Target is Hull hull)
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{
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HumanAIController.UnreachableHulls.Add(hull);
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if (currentHull != null || !Submarine.MainSubs.Contains(hull.Submarine))
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{
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HumanAIController.UnreachableHulls.Add(hull);
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}
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}
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}
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RemoveSubObjective(ref goToObjective);
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+4
@@ -257,6 +257,10 @@ namespace Barotrauma
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// Don't allow going into another sub, unless it's connected and of the same team and type.
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if (!character.Submarine.IsEntityFoundOnThisSub(item, includingConnectedSubs: true)) { continue; }
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if (character.IsItemTakenBySomeoneElse(item)) { continue; }
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if (item.ParentInventory is ItemInventory itemInventory)
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{
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if (!itemInventory.Container.HasRequiredItems(character, addMessage: false)) { continue; }
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}
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float itemPriority = 1;
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if (GetItemPriority != null)
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{
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+5
-2
@@ -342,7 +342,7 @@ namespace Barotrauma
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SteeringManager.SteeringManual(deltaTime, Vector2.Normalize(Target.WorldPosition - character.WorldPosition));
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if (character.AnimController.InWater)
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{
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SteeringManager.SteeringAvoid(deltaTime, lookAheadDistance: 5, weight: 15);
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SteeringManager.SteeringAvoid(deltaTime, lookAheadDistance: 5, weight: 2);
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}
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}
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}
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@@ -360,7 +360,10 @@ namespace Barotrauma
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else
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{
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SteeringManager.SteeringSeek(character.GetRelativeSimPosition(Target), 10);
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SteeringManager.SteeringAvoid(deltaTime, lookAheadDistance: 5, weight: 15);
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if (character.AnimController.InWater)
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{
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SteeringManager.SteeringAvoid(deltaTime, lookAheadDistance: 5, weight: 15);
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}
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}
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}
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}
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@@ -94,6 +94,7 @@ namespace Barotrauma
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private readonly List<PathNode> nodes;
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public bool InsideSubmarine { get; set; }
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public bool ApplyPenaltyToOutsideNodes { get; set; }
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public PathFinder(List<WayPoint> wayPoints, bool indoorsSteering = false)
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{
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@@ -178,7 +179,7 @@ namespace Barotrauma
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node.TempDistance = xDiff + (InsideSubmarine ? yDiff * 10.0f : yDiff); //higher cost for vertical movement when inside the sub
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//much higher cost to waypoints that are outside
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if (node.Waypoint.CurrentHull == null && InsideSubmarine) { node.TempDistance *= 10.0f; }
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if (node.Waypoint.CurrentHull == null && ApplyPenaltyToOutsideNodes) { node.TempDistance *= 10.0f; }
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//prefer nodes that are closer to the end position
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node.TempDistance += (Math.Abs(end.X - node.TempPosition.X) + Math.Abs(end.Y - node.TempPosition.Y)) / 100.0f;
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@@ -231,8 +232,11 @@ namespace Barotrauma
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node.TempDistance = Vector2.DistanceSquared(end, node.TempPosition);
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if (InsideSubmarine)
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{
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//much higher cost to waypoints that are outside
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if (node.Waypoint.CurrentHull == null) { node.TempDistance *= 10.0f; }
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if (ApplyPenaltyToOutsideNodes)
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{
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//much higher cost to waypoints that are outside
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if (node.Waypoint.CurrentHull == null) { node.TempDistance *= 10.0f; }
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}
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//avoid stopping at a doorway
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if (node.Waypoint.ConnectedDoor != null) { node.TempDistance *= 10.0f; }
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//avoid stopping at a ladder
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@@ -1,3 +1,4 @@
|
||||
using Barotrauma.Extensions;
|
||||
using Barotrauma.Items.Components;
|
||||
using Microsoft.Xna.Framework;
|
||||
using System.Collections.Generic;
|
||||
@@ -9,6 +10,14 @@ namespace Barotrauma
|
||||
{
|
||||
class PetBehavior
|
||||
{
|
||||
public enum StatusIndicatorType
|
||||
{
|
||||
None,
|
||||
Happy,
|
||||
Sad,
|
||||
Hungry
|
||||
}
|
||||
|
||||
public float Hunger { get; set; } = 50.0f;
|
||||
public float Happiness { get; set; } = 50.0f;
|
||||
|
||||
@@ -21,6 +30,7 @@ namespace Barotrauma
|
||||
public float PlayForce { get; set; }
|
||||
|
||||
public float PlayTimer { get; set; }
|
||||
private float? unstunY { get; set; }
|
||||
|
||||
public EnemyAIController AiController { get; private set; } = null;
|
||||
|
||||
@@ -126,6 +136,7 @@ namespace Barotrauma
|
||||
public float Hunger;
|
||||
public float Happiness;
|
||||
public float Priority;
|
||||
public bool IgnoreContained;
|
||||
|
||||
public CharacterParams.TargetParams TargetParams = null;
|
||||
}
|
||||
@@ -159,7 +170,11 @@ namespace Barotrauma
|
||||
case "eat":
|
||||
Food food = new Food
|
||||
{
|
||||
Tag = subElement.GetAttributeString("tag", "")
|
||||
Tag = subElement.GetAttributeString("tag", ""),
|
||||
Hunger = subElement.GetAttributeFloat("hunger", -1),
|
||||
Happiness = subElement.GetAttributeFloat("happiness", 1),
|
||||
Priority = subElement.GetAttributeFloat("priority", 100),
|
||||
IgnoreContained = subElement.GetAttributeBool("ignorecontained", true)
|
||||
};
|
||||
string[] requiredHungerStr = subElement.GetAttributeString("requiredhunger", "0-100").Split('-');
|
||||
food.HungerRange = new Vector2(0, 100);
|
||||
@@ -168,15 +183,20 @@ namespace Barotrauma
|
||||
if (float.TryParse(requiredHungerStr[0], NumberStyles.Any, CultureInfo.InvariantCulture, out float tempF)) { food.HungerRange.X = tempF; }
|
||||
if (float.TryParse(requiredHungerStr[1], NumberStyles.Any, CultureInfo.InvariantCulture, out tempF)) { food.HungerRange.Y = tempF; }
|
||||
}
|
||||
food.Hunger = subElement.GetAttributeFloat("hunger", -1);
|
||||
food.Happiness = subElement.GetAttributeFloat("happiness", 1);
|
||||
food.Priority = subElement.GetAttributeFloat("priority", 100);
|
||||
foods.Add(food);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public StatusIndicatorType GetCurrentStatusIndicatorType()
|
||||
{
|
||||
if (Hunger > MaxHunger * 0.5f) { return StatusIndicatorType.Hungry; }
|
||||
if (Happiness > MaxHappiness * 0.75f) { return StatusIndicatorType.Happy; }
|
||||
if (Happiness < MaxHappiness * 0.25f) { return StatusIndicatorType.Sad; }
|
||||
return StatusIndicatorType.None;
|
||||
}
|
||||
|
||||
public void OnEat(IEnumerable<string> tags, float amount)
|
||||
{
|
||||
for (int i = 0; i < foods.Count; i++)
|
||||
@@ -203,17 +223,19 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public void Play()
|
||||
public void Play(Character player)
|
||||
{
|
||||
if (PlayTimer > 0.0f) { return; }
|
||||
if (Owner == null) { Owner = player; }
|
||||
PlayTimer = 5.0f;
|
||||
AiController.Character.Stun = 1.0f;
|
||||
AiController.Character.IsRagdolled = true;
|
||||
Happiness += 10.0f;
|
||||
if (Happiness > MaxHappiness) { Happiness = MaxHappiness; }
|
||||
AiController.Character.AnimController.MainLimb.body.LinearVelocity += new Vector2(0, PlayForce);
|
||||
unstunY = AiController.Character.SimPosition.Y;
|
||||
}
|
||||
|
||||
public string GetName()
|
||||
public string GetTagName()
|
||||
{
|
||||
if (AiController.Character.Inventory != null)
|
||||
{
|
||||
@@ -230,14 +252,16 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
return AiController.Character.Name;
|
||||
return string.Empty;
|
||||
}
|
||||
|
||||
public void Update(float deltaTime)
|
||||
{
|
||||
var character = AiController.Character;
|
||||
if (character?.Removed ?? true || character.IsDead) { return; }
|
||||
if (GameMain.NetworkMember?.IsClient ?? false) { return; } //TODO: syncing
|
||||
if (GameMain.NetworkMember?.IsClient ?? false) { return; }
|
||||
|
||||
if (Owner != null && (Owner.Removed || Owner.IsDead)) { Owner = null; }
|
||||
|
||||
Hunger += HungerIncreaseRate * deltaTime;
|
||||
|
||||
@@ -245,20 +269,45 @@ namespace Barotrauma
|
||||
|
||||
PlayTimer -= deltaTime;
|
||||
|
||||
for (int i = 0; i < foods.Count; i++)
|
||||
if (unstunY.HasValue)
|
||||
{
|
||||
if (Hunger >= foods[i].HungerRange.X && Hunger <= foods[i].HungerRange.Y)
|
||||
if (PlayTimer > 4.0f)
|
||||
{
|
||||
if (foods[i].TargetParams == null &&
|
||||
AiController.AIParams.TryAddNewTarget(foods[i].Tag, AIState.Eat, foods[i].Priority, out CharacterParams.TargetParams targetParams))
|
||||
float extent = character.AnimController.MainLimb.body.GetMaxExtent();
|
||||
if (character.SimPosition.Y < (unstunY.Value + extent * 3.0f) &&
|
||||
character.AnimController.MainLimb.body.LinearVelocity.Y < 0.0f)
|
||||
{
|
||||
foods[i].TargetParams = targetParams;
|
||||
character.IsRagdolled = false;
|
||||
unstunY = null;
|
||||
}
|
||||
else
|
||||
{
|
||||
character.IsRagdolled = true;
|
||||
}
|
||||
}
|
||||
else if (foods[i].TargetParams != null)
|
||||
else
|
||||
{
|
||||
AiController.AIParams.RemoveTarget(foods[i].TargetParams);
|
||||
foods[i].TargetParams = null;
|
||||
character.IsRagdolled = false;
|
||||
unstunY = null;
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < foods.Count; i++)
|
||||
{
|
||||
Food food = foods[i];
|
||||
if (Hunger >= food.HungerRange.X && Hunger <= food.HungerRange.Y)
|
||||
{
|
||||
if (food.TargetParams == null &&
|
||||
AiController.AIParams.TryAddNewTarget(food.Tag, AIState.Eat, food.Priority, out CharacterParams.TargetParams targetParams))
|
||||
{
|
||||
targetParams.IgnoreContained = food.IgnoreContained;
|
||||
food.TargetParams = targetParams;
|
||||
}
|
||||
}
|
||||
else if (food.TargetParams != null)
|
||||
{
|
||||
AiController.AIParams.RemoveTarget(food.TargetParams);
|
||||
food.TargetParams = null;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -279,7 +328,8 @@ namespace Barotrauma
|
||||
|
||||
if (character.SelectedBy != null)
|
||||
{
|
||||
character.Stun = 1.0f;
|
||||
character.IsRagdolled = true;
|
||||
unstunY = character.SimPosition.Y;
|
||||
}
|
||||
|
||||
for (int i = 0; i < itemsToProduce.Count; i++)
|
||||
@@ -287,5 +337,73 @@ namespace Barotrauma
|
||||
itemsToProduce[i].Update(this, deltaTime);
|
||||
}
|
||||
}
|
||||
|
||||
public static void SavePets(XElement petsElement)
|
||||
{
|
||||
foreach (Character c in Character.CharacterList)
|
||||
{
|
||||
if (!c.IsPet || c.IsDead) { continue; }
|
||||
if (c.Submarine?.Info.Type != SubmarineType.Player) { continue; }
|
||||
|
||||
var petBehavior = (c.AIController as EnemyAIController)?.PetBehavior;
|
||||
if (petBehavior == null) { continue; }
|
||||
|
||||
XElement petElement = new XElement("pet",
|
||||
new XAttribute("speciesname", c.SpeciesName),
|
||||
new XAttribute("ownerid", petBehavior.Owner?.ID ?? Entity.NullEntityID),
|
||||
new XAttribute("seed", c.Seed));
|
||||
|
||||
var petBehaviorElement = new XElement("petbehavior",
|
||||
new XAttribute("hunger", petBehavior.Hunger.ToString("G", CultureInfo.InvariantCulture)),
|
||||
new XAttribute("happiness", petBehavior.Happiness.ToString("G", CultureInfo.InvariantCulture)));
|
||||
petElement.Add(petBehaviorElement);
|
||||
|
||||
var healthElement = new XElement("health");
|
||||
c.CharacterHealth.Save(healthElement);
|
||||
petElement.Add(healthElement);
|
||||
|
||||
if (c.Inventory != null)
|
||||
{
|
||||
var inventoryElement = new XElement("inventory");
|
||||
c.SaveInventory(c.Inventory, inventoryElement);
|
||||
petElement.Add(inventoryElement);
|
||||
}
|
||||
|
||||
petsElement.Add(petElement);
|
||||
}
|
||||
}
|
||||
|
||||
public static void LoadPets(XElement petsElement)
|
||||
{
|
||||
foreach (XElement subElement in petsElement.Elements())
|
||||
{
|
||||
string speciesName = subElement.GetAttributeString("speciesname", "");
|
||||
string seed = subElement.GetAttributeString("seed", "123");
|
||||
ushort ownerID = (ushort)subElement.GetAttributeInt("ownerid", 0);
|
||||
Vector2 spawnPos = Vector2.Zero;
|
||||
Character owner = Entity.FindEntityByID(ownerID) as Character;
|
||||
if (owner != null)
|
||||
{
|
||||
spawnPos = owner.WorldPosition;
|
||||
}
|
||||
else
|
||||
{
|
||||
var spawnPoint = WayPoint.WayPointList.Where(wp => wp.SpawnType == SpawnType.Human && wp.Submarine?.Info.Type == SubmarineType.Player).GetRandom();
|
||||
spawnPos = spawnPoint?.WorldPosition ?? Submarine.MainSub.WorldPosition;
|
||||
}
|
||||
var pet = Character.Create(speciesName, spawnPos, seed);
|
||||
var petBehavior = (pet.AIController as EnemyAIController)?.PetBehavior;
|
||||
if (petBehavior != null)
|
||||
{
|
||||
petBehavior.Owner = owner;
|
||||
var petBehaviorElement = subElement.Attribute("petbehavior");
|
||||
if (petBehaviorElement != null)
|
||||
{
|
||||
petBehavior.Hunger = petBehaviorElement.GetAttributeFloat(50.0f);
|
||||
petBehavior.Happiness = petBehaviorElement.GetAttributeFloat(50.0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user