Merge branch 'dev' of https://github.com/Regalis11/Barotrauma into unstable

This commit is contained in:
EvilFactory
2022-09-29 12:13:55 -03:00
602 changed files with 19759 additions and 16312 deletions
@@ -87,11 +87,11 @@ namespace Barotrauma
if (_attackLimb != value)
{
_previousAttackLimb = _attackLimb;
_previousAttackLimb?.AttachedRope?.Snap();
if (_previousAttackLimb != null && _previousAttackLimb.attack.SnapRopeOnNewAttack) { _previousAttackLimb.AttachedRope?.Snap(); }
}
else if (_attackLimb != null && _attackLimb.attack.CoolDownTimer <= 0)
{
_attackLimb.AttachedRope?.Snap();
if (_attackLimb != null && _attackLimb.attack.SnapRopeOnNewAttack) { _attackLimb.AttachedRope?.Snap(); }
}
_attackLimb = value;
attackVector = null;
@@ -3660,7 +3660,7 @@ namespace Barotrauma
targetDir = Vector2.UnitY;
}
}
float margin = 30000;
float margin = Level.OutsideBoundsCurrentMargin;
if (pos.X < -margin)
{
// Too far left
@@ -3847,7 +3847,7 @@ namespace Barotrauma
public override void ServerWrite(IWriteMessage msg)
{
msg.Write((byte)State);
msg.WriteByte((byte)State);
PetBehavior?.ServerWrite(msg);
}
@@ -466,7 +466,12 @@ namespace Barotrauma
}
}
}
steeringManager.Update(Character.AnimController.GetCurrentSpeed(run && Character.CanRun));
//if someone is grabbing the bot and the bot isn't trying to run anywhere, let them keep dragging and "control" the bot
if (Character.SelectedBy == null || run)
{
steeringManager.Update(Character.AnimController.GetCurrentSpeed(run && Character.CanRun));
}
bool ignorePlatforms = Character.AnimController.TargetMovement.Y < -0.5f && (-Character.AnimController.TargetMovement.Y > Math.Abs(Character.AnimController.TargetMovement.X));
if (steeringManager == insideSteering)
@@ -511,9 +516,9 @@ namespace Barotrauma
{
newDir = Direction.Left;
}
if (Character.SelectedConstruction != null)
if (Character.SelectedItem != null)
{
Character.SelectedConstruction.SecondaryUse(deltaTime, Character);
Character.SelectedItem.SecondaryUse(deltaTime, Character);
}
}
else if (AutoFaceMovement && Math.Abs(Character.AnimController.TargetMovement.X) > 0.1f && !Character.AnimController.InWater)
@@ -2148,7 +2153,7 @@ namespace Barotrauma
if (c.Removed) { continue; }
if (c.TeamID != team) { continue; }
if (c.IsIncapacitated) { continue; }
if (c.SelectedConstruction == target.Item)
if (c.SelectedItem == target.Item)
{
operatingCharacter = c;
return true;
@@ -2185,7 +2190,7 @@ namespace Barotrauma
if (c.IsIncapacitated) { continue; }
if (c.IsPlayer)
{
if (c.SelectedConstruction == target.Item)
if (c.SelectedItem == target.Item)
{
// If the other character is player, don't try to operate
other = c;
@@ -79,7 +79,8 @@ namespace Barotrauma
{
pathFinder = new PathFinder(WayPoint.WayPointList.FindAll(wp => wp.SpawnType == SpawnType.Path), true)
{
GetNodePenalty = GetNodePenalty
GetNodePenalty = GetNodePenalty,
GetSingleNodePenalty = GetSingleNodePenalty
};
this.canOpenDoors = canOpenDoors;
@@ -360,7 +361,7 @@ namespace Barotrauma
Ladder nextLadder = GetNextLadder();
var ladders = currentLadder ?? nextLadder;
bool useLadders = canClimb && ladders != null && steering.LengthSquared() > 0.1f && (!isDiving || steering.Y > 1);
if (useLadders && character.SelectedConstruction != ladders.Item)
if (useLadders && character.SelectedSecondaryItem != ladders.Item)
{
if (character.CanInteractWith(ladders.Item))
{
@@ -372,7 +373,7 @@ namespace Barotrauma
// Try to select the previous ladder, unless it's already selected, unless the previous ladder is not adjacent to the current ladder.
// The intention of this code is to prevent the bots from dropping from the "double ladders".
var previousLadders = currentPath.PrevNode?.Ladders;
if (previousLadders != null && previousLadders != ladders && character.SelectedConstruction != previousLadders.Item &&
if (previousLadders != null && previousLadders != ladders && character.SelectedSecondaryItem != previousLadders.Item &&
character.CanInteractWith(previousLadders.Item) && Math.Abs(previousLadders.Item.WorldPosition.X - ladders.Item.WorldPosition.X) < 5)
{
previousLadders.Item.TryInteract(character, forceSelectKey: true);
@@ -382,8 +383,7 @@ namespace Barotrauma
var collider = character.AnimController.Collider;
if (character.IsClimbing && !useLadders)
{
character.AnimController.Anim = AnimController.Animation.None;
character.SelectedConstruction = null;
character.StopClimbing();
}
if (character.IsClimbing && useLadders)
{
@@ -402,15 +402,14 @@ namespace Barotrauma
// We need some margin, because if a hatch has closed, it's possible that the height from floor is slightly negative.
bool isAboveFloor = heightFromFloor > -0.1f;
// If the next waypoint is horizontally far, we don't want to keep holding the ladders
if (isAboveFloor && (nextLadder == null || Math.Abs(currentPath.CurrentNode.WorldPosition.X - currentPath.NextNode.WorldPosition.X) > 50))
if (isAboveFloor && !currentPath.IsAtEndNode && (nextLadder == null || Math.Abs(currentPath.CurrentNode.WorldPosition.X - currentPath.NextNode.WorldPosition.X) > 50))
{
character.AnimController.Anim = AnimController.Animation.None;
character.SelectedConstruction = null;
character.StopClimbing();
}
else if (nextLadder != null && !nextLadderSameAsCurrent)
{
// Try to change the ladder (hatches between two submarines)
if (character.SelectedConstruction != nextLadder.Item && character.CanInteractWith(nextLadder.Item))
if (character.SelectedSecondaryItem != nextLadder.Item && character.CanInteractWith(nextLadder.Item))
{
if (nextLadder.Item.TryInteract(character, forceSelectKey: true))
{
@@ -418,7 +417,7 @@ namespace Barotrauma
}
}
}
if (isAboveFloor || nextLadderSameAsCurrent || nextLadder == null && Math.Abs(diff.Y) < 10)
if (!currentPath.IsAtEndNode && (isAboveFloor || nextLadderSameAsCurrent || nextLadder == null && Math.Abs(diff.Y) < 10))
{
NextNode(!doorsChecked);
}
@@ -528,7 +527,7 @@ namespace Barotrauma
{
// We'll want this to run each time, because the delegate is used to find a valid button component.
bool canAccessButtons = false;
foreach (var button in door.Item.GetConnectedComponents<Controller>(true))
foreach (var button in door.Item.GetConnectedComponents<Controller>(true, connectionFilter: c => c.Name == "toggle" || c.Name == "set_state"))
{
if (button.HasAccess(character) && (buttonFilter == null || buttonFilter(button)))
{
@@ -676,6 +675,8 @@ namespace Barotrauma
}
}
float distance = Vector2.DistanceSquared(button.Item.WorldPosition, character.WorldPosition);
//heavily prefer buttons linked to the door, so sub builders can help the bots figure out which button to use by linking them
if (door.Item.linkedTo.Contains(button.Item)) { distance *= 0.1f; }
if (closestButton == null || distance < closestDist && character.CanSeeTarget(button.Item))
{
closestButton = button;
@@ -756,42 +757,8 @@ namespace Barotrauma
private float? GetNodePenalty(PathNode node, PathNode nextNode)
{
if (character == null) { return 0.0f; }
if (nextNode.Waypoint.isObstructed) { return null; }
float penalty = 0.0f;
if (nextNode.Waypoint.ConnectedGap != null && nextNode.Waypoint.ConnectedGap.Open < 0.9f)
{
var door = nextNode.Waypoint.ConnectedDoor;
if (door == null)
{
penalty = 100.0f;
}
else
{
if (!CanAccessDoor(door, button =>
{
// Ignore buttons that are on the wrong side of the door
if (door.IsHorizontal)
{
if (Math.Sign(button.Item.WorldPosition.Y - door.Item.WorldPosition.Y) != Math.Sign(character.WorldPosition.Y - door.Item.WorldPosition.Y))
{
return false;
}
}
else
{
if (Math.Sign(button.Item.WorldPosition.X - door.Item.WorldPosition.X) != Math.Sign(character.WorldPosition.X - door.Item.WorldPosition.X))
{
return false;
}
}
return true;
}))
{
return null;
}
}
}
float? penalty = GetSingleNodePenalty(nextNode);
if (penalty == null) { return null; }
bool nextNodeAboveWaterLevel = nextNode.Waypoint.CurrentHull != null && nextNode.Waypoint.CurrentHull.Surface < nextNode.Waypoint.Position.Y;
//non-humanoids can't climb up ladders
if (!(character.AnimController is HumanoidAnimController))
@@ -839,6 +806,47 @@ namespace Barotrauma
return penalty;
}
private float? GetSingleNodePenalty(PathNode node)
{
if (node.Waypoint.isObstructed) { return null; }
if (node.IsBlocked()) { return null; }
float penalty = 0.0f;
if (node.Waypoint.ConnectedGap != null && node.Waypoint.ConnectedGap.Open < 0.9f)
{
var door = node.Waypoint.ConnectedDoor;
if (door == null)
{
penalty = 100.0f;
}
else
{
if (!CanAccessDoor(door, button =>
{
// Ignore buttons that are on the wrong side of the door
if (door.IsHorizontal)
{
if (Math.Sign(button.Item.WorldPosition.Y - door.Item.WorldPosition.Y) != Math.Sign(character.WorldPosition.Y - door.Item.WorldPosition.Y))
{
return false;
}
}
else
{
if (Math.Sign(button.Item.WorldPosition.X - door.Item.WorldPosition.X) != Math.Sign(character.WorldPosition.X - door.Item.WorldPosition.X))
{
return false;
}
}
return true;
}))
{
return null;
}
}
}
return penalty;
}
public static float smallRoomSize = 500;
public void Wander(float deltaTime, float wallAvoidDistance = 150, bool stayStillInTightSpace = true)
{
@@ -14,13 +14,11 @@ namespace Barotrauma
public readonly LanguageIdentifier Language;
public readonly List<NPCConversation> Conversations;
public readonly Dictionary<Identifier, NPCPersonalityTrait> PersonalityTraits;
public NPCConversationCollection(NPCConversationsFile file, ContentXElement element) : base(file, element.GetAttributeIdentifier("identifier", ""))
{
Language = element.GetAttributeIdentifier("language", "English").ToLanguageIdentifier();
Conversations = new List<NPCConversation>();
PersonalityTraits = new Dictionary<Identifier, NPCPersonalityTrait>();
foreach (var subElement in element.Elements())
{
Identifier elemName = new Identifier(subElement.Name.LocalName);
@@ -28,11 +26,6 @@ namespace Barotrauma
{
Conversations.Add(new NPCConversation(subElement));
}
else if (elemName == "PersonalityTrait")
{
var personalityTrait = new NPCPersonalityTrait(subElement);
PersonalityTraits.Add(personalityTrait.Name, personalityTrait);
}
}
}
@@ -361,10 +354,13 @@ namespace Barotrauma
private static float GetConversationProbability(NPCConversation conversation)
{
int index = previousConversations.IndexOf(conversation);
if (index < 0) return 10.0f;
//prefer choosing conversations with more flags (= for more specific situations) when possible
float baseProbability = MathF.Pow(conversation.Flags.Count + 1, 2);
return 1.0f - 1.0f / (index + 1);
int index = previousConversations.IndexOf(conversation);
if (index < 0) { return baseProbability * 10.0f; }
return baseProbability + 1.0f - 1.0f / (index + 1);
}
#if DEBUG
@@ -3,6 +3,7 @@ using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Barotrauma.Extensions;
using System.Collections.Immutable;
namespace Barotrauma
{
@@ -529,6 +530,15 @@ namespace Barotrauma
}
return canEquip;
}
protected bool CheckItemIdentifiersOrTags(Item item, ImmutableHashSet<Identifier> identifiersOrTags)
{
if (identifiersOrTags.Contains(item.Prefab.Identifier)) { return true; }
foreach (var identifier in identifiersOrTags)
{
if (item.HasTag(identifier)) { return true; }
}
return false;
}
protected bool CanEquip(Item item) => CanEquip(character, item);
}
@@ -6,6 +6,7 @@ using System.Collections.Generic;
using System.Linq;
using FarseerPhysics.Dynamics;
using static Barotrauma.AIObjectiveFindSafety;
using System.Collections.Immutable;
namespace Barotrauma
{
@@ -512,6 +513,23 @@ namespace Barotrauma
foreach (var weapon in weaponList)
{
float priority = weapon.CombatPriority;
if (weapon is RepairTool repairTool)
{
switch (repairTool.UsableIn)
{
case RepairTool.UseEnvironment.Air:
if (character.InWater) { continue; }
break;
case RepairTool.UseEnvironment.Water:
if (!character.InWater) { continue; }
break;
case RepairTool.UseEnvironment.None:
continue;
case RepairTool.UseEnvironment.Both:
default:
break;
}
}
if (prioritizeMelee)
{
if (weapon is MeleeWeapon)
@@ -895,11 +913,14 @@ namespace Barotrauma
private void RemoveFollowTarget()
{
if (arrestingRegistered)
if (followTargetObjective != null)
{
followTargetObjective.Completed -= OnArrestTargetReached;
if (arrestingRegistered)
{
followTargetObjective.Completed -= OnArrestTargetReached;
}
RemoveSubObjective(ref followTargetObjective);
}
RemoveSubObjective(ref followTargetObjective);
arrestingRegistered = false;
}
@@ -950,7 +971,7 @@ namespace Barotrauma
/// <summary>
/// Seeks for more ammunition. Creates a new subobjective.
/// </summary>
private void SeekAmmunition(Identifier[] ammunitionIdentifiers)
private void SeekAmmunition(ImmutableHashSet<Identifier> ammunitionIdentifiers)
{
retreatTarget = null;
RemoveSubObjective(ref retreatObjective);
@@ -985,7 +1006,7 @@ namespace Barotrauma
HumanAIController.UnequipEmptyItems(Weapon);
RelatedItem item = null;
Item ammunition = null;
Identifier[] ammunitionIdentifiers = null;
ImmutableHashSet<Identifier> ammunitionIdentifiers = null;
if (WeaponComponent.requiredItems.ContainsKey(RelatedItem.RelationType.Contained))
{
foreach (RelatedItem requiredItem in WeaponComponent.requiredItems[RelatedItem.RelationType.Contained])
@@ -1011,8 +1032,8 @@ namespace Barotrauma
if (ammunitionIdentifiers != null)
{
// Try reload ammunition from inventory
bool IsInsideHeadset(Item i) => i.ParentInventory?.Owner is Item ownerItem && ownerItem.HasTag("mobileradio");
ammunition = character.Inventory.FindItem(i => ammunitionIdentifiers.Any(id => id == i.Prefab.Identifier || i.HasTag(id)) && i.Condition > 0 && !IsInsideHeadset(i), recursive: true);
static bool IsInsideHeadset(Item i) => i.ParentInventory?.Owner is Item ownerItem && ownerItem.HasTag("mobileradio");
ammunition = character.Inventory.FindItem(i => CheckItemIdentifiersOrTags(i, ammunitionIdentifiers) && i.Condition > 0 && !IsInsideHeadset(i), recursive: true);
if (ammunition != null)
{
var container = Weapon.GetComponent<ItemContainer>();
@@ -1,6 +1,8 @@
using Barotrauma.Items.Components;
using Barotrauma.Extensions;
using Barotrauma.Items.Components;
using System;
using System.Collections.Generic;
using System.Collections.Immutable;
using System.Linq;
namespace Barotrauma
@@ -11,14 +13,14 @@ namespace Barotrauma
public Func<Item, float> GetItemPriority;
public Identifier[] ignoredContainerIdentifiers;
public ImmutableHashSet<Identifier> ignoredContainerIdentifiers;
public bool checkInventory = true;
//if the item can't be found, spawn it in the character's inventory (used by outpost NPCs and in some cases also enemy NPCs, like pirates)
private readonly bool spawnItemIfNotFound;
//can either be a tag or an identifier
public readonly Identifier[] itemIdentifiers;
public readonly ImmutableHashSet<Identifier> itemIdentifiers;
public readonly ItemContainer container;
private readonly Item item;
public Item ItemToContain { get; private set; }
@@ -61,9 +63,9 @@ namespace Barotrauma
}
public AIObjectiveContainItem(Character character, Identifier itemIdentifier, ItemContainer container, AIObjectiveManager objectiveManager, float priorityModifier = 1, bool spawnItemIfNotFound = false)
: this(character, new Identifier[] { itemIdentifier }, container, objectiveManager, priorityModifier, spawnItemIfNotFound) { }
: this(character, itemIdentifier.ToEnumerable().ToImmutableHashSet(), container, objectiveManager, priorityModifier, spawnItemIfNotFound) { }
public AIObjectiveContainItem(Character character, Identifier[] itemIdentifiers, ItemContainer container, AIObjectiveManager objectiveManager, float priorityModifier = 1, bool spawnItemIfNotFound = false)
public AIObjectiveContainItem(Character character, ImmutableHashSet<Identifier> itemIdentifiers, ItemContainer container, AIObjectiveManager objectiveManager, float priorityModifier = 1, bool spawnItemIfNotFound = false)
: base(character, objectiveManager, priorityModifier)
{
this.itemIdentifiers = itemIdentifiers;
@@ -102,7 +104,10 @@ namespace Barotrauma
return containedItemCount >= ItemCount;
}
private bool CheckItem(Item i) => itemIdentifiers.Any(id => i.Prefab.Identifier == id || i.HasTag(id)) && i.ConditionPercentage >= ConditionLevel && i.HasAccess(character);
private bool CheckItem(Item item)
{
return CheckItemIdentifiersOrTags(item, itemIdentifiers) && item.ConditionPercentage >= ConditionLevel && item.HasAccess(character);
}
protected override void Act(float deltaTime)
{
@@ -1,5 +1,7 @@
using Barotrauma.Items.Components;
using Barotrauma.Extensions;
using Barotrauma.Items.Components;
using System;
using System.Collections.Immutable;
using System.Linq;
namespace Barotrauma
@@ -13,7 +15,7 @@ namespace Barotrauma
//can either be a tag or an identifier
private readonly string[] itemIdentifiers;
private readonly ItemContainer sourceContainer;
private ItemContainer targetContainer;
private readonly ItemContainer targetContainer;
private readonly Item targetItem;
private AIObjectiveGetItem getItemObjective;
@@ -127,7 +129,7 @@ namespace Barotrauma
RemoveExistingPredicate = RemoveExistingPredicate,
RemoveMax = RemoveExistingMax,
GetItemPriority = GetItemPriority,
ignoredContainerIdentifiers = sourceContainer != null ? new Identifier[] { sourceContainer.Item.Prefab.Identifier } : null
ignoredContainerIdentifiers = sourceContainer?.Item.Prefab.Identifier.ToEnumerable().ToImmutableHashSet()
},
onCompleted: () => IsCompleted = true,
onAbandon: () => Abandon = true);
@@ -177,7 +177,7 @@ namespace Barotrauma
TargetName = Leak.FlowTargetHull?.DisplayName,
requiredCondition = () =>
Leak.Submarine == character.Submarine &&
Leak.linkedTo.Any(e => e is Hull h && character.CurrentHull == h),
Leak.linkedTo.Any(e => e is Hull h && (character.CurrentHull == h || h.linkedTo.Contains(character.CurrentHull))),
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()
@@ -21,10 +21,10 @@ namespace Barotrauma
public float TargetCondition { get; set; } = 1;
public bool AllowDangerousPressure { get; set; }
public readonly ImmutableArray<Identifier> IdentifiersOrTags;
public readonly ImmutableHashSet<Identifier> IdentifiersOrTags;
//if the item can't be found, spawn it in the character's inventory (used by outpost NPCs)
private bool spawnItemIfNotFound = false;
private readonly bool spawnItemIfNotFound = false;
private Item targetItem;
private readonly Item originalTarget;
@@ -32,8 +32,8 @@ namespace Barotrauma
private bool isDoneSeeking;
public Item TargetItem => targetItem;
private int currSearchIndex;
public Identifier[] ignoredContainerIdentifiers;
public Identifier[] ignoredIdentifiersOrTags;
public ImmutableHashSet<Identifier> ignoredContainerIdentifiers;
public ImmutableHashSet<Identifier> ignoredIdentifiersOrTags;
private AIObjectiveGoTo goToObjective;
private float currItemPriority;
private readonly bool checkInventory;
@@ -93,8 +93,8 @@ namespace Barotrauma
Equip = equip;
this.spawnItemIfNotFound = spawnItemIfNotFound;
this.checkInventory = checkInventory;
IdentifiersOrTags = ParseGearTags(identifiersOrTags).ToImmutableArray();
ignoredIdentifiersOrTags = ParseIgnoredTags(identifiersOrTags).ToArray();
IdentifiersOrTags = ParseGearTags(identifiersOrTags).ToImmutableHashSet();
ignoredIdentifiersOrTags = ParseIgnoredTags(identifiersOrTags).ToImmutableHashSet();
}
public static IEnumerable<Identifier> ParseGearTags(IEnumerable<Identifier> identifiersOrTags)
@@ -558,11 +558,11 @@ namespace Barotrauma
{
if (!item.HasAccess(character)) { return false; }
if (ignoredItems.Contains(item)) { return false; };
if (ignoredIdentifiersOrTags != null && ignoredIdentifiersOrTags.Any(id => item.Prefab.Identifier == id || item.HasTag(id))) { return false; }
if (ignoredIdentifiersOrTags != null && CheckItemIdentifiersOrTags(item, ignoredIdentifiersOrTags)) { return false; }
if (item.Condition < TargetCondition) { return false; }
if (ItemFilter != null && !ItemFilter(item)) { return false; }
if (RequireLoaded && item.Components.Any(i => !i.IsLoaded(character))) { return false; }
return IdentifiersOrTags.Any(id => id == item.Prefab.Identifier || item.HasTag(id) || (AllowVariants && !item.Prefab.VariantOf.IsEmpty && item.Prefab.VariantOf == id));
return CheckItemIdentifiersOrTags(item, IdentifiersOrTags) || (AllowVariants && !item.Prefab.VariantOf.IsEmpty && IdentifiersOrTags.Contains(item.Prefab.VariantOf));
}
public override void Reset()
@@ -25,7 +25,7 @@ namespace Barotrauma
public bool RequireAllItems { get; set; }
private readonly ImmutableArray<Identifier> gearTags;
private readonly Identifier[] ignoredTags;
private readonly ImmutableHashSet<Identifier> ignoredTags;
private bool subObjectivesCreated;
public readonly HashSet<Item> achievedItems = new HashSet<Item>();
@@ -33,7 +33,7 @@ namespace Barotrauma
public AIObjectiveGetItems(Character character, AIObjectiveManager objectiveManager, IEnumerable<Identifier> identifiersOrTags, float priorityModifier = 1) : base(character, objectiveManager, priorityModifier)
{
gearTags = AIObjectiveGetItem.ParseGearTags(identifiersOrTags).ToImmutableArray();
ignoredTags = AIObjectiveGetItem.ParseIgnoredTags(identifiersOrTags).ToArray();
ignoredTags = AIObjectiveGetItem.ParseIgnoredTags(identifiersOrTags).ToImmutableHashSet();
}
protected override bool CheckObjectiveSpecific() => subObjectivesCreated && subObjectives.None();
@@ -196,9 +196,10 @@ namespace Barotrauma
character.AIController.SteeringManager.Reset();
return;
}
if (!character.IsClimbing)
character.SelectedItem = null;
if (character.SelectedSecondaryItem != null && !character.SelectedSecondaryItem.IsLadder)
{
character.SelectedConstruction = null;
character.SelectedSecondaryItem = null;
}
if (Target is Entity e)
{
@@ -594,6 +595,10 @@ namespace Barotrauma
{
return c.CurrentHull;
}
else if (target is Structure structure)
{
return Hull.FindHull(structure.Position, useWorldCoordinates: false);
}
else if (target is Gap g)
{
return g.FlowTargetHull;
@@ -647,7 +652,7 @@ namespace Barotrauma
{
if (character.IsClimbing)
{
if (SteeringManager == PathSteering && PathSteering.CurrentPath != null && !PathSteering.CurrentPath.Finished && PathSteering.IsCurrentNodeLadder)
if (SteeringManager == PathSteering && PathSteering.CurrentPath != null && !PathSteering.CurrentPath.Finished && PathSteering.IsCurrentNodeLadder && !PathSteering.CurrentPath.IsAtEndNode)
{
if (Target.WorldPosition.Y > character.WorldPosition.Y)
{
@@ -694,7 +699,7 @@ namespace Barotrauma
{
if (Target is Item item)
{
if (!character.IsClimbing && character.CanInteractWith(item, out _, checkLinked: false)) { IsCompleted = true; }
if (character.CanInteractWith(item, out _, checkLinked: false)) { IsCompleted = true; }
}
else if (Target is Character targetCharacter)
{
@@ -161,10 +161,7 @@ namespace Barotrauma
character.DeselectCharacter();
}
if (!character.IsClimbing)
{
character.SelectedConstruction = null;
}
character.SelectedItem = null;
CleanupItems(deltaTime);
@@ -262,7 +259,8 @@ namespace Barotrauma
// Check that there is no unsafe hulls on the way to the target
if (node.Waypoint.CurrentHull != character.CurrentHull && HumanAIController.UnsafeHulls.Contains(node.Waypoint.CurrentHull)) { return false; }
return true;
}, endNodeFilter: node => !isCurrentHullAllowed | !IsForbidden(node.Waypoint.CurrentHull));
//don't stop at ladders when idling
}, endNodeFilter: node => node.Waypoint.Ladders == null && (!isCurrentHullAllowed || !IsForbidden(node.Waypoint.CurrentHull)));
if (path.Unreachable)
{
//can't go to this room, remove it from the list and try another room
@@ -293,7 +291,9 @@ namespace Barotrauma
}
else if (currentTarget != null)
{
PathSteering.SteeringSeek(character.GetRelativeSimPosition(currentTarget), weight: 1, nodeFilter: node => node.Waypoint.CurrentHull != null);
PathSteering.SteeringSeek(character.GetRelativeSimPosition(currentTarget), weight: 1,
nodeFilter: node => node.Waypoint.CurrentHull != null,
endNodeFilter: node => node.Waypoint.Ladders == null);
}
else
{
@@ -310,7 +310,7 @@ namespace Barotrauma
if (character.AnimController.GetHeightFromFloor() < 0.1f)
{
character.AnimController.Anim = AnimController.Animation.None;
character.SelectedConstruction = null;
character.SelectedSecondaryItem = null;
}
return;
}
@@ -375,7 +375,7 @@ namespace Barotrauma
}
chairCheckTimer -= deltaTime;
if (chairCheckTimer <= 0.0f && character.SelectedConstruction == null)
if (chairCheckTimer <= 0.0f && character.SelectedSecondaryItem == null)
{
foreach (Item item in Item.ItemList)
{
@@ -54,7 +54,7 @@ namespace Barotrauma
if (ValidContainableItemIdentifiers.None())
{
#if DEBUG
DebugConsole.ShowError($"No valid containable item identifiers found for the Load Item objective targeting {Container}");
DebugConsole.LogError($"No valid containable item identifiers found for the Load Item objective targeting {Container}");
#endif
Abandon = true;
return;
@@ -250,7 +250,7 @@ namespace Barotrauma
catch (NotImplementedException)
{
#if DEBUG
DebugConsole.ShowError($"Unexpected target condition \"{TargetItemCondition}\" in local function GetConditionBasedProperty");
DebugConsole.LogError($"Unexpected target condition \"{TargetItemCondition}\" in local function GetConditionBasedProperty");
#endif
return 0.0f;
}
@@ -90,7 +90,7 @@ namespace Barotrauma
catch (NotImplementedException)
{
#if DEBUG
DebugConsole.ShowError($"Unexpected target condition \"{targetCondition}\" in AIObjectiveLoadItems.ItemMatchesTargetCondition");
DebugConsole.LogError($"Unexpected target condition \"{targetCondition}\" in AIObjectiveLoadItems.ItemMatchesTargetCondition");
#endif
return false;
}
@@ -37,6 +37,8 @@ namespace Barotrauma
public Func<bool> completionCondition;
private bool isDoneOperating;
public float? OverridePriority = null;
protected override float GetPriority()
{
bool isOrder = objectiveManager.IsOrder(this);
@@ -52,7 +54,11 @@ namespace Barotrauma
}
else
{
if (isOrder)
if (OverridePriority.HasValue)
{
Priority = OverridePriority.Value;
}
else if (isOrder)
{
Priority = objectiveManager.GetOrderPriority(this);
}
@@ -135,7 +141,7 @@ namespace Barotrauma
float value = CumulatedDevotion + (max * PriorityModifier);
Priority = MathHelper.Clamp(value, 0, max);
}
else
else if (!OverridePriority.HasValue)
{
float value = CumulatedDevotion + (AIObjectiveManager.LowestOrderPriority * PriorityModifier);
float max = AIObjectiveManager.LowestOrderPriority - 1;
@@ -204,8 +210,15 @@ namespace Barotrauma
{
if (!character.IsClimbing && character.CanInteractWith(target.Item, out _, checkLinked: false))
{
HumanAIController.FaceTarget(target.Item);
if (character.SelectedConstruction != target.Item)
if (target.Item.GetComponent<Controller>() is not Controller { ControlCharacterPose: true })
{
HumanAIController.FaceTarget(target.Item);
}
else
{
HumanAIController.SteeringManager.Reset();
}
if (character.SelectedItem != target.Item && character.SelectedSecondaryItem != target.Item)
{
target.Item.TryInteract(character, forceSelectKey: true);
}
@@ -26,7 +26,7 @@ namespace Barotrauma
private bool IsRepairing() => IsRepairing(character, Item);
private readonly bool isPriority;
public static bool IsRepairing(Character character, Item item) => character.SelectedConstruction == item && item.Repairables.Any(r => r.CurrentFixer == character);
public static bool IsRepairing(Character character, Item item) => character.SelectedItem == item && item.Repairables.Any(r => r.CurrentFixer == character);
public AIObjectiveRepairItem(Character character, Item item, AIObjectiveManager objectiveManager, float priorityModifier = 1, bool isPriority = false)
: base(character, objectiveManager, priorityModifier)
@@ -165,7 +165,7 @@ namespace Barotrauma
return;
}
}
if (!character.IsClimbing && character.CanInteractWith(Item, out _, checkLinked: false))
if (character.CanInteractWith(Item, out _, checkLinked: false))
{
waitTimer += deltaTime;
if (waitTimer < WaitTimeBeforeRepair) { return; }
@@ -184,12 +184,12 @@ namespace Barotrauma
}
if (!Abandon)
{
if (character.SelectedConstruction != Item)
if (character.SelectedItem != Item)
{
if (Item.TryInteract(character, ignoreRequiredItems: true, forceSelectKey: true) ||
Item.TryInteract(character, ignoreRequiredItems: true, forceUseKey: true))
{
character.SelectedConstruction = Item;
character.SelectedItem = Item;
}
else
{
@@ -232,8 +232,6 @@ namespace Barotrauma
previousCondition = -1;
var objective = new AIObjectiveGoTo(Item, character, objectiveManager)
{
// Don't stop in ladders, because we can't interact with other items while holding the ladders.
endNodeFilter = node => node.Waypoint.Ladders == null,
TargetName = Item.Name
};
if (repairTool != null)
@@ -67,7 +67,7 @@ namespace Barotrauma
if (!ViableForRepair(item, character, HumanAIController)) { return false; };
if (!Objectives.ContainsKey(item))
{
if (item != character.SelectedConstruction)
if (item != character.SelectedItem)
{
if (NearlyFullCondition(item)) { return false; }
}
@@ -96,7 +96,7 @@ namespace Barotrauma
protected override float TargetEvaluation()
{
var selectedItem = character.SelectedConstruction;
var selectedItem = character.SelectedItem;
if (selectedItem != null && AIObjectiveRepairItem.IsRepairing(character, selectedItem) && selectedItem.ConditionPercentage < 100)
{
// Don't stop fixing until completely done
@@ -278,7 +278,7 @@ namespace Barotrauma
float cprSuitability = targetCharacter.Oxygen < 0.0f ? -targetCharacter.Oxygen * 100.0f : 0.0f;
//find which treatments are the most suitable to treat the character's current condition
targetCharacter.CharacterHealth.GetSuitableTreatments(currentTreatmentSuitabilities, normalize: false, predictFutureDuration: 10.0f);
targetCharacter.CharacterHealth.GetSuitableTreatments(currentTreatmentSuitabilities, user: character, normalize: false, predictFutureDuration: 10.0f);
//check if we already have a suitable treatment for any of the afflictions
foreach (Affliction affliction in GetSortedAfflictions(targetCharacter))
@@ -3,9 +3,8 @@ using Barotrauma.Items.Components;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Xml.Linq;
using System.Linq;
using System.Collections.Immutable;
using System.Linq;
namespace Barotrauma
{
@@ -151,7 +150,7 @@ namespace Barotrauma
public OrderPrefab(ContentXElement orderElement, OrdersFile file) : base(file, orderElement.GetAttributeIdentifier("identifier", ""))
{
Name = TextManager.Get($"OrderName.{Identifier}");
ContextualName = TextManager.Get($"OrderNameContextual.{Identifier}");
ContextualName = TextManager.Get($"OrderNameContextual.{Identifier}").Fallback(Name);
string targetItemType = orderElement.GetAttributeString("targetitemtype", "");
if (!string.IsNullOrWhiteSpace(targetItemType))
@@ -435,7 +434,7 @@ namespace Barotrauma
}
catch (NotImplementedException e)
{
DebugConsole.ShowError($"Error creating a new Order instance: unexpected target type \"{targetType}\".\n{e.StackTrace.CleanupStackTrace()}");
DebugConsole.LogError($"Error creating a new Order instance: unexpected target type \"{targetType}\".\n{e.StackTrace.CleanupStackTrace()}");
return null;
}
}
@@ -109,6 +109,8 @@ namespace Barotrauma
{
public delegate float? GetNodePenaltyHandler(PathNode node, PathNode prevNode);
public GetNodePenaltyHandler GetNodePenalty;
public delegate float? GetSingleNodePenaltyHandler(PathNode node);
public GetSingleNodePenaltyHandler GetSingleNodePenalty;
private readonly List<PathNode> nodes;
private readonly bool isCharacter;
@@ -282,8 +284,6 @@ namespace Barotrauma
}
//avoid stopping at a doorway
if (node.Waypoint.ConnectedDoor != null) { node.TempDistance *= 10.0f; }
//avoid stopping at a ladder
if (node.Waypoint.Ladders != null) { node.TempDistance *= 10.0f; }
}
//optimization: node extremely far (> 100m / 800 m) from the end position, don't try to use it as an end node
if (node.TempDistance > (InsideSubmarine ? 100.0f * 100.0f : 800.0f * 800.0f))
@@ -325,15 +325,24 @@ namespace Barotrauma
#endif
return new SteeringPath(true);
}
var path = FindPath(startNode, endNode, nodeFilter, errorMsgStr, minGapSize);
return path;
return FindPath(startNode, endNode, nodeFilter, errorMsgStr, minGapSize);
bool IsWaypointVisible(PathNode node, Vector2 rayStart, bool checkVisibility = true)
bool IsValidStartNode(PathNode node) => IsValidNode(node, (isCharacter, start), startNodeFilter);
bool IsValidEndNode(PathNode node) => IsValidNode(node, (isCharacter && checkVisibility, end), endNodeFilter);
bool IsValidNode(PathNode node, (bool check, Vector2 start) visibilityCheck, Func<PathNode, bool> extraFilter)
{
//if searching for a path inside the sub, make sure the waypoint is visible
if (checkVisibility && isCharacter)
if (nodeFilter != null && !nodeFilter(node)) { return false; }
if (extraFilter != null && !extraFilter(node)) { return false; }
if (GetSingleNodePenalty != null && GetSingleNodePenalty(node) == null) { return false; }
if (node.Waypoint.ConnectedGap != null)
{
var body = Submarine.PickBody(rayStart, node.TempPosition,
if (!CanFitThroughGap(node.Waypoint.ConnectedGap, minGapSize)) { return false; }
}
if (visibilityCheck.check)
{
var body = Submarine.PickBody(visibilityCheck.start, node.TempPosition,
collisionCategory: Physics.CollisionWall | Physics.CollisionLevel | Physics.CollisionStairs);
if (body != null)
{
@@ -344,36 +353,6 @@ namespace Barotrauma
}
return true;
}
bool IsValidStartNode(PathNode node)
{
if (nodeFilter != null && !nodeFilter(node)) { return false; }
if (startNodeFilter != null && !startNodeFilter(node)) { return false; }
if (node.Waypoint.isObstructed) { return false; }
// Always check the visibility for the start node
if (!IsWaypointVisible(node, start)) { return false; }
if (node.IsBlocked()) { return false; }
if (node.Waypoint.ConnectedGap != null)
{
if (!CanFitThroughGap(node.Waypoint.ConnectedGap, minGapSize)) { return false; }
}
return true;
}
bool IsValidEndNode(PathNode node)
{
if (nodeFilter != null && !nodeFilter(node)) { return false; }
if (endNodeFilter != null && !endNodeFilter(node)) { return false; }
if (node.Waypoint.isObstructed) { return false; }
// Only check the visibility for the end node when allowed (fix leaks)
if (!IsWaypointVisible(node, end, checkVisibility: checkVisibility)) { return false; }
if (node.IsBlocked()) { return false; }
if (node.Waypoint.ConnectedGap != null)
{
if (!CanFitThroughGap(node.Waypoint.ConnectedGap, minGapSize)) { return false; }
}
return true;
}
}
private SteeringPath FindPath(PathNode start, PathNode end, Func<PathNode, bool> filter = null, string errorMsgStr = "", float minGapSize = 0)
@@ -402,15 +381,13 @@ namespace Barotrauma
foreach (PathNode node in nodes)
{
if (node.state != 1 || node.F > dist) { continue; }
if (isCharacter && node.Waypoint.isObstructed) { continue; }
if (filter != null && !filter(node)) { continue; }
if (node.IsBlocked()) { continue; }
if (node.Waypoint.ConnectedGap != null)
{
if (!CanFitThroughGap(node.Waypoint.ConnectedGap, minGapSize)) { continue; }
}
}
dist = node.F;
currNode = node;
currNode = node;
}
if (currNode == null || currNode == end) { break; }
@@ -515,7 +492,4 @@ namespace Barotrauma
private bool CanFitThroughGap(Gap gap, float minWidth) => gap.IsHorizontal ? gap.RectHeight > minWidth : gap.RectWidth > minWidth;
}
}
}
@@ -115,6 +115,8 @@ namespace Barotrauma
}
}
public bool IsAtEndNode => currentIndex >= nodes.Count - 1;
public List<WayPoint> Nodes
{
get { return nodes; }
@@ -444,7 +444,7 @@ namespace Barotrauma
#if SERVER
public void ServerEventWrite(IWriteMessage msg, Client client, NetEntityEvent.IData extraData = null)
{
msg.Write(IsAlive);
msg.WriteBoolean(IsAlive);
}
#endif
}