v1.6.17.0 (Unto the Breach update)
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+61
-21
@@ -3,6 +3,7 @@ using FarseerPhysics;
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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namespace Barotrauma
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@@ -31,7 +32,7 @@ namespace Barotrauma
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public AIObjectiveFindSafety(Character character, AIObjectiveManager objectiveManager, float priorityModifier = 1) : base(character, objectiveManager, priorityModifier) { }
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protected override bool CheckObjectiveSpecific() => false;
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protected override bool CheckObjectiveState() => false;
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public override bool CanBeCompleted => true;
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private bool resetPriority;
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@@ -339,6 +340,10 @@ namespace Barotrauma
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float bestHullValue = 0;
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bool bestHullIsAirlock = false;
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Hull potentialBestHull;
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#if DEBUG
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private readonly Stopwatch stopWatch = new Stopwatch();
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#endif
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/// <summary>
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/// Tries to find the best (safe, nearby) hull the character can find a path to.
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@@ -353,6 +358,9 @@ namespace Barotrauma
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bestHullIsAirlock = false;
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hulls.Clear();
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var connectedSubs = character.Submarine?.GetConnectedSubs();
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#if DEBUG
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stopWatch.Restart();
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#endif
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foreach (Hull hull in Hull.HullList)
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{
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if (hull.Submarine == null) { continue; }
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@@ -363,25 +371,66 @@ namespace Barotrauma
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if (ignoredHulls != null && ignoredHulls.Contains(hull)) { continue; }
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if (HumanAIController.UnreachableHulls.Contains(hull)) { continue; }
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if (connectedSubs != null && !connectedSubs.Contains(hull.Submarine)) { continue; }
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//sort the hulls based on distance and which sub they're in
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//tends to make the method much faster, because we find a potential hull earlier and can discard further-away hulls more easily
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//(for instance, an NPC in an outpost might otherwise go through all the hulls in the main sub first and do tons of expensive
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//path calculations, only to discard all of them when going through the hulls in the outpost)
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float hullSuitability = EstimateHullSuitability(character, hull);
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if (hulls.None())
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{
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hulls.Add(hull);
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}
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else
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{
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//sort the hulls first based on distance and a rough suitability estimation
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//tends to make the method much faster, because we find a potential hull earlier and can discard further-away hulls more easily
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//(for instance, an NPC in an outpost might otherwise go through all the hulls in the main sub first and do tons of expensive
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//path calculations, only to discard all of them when going through the hulls in the outpost)
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bool addLast = true;
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float hullSuitability = EstimateHullSuitability(hull);
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for (int i = 0; i < hulls.Count; i++)
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{
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if (hullSuitability > EstimateHullSuitability(character, hulls[i]))
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Hull otherHull = hulls[i];
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float otherHullSuitability = EstimateHullSuitability(otherHull);
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if (hullSuitability > otherHullSuitability)
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{
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hulls.Insert(i, hull);
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addLast = false;
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break;
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}
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}
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if (addLast)
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{
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hulls.Add(hull);
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}
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}
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float EstimateHullSuitability(Hull h)
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{
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float distX = Math.Abs(h.WorldPosition.X - character.WorldPosition.X);
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float distY = Math.Abs(h.WorldPosition.Y - character.WorldPosition.Y);
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if (character.CurrentHull != null)
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{
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distY *= 3;
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}
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float dist = distX + distY;
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float suitability = -dist;
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const float suitabilityReduction = 10000.0f;
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if (h.Submarine != character.Submarine)
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{
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suitability -= suitabilityReduction;
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}
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if (character.CurrentHull != null)
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{
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if (h.AvoidStaying)
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{
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suitability -= suitabilityReduction;
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}
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if (HumanAIController.UnsafeHulls.Contains(h))
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{
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suitability -= suitabilityReduction;
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}
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if (HumanAIController.NeedsDivingGear(h, out _))
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{
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suitability -= suitabilityReduction;
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}
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}
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return suitability;
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}
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}
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if (hulls.None())
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@@ -390,19 +439,10 @@ namespace Barotrauma
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return HullSearchStatus.Finished;
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}
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hullSearchIndex = 0;
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}
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static float EstimateHullSuitability(Character character, Hull hull)
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{
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float dist =
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Math.Abs(hull.WorldPosition.X - character.WorldPosition.X) +
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Math.Abs(hull.WorldPosition.Y - character.WorldPosition.Y) * 3;
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float suitability = -dist;
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if (hull.Submarine != character.Submarine)
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{
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suitability -= 10000.0f;
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}
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return suitability;
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#if DEBUG
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stopWatch.Stop();
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DebugConsole.NewMessage($"({character.DisplayName}) Sorted hulls by suitability in {stopWatch.ElapsedMilliseconds} ms", debugOnly: true);
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#endif
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}
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Hull potentialHull = hulls[hullSearchIndex];
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@@ -420,7 +460,7 @@ namespace Barotrauma
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if (hullSafety > bestHullValue)
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{
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//avoid airlock modules if not allowed to change the sub
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if (allowChangingSubmarine || !potentialHull.OutpostModuleTags.Any(t => t == "airlock"))
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if (allowChangingSubmarine || potentialHull.OutpostModuleTags.All(t => t != "airlock"))
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{
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// Don't allow to go outside if not already outside.
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var path = PathSteering.PathFinder.FindPath(character.SimPosition, character.GetRelativeSimPosition(potentialHull), character.Submarine, nodeFilter: node => node.Waypoint.CurrentHull != null);
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