Unstable 0.17.1.0
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@@ -569,7 +569,8 @@ namespace Barotrauma
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(Character.Submarine.TeamID != Character.TeamID && !Character.IsEscorted) ||
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ObjectiveManager.CurrentOrders.Any(o => o.Objective.KeepDivingGearOnAlsoWhenInactive) ||
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ObjectiveManager.CurrentObjective.GetSubObjectivesRecursive(true).Any(o => o.KeepDivingGearOn) ||
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Character.CurrentHull.OxygenPercentage < HULL_LOW_OXYGEN_PERCENTAGE + 10;
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Character.CurrentHull.OxygenPercentage < HULL_LOW_OXYGEN_PERCENTAGE + 10 ||
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Character.CurrentHull.IsWetRoom;
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bool IsOrderedToWait() => Character.IsOnPlayerTeam && ObjectiveManager.CurrentOrder is AIObjectiveGoTo goTo && goTo.Target == Character;
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bool removeDivingSuit = !shouldKeepTheGearOn && !IsOrderedToWait();
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if (oxygenLow && Character.CurrentHull.Oxygen > 0 && (!isCurrentObjectiveFindSafety || Character.OxygenAvailable < 1))
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@@ -1265,15 +1266,15 @@ namespace Barotrauma
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{
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if (!IsFriendly(attacker))
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{
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if (Character.Submarine == null)
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if (c.Submarine == null)
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{
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// Outside
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return attacker.Submarine == null ? AIObjectiveCombat.CombatMode.Defensive : AIObjectiveCombat.CombatMode.Retreat;
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}
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if (!Character.Submarine.GetConnectedSubs().Contains(attacker.Submarine))
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if (!c.Submarine.GetConnectedSubs().Contains(attacker.Submarine))
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{
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// Attacked from an unconnected submarine.
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return Character.SelectedConstruction?.GetComponent<Turret>() != null ? AIObjectiveCombat.CombatMode.None : AIObjectiveCombat.CombatMode.Retreat;
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return c.SelectedConstruction?.GetComponent<Turret>() != null ? AIObjectiveCombat.CombatMode.None : AIObjectiveCombat.CombatMode.Retreat;
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}
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return c.AIController is HumanAIController humanAI &&
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(humanAI.ObjectiveManager.IsCurrentOrder<AIObjectiveFightIntruders>() || humanAI.ObjectiveManager.Objectives.Any(o => o is AIObjectiveFightIntruders))
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@@ -1285,18 +1286,22 @@ namespace Barotrauma
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{
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cumulativeDamage = 100;
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}
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if (GameMain.IsSingleplayer && attacker.IsPlayer && Character.TeamID == attacker.TeamID)
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if (attacker.IsPlayer && c.TeamID == attacker.TeamID)
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{
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// Bots in the player team never act aggressively in single player when attacked by the player
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return cumulativeDamage > minorDamageThreshold ? AIObjectiveCombat.CombatMode.Retreat : AIObjectiveCombat.CombatMode.None;
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if (GameMain.IsSingleplayer || Character.TeamID != attacker.TeamID)
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{
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// Bots in the player team never act aggressively in single player when attacked by the player
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// In multiplayer, they react only to players attacking them or other crew members
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return Character == c && cumulativeDamage > minorDamageThreshold ? AIObjectiveCombat.CombatMode.Retreat : AIObjectiveCombat.CombatMode.None;
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}
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}
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if (Character.Submarine == null || !Character.Submarine.GetConnectedSubs().Contains(attacker.Submarine))
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if (c.Submarine == null || !c.Submarine.GetConnectedSubs().Contains(attacker.Submarine))
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{
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// Outside or attacked from an unconnected submarine -> don't react.
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return AIObjectiveCombat.CombatMode.None;
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}
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// If there are any enemies around, just ignore the friendly fire
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if (Character.CharacterList.Any(ch => ch.Submarine == Character.Submarine && !ch.Removed && !ch.IsIncapacitated && !IsFriendly(ch) && VisibleHulls.Contains(ch.CurrentHull)))
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if (Character.CharacterList.Any(ch => ch.Submarine == c.Submarine && !ch.Removed && !ch.IsIncapacitated && !IsFriendly(ch) && VisibleHulls.Contains(ch.CurrentHull)))
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{
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isAttackerFightingEnemy = true;
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return AIObjectiveCombat.CombatMode.None;
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@@ -1352,18 +1357,19 @@ namespace Barotrauma
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Character FindInstigator()
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{
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if (Character.IsInstigator)
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if (attacker.IsInstigator)
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{
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return Character;
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return attacker;
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}
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else if (c.AIController is HumanAIController humanAi)
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if (c.IsInstigator)
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{
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return c;
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}
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if (c.AIController is HumanAIController humanAi)
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{
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return Character.CharacterList.FirstOrDefault(ch => ch.Submarine == c.Submarine && !ch.Removed && !ch.IsIncapacitated && ch.IsInstigator && humanAi.VisibleHulls.Contains(ch.CurrentHull));
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}
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else
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{
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return null;
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}
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return null;
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}
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}
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}
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@@ -1497,7 +1503,7 @@ namespace Barotrauma
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if (hull == null ||
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hull.WaterPercentage > 90 ||
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hull.LethalPressure > 0 ||
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hull.ConnectedGaps.Any(gap => !gap.IsRoomToRoom && gap.Open > 0.5f))
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hull.ConnectedGaps.Any(gap => !gap.IsRoomToRoom && gap.Open > 0.9f))
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{
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needsSuit = !Character.HasAbilityFlag(AbilityFlags.ImmuneToPressure);
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return true;
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