Build 0.18.0.0
This commit is contained in:
@@ -31,6 +31,17 @@ namespace Barotrauma
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if (_previousAiTarget != null)
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{
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_lastAiTarget = _previousAiTarget;
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if (_selectedAiTarget != null)
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{
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if (_selectedAiTarget.Entity is Item i && _previousAiTarget.Entity is Character c)
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{
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if (i.IsOwnedBy(c)) { return; }
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}
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else if (_previousAiTarget.Entity is Item it && _selectedAiTarget.Entity is Character ch)
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{
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if (it.IsOwnedBy(ch)) { return; }
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}
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}
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}
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OnTargetChanged(_previousAiTarget, _selectedAiTarget);
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}
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@@ -1055,6 +1055,9 @@ namespace Barotrauma
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private Vector2 attackWorldPos;
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private Vector2 attackSimPos;
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private float reachTimer;
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// How long the monster tries to reach out for the target when it's close to it before ignoring it.
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private const float reachTimeOut = 10;
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private void UpdateAttack(float deltaTime)
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{
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@@ -1427,6 +1430,22 @@ namespace Barotrauma
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// Check that we can reach the target
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distance = toTarget.Length();
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canAttack = distance < AttackLimb.attack.Range;
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if (canAttack)
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{
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reachTimer = 0;
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}
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else if (selectedTargetingParams.AttackPattern == AttackPattern.Straight && distance < AttackLimb.attack.Range * 5)
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{
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reachTimer += deltaTime;
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if (reachTimer > reachTimeOut)
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{
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reachTimer = 0;
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IgnoreTarget(SelectedAiTarget);
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State = AIState.Idle;
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ResetAITarget();
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return;
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}
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}
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// Crouch if the target is down (only humanoids), so that we can reach it.
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if (Character.AnimController is HumanoidAnimController humanoidAnimController && distance < AttackLimb.attack.Range * 2)
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@@ -1958,9 +1977,8 @@ namespace Barotrauma
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}
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if (!isFriendly && attackResult.Damage > 0.0f)
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{
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ignoredTargets.Remove(attacker.AiTarget);
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bool canAttack = attacker.Submarine == Character.Submarine && canAttackCharacters || attacker.Submarine != null && canAttackWalls;
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if (AIParams.AttackWhenProvoked && canAttack)
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if (AIParams.AttackWhenProvoked && canAttack && !ignoredTargets.Contains(attacker.AiTarget))
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{
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if (attacker.IsHusk)
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{
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@@ -3476,6 +3494,7 @@ namespace Barotrauma
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{
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observeTimer = targetParams.Timer * Rand.Range(0.75f, 1.25f);
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}
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reachTimer = 0;
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}
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protected override void OnStateChanged(AIState from, AIState to)
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@@ -3496,6 +3515,7 @@ namespace Barotrauma
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SetStateResetTimer();
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}
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blockCheckTimer = 0;
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reachTimer = 0;
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}
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private void SetStateResetTimer() => stateResetTimer = stateResetCooldown * Rand.Range(0.75f, 1.25f);
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@@ -59,7 +59,11 @@ namespace Barotrauma
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private readonly float enemyCheckInterval = 0.2f;
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private readonly float enemySpotDistanceOutside = 800;
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private readonly float enemySpotDistanceInside = 1000;
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private float enemycheckTimer;
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private float enemyCheckTimer;
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private readonly float reportProblemsInterval = 1.0f;
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private float reportProblemsTimer;
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/// <summary>
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/// How far other characters can hear reports done by this character (e.g. reports for fires, intruders). Defaults to infinity.
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@@ -166,6 +170,7 @@ namespace Barotrauma
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objectiveManager = new AIObjectiveManager(c);
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reactTimer = GetReactionTime();
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SortTimer = Rand.Range(0f, sortObjectiveInterval);
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reportProblemsTimer = Rand.Range(0f, reportProblemsInterval);
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}
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public override void Update(float deltaTime)
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@@ -309,10 +314,10 @@ namespace Barotrauma
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{
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// Spot enemies while staying outside or inside an enemy ship.
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// does not apply for escorted characters, such as prisoners or terrorists who have their own behavior
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enemycheckTimer -= deltaTime;
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if (enemycheckTimer < 0)
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enemyCheckTimer -= deltaTime;
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if (enemyCheckTimer < 0)
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{
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enemycheckTimer = enemyCheckInterval * Rand.Range(0.75f, 1.25f);
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enemyCheckTimer = enemyCheckInterval * Rand.Range(0.75f, 1.25f);
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if (!objectiveManager.IsCurrentObjective<AIObjectiveCombat>())
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{
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float closestDistance = 0;
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@@ -407,19 +412,29 @@ namespace Barotrauma
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{
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if (Character.IsOnPlayerTeam)
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{
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VisibleHulls.ForEach(h => PropagateHullSafety(Character, h));
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foreach (Hull h in VisibleHulls)
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{
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PropagateHullSafety(Character, h);
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}
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}
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else
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{
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// Outpost npcs don't inform each other about threats, like crew members do.
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VisibleHulls.ForEach(h => RefreshHullSafety(h));
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foreach (Hull h in VisibleHulls)
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{
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RefreshHullSafety(h);
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}
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}
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}
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if (Character.SpeechImpediment < 100.0f)
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{
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if (Character.Submarine != null && (Character.Submarine.TeamID == Character.TeamID || Character.IsEscorted) && !Character.Submarine.Info.IsWreck)
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reportProblemsTimer -= deltaTime;
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if (reportProblemsTimer <= 0.0f)
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{
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ReportProblems();
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if (Character.Submarine != null && (Character.Submarine.TeamID == Character.TeamID || Character.IsEscorted) && !Character.Submarine.Info.IsWreck)
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{
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ReportProblems();
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}
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reportProblemsTimer = reportProblemsInterval;
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}
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UpdateSpeaking();
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}
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@@ -785,9 +800,10 @@ namespace Barotrauma
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if (item == null || item.Removed) { return; }
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if (!itemsToRelocate.Contains(item)) { return; }
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var mainSub = Submarine.MainSub;
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if (item.ParentInventory != null)
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Entity owner = item.GetRootInventoryOwner();
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if (owner != null)
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{
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if (item.ParentInventory.Owner is Character c)
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if (owner is Character c)
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{
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if (c.TeamID == CharacterTeamType.Team1 || c.TeamID == CharacterTeamType.Team2)
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{
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@@ -795,24 +811,37 @@ namespace Barotrauma
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return;
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}
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}
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else if (item.ParentInventory.Owner.Submarine == mainSub)
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else if (owner.Submarine == mainSub)
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{
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// Placed inside an inventory that's already in the main sub.
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return;
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}
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}
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// Laying on ground inside the main sub.
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// Laying on the ground inside the main sub.
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if (item.Submarine == mainSub)
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{
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return;
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}
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WayPoint wp = WayPoint.GetRandom(SpawnType.Cargo, null, mainSub);
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if (wp != null)
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if (owner != null && owner != item)
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{
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item.Submarine = mainSub;
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item.SetTransform(wp.SimPosition, 0.0f);
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item.Drop(null);
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}
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item.Submarine = mainSub;
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Item newContainer = mainSub.FindContainerFor(item, onlyPrimary: false);
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if (newContainer == null || !newContainer.OwnInventory.TryPutItem(item, user: null))
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{
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WayPoint wp = WayPoint.GetRandom(SpawnType.Cargo, null, mainSub) ?? WayPoint.GetRandom(SpawnType.Path, null, mainSub);
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if (wp != null)
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{
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item.SetTransform(wp.SimPosition, 0.0f, findNewHull: false, setPrevTransform: false);
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}
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else
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{
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DebugConsole.AddWarning($"Failed to relocate item {item.Prefab.Identifier} ({item.ID}), because no cargo spawn point could be found!");
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}
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}
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itemsToRelocate.Remove(item);
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DebugConsole.Log($"Relocated item {item.Prefab.Identifier} ({item.ID}) back to the main sub.");
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}
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}
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@@ -1149,7 +1178,7 @@ namespace Barotrauma
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bool isAttackerFightingEnemy = false;
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float minorDamageThreshold = 1;
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float majorDamageThreshold = 20;
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if (attacker.TeamID == Character.TeamID)
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if (attacker.TeamID == Character.TeamID && !attacker.IsInstigator)
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{
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minorDamageThreshold = 10;
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majorDamageThreshold = 40;
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@@ -1356,6 +1385,10 @@ namespace Barotrauma
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Character FindInstigator()
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{
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if (Character.IsInstigator)
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{
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return Character;
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}
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if (attacker.IsInstigator)
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{
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return attacker;
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@@ -1545,7 +1578,7 @@ namespace Barotrauma
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(!requireEquipped || character.HasEquippedItem(i)) &&
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(predicate == null || predicate(i)), recursive, matchingItems);
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items = matchingItems;
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return matchingItems.Any(i => i != null && (containedTag.IsEmpty || i.ContainedItems.Any(it => it.HasTag(containedTag) && it.ConditionPercentage > conditionPercentage)));
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return matchingItems.Any(i => i != null && (containedTag.IsEmpty || i.OwnInventory == null || i.ContainedItems.Any(it => it.HasTag(containedTag) && it.ConditionPercentage > conditionPercentage)));
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}
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public static void StructureDamaged(Structure structure, float damageAmount, Character character)
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@@ -1889,7 +1922,7 @@ namespace Barotrauma
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float fireFactor = 1;
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if (!ignoreFire)
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{
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float calculateFire(Hull h) => h.FireSources.Count * 0.5f + h.FireSources.Sum(fs => fs.DamageRange) / h.Size.X;
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static float calculateFire(Hull h) => h.FireSources.Count * 0.5f + h.FireSources.Sum(fs => fs.DamageRange) / h.Size.X;
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// Even the smallest fire reduces the safety by 50%
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float fire = visibleHulls == null ? calculateFire(hull) : visibleHulls.Sum(h => calculateFire(h));
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fireFactor = MathHelper.Lerp(1, 0, MathHelper.Clamp(fire, 0, 1));
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@@ -1897,10 +1930,22 @@ namespace Barotrauma
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float enemyFactor = 1;
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if (!ignoreEnemies)
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{
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bool isValidTarget(Character e) => IsActive(e) && !IsFriendly(character, e) && !e.IsArrested;
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int enemyCount = visibleHulls == null ?
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Character.CharacterList.Count(e => isValidTarget(e) && e.CurrentHull == hull) :
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Character.CharacterList.Count(e => isValidTarget(e) && visibleHulls.Contains(e.CurrentHull));
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int enemyCount = 0;
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foreach (Character c in Character.CharacterList)
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{
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if (visibleHulls == null)
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{
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if (c.CurrentHull != hull) { continue; }
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}
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else
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{
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if (!visibleHulls.Contains(c.CurrentHull)) { continue; }
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}
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if (IsActive(c) && !IsFriendly(character, c) && !c.IsArrested)
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{
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enemyCount++;
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}
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}
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// The hull safety decreases 90% per enemy up to 100% (TODO: test smaller percentages)
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enemyFactor = MathHelper.Lerp(1, 0, MathHelper.Clamp(enemyCount * 0.9f, 0, 1));
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}
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@@ -1911,6 +1956,7 @@ namespace Barotrauma
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if (item.Prefab != null && item.Prefab.IsDangerous)
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{
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dangerousItemsFactor = 0;
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break;
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}
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}
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float safety = oxygenFactor * waterFactor * fireFactor * enemyFactor * dangerousItemsFactor;
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+1
-1
@@ -113,7 +113,7 @@ namespace Barotrauma
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else
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{
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var connectionPanel = item.GetComponent<ConnectionPanel>();
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if (connectionPanel != null && connectionPanel.Connections.Any(c => c.Wires.Any(w => w != null)))
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if (connectionPanel != null && connectionPanel.Connections.Any(c => c.Wires.Count > 0))
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{
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return false;
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}
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+22
-15
@@ -5,6 +5,7 @@ using System;
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using System.Collections.Generic;
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using System.Linq;
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using FarseerPhysics.Dynamics;
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using static Barotrauma.AIObjectiveFindSafety;
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namespace Barotrauma
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{
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@@ -775,7 +776,13 @@ namespace Barotrauma
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}
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else
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{
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retreatTarget = findSafety.FindBestHull(HumanAIController.VisibleHulls, allowChangingTheSubmarine: character.TeamID != CharacterTeamType.FriendlyNPC);
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HullSearchStatus hullSearchStatus = findSafety.FindBestHull(out Hull potentialSafeHull, HumanAIController.VisibleHulls, allowChangingSubmarine: character.TeamID != CharacterTeamType.FriendlyNPC);
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if (hullSearchStatus != HullSearchStatus.Finished)
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{
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findSafety.UpdateSimpleEscape(deltaTime);
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return;
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}
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retreatTarget = potentialSafeHull;
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findHullTimer = findHullInterval * Rand.Range(0.9f, 1.1f);
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}
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}
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@@ -785,21 +792,21 @@ namespace Barotrauma
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{
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UsePathingOutside = false
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},
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onAbandon: () =>
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onAbandon: () =>
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{
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if (Enemy != null && HumanAIController.VisibleHulls.Contains(Enemy.CurrentHull))
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{
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if (Enemy != null && HumanAIController.VisibleHulls.Contains(Enemy.CurrentHull))
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{
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// If in the same room with an enemy -> don't try to escape because we'd want to fight it
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SteeringManager.Reset();
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RemoveSubObjective(ref retreatObjective);
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}
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else
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{
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// else abandon and fall back to find safety mode
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Abandon = true;
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}
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},
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onCompleted: () => RemoveSubObjective(ref retreatObjective));
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// If in the same room with an enemy -> don't try to escape because we'd want to fight it
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SteeringManager.Reset();
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RemoveSubObjective(ref retreatObjective);
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}
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else
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{
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// else abandon and fall back to find safety mode
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Abandon = true;
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}
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},
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onCompleted: () => RemoveSubObjective(ref retreatObjective));
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}
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}
|
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|
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+195
-117
@@ -1,4 +1,5 @@
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using FarseerPhysics;
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using Barotrauma.Extensions;
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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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@@ -192,9 +193,17 @@ namespace Barotrauma
|
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}
|
||||
else
|
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{
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HullSearchStatus hullSearchStatus = FindBestHull(out Hull potentialSafeHull, allowChangingSubmarine: character.TeamID != CharacterTeamType.FriendlyNPC);
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if (hullSearchStatus != HullSearchStatus.Finished)
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{
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UpdateSimpleEscape(deltaTime);
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return;
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||||
}
|
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|
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searchHullTimer = SearchHullInterval * Rand.Range(0.9f, 1.1f);
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previousSafeHull = currentSafeHull;
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currentSafeHull = FindBestHull(allowChangingTheSubmarine: character.TeamID != CharacterTeamType.FriendlyNPC);
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currentSafeHull = potentialSafeHull;
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cannotFindSafeHull = currentSafeHull == null || HumanAIController.NeedsDivingGear(currentSafeHull, out _);
|
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if (currentSafeHull == null)
|
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{
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||||
@@ -250,58 +259,122 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
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if (subObjectives.Any(so => so.CanBeCompleted)) { return; }
|
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if (currentHull != null)
|
||||
UpdateSimpleEscape(deltaTime);
|
||||
}
|
||||
}
|
||||
|
||||
public void UpdateSimpleEscape(float deltaTime)
|
||||
{
|
||||
Vector2 escapeVel = Vector2.Zero;
|
||||
if (character.CurrentHull != null)
|
||||
{
|
||||
foreach (Hull hull in HumanAIController.VisibleHulls)
|
||||
{
|
||||
//goto objective doesn't exist (a safe hull not found, or a path to a safe hull not found)
|
||||
// -> attempt to manually steer away from hazards
|
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Vector2 escapeVel = Vector2.Zero;
|
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foreach (Hull hull in HumanAIController.VisibleHulls)
|
||||
foreach (FireSource fireSource in hull.FireSources)
|
||||
{
|
||||
foreach (FireSource fireSource in hull.FireSources)
|
||||
{
|
||||
Vector2 dir = character.Position - fireSource.Position;
|
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float distMultiplier = MathHelper.Clamp(100.0f / Vector2.Distance(fireSource.Position, character.Position), 0.1f, 10.0f);
|
||||
escapeVel += new Vector2(Math.Sign(dir.X) * distMultiplier, !character.IsClimbing ? 0 : Math.Sign(dir.Y) * distMultiplier);
|
||||
}
|
||||
}
|
||||
foreach (Character enemy in Character.CharacterList)
|
||||
{
|
||||
if (!HumanAIController.IsActive(enemy) || HumanAIController.IsFriendly(enemy) || enemy.IsArrested) { continue; }
|
||||
if (HumanAIController.VisibleHulls.Contains(enemy.CurrentHull))
|
||||
{
|
||||
Vector2 dir = character.Position - enemy.Position;
|
||||
float distMultiplier = MathHelper.Clamp(100.0f / Vector2.Distance(enemy.Position, character.Position), 0.1f, 10.0f);
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escapeVel += new Vector2(Math.Sign(dir.X) * distMultiplier, !character.IsClimbing ? 0 : Math.Sign(dir.Y) * distMultiplier);
|
||||
}
|
||||
}
|
||||
if (escapeVel != Vector2.Zero)
|
||||
{
|
||||
float left = currentHull.Rect.X + 50;
|
||||
float right = currentHull.Rect.Right - 50;
|
||||
//only move if we haven't reached the edge of the room
|
||||
if (escapeVel.X < 0 && character.Position.X > left || escapeVel.X > 0 && character.Position.X < right)
|
||||
{
|
||||
character.AIController.SteeringManager.SteeringManual(deltaTime, escapeVel);
|
||||
}
|
||||
else
|
||||
{
|
||||
character.AnimController.TargetDir = escapeVel.X < 0.0f ? Direction.Right : Direction.Left;
|
||||
character.AIController.SteeringManager.Reset();
|
||||
}
|
||||
return;
|
||||
Vector2 dir = character.Position - fireSource.Position;
|
||||
float distMultiplier = MathHelper.Clamp(100.0f / Vector2.Distance(fireSource.Position, character.Position), 0.1f, 10.0f);
|
||||
escapeVel += new Vector2(Math.Sign(dir.X) * distMultiplier, !character.IsClimbing ? 0 : Math.Sign(dir.Y) * distMultiplier);
|
||||
}
|
||||
}
|
||||
foreach (Character enemy in Character.CharacterList)
|
||||
{
|
||||
if (!HumanAIController.IsActive(enemy) || HumanAIController.IsFriendly(enemy) || enemy.IsArrested) { continue; }
|
||||
if (HumanAIController.VisibleHulls.Contains(enemy.CurrentHull))
|
||||
{
|
||||
Vector2 dir = character.Position - enemy.Position;
|
||||
float distMultiplier = MathHelper.Clamp(100.0f / Vector2.Distance(enemy.Position, character.Position), 0.1f, 10.0f);
|
||||
escapeVel += new Vector2(Math.Sign(dir.X) * distMultiplier, !character.IsClimbing ? 0 : Math.Sign(dir.Y) * distMultiplier);
|
||||
}
|
||||
}
|
||||
}
|
||||
if (escapeVel != Vector2.Zero)
|
||||
{
|
||||
float left = character.CurrentHull.Rect.X + 50;
|
||||
float right = character.CurrentHull.Rect.Right - 50;
|
||||
//only move if we haven't reached the edge of the room
|
||||
if (escapeVel.X < 0 && character.Position.X > left || escapeVel.X > 0 && character.Position.X < right)
|
||||
{
|
||||
character.AIController.SteeringManager.SteeringManual(deltaTime, escapeVel);
|
||||
}
|
||||
else
|
||||
{
|
||||
character.AnimController.TargetDir = escapeVel.X < 0.0f ? Direction.Right : Direction.Left;
|
||||
character.AIController.SteeringManager.Reset();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
objectiveManager.GetObjective<AIObjectiveIdle>().Wander(deltaTime);
|
||||
}
|
||||
}
|
||||
|
||||
public Hull FindBestHull(IEnumerable<Hull> ignoredHulls = null, bool allowChangingTheSubmarine = true)
|
||||
public enum HullSearchStatus
|
||||
{
|
||||
//sort the hulls based on distance and which sub they're in
|
||||
//tends to make the method much faster, because we find a potential hull earlier and can discard further-away hulls more easily
|
||||
//(for instance, an NPC in an outpost might otherwise go through all the hulls in the main sub first and do tons of expensive
|
||||
//path calculations, only to discard all of them when going through the hulls in the outpost)
|
||||
float EstimateHullSuitability(Hull hull)
|
||||
Running,
|
||||
Finished
|
||||
}
|
||||
|
||||
private readonly List<Hull> hulls = new List<Hull>();
|
||||
private int hullSearchIndex = -1;
|
||||
float bestHullValue = 0;
|
||||
bool bestHullIsAirlock = false;
|
||||
Hull potentialBestHull;
|
||||
|
||||
/// <summary>
|
||||
/// Tries to find the best (safe, nearby) hull the character can find a path to.
|
||||
/// Checks one hull at a time, and returns HullSearchStatus.Finished when all potential hulls have been checked.
|
||||
/// </summary>
|
||||
public HullSearchStatus FindBestHull(out Hull bestHull, IEnumerable<Hull> ignoredHulls = null, bool allowChangingSubmarine = true)
|
||||
{
|
||||
if (hullSearchIndex == -1)
|
||||
{
|
||||
bestHullValue = 0;
|
||||
potentialBestHull = null;
|
||||
bestHullIsAirlock = false;
|
||||
hulls.Clear();
|
||||
var connectedSubs = character.Submarine?.GetConnectedSubs();
|
||||
foreach (Hull hull in Hull.HullList)
|
||||
{
|
||||
if (hull.Submarine == null) { continue; }
|
||||
// Ruins are mazes filled with water. There's no safe hulls and we don't want to use the resources on it.
|
||||
if (hull.Submarine.Info.IsRuin) { continue; }
|
||||
if (!allowChangingSubmarine && hull.Submarine != character.Submarine) { continue; }
|
||||
if (hull.Rect.Height < ConvertUnits.ToDisplayUnits(character.AnimController.ColliderHeightFromFloor) * 2) { continue; }
|
||||
if (ignoredHulls != null && ignoredHulls.Contains(hull)) { continue; }
|
||||
if (HumanAIController.UnreachableHulls.Contains(hull)) { continue; }
|
||||
if (connectedSubs != null && !connectedSubs.Contains(hull.Submarine)) { continue; }
|
||||
|
||||
//sort the hulls based on distance and which sub they're in
|
||||
//tends to make the method much faster, because we find a potential hull earlier and can discard further-away hulls more easily
|
||||
//(for instance, an NPC in an outpost might otherwise go through all the hulls in the main sub first and do tons of expensive
|
||||
//path calculations, only to discard all of them when going through the hulls in the outpost)
|
||||
float hullSuitability = EstimateHullSuitability(character, hull);
|
||||
if (!hulls.Any())
|
||||
{
|
||||
hulls.Add(hull);
|
||||
}
|
||||
else
|
||||
{
|
||||
for (int i = 0; i < hulls.Count; i++)
|
||||
{
|
||||
if (hullSuitability > EstimateHullSuitability(character, hulls[i]))
|
||||
{
|
||||
hulls.Insert(i, hull);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if (hulls.None())
|
||||
{
|
||||
bestHull = null;
|
||||
return HullSearchStatus.Finished;
|
||||
}
|
||||
hullSearchIndex = 0;
|
||||
}
|
||||
|
||||
static float EstimateHullSuitability(Character character, Hull hull)
|
||||
{
|
||||
float dist =
|
||||
Math.Abs(hull.WorldPosition.X - character.WorldPosition.X) +
|
||||
@@ -314,86 +387,91 @@ namespace Barotrauma
|
||||
return suitability;
|
||||
}
|
||||
|
||||
Hull bestHull = null;
|
||||
float bestValue = 0;
|
||||
bool bestIsAirlock = false;
|
||||
foreach (Hull hull in Hull.HullList.OrderByDescending(h => EstimateHullSuitability(h)))
|
||||
Hull potentialHull = hulls[hullSearchIndex];
|
||||
|
||||
float hullSafety = 0;
|
||||
bool hullIsAirlock = false;
|
||||
bool isCharacterInside = character.CurrentHull != null && character.Submarine != null;
|
||||
if (isCharacterInside)
|
||||
{
|
||||
if (hull.Submarine == null) { continue; }
|
||||
// Ruins are mazes filled with water. There's no safe hulls and we don't want to use the resources on it.
|
||||
if (hull.Submarine.Info.IsRuin) { continue; }
|
||||
if (!allowChangingTheSubmarine && hull.Submarine != character.Submarine) { continue; }
|
||||
if (hull.Rect.Height < ConvertUnits.ToDisplayUnits(character.AnimController.ColliderHeightFromFloor) * 2) { continue; }
|
||||
if (ignoredHulls != null && ignoredHulls.Contains(hull)) { continue; }
|
||||
if (HumanAIController.UnreachableHulls.Contains(hull)) { continue; }
|
||||
float hullSafety = 0;
|
||||
bool hullIsAirlock = false;
|
||||
bool isCharacterInside = character.CurrentHull != null && character.Submarine != null;
|
||||
if (isCharacterInside)
|
||||
{
|
||||
if (!character.Submarine.IsConnectedTo(hull.Submarine)) { continue; }
|
||||
hullSafety = HumanAIController.GetHullSafety(hull, hull.GetConnectedHulls(true, 1), character);
|
||||
float yDist = Math.Abs(character.WorldPosition.Y - hull.WorldPosition.Y);
|
||||
yDist = yDist > 100 ? yDist * 3 : 0;
|
||||
float dist = Math.Abs(character.WorldPosition.X - hull.WorldPosition.X) + yDist;
|
||||
float distanceFactor = MathHelper.Lerp(1, 0.9f, MathUtils.InverseLerp(0, 10000, dist));
|
||||
hullSafety *= distanceFactor;
|
||||
//skip the hull if the safety is already less than the best hull
|
||||
//(no need to do the expensive pathfinding if we already know we're not going to choose this hull)
|
||||
if (hullSafety < bestValue) { continue; }
|
||||
hullSafety = HumanAIController.GetHullSafety(potentialHull, potentialHull.GetConnectedHulls(true, 1), character);
|
||||
float yDist = Math.Abs(character.WorldPosition.Y - potentialHull.WorldPosition.Y);
|
||||
yDist = yDist > 100 ? yDist * 3 : 0;
|
||||
float dist = Math.Abs(character.WorldPosition.X - potentialHull.WorldPosition.X) + yDist;
|
||||
float distanceFactor = MathHelper.Lerp(1, 0.9f, MathUtils.InverseLerp(0, 10000, dist));
|
||||
hullSafety *= distanceFactor;
|
||||
//skip the hull if the safety is already less than the best hull
|
||||
//(no need to do the expensive pathfinding if we already know we're not going to choose this hull)
|
||||
if (hullSafety > bestHullValue)
|
||||
{
|
||||
//avoid airlock modules if not allowed to change the sub
|
||||
if (!allowChangingTheSubmarine && hull.OutpostModuleTags.Any(t => t == "airlock"))
|
||||
if (allowChangingSubmarine || !potentialHull.OutpostModuleTags.Any(t => t == "airlock"))
|
||||
{
|
||||
continue;
|
||||
// Don't allow to go outside if not already outside.
|
||||
var path = PathSteering.PathFinder.FindPath(character.SimPosition, potentialHull.SimPosition, character.Submarine, nodeFilter: node => node.Waypoint.CurrentHull != null);
|
||||
if (path.Unreachable)
|
||||
{
|
||||
hullSafety = 0;
|
||||
HumanAIController.UnreachableHulls.Add(potentialHull);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Each unsafe node reduces the hull safety value.
|
||||
// Ignore the current hull, because otherwise we couldn't find a path out.
|
||||
int unsafeNodes = path.Nodes.Count(n => n.CurrentHull != character.CurrentHull && HumanAIController.UnsafeHulls.Contains(n.CurrentHull));
|
||||
hullSafety /= 1 + unsafeNodes;
|
||||
// If the target is not inside a friendly submarine, considerably reduce the hull safety.
|
||||
if (!character.Submarine.IsEntityFoundOnThisSub(potentialHull, true))
|
||||
{
|
||||
hullSafety /= 10;
|
||||
}
|
||||
}
|
||||
}
|
||||
// Don't allow to go outside if not already outside.
|
||||
var path = PathSteering.PathFinder.FindPath(character.SimPosition, hull.SimPosition, character.Submarine, nodeFilter: node => node.Waypoint.CurrentHull != null);
|
||||
if (path.Unreachable)
|
||||
else
|
||||
{
|
||||
HumanAIController.UnreachableHulls.Add(hull);
|
||||
continue;
|
||||
hullSafety = 0;
|
||||
}
|
||||
// Each unsafe node reduces the hull safety value.
|
||||
// Ignore the current hull, because otherwise we couldn't find a path out.
|
||||
int unsafeNodes = path.Nodes.Count(n => n.CurrentHull != character.CurrentHull && HumanAIController.UnsafeHulls.Contains(n.CurrentHull));
|
||||
hullSafety /= 1 + unsafeNodes;
|
||||
// If the target is not inside a friendly submarine, considerably reduce the hull safety.
|
||||
if (!character.Submarine.IsEntityFoundOnThisSub(hull, true))
|
||||
{
|
||||
hullSafety /= 10;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// TODO: could also target gaps that get us inside?
|
||||
if (hull.IsTaggedAirlock())
|
||||
{
|
||||
hullSafety = 100;
|
||||
hullIsAirlock = true;
|
||||
}
|
||||
else if(!bestIsAirlock && hull.LeadsOutside(character))
|
||||
{
|
||||
hullSafety = 100;
|
||||
}
|
||||
// Huge preference for closer targets
|
||||
float distance = Vector2.DistanceSquared(character.WorldPosition, hull.WorldPosition);
|
||||
float distanceFactor = MathHelper.Lerp(1, 0.2f, MathUtils.InverseLerp(0, MathUtils.Pow(100000, 2), distance));
|
||||
hullSafety *= distanceFactor;
|
||||
// If the target is not inside a friendly submarine, considerably reduce the hull safety.
|
||||
// Intentionally exclude wrecks from this check
|
||||
if (hull.Submarine.TeamID != character.TeamID && hull.Submarine.TeamID != CharacterTeamType.FriendlyNPC)
|
||||
{
|
||||
hullSafety /= 10;
|
||||
}
|
||||
}
|
||||
if (hullSafety > bestValue || (!isCharacterInside && hullIsAirlock && !bestIsAirlock))
|
||||
{
|
||||
bestHull = hull;
|
||||
bestValue = hullSafety;
|
||||
bestIsAirlock = hullIsAirlock;
|
||||
}
|
||||
}
|
||||
return bestHull;
|
||||
else
|
||||
{
|
||||
// TODO: could also target gaps that get us inside?
|
||||
if (potentialHull.IsTaggedAirlock())
|
||||
{
|
||||
hullSafety = 100;
|
||||
hullIsAirlock = true;
|
||||
}
|
||||
else if(!bestHullIsAirlock && potentialHull.LeadsOutside(character))
|
||||
{
|
||||
hullSafety = 100;
|
||||
}
|
||||
// Huge preference for closer targets
|
||||
float distance = Vector2.DistanceSquared(character.WorldPosition, potentialHull.WorldPosition);
|
||||
float distanceFactor = MathHelper.Lerp(1, 0.2f, MathUtils.InverseLerp(0, MathUtils.Pow(100000, 2), distance));
|
||||
hullSafety *= distanceFactor;
|
||||
// If the target is not inside a friendly submarine, considerably reduce the hull safety.
|
||||
// Intentionally exclude wrecks from this check
|
||||
if (potentialHull.Submarine.TeamID != character.TeamID && potentialHull.Submarine.TeamID != CharacterTeamType.FriendlyNPC)
|
||||
{
|
||||
hullSafety /= 10;
|
||||
}
|
||||
}
|
||||
if (hullSafety > bestHullValue || (!isCharacterInside && hullIsAirlock && !bestHullIsAirlock))
|
||||
{
|
||||
potentialBestHull = potentialHull;
|
||||
bestHullValue = hullSafety;
|
||||
bestHullIsAirlock = hullIsAirlock;
|
||||
}
|
||||
|
||||
bestHull = potentialBestHull;
|
||||
hullSearchIndex++;
|
||||
|
||||
if (hullSearchIndex >= hulls.Count)
|
||||
{
|
||||
hullSearchIndex = -1;
|
||||
return HullSearchStatus.Finished;
|
||||
}
|
||||
return HullSearchStatus.Running;
|
||||
}
|
||||
|
||||
public override void Reset()
|
||||
|
||||
+1
@@ -165,6 +165,7 @@ namespace Barotrauma
|
||||
requiredCondition = () =>
|
||||
Leak.Submarine == character.Submarine &&
|
||||
Leak.linkedTo.Any(e => e is Hull h && character.CurrentHull == h),
|
||||
endNodeFilter = n => n.Waypoint.CurrentHull != null && Leak.linkedTo.Any(e => e is Hull h && h == n.Waypoint.CurrentHull),
|
||||
// The Go To objective can be abandoned if the leak is fixed (in which case we don't want to use the dialogue)
|
||||
SpeakCannotReachCondition = () => !CheckObjectiveSpecific()
|
||||
},
|
||||
|
||||
+29
-1
@@ -471,7 +471,8 @@ namespace Barotrauma
|
||||
{
|
||||
if (spawnItemIfNotFound)
|
||||
{
|
||||
if (!(MapEntityPrefab.List.FirstOrDefault(me => me is ItemPrefab ip && IdentifiersOrTags.Any(id => id == ip.Identifier || ip.Tags.Contains(id))) is ItemPrefab prefab))
|
||||
ItemPrefab prefab = FindItemToSpawn();
|
||||
if (prefab == null)
|
||||
{
|
||||
#if DEBUG
|
||||
DebugConsole.NewMessage($"{character.Name}: Cannot find an item with the following identifier(s) or tag(s): {string.Join(", ", IdentifiersOrTags)}, tried to spawn the item but no matching item prefabs were found.", Color.Yellow);
|
||||
@@ -501,6 +502,33 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the "best" item to spawn when using <see cref="spawnItemIfNotFound"/> and there's multiple suitable items.
|
||||
/// Best in this context is the one that's sold at the lowest price in stores (usually the most "basic" item)
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
private ItemPrefab FindItemToSpawn()
|
||||
{
|
||||
ItemPrefab bestItem = null;
|
||||
float lowestCost = float.MaxValue;
|
||||
foreach (MapEntityPrefab prefab in MapEntityPrefab.List)
|
||||
{
|
||||
if (!(prefab is ItemPrefab itemPrefab)) { continue; }
|
||||
if (IdentifiersOrTags.Any(id => id == prefab.Identifier || prefab.Tags.Contains(id)))
|
||||
{
|
||||
float cost = itemPrefab.DefaultPrice != null && itemPrefab.CanBeBought ?
|
||||
itemPrefab.DefaultPrice.Price :
|
||||
float.MaxValue;
|
||||
if (cost < lowestCost || bestItem == null)
|
||||
{
|
||||
bestItem = itemPrefab;
|
||||
lowestCost = cost;
|
||||
}
|
||||
}
|
||||
}
|
||||
return bestItem;
|
||||
}
|
||||
|
||||
protected override bool CheckObjectiveSpecific()
|
||||
{
|
||||
if (IsCompleted) { return true; }
|
||||
|
||||
+4
-1
@@ -4,6 +4,7 @@ using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using static Barotrauma.AIObjectiveFindSafety;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
@@ -186,7 +187,9 @@ namespace Barotrauma
|
||||
}
|
||||
else
|
||||
{
|
||||
safeHull = objectiveManager.GetObjective<AIObjectiveFindSafety>().FindBestHull(HumanAIController.VisibleHulls);
|
||||
HullSearchStatus hullSearchStatus = objectiveManager.GetObjective<AIObjectiveFindSafety>().FindBestHull(out Hull potentialSafeHull, HumanAIController.VisibleHulls);
|
||||
if (hullSearchStatus != HullSearchStatus.Finished) { return; }
|
||||
safeHull = potentialSafeHull;
|
||||
findHullTimer = findHullInterval * Rand.Range(0.9f, 1.1f);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user