Merge remote-tracking branch 'upstream/master' into develop

This commit is contained in:
EvilFactory
2024-12-11 10:44:53 -03:00
257 changed files with 4793 additions and 1653 deletions
@@ -59,7 +59,7 @@ namespace Barotrauma
public static bool IsValidTarget(Character target, Character character, bool targetCharactersInOtherSubs)
{
if (target == null || target.Removed) { return false; }
if (target.IsDead) { return false; }
if (target.IsDead || target.InDetectable) { return false; }
if (target.IsUnconscious && target.Params.Health.ConstantHealthRegeneration <= 0.0f) { return false; }
if (target == character) { return false; }
if (target.Submarine == null) { return false; }
@@ -387,14 +387,14 @@ namespace Barotrauma
chairCheckTimer -= deltaTime;
if (chairCheckTimer <= 0.0f && character.SelectedSecondaryItem == null)
{
foreach (Item item in Item.ItemList)
foreach (Item chair in Item.ChairItems)
{
if (item.CurrentHull != currentHull || !item.HasTag(Tags.ChairItem)) { continue; }
if (chair.CurrentHull != currentHull) { continue; }
//not possible in vanilla game, but a mod might have holdable/attachable chairs
if (item.ParentInventory != null || item.body is { Enabled: true }) { continue; }
var controller = item.GetComponent<Controller>();
if (chair.ParentInventory != null || chair.body is { Enabled: true }) { continue; }
var controller = chair.GetComponent<Controller>();
if (controller == null || controller.User != null) { continue; }
item.TryInteract(character, forceSelectKey: true);
chair.TryInteract(character, forceSelectKey: true);
}
chairCheckTimer = chairCheckInterval;
}
@@ -1,4 +1,5 @@
using Barotrauma.Items.Components;
using Barotrauma.Extensions;
using Barotrauma.Items.Components;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
@@ -15,7 +16,7 @@ namespace Barotrauma
public override bool AllowMultipleInstances => true;
protected override bool AllowInAnySub => true;
protected override bool AllowWhileHandcuffed => false;
public override bool PrioritizeIfSubObjectivesActive => component != null && (component is Reactor || component is Turret);
public override bool PrioritizeIfSubObjectivesActive => component is Reactor or Turret;
private readonly ItemComponent component, controller;
private readonly Entity operateTarget;
@@ -88,12 +89,12 @@ namespace Barotrauma
Priority = 0;
return Priority;
}
var reactor = component?.Item.GetComponent<Reactor>();
var reactor = component.Item.GetComponent<Reactor>();
if (reactor != null)
{
if (!isOrder)
{
if (reactor.LastUserWasPlayer && character.TeamID != CharacterTeamType.FriendlyNPC)
if (reactor.LastUserWasPlayer && character.IsOnPlayerTeam)
{
// The reactor was previously operated by a player -> ignore.
Priority = 0;
@@ -126,7 +127,7 @@ namespace Barotrauma
}
else if (!isOrder)
{
var steering = component?.Item.GetComponent<Steering>();
var steering = component.Item.GetComponent<Steering>();
if (steering != null && (steering.AutoPilot || HumanAIController.IsTrueForAnyCrewMember(c => c != character && c.IsCaptain, onlyActive: true, onlyConnectedSubs: true)))
{
// Ignore if already set to autopilot or if there's a captain onboard
@@ -137,7 +138,7 @@ namespace Barotrauma
if (targetItem.CurrentHull == null ||
targetItem.Submarine != character.Submarine && !isOrder ||
targetItem.CurrentHull.FireSources.Any() ||
HumanAIController.IsItemOperatedByAnother(target, out _) ||
IsItemOperatedByAnother(target) ||
Character.CharacterList.Any(c => c.CurrentHull == targetItem.CurrentHull && !HumanAIController.IsFriendly(c) && HumanAIController.IsActive(c))
|| component.Item.IgnoreByAI(character) || useController && controller.Item.IgnoreByAI(character))
{
@@ -154,8 +155,8 @@ namespace Barotrauma
else if (!OverridePriority.HasValue)
{
float value = CumulatedDevotion + (AIObjectiveManager.LowestOrderPriority * PriorityModifier);
float max = AIObjectiveManager.LowestOrderPriority - 1;
if (reactor != null && reactor.PowerOn && reactor.FissionRate > 1 && reactor.AutoTemp && Option == "powerup")
const float max = AIObjectiveManager.LowestOrderPriority - 1;
if (reactor is { PowerOn: true, FissionRate: > 1, AutoTemp: true } && Option == "powerup")
{
// Already on, no need to operate.
value = 0;
@@ -171,12 +172,12 @@ namespace Barotrauma
Entity operateTarget = null, bool useController = false, ItemComponent controller = null, float priorityModifier = 1)
: base(character, objectiveManager, priorityModifier, option)
{
component = item ?? throw new ArgumentNullException("item", "Attempted to create an AIObjectiveOperateItem with a null target.");
component = item ?? throw new ArgumentNullException(nameof(item), "Attempted to create an AIObjectiveOperateItem with a null target.");
this.requireEquip = requireEquip;
this.operateTarget = operateTarget;
this.useController = useController;
if (useController) { this.controller = controller ?? component?.Item?.FindController(); }
var target = GetTarget();
if (useController) { this.controller = controller ?? component.Item?.FindController(); }
ItemComponent target = GetTarget();
if (target == null)
{
Abandon = true;
@@ -320,5 +321,68 @@ namespace Barotrauma
goToObjective = null;
getItemObjective = null;
}
private bool IsItemOperatedByAnother(ItemComponent target)
{
if (target?.Item == null) { return false; }
bool isOrdered = IsOrderedToOperateTarget(HumanAIController);
foreach (Character c in Character.CharacterList)
{
if (!HumanAIController.IsActive(c)) { continue; }
if (c == character) { continue; }
if (c.TeamID != character.TeamID) { continue; }
if (c.IsPlayer)
{
if (c.SelectedItem == target.Item)
{
// If the other character is player, don't try to operate
return true;
}
}
else if (c.AIController is HumanAIController otherAI)
{
if (otherAI.ObjectiveManager.Objectives.None(o => o is AIObjectiveOperateItem operateObjective && operateObjective.Component.Item == target.Item))
{
// Not targeting the same item.
continue;
}
bool isOtherCharacterOrdered = IsOrderedToOperateTarget(otherAI);
switch (isOrdered)
{
case false when isOtherCharacterOrdered:
// We are not ordered and the target is ordered -> let the other character operate the target item.
return true;
case true when !isOtherCharacterOrdered:
// We are ordered and the other character is not -> allow to us to operate the target item.
continue;
default:
{
// Neither or both are ordered to operate this item.
if (!IsOperatingTarget(otherAI))
{
// The other bot is doing something else -> stick to the target.
continue;
}
if (target is Steering)
{
// Steering is hard-coded -> cannot use the required skills collection defined in the xml
if (character.GetSkillLevel(Tags.HelmSkill) <= c.GetSkillLevel(Tags.HelmSkill))
{
return true;
}
}
else if (target.DegreeOfSuccess(character) <= target.DegreeOfSuccess(c))
{
return true;
}
break;
}
}
}
}
return false;
bool IsOrderedToOperateTarget(HumanAIController ai) => ai.ObjectiveManager.CurrentOrder is AIObjectiveOperateItem operateOrder && operateOrder.Component.Item == target.Item;
bool IsOperatingTarget(HumanAIController ai) => ai.ObjectiveManager.CurrentObjective is AIObjectiveOperateItem operateObjective && operateObjective.Component.Item == target.Item;
}
}
}
@@ -50,7 +50,7 @@ namespace Barotrauma
}
return Priority;
}
if (HumanAIController.IsItemRepairedByAnother(Item, out _))
if (AIObjectiveRepairItems.IsItemRepairedByAnother(character, Item))
{
Priority = 0;
IsCompleted = true;
@@ -76,7 +76,7 @@ namespace Barotrauma
{
if (item.Repairables.None(r => r.RequiredSkills.Any(s => s.Identifier == RelevantSkill))) { return false; }
}
return !HumanAIController.IsItemRepairedByAnother(item, out _);
return !IsItemRepairedByAnother(character, item);
}
public static bool ViableForRepair(Item item, Character character, HumanAIController humanAIController)
@@ -161,5 +161,57 @@ namespace Barotrauma
return true;
}
public static bool IsItemRepairedByAnother(Character character, Item target)
{
if (target == null) { return false; }
bool isOrder = IsOrderedToPrioritizeTarget(character.AIController as HumanAIController);
foreach (Character c in Character.CharacterList)
{
if (!HumanAIController.IsActive(c)) { continue; }
if (c == character) { continue; }
if (c.TeamID != character.TeamID) { continue; }
if (c.IsPlayer)
{
if (target.Repairables.Any(r => r.CurrentFixer == c))
{
// If the other character is player, don't try to repair
return true;
}
}
else if (c.AIController is HumanAIController otherAI)
{
var repairItemsObjective = otherAI.ObjectiveManager.GetObjective<AIObjectiveRepairItems>();
if (repairItemsObjective == null) { continue; }
if (repairItemsObjective.SubObjectives.FirstOrDefault(o => o is AIObjectiveRepairItem) is not AIObjectiveRepairItem activeObjective || activeObjective.Item != target)
{
// Not targeting the same item.
continue;
}
bool isTargetOrdered = IsOrderedToPrioritizeTarget(otherAI);
switch (isOrder)
{
case false when isTargetOrdered:
// We are not ordered and the target is ordered -> let the other character repair the target.
return true;
case true when !isTargetOrdered:
// We are ordered and the target is not -> allow us to repair the target.
continue;
default:
{
// Neither or both are ordered to repair this item.
if (otherAI.ObjectiveManager.CurrentObjective is not AIObjectiveRepairItems)
{
// The other bot is doing something else -> stick to the target.
continue;
}
return target.Repairables.Max(r => r.DegreeOfSuccess(character)) <= target.Repairables.Max(r => r.DegreeOfSuccess(c));
}
}
}
}
return false;
bool IsOrderedToPrioritizeTarget(HumanAIController ai) => ai.ObjectiveManager.CurrentOrder is AIObjectiveRepairItems repairOrder && repairOrder.PrioritizedItem == target;
}
}
}
@@ -149,7 +149,7 @@ namespace Barotrauma
if (HumanAIController.VisibleHulls.Contains(Target.CurrentHull) && Target.CurrentHull.DisplayName != null)
{
character.Speak(TextManager.GetWithVariables("DialogFoundUnconsciousTarget",
("[targetname]", Target.Name, FormatCapitals.No),
("[targetname]", Target.DisplayName, FormatCapitals.No),
("[roomname]", Target.CurrentHull.DisplayName, FormatCapitals.Yes)).Value,
null, 1.0f, $"foundunconscioustarget{Target.Name}".ToIdentifier(), 60.0f);
}
@@ -239,7 +239,7 @@ namespace Barotrauma
if (Target.CurrentHull?.DisplayName != null)
{
character.Speak(TextManager.GetWithVariables("DialogFoundWoundedTarget",
("[targetname]", Target.Name, FormatCapitals.No),
("[targetname]", Target.DisplayName, FormatCapitals.No),
("[roomname]", Target.CurrentHull.DisplayName, FormatCapitals.Yes)).Value,
null, 1.0f, $"foundwoundedtarget{Target.Name}".ToIdentifier(), 60.0f);
}
@@ -287,6 +287,8 @@ namespace Barotrauma
currentTreatmentSuitabilities,
limb: Target.CharacterHealth.GetAfflictionLimb(affliction),
user: character,
checkTreatmentThreshold: true,
checkTreatmentSuggestionThreshold: false,
predictFutureDuration: 10.0f);
foreach (KeyValuePair<Identifier, float> treatmentSuitability in currentTreatmentSuitabilities)
@@ -330,7 +332,10 @@ namespace Barotrauma
{
//get "overall" suitability for no specific limb at this point
Target.CharacterHealth.GetSuitableTreatments(
currentTreatmentSuitabilities, user: character, predictFutureDuration: 10.0f);
currentTreatmentSuitabilities, user: character,
checkTreatmentThreshold: true,
checkTreatmentSuggestionThreshold: false,
predictFutureDuration: 10.0f);
//didn't have any suitable treatments available, try to find some medical items
if (currentTreatmentSuitabilities.Any(s => s.Value > cprSuitability))
{
@@ -387,7 +392,7 @@ namespace Barotrauma
if (Target != character && character.IsOnPlayerTeam)
{
character.Speak(TextManager.GetWithVariables("DialogListRequiredTreatments",
("[targetname]", Target.Name, FormatCapitals.No),
("[targetname]", Target.DisplayName, FormatCapitals.No),
("[treatmentlist]", itemListStr, FormatCapitals.Yes)).Value,
null, 2.0f, $"listrequiredtreatments{Target.Name}".ToIdentifier(), 60.0f);
}
@@ -483,7 +488,7 @@ namespace Barotrauma
if (IsCompleted && Target != character && character.IsOnPlayerTeam)
{
string textTag = performedCpr ? "DialogTargetResuscitated" : "DialogTargetHealed";
string message = TextManager.GetWithVariable(textTag, "[targetname]", Target.Name)?.Value;
string message = TextManager.GetWithVariable(textTag, "[targetname]", Target.DisplayName)?.Value;
character.Speak(message, delay: 1.0f, identifier: $"targethealed{Target.Name}".ToIdentifier(), minDurationBetweenSimilar: 60.0f);
}
return IsCompleted;
@@ -47,9 +47,9 @@ namespace Barotrauma
if (objectiveManager.GetFirstActiveObjective<AIObjectiveRescue>() == null)
{
charactersWithMinorInjuries.Add(target);
character.Speak(TextManager.GetWithVariable("dialogignoreminorinjuries", "[targetname]", target.Name).Value,
character.Speak(TextManager.GetWithVariable("dialogignoreminorinjuries", "[targetname]", target.DisplayName).Value,
delay: 1.0f,
identifier: $"notreatableafflictions{target.Name}".ToIdentifier(),
identifier: $"notreatableafflictions{target.DisplayName}".ToIdentifier(),
minDurationBetweenSimilar: 10.0f);
}
}